TEXT: Player’s 
  Guide to 
  Shadowglade
  By Nate Petersen
  
  2
  Shadowglade:
  Player’s Guide to 
  Shadowglade
  Author: Nate Petersen
  Cover Frame: John C. Walborn
  Cover Illustration: Anthony Cournoyer
  Interior Illustration: Anthony Cournoyer, Jona-
  than Roberts, Sade 
  Shadowglade Map: Jonathan Roberts
  With Assistance From: Charlie Boon, Troy 
  Logsdin, Cody Methvin, Randy Pfefferle, Will 
  Thibault, and Caleb Wrege.
  Copyright 2007-2012 Neo Productions Unlim-
  ited, all rights reserved.
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Path-
  finder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not 
  endorse this product.
  Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplay-
  ing Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Pub-
  lishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  Open Content: Except for material designated as Product 
  Identity (see below), the contents of this product
  are Open Game Content, as defined in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content 
  may be reproduced in any form without written permission. 
  To learn more about the Open Game License and the d20 
  System License, please visit wizards.com/d20.
  Product Identity: All trademarks, registered trademarks, 
  proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artwork, and trade dress. 
  Any material not designated as Open Content in the previ-
  ous declaration. Elements that have previously been desig-
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  are not included in this declaration.
  
  3
  
  4
  Table of Contents
  Table of Contents 
   
   
  4
  Welcome to Shadowglade 
  5
  Background 
   
   
   
  6
  Key Points 
   
   
  6
  Basic Geography 
   
  10
  Organizations of  
   
  13
  Shadowglade 
   
   
  13
  The City States 
   
   
  16
  About the Entries 
   
  16
  Outside the Cities 
   
  16
  The City of Four Rivers  
  17
  The City of Mir  
   
  19
  The City of Northport 
   
  21
  The City of Shadowglade 
  24
  Current Affairs  
   
  27
  System 
   
   
   
  29
  Shadowglade, E10 
   
  29
  Characters 
   
   
  31
  Game Over 
   
   
  31
  Races  
   
   
   
  32
  Races of Shadowglade  
  32
  Other Races 
   
   
  32
  Cityfolk 
   
   
  33
  Grassfolk 
   
   
  34
  Normal Folk 
   
   
  35
  Shortfellows 
   
   
  36
  Classes 
   
   
   
  37
  Selecting a Class 
   
  37
  Core Classes 
   
   
  38
  Additional Classes 
   
  40
  Original Classes 
   
  41
  Prestige Classes 
   
  41
  Changes to the Classes 
  42
  Inappropriate Classes  
  42
  Favored Class Options  
  43
  Skills  
   
   
   
  45
  Feats  
   
   
   
  48
  Inappropriate Feats 
   
  51
  Income & Equipment  
   
  52
  Earning Potential 
   
  52
  Necessity of Invention  
  52
  Economy 
   
   
  53
  Personal Income 
   
  55
  Private Organizations 
   
  58
  Special Materials 
   
  60
  Item Breakage   
   
  61
  Masterwork Items 
   
  62
  Item Traits 
   
   
  62
  Firearms  
   
   
  65
  Additional Items 
   
  69
  Specific Items  
   
  71
  Additional Rules 
   
   
  73
  The Rest of the Story 
   
  73
  Alignment 
   
   
  74
  Character Traits 
   
  75
  Character Defects 
   
  79
  Traits & Defects  
   
  82
  Together 
   
   
  82
  Vital Statistics  
   
  82
  Deities  
   
   
  84
  Naming Conventions 
   
  88
  What to Expect  
   
  89
  Table SPG-1: Feats 
   
   
  49
  Table SPG-2: Average Earnings 
  55
  Table SPG-3: Income Brackets by 
    Shadowglade Month (45 days) 
  56
  Table SPG-4: Location Modifiers 
  56
  Table SPG-5: Time Off Penalties 
  56
  Table SPG-6: Traveling Diplomacy 
    Checks 
   
   
   
  57
  Table SPG-7: Basic Recruitment 
  58
  Table SPG-8: Shadowglade 
    Knightguard Recruitment 
   
  59
  Table SPG-9: Goods and Services 
  70
  Table SPG-10: Firearms 
   
  70
  Table SPG-11: Gunblades 
   
  70
  Table SPG-12: Augmented Weapons 70
  Table SPG-13: Specific Armors 
  72
  Table SPG-14: Specific Weapons 
  72
  Table SPG-15: Random Starting 
    Ages  
   
   
   
  82
  Table SPG-16: Aging Effects  
  83
  Table SPG-17: Random 
    Height & Weight 
   
   
  83
  
  5
  Welcome to 
  Shadowglade
  A “crack” in the dark brush catches your attention. Your 
  head instinctively snaps to face it, your eyes trace the 
  shadows in a trained manner. 
  “Relax,” says one of the other men around the camp-
  fire. “I’ve been on this route more times than I can count, 
  nothing’s out there.” He never even bothered to look.
  “So have I,” replied another man, speaking from the edge 
  of the flames furthest from you. “But that’s no reason to 
  relax. We must keep our guard at all times.” he returned to 
  sharpening the edge of a blade in hand. “If you’ve heard 
  the stories I’ve heard-” 
  “Rubbish!” the other man snapped back, for the first time 
  taking his attention away from the dancing, flickering fire to 
  address the second man. “Stop filling the kid’s head with 
  all of those old wives’ tales! We’ve both been on this road 
  too many times, we know there’s nothing out there ‘cept 
  some loud animals, noisy bugs, and other furry, obnoxious 
  beasts.” The second man looked up to his detractor, un-
  moved by the bravado.
  “It’s a warm night...” he said moments later, returning to the 
  familiar motions. He spoke somberly, deliberately. “If you do 
  not fear the shadows, why burn the light?”
  The guide you hold now is a doorway into the world of 
  Shadowglade, one draped in a shadow and the fog of 
  history. After a cataclysmic event destroyed the physical 
  world and wiped the minds of its citizenry clean, the world 
  was set back untold ages. Through the years, however, 
  new nations were founded on the ashes of the old, new 
  leaders stepped to the fore, and the world found itself once 
  more. For an assembled history of the land down through 
  the years, see An Introduction to Shadowglade. Mark 
  this history of this land well, for in its shrouded past lies the 
  seeds of its future...
  About This Guide
  This guide represents the common knowledge of the com-
  mon folk of the realm. Its intent is to help bring new visitors 
  up to speed on the state of the world today: the people, 
  their skills and abilities, the political and religious forces, 
  movers and shakers within the realm, and more! 
  This, however, is simply the tip of the ice burg. The world 
  has worked for more than five hundred years to recover 
  from a horrible catastrophe, and in that time alone much 
  has been done some would wish forgotten along with 
  the rest of history. As you and your companions venture 
  out into this world, you may find some details don’t quite 
  line up with the purported beliefs. Some will be quite a bit 
  less frightening than you might have been lead to believe, 
  others quite a bit more. And finally, some will be just was 
  wonderful, or unimaginable, as your elders told you they 
  would be. 
  So, in short, take in all that you can, but take it with a bit 
  of skepticism; any information is useful, especially when 
  exploring what amounts to the unknown, but not all of it is 
  necessarily true...
  “Five Hundred Years 
  Ago...
  ...the world as our ancestors knew it ceased to be, 
  destroyed in one, unsuspecting night. The Upheaval, as 
  it came to be known, rocked the world in an instant, an 
  unknown force devastating the mountain once known as 
  the Seat of the Stars. 
  Be it blessing or be it curse, our forefathers who survived 
  found they had little or no recollection of their life before 
  the event. Those with none lamented the loss of their 
  own identity, while those with little envied the others who 
  were unburdened with the memory of what was, and 
  thus the knowledge of what was truly lost. 
  Through strength of character, perseverance, and the 
  blessings of Erislan, however, they survived, and more 
  than that, they thrived. The world was rebuilt from the 
  ashes of the old, guided by the clerics and speakers of 
  Erislan, into a glorious world dedicated to his honor. 
  Today, the world continues to grow, nurtured by our 
  devotion to it as well as Erislan. Dark forces gather, 
  however. Allies of the vanquished Asurik still roam our 
  lands, seeking to undo all that we have built, all that 
  Erislan fought for. Erislan fought darkness itself and won, 
  for the sake of our ancestors, for the sake of us! We owe 
  it to him to ensure that all that has been done, all he has 
  given us, is not lost to the clutches of darkness!” 
  - Grand Marshall Graydon X, of the Church to the 
  Lord of the Stars, Pentacentenial Anniversary 
  Speech
  
  6
  Key Points
  The common world is the one all characters in the world will 
  be familiar with. For many, this is the only world they know; 
  this includes the vast majority of NPC characters and, 
  depending on how you start off in this world, yourself. This 
  world is modeled heavily upon the real-world Dark Ages.
  The World, In Brief
  •  Technology and learning are on the rise; limited 
  advancements in firearms and machinery is changing the 
  landscape slowly but surely. As a result, cityfolk possess 
  greater understanding than their fellows, but advancement 
  is still limited.
  •  Religion offers an important cornerstone in the lives 
  of the vast majority of the populace, especially for the 
  commoners. Much of this has to do with the state of the 
  world immediately after the Upheaval. Desiring something 
  concrete to believe in, many found solace in the word of 
  Erislan and the hope his disciples brought to the land. 
  Today, that has carried on through tradition as well as 
  politics. 
  •  Superstition is rampant, especially in the further reaches 
  of civilization.
  •  The average person survives as a farmer, blacksmith, or 
  merchant trader, with few brave souls offering protection 
  as mercenaries, soldiers, and their kind. 
  Additionally, many of your traditional fantasy elements are 
  distinctly absent or different from the lives of these folk.
  •  As far as the world is concerned, there is no “magic”, and 
  those professing to be sorcerers or magicians are either 
  insane or practitioners of the darker arts, worshippers of 
  the lord of evil and god of darkness, Asurik.
  •  Clerics and priests of Erislan, the patron deity of the 
  realm, are the exception to the above. They are said to 
  perform miracles through their divine grace, which are 
  accepted, appreciated, and celebrated. 
  •  The above is often the only overt display of divine grace 
  Background
  
  7
  in the realm, and even these are often subdued and 
  comparatively simple displays of power. In the memory 
  of the world, no god has tread its soil and thus no other 
  concrete proof of a deity truly exists.
  •  Fantastical monsters are just that; fantasy. Dragons may 
  have existed at one time, as some legends tell of great 
  beasts who roamed the sky and breathed fire or other 
  manner of element. Tales are told of mischievous little 
  monsters that could be goblins, and children are told tales 
  of various bogeymen to encourage their good behavior. 
  Adults, however, know better and view the world with little 
  mirth or wonder. 
  •  A chief side effect of the above is that this is a human-only 
  world; no demi-human races exist. That’s not to say there 
  are no differences; those whose bloodlines hail from the 
  Frontier represent a strong and hardy stock, while those 
  who dwell within the city are wittier and better informed, 
  but often lack the raw strength of their field-born cousins.
  •  Likewise, there is little war or conflict; without marauding 
  bands of monsters, most settlements have little to fear but 
  the elements, bandits, and potentially other settlements. 
  That isn’t to say, however, that there is no violence. 
  Occasional conflicts arrise over territory, rights to natural 
  resources, and trade routes, but most are dealt with by 
  the larger regional powers without escalating to all-out 
  war.
  The World You Know
  As the adage goes, “the more things change, the more they 
  stay the same.” This has its applications here as well. As a 
  baseline, our own world is a safe substitute for many of the 
  basic mechanics of the world of Shadowglade. Provided 
  something isn’t explicitly called out, consider it to operate 
  the same as in our world. Days are roughly twenty-four 
  hours, years are roughly three-hundred-sixty-five days, 
  there are four seasons of equal measure, one moon moves 
  through the sky in regular intervals, the sun rises in the east 
  and sets in the west, North is North, up is up. You should 
  be able to figure out the rest.
  History
  A significant feature of the world is an utter lack of history 
  and national identity beyond the last five hundred years 
  or so. The Great Loss, the worldwide amnesia that 
  followed the Upheaval, left many without identities let 
  alone awareness of their past and heritage. As a result, 
  exploration, learning, recording and remembering are of 
  chief importance to the higher classes. Peasants, having 
  come from nothing with little to nothing to hope for don’t 
  really have an interest in anything beyond the now; so long 
  as they are safe and can provide for themselves and their 
  families, that is all that matters.
  For a complete history of the land, see An Introduction to  
  Shadowglade.
  Language
  The lack of history and identity has lead to a greater 
  sense of unity. It was only through cooperation that the 
  survivors made the best of their lot, and cooperation came 
  only through communication. As such, all residents speak 
  a shared form of “Common”, and those who can read 
  likewise share a similar written language. Foreign writings 
  crop up from time to time amongst the ruins of the Old 
  World, and while scholars are hard at work deciphering 
  them there is no known, complete, translation available.
  The lsland nations of Iber and Ire each have their own 
  unique languages, having continued life after the Upheaval 
  for some time before making contact with the mainland. 
  Due to the construction of the mainland common tongue, 
  having borrowed from numerous languages and dialects 
  that the islanders found familiar, visitors from the islands 
  were able to decipher their fellow’s speech and open 
  communications quickly. Today, the islands have adopted 
  this common tongue as their own language to share in the 
  larger world identity, though some older folks and remote 
  areas insist on keeping the older languages alive. 
  The Baronies cling most stubbornly to their own languages. 
  Not many peasents have picked up the common tongue 
  of the mainland, keeping to a harsher tone of their own. 
  Nobles have picked up the primary language of the 
  mainland for their dealings but otherwise drift between the 
  two effortlessly. Everyone in the Baronies prefers their own 
  tongue and uses the common language as a neccesity 
  only.
  Beyond this, differences exist in the common language 
  due to the sheer distance between the major powers 
  and relative isolation. Slang commonly differs between 
  the regions, leading common folk in one city and its 
  surrounding area to speak in a manner completely 
  unlike common folk in others. While it might sound like a 
  completely different language at first, observant characters 
  can pick up on context clues and decipher the “slanguage”. 
  They might not be able to use a regional slag effectively, 
  but they can understand what is being said and respond in 
  an appropriate manner using normal common. The more 
  educated classes tend to keep to the accepted standard, 
  especially if their dealings have them working with their 
  counterparts in the other cities. 
  People of Shadowglade
  The population of the realm is fairly well skilled, though of 
  course most outlying villages will have lower-class citizens, 
  literally and figuratively. 
  Mechanically speaking, the maximum level of characters in 
  the realm caps off at level 10, with most skilled folk leveling 
  
  8
  off at 8; these would be highly skilled, noteworthy folk of the 
  realm. Higher than 8, the character is truely exceptional. 
  This would include characters such as Sir Xavier Halegrad, 
  the knight-captain of the elite Shadowglade Knightguard. 
  His counterparts in the other nations or organizations would 
  rank as high as well.
  Common folk are often level 1 and and skilled folk up 
  to level 3, split between the adventuring and non-player 
  classes. They take training as a utility and learn from 
  distant cities, traveling folk, or picking up tricks of the trade 
  as they meet various folk from around the lands. 
  The “common” guard falls around level 2 or 3, possibly a 
  bit higher for a person of local reknown. These folk are well 
  skilled and capable of putting brigands and bandits in their 
  place with little of a sweat to show for it. 
  Player characters start at the 1st level and work their way 
  to some level of respect in an area before even being 
  noticed by the larger forces of the land. Around 4th and 5th 
  levels regional powers begin to take note of the character, 
  their skills and their exploits. Assignments and invitations 
  follow for those who prove worthy, though identified threats 
  are dealt with appropriately. This does mean that not many 
  folk who would challenge one facet of the status quo or 
  another rise to a position to do much of anything to upset 
  that balance. 
  For more explanation of what this means, see 
  Shadowglade, E10, ahead. 
  Magic In Shadowglade
  Simply put, magic does not exist in Shadowglade. The  
  power of the clerics and priests is open to interpretation, but 
  it is widely assumed that their power is a gift from Erislan or 
  Asurik, or any number of the pagan gods or, depending on 
  one’s perspective, Asurik masquading as a seperate god to 
  win the trust of others. Suffice to say, the unusual doesn’t 
  happen openly in the realm of Shadowglade and should 
  something prove abnormal or lack a mundane explanation 
  the people can easily grasp, the situation can turn frightfully 
  ugly fast. 
  Characters such as bards exist in the realm with no 
  issue. They are master craftsmen whose sense of stage 
  presence awes many and inspires wonder as well as fear. 
  Their techniques amount to old stage tricks, handed down 
  generation after generation, or so they say. Corner a bard 
  on their expert showmanship and you’re liable to be told 
  a tale involving exotic compounds and complicated terms 
  relating to interactions of pastes, light, flame, and more. 
  Usually a questioner’s eyes gloss over at the first three 
  syllable item on the bard’s list of tools and they look no 
  further. 
  Sorcerers and wizards are nonexistant in the realm. 
  Sorcerers do not appear among the population, possibly 
  as the world lacks the otherworldly influances found in 
  distant realms. Wizards, on the other hand, require years of 
  intense instruction for the average mortal to learn to bend 
  the laws of time and space; in Shadowglade, those experts, 
  instructors and teachers do not exist to even begin anyone 
  on such a journey of discovery. 
  Clerics, on the other hand, do exist in the realm though are 
  not very abundant; the more common religious practitioner 
  is the priest, a divine conduit for the will of their deity. 
  Likewise, druids, paladins, and rangers dwell within the 
  realm in the service of their faiths. Druids are rare; those 
  accepted as stewards of Erislan being women from the 
  island nation of Ire, while mainland citizens are for some 
  reason denied this gift under Erislan. Druids to pagan 
  faiths, however, aren’t unheard of. Paladins are tied even 
  more tightly to an established order, while rangers often 
  appear as paladins of the natural orders. These classes are 
  messengers of their respective faiths and orders. They do 
  possess unique and awe-inspiring powers granted to them 
  by their patron deity, often Erislan. 
  Other deities are named by their followers as the source 
  of their amazing abilities, but their reception varies greatly 
  based on the location and predominant beliefs of the 
  community. Those who name Erislan as their god are safe 
  throughout the world to carry out his will; much of the land 
  worships and respects Erislan and those who act in his 
  name. Those who do not put faith in Erislan often adhere 
  to their own tenents of non-aggression or are fearful of 
  reprisals against them by members of powerful orders. 
  Others who claim the patronage of one of the newer, rising 
  dieties are typically tolerated in outlying communities. 
  These isolated groups are often accepting of most 
  anyone’s practices assuming they are not too unusual and 
  do not interfere with their own worship. In larger population 
  centers, whose worshippers are primarily devoted to 
  Erislan, their revelation incites more fear and anger. 
  Worshipers of Erislan see only the darkness of Asurik in 
  anyone with such powers not linked to their god. 
  Of all of the “magic” in Shadowglade, none of it is overt or 
  flashy. The special abilities of the clerics, druids, and others 
  of their kind are subtle and generally helpful. There are 
  whispers of dark magics and incantations to harm others, 
  but like their counterparts they too are said to be subtle, 
  causing something to waste away slowly as opposed to 
  disinitegration. 
  Magical Items
  On the heels of raw magic in the realm are magical items. 
  As magic itself does not exist neither do magical items as  
  there are no people to forge such wonders, a fairly straight 
  foreward situation. Like bards however, not every item is as 
  it seems. From swords with concealed spaces filled with oil 
  
  9
  ready to light the blade aflame, to staves specially designed 
  with hidden attachments and sockets, no item in the realm 
  should be considered “mundane” without careful inspection. 
  Additionally, the pre-Upheaval era has left a number of 
  artifacts and relics about, many with untold powers and 
  legends behind them. These could be true and represent 
  real magic in the world of Shadowglade, they instead could 
  be prototypes and the source of inspiration for today’s 
  modified equipment, or the lore could be pure fabrication, 
  leaving a treasure seeker with a wasted life and a useless 
  trinket. To add to the uncertainty, items obviously from the 
  earlier eras command a great price on the black market. 
  They are highly sought by private collectors, removing 
  many from the realm of public study and discourse. 
  The Outer Realms
  The folk of the land have no awareness of other realms, 
  save those involved in the afterlife. Erislan, lord and creator 
  of the world, resides in the Great Heavens and welcomes 
  all worthy followers upon their passing. Asurik, his eternal 
  foe and god of death and destruction, awaits in the Dark 
  Realm for those who have rejected Erislan. Beyond these, 
  however, no other realms exist.
  Monsters of Shadowglade
  As mentioned earlier, “monsters” don’t exist in the realm 
  of Shadowglade. No rampaging hordes of goblins or orcs, 
  no mammoth dragons menacing villages and trade routes, 
  no dens of world-destroying beasts, none of it. Even the 
  common boogey men of the fantasy realms, including 
  demons, devils, dragons, skeletons, and zombies are 
  unseen. Several legends, including the “Legend of the 
  Harvest Moon”, speak of undead creatures, foul reanimated 
  corpses sent to menace the living, but many of these tales 
  are quite old and unsupported.  
  Beyond the dark tales of dread, other old legends tell of 
  strange and unusual creatures in the deep parts of the 
  woods. Many of these revolve around cruel little creatures 
  who speak in gibberish, whines, wails, and the like. It is 
  said that they can be seen on moonlit nights raiding small 
  farms or chanting strangely in the deep woods. No proof 
  has been offered to suggest that these creatures exist 
  outside of scant “eye witness” records. Regardless, folks 
  avoid these places, offer small gifts of food or trinkets to 
  keep the creatures at bay, or take other warding measures 
  to prevent them from interfearing in their lives. 
  Most discount those tales as just mere legends, nothing 
  more. To them, they are unknown and impossible to prove. 
  No matter who clings to what, the tales are disbelieved. 
  Much like in our world, we have little faith in someone 
  claiming to have seen, met, or been attacked by a 
  yeti; most of us assume the person to be, well, insane. 
  Sometimes they are. Sometimes the person is quite lucid 
  and honestly believes it. And other times they were simply 
  tricked; also like our world, creatures long thought to be 
  impossible hoaxes are found out to be just that. People in 
  suits, planted foot prints, and elaborate plots prey on the 
  weak minded and superstitious of the land. Armies of the 
  dead are often bandits in elaborate armors, strange cries 
  in the woods the effect of wind through caverns or cleverly 
  designed chimes. 
  Real “monsters” in Shadowglade more often than not 
  take the form of wild animals. While the typical animals 
  Might Makes Right?
  That is the general assumption in most worlds, is it 
  not? So, in a world such as Shadowglade, with only 
  divine magic and little defense against it, why isn’t there 
  a cleric on the seat of power in each major city? Why 
  haven’t the magic users taken over the world? 
  To a point, they have. Clerical power is generally con-
  centrated in the established churches of Erislan, the 
  only fully accepted faith in the land. Following the tenets 
  of their own faith both churches have focused on pro-
  tecting the world; Ire chooses the path of shepherd, not 
  ruler, while the Iberian king has little interest in actually 
  ruling and more interest in collecting tithes. As a result, 
  either major power is quite content to let the flock rule 
  themselves while they step in when it is of importance to 
  the church. 
  Additionally, the superstitious populace pretty well 
  outnumbers any quantity of rogue magic users, divine 
  or otherwise. Evil clerics never get the chance to delve 
  into the truely dark arts as they are routinely discovered 
  well before they amass earth shattering power; worship-
  ping evil gods does tend to leave a bloody trail easily 
  followed by the wary. Erislanian scriptures, particularly 
  those referencing the defense of the weak, are also 
  widely known to the point that clerics of Erislan would 
  have a difficult time convincing worshippers domination 
  is the will of Erislan. 
  Now, that is not to say that no magic user has ever at-
  tempted some level of command, and even achieved 
  limited success; Aren d’Notrie used his post for such a 
  purpose, and “pious” communities exist under a strict 
  interpretation of “defense of the weak” means. Trouble 
  there is the established churches are well aware of what 
  a rogue magic user can do and are quick to put down 
  such a rebellion themselves. The Iren church, being the 
  oldest institution in the world, no doubt has access to 
  knowledge and magical power that would make such 
  foolhardy souls quake to know that Ire has its eye on 
  them.
  
  10
  are quiet, reserved, and “more afraid of you than you are 
  of them”, others are quite dangerous. Dire and fiendish 
  variations on normal animals lurk in the darkest regions of 
  the massive woodlands, especially in the Midlands. Larger 
  and more ferocious than their normal counterparts, these 
  beasts have been known to slaughter large portions of 
  herds of livestock, maim and kill many villagers, and drive 
  some settlers out of their chosen lands. 
  Additionally, large, giant, and monsterous varieties of 
  insects and vermin have been seen in the dark woodland 
  hearts. Some travelers tell of spider webs coating whole 
  sections of forests, wherein arachnids as large as cattle 
  wait patiently for a meal to pass through. Rodents as big 
  as dogs, or larger, have been found scurrying through the 
  woods, as well as scarce but confirmed sightings in the 
  deeper sewers of the larger cities. 
  The General World View
  Taking all of the information together, the world view that 
  it creates is one very close to our own Renssaince period 
  in European history as the “known world” was coming 
  out of the Dark Ages stupor it had been in; enlightenment 
  and education are on the rise but sorely lacking allowing 
  technology and superstition to run amok side by side, faith 
  is strong but confidenc in the churches and their previously 
  iron-grip is waning.
  Basic Geography
  The primary territories of Shadowglade are on what is 
  referred to as the “mainland”, a continental landmass 
  around 1000 miles wide. It is split between the north 
  and south by a massive mountain range known as the 
  Centerspine, which lies roughly 500 miles inland from 
  the southern shores. The southern region is where the 
  population dwells; north of the Centerspine are the 
  Northern Wastes, a desolate wasteland and the remnants 
  of the world-shattering Upheaval.
  The southern mainland is split roughly in thirds. From the 
  western coast to about 300 miles inland is the Great White 
  Desert, a massive salt desert ringed by the Centerspine at 
  the north and a branch of the same range that consumed 
  the western shores in the Upheaval along the west 
  and south. The area is uninhabitable and unexplored, 
  expeditions reaching only a few miles in from the eastern 
  edge before having to turn back. The western seaboard 
  holds no ports and no entry past the jagged range, 
  rendering entrance there impossible.
  The Frontier makes up the central third of the mainland, 
  bordered by the Great Salt Desert on its western edge and 
  the Midlands and central river on its east. The majority 
  of the Frontier is grassland, some of the most productive 
  farmlands on the mainland. Small settlements dot the 
  grasses, settled near river branches and tributaries, rare 
  stands and groves of trees, and the lands suitable for 
  farming. 
  The southern edge of the Frontier ends in what is called 
  the Marshlands, a region roughly even with sea-level. Fed 
  by the salt water and run-off from the southern arm of the 
  mountain range, it is a rather murky and barely habitable 
  area with little solid land.
  The Midlands makes up the last third of the mainland, 
  bordered by the Frontier to its west and the open seas 
  for much of its east. This region is heavily forested, with 
  enough open areas for suitable farming that the burden 
  doesn’t fall solely on the Frontier for providing. The majority 
  of the mainland’s population is packed into the Midlands, 
  which offers the most protection against the elements and 
  appears to hold the majority of the ruins of the Old World. 
  The north-eastern edge of the Midlands was split during the  
  Upheaval, giving literal rise to the Eastern Shelf, a body of 
  land significantly higher than the surrounding lands and sea 
  level. A sheer cliff runs the length of this region, stretching 
  from the Centerspine to the south-east shoreline. It is into 
  this cliff face that the city of Shadowglade was built.
  Outlying islands exist, many spared the worst ravages 
  of the Upheaval. The rolling hills and mountainside of Ire 
  remained green and sustainable well after the cataclysmic 
  
  11
  event, while the thick woodlands and golden fields of Iber 
  were scarcely touched by the apocalypse. Smaller islands, 
  however, fared poorly with several submerged for years, 
  their communities washed out to sea. 
  The basic environment is a common one and consists of 
  dense, descidious and pine forests, open grasslands, and 
  thick swamps. Four seasons mark the yearly calander, 
  including spring, summer, fall, and winter, each sharing 
  equal time.
  Mainland Regions
  The bulk of Shadowglade campaigns will take place on 
  the mainland, wherein the city states of Four Rivers, Mir, 
  Northport and Shadowglade hold the strongest influance. 
  The island nations of Iber and Ire have great influance, but 
  no where near as much as the city states do today. While 
  still important, the island nations will be discussed at a later 
  point and in greater detail. As such, most characters will 
  be from one of these areas, or a territory under that city’s 
  control, and familiarity with that city is an important aspect.
  The regions of the mainland are controlled by one of the 
  major city-states; the further out, the weaker their influence 
  becomes.
  •  Four Rivers is a mosaic city, born of the other major 
  powers. The centralized hub of the mainland, it features 
  political, social, and economic representatives of all three 
  mainland powers in a purportedly neutral location. At the 
  center of the mainland, nearly all traffic flows through its 
  gates, from trade goods bound inland or to the outer isles 
  to caravans, diplomats, travelers, and any other sort of 
  person. 
  Characters from Four Rivers are often well educated 
  about the rest of the world while never having left the 
  city walls. As such, they are far more accepting of others 
  for their differences and more likely to find common 
  ground. They are highly distrustful of the organized faiths, 
  however, and will do their best to distance themselves 
  from the churches, their clergy, and their actions.
  •  Mir is a self-proclaimed democracy, though that position 
  is quietly questioned by the better portion of the world. 
  Regardless, it is ultimately a city controlled by the 
  merchant class and coin. Its territories include the area 
  of the Midlands and Frontier surrounding it, and it has 
  great influence throughout the waterways leading to it. Mir 
  offers more protection for its valuable trade routes in the 
  interest of self-preservation than it does for the sake of 
  other powers. 
  Characters hailing from Mir are often a selfish lot. This 
  isn’t an indictment against them, as life in Mir often boils 
  down to simple survival for all class levels; thus, being 
  selfish is a simple survival instinct. They will wait to pick 
  sides, or play several factions against one another in a bid 
  for a better position.
  •  Northport, the chief active rival of Shadowglade, is a 
  mystery to the outside world. Almost none are allowed 
  within the deeper bowels of the city, which is carved 
  into a mountain within the massive range known as the 
  Centerspine. It controls the lands surrounding it in the 
  Midlands and Frontier, and is known to occasionally 
  “coerce” the loyalty of other settlements.
  Northport is one of the few areas where player characters 
  are unlikely to originate from. As a significant mainland 
  power they are discussed here, but due to their secretive 
  nature and tight control of their population’s comings and 
  goings, adventurerers are not the sort to be allowed into 
  or out of the deeper reaches of the city.
  •  Shadowglade is the most prominent of the city-states. A 
  monarchy, with parliamentary support, it controls the area 
  along the Eastern Shelf and offers more subtle assistance 
  as opposed to direct control.
  Characters out of Shadowglade are bound to be varied 
  in nature. Their city is incredibly tolerant of all but the 
  most corrupt and has a home for virtually everyone. Many 
  consider Shadowglade a second home, even though their 
  own settlements might lie far off. 
  Outlying Regions
  Beyond the city states are several outlying regions. These 
  are mostly unorganized and have little voice in the political 
  stage, but have an opinion one way all the same.
  •  The Frontier is the most prominant of the outlying regions. 
  Here, the large majority of the mainland population 
  who do not ally with one of the city states resides. 
  Frontieersmen, or grassfolk as they are commonly called, 
  are famously insular and unwelcoming, especially toward 
  obvious “cityfolk”. 
  Those characters from the Frontier usually have a very 
  good reason for leaving their lands, usually to barter with 
  those in the Midlands and distant cities on behalf of their 
  home. They are insular, quick to take offense from those 
  they believe weaker than they though they are also hearty 
  allies during any combat situation and quite protective of 
  those they adopt as friends. 
  •   The Centerspine Barionies, while at first believed unique, 
  today are not quite so. They have much in common with 
  the Frontier and Northport in that they wish only to be left 
  alone. Like Four Rivers, the barionies have felt the sting 
  of religious persecution during the Baronic Wars, wherein 
  they were assaulted on two fronts by Northport and Ire 
  for supposedly being “evil” and “irredeemably wicked”. 
  Due to their reclusive nature and unwillingness to deal 
  with the outside world, it is unlikely player characters 
  would hail from these lands. 
  •   A small tip of land known, unimaginatively, as the 
  Sourthern Marshlands represents a kind of forgotten 
  region of the realm. Well within the sphere of influance 
  
  12
  of Mir, even the greedy trade city wants little to do with 
  the property or its inhabitants. Mostly decended from 
  folk who never fled the shores and had little to do with 
  the reconstruction, the folk of the Marshland are unique 
  souls. They generally keep to themselves and make 
  no attempts to encourage or discourage travelers and 
  visitors. These marshfolk keep their own traditions and 
  customs, and almost speak their own language; some 
  scholars believe it is closer to the languages of their 
  ancestors, while frustrated travelers contend they simply 
  have trouble spitting the words out. 
  •  The outlying islands have little to no representation 
  elsewhere in the realm, which leaves them at a 
  significant disadvantage. Many are located just off the 
  shores of the mainland, however, putting them just out 
  of enforceable reach of the major powers. Often small 
  fishing communities or way-stations on routes to Iber and 
  Ire, their input matters little to the governments of the 
  mainland, though it matters little to these residents so long 
  as they are left alone by those same folk.
  Citizens of the islands fall somewhere between the 
  mindset of the Frontier and Mir; they are happiest when 
  left alone, but enterprising none-the-less. Given the 
  chance to make a coin off a traveler, or better yet a 
  merchant, they will certainly make the attempt. Player 
  characters from these areas are likely in search of such 
  coin, or possibly even relief from the tedeum of life in a 
  fishing town and the call of adventure. 
  •  There is little to say about the expanse immediately to 
  the north of the entire mainland continent; the name says 
  it all. The Northern Wastes. Anihilated in the fallout of 
  the Upheaval, the northern lands bore the brunt of the 
  damage and destruction while the southern stretch of the 
  land was spared the worst thanks to the Centerspine, 
  which acted as a buffer. Over the years expeditions have 
  been launched to the edges of the Northern Wastes, but 
  most have turned back almost upon arrival, finding little 
  but blackened rock and ash as far as the eye could see. 
  Mariners have tried charting the coast, but find rocky 
  shores and erratic weather patterns once they pass the 
  Centerspine and are forced to turn back as the land-
  based expeditions were.
  Smaller Towns & Villages
  The world of Shadowglade is a fluid one. Aside from 
  the large established cities, there are a great number of 
  smaller villages that dot the landscape. Due to a variety of 
  circumstances, however, most are short lived. Often this 
  has a good deal to do with the population; after a couple 
  of generations, the population thins out, the younger folk 
  head off to stake their own claim and the old guard dies 
  back until eventually all that is left are empty buildings 
  and long shadows. Other times there are foul methods 
  afoot, including bandits & raiders, slave drivers, and violent 
  animals. Occasionally, however, a village simply up and 
  disappears. At times it seems as though the population 
  just evaporated into thin air, other times a whole village, 
  including structures and outlying folk, disappear all together 
  with no sign or trace they were ever there. 
  As a result, maps cannot be entirely trusted in the realm. 
  Trade routes are watched closely and the towns along 
  these paths remain fairly stable, but occasionally raiders 
  take a keen eye toward a fat trading village. Cartograghers 
  have quite a brisk trade, and every several years 
  mount expeditions of their own in an effort to map the 
  countryside...as it is at the moment. 
  
  13
  Organizations of 
  Shadowglade
  In reality, as well as in rumor, the realm of Shadowglade is 
  governed by a number of different organizations. Most are 
  political or religious in leaning, and promiant groups carry 
  great weight beyond their own borders or followers. Others 
  have their roots in the populace and represent forces of 
  justice, learning, or other, darker, intentions. Finally, some 
  believe that various organizations exist that may or may 
  not. Conspiracy theorists see the hidden hand of several 
  groups in major events, political actions, and religious 
  ceremonies. Some of these groups are well known, 
  whether real or not, while others have less notorioty even if 
  they do exist. 
  Confirmed
    Church to the Lord of the Stars
       The Iren Church to the Lord of the Stars was founded 
  in 61 AE (See A History of Shadowglade) as the first 
  dedicated church to Erislan. It was founded on the island 
  nation of Ire, a nation virtually untouched by the calamity 
  that was the Upheaval. The citizens, grateful that they 
  were spared, took the mantle as Erislan’s chosen in light 
  of that protection and dedicated their nation to his honor.
       In the days preceeding the Upheaval, many believe, or 
  have come to believe, that Ire was Erislan’s home as a 
  mortal. The nation was home to well regimented orders 
  of knights and learned monks before the Great Loss, and 
  while much of the knowledge the mountain monestaries 
  once contained was lost, the spirit of learning survived in 
  the lands. 
       Today, the Iren church is the leading church dedicated 
  to Erislan’s honor. They are the most favorably viewed 
  and take great effort in reaching out to the populace and 
  working with them, not against them, a lesson learned 
  only in recent history. 
    Iberian Church of Erislan
       Almost more polticial than philisophical, the Iberian 
  Church of Erislan was founded in the year 179 AE, after 
  a trade dispute between the king of Iber and the Grand 
  Marshal of Ire (see A History of Shadowglade). The 
  Iberian king severed all ties with the nation of Ire and 
  used the opening to consolidate his own power back 
  home, closing all Iren churches and ordering Iberian 
  scholars to support his bid to found a new church. The 
  resulting organization cited holes in Erislanian scripture 
  that “convieniently” favored Ire and called them into 
  question, asserting a seperate view that validated the 
  new church’s existance. 
      •  Order of the Northern Wind
  The Order of the Northern Wind, as discussed earlier 
  among the classes of the realm, are the ceremonial 
  guard for the Iberian crown and its major church 
  officials. Paladins and armed warriors of the faith are 
  members of this order and its subordinate groups.
      •  Order of the Southern Seas
  The Order of the Southern Seas represents the 
  scholarly branch of the Iberian church. The founding 
  members of this order were among those whose 
  work was cited in the formation of the church and its 
  seperation from the Ire church. 
      •  Order of the Western Grove
  The Order of the Western Grove is Iber’s answer to the 
  druidic orders and priestesses of the Iren church. No 
  where near as skilled as the mothers and daughers of 
  Ire, they are no less formidable and are reported to be 
  more powerful than is publically known.
      •  Order of the Eastern Flame
  Little pretense remains when it comes to the Eastern 
  Flame; the only remaining speculation deals with the 
  origin of the group, if its founders were really religious 
  fanatics as the group is today or if they were simply 
  the king’s assassins given a new name and title. 
  Regardless, they are the enforcers and inquisitors of 
  the Iberian church and carry a sullied reputation; the 
  infamous Aren d’Notrie of the Mock Witch Trials is 
  still considered by many one of the order’s exemplary 
  members.
     Order of the Fallen Star
       The Order of the Fallen Star is very much alive and 
  well today, one of the few alternative Erislanian groups 
  to survive. It is a loose association of scholars as well 
  as clergy who seek the truth of Erislan and the pre-
  Upheaval eras outside the church. While purportedly 
  more akin to scientists, they have a base assumption in 
  the truth of the Erislanian mythology and seek to support 
  and enhance that understanding. While one might think 
  the churches would embrace such support in an era 
  where their strength is waning, both establishments 
  find the Order’s theories and occasional discovery to 
  run contrary to their own designs and dogma. While 
  little action is taken against the order, members of the 
  ordained clergy are heavily discouraged from interacting 
  with these folks, and quiet campaigns are waged by 
  both churches to quell support for them in various 
  communities.
      • Order of the Darkened Sky
          The Order of the Darkened Sky is officially dead, 
  never really having even lived. Its founder in theory, 
  Aliston Sinclair, and several of his leiutenents died in a 
  house fire which was ruled accidental by investigators 
  
  14
  on the scene. Today, several rogue scholars claim 
  membership but only to intimidate others, conjuring the 
  dark tales and mystic ties Sinclair had allegedly forged 
  to keep others from prying into their work.
    Seekers of Memory
       When discussing the Seekers, it is always important 
  to note which Seekers you are discussing; those of 
  historical note or those who remain today.
       Of the Seekers, those of historical note are widely 
  disregarded as fanatics and fearful rumormongers. 
  During the early days of reconstruction they were a 
  borderline terrorist group undermining the little faith 
  people had in emerging regional leaders. This led to 
  widespread panic and delayed reconstruction efforts in 
  some areas for years. 
       The historical Seekers believed the emerging “leaders” 
  were a part of a grand conspiracy. They either 
  orchestrated or knew of the impending Upheaval and 
  sought to profit from it, rebuilding the world as a new 
  order under their control. An inflamitory stance, it severed 
  early ties between the new governments and the 
  population and caused a great deal of unrest. In areas 
  where their word was not respected, they often resorted 
  to violence to deliver their message, purportedly “for the 
  truth”, but many saw their actions and desperation as 
  signs of unwell individuals and anarchists. 
       Today, chapters of the Seeker of Memory share little 
  more than a namesake with their historical founders. 
  These chapters exist to further exploration, leading 
  independantly funded expeditions northward toward 
  the Centerspine and Northern Wastes as well as to the 
  outlying islands. A significant chapter is headquartered 
  in Prisse’s Folly, keeping tabs on all discoveries found 
  within the ruins and leading groups of their own through 
  the rubble. 
    Shadowglade Knightguard
       The model soldiers and most regimented force in the 
  realm is found among the Shadowglade Knightguard, an 
  elite organization made up of the finest soldiers, warriors, 
  fighters, and martial combatants in all of the realms. 
  Tales are told of their strength, skill, as well as their 
  cunning. During the Baronic Wars, clever tactics allowed 
  Knightguard captains to defend their holdings without 
  shedding any blood, while skill and patience led troops 
  through the windswept hills of Ire to avert a catastrophe 
  and wisdom allowed the commanders to step down 
  knowing they made the right call. 
       Agents and emisaries of the Obsidian Throne, these men 
  would give their life for king and country, as well as the 
  defense of those who seek shelter within its walls. 
    Torchbearers
       The Torchbearers are a regional enigma. On the one 
  hand, those identified as Torchbearers are strong, 
  dedicated, and mostly honorable sorts. They travel the 
  lands to avenge wrongs and protect the innocent, or so 
  they say. On the other, where a Torchbearer passes, 
  woe and misery are often left in their wake. Deaths 
  and disappearances are not uncommon, and several 
  communities in the Frontier and along the Midland 
  edge of the grasslands have standing orders that any 
  identifiable Torchbearer is to be killed on sight. 
       Regional lords and Shadowglade Knightguard stationed 
  in the Midlands are on constant watch for such 
  individuals. Whether for their safety or that of the villages 
  none will confirm. It is known that no Torchbearer has 
  been taken captive; they often slip away just when they 
  are on the verge of apprehension. 
  Unconfirmed
    The Architects
       The Ancient Enemy, the title is now defunct, the first 
  mission of the Seekers of Memory abandoned. In 
  the early years of reconstruction, it was believed that 
  the world’s calamity was foreseen by great sages. 
  The wealthy, “noble”, classes took advantage of that 
  knowledge and prepared for the event. Camps differ on 
  their involvement, if they simply exploited a predicted 
  cataclysm or caused it for their own needs. Either way, 
  their name, “The Architects”, tells of how these purported 
  souls were seen in the eyes of the common man and 
  the Seekers. Many so named during the reconstruction 
  lost all they had to the overwhelming fear and jealosy of 
  the lower classes; being identified as an Architect was a 
  black mark and just this side of a death sentence. Tales 
  of the Architects and their dastardly plans diminished as 
  the word of Erislan gained sway through the lands and 
  the Seekers were left without support.
       Today, the Seekers of Memory are subdued compared 
  to their founding fathers and significantly more open-
  minded. While tales of the Architects are few and far 
  between, some conspiracy minded investigators have 
  claimed their involvement even today. Believers cite 
  elaborate symboligy carved into reconstruction-period 
  buildings and foundations, as well as hidden clues in 
  artwork, blueprints, and more. 
    The Guild, Guild of Shadows
       The Guild, also called the Guild of Shadows, is 
  purportedly the organization behind the entire city of Mir. 
  While organized crime is a widely known secret, some 
  suspect that the organization goes even deeper than 
  what anyone is lead to believe.
  Connected to the Guild of Shadows is a figure known 
  throughout the slums as “the Nobleman”. It is believed 
  that this man is the leader of the Guild of Shadows, and 
  his title and decription as a well-to-do, older gentleman 
  with proper manners as lead many to believe the Guild 
  to have originated in the higher eschelons of the Miran 
  nobility. The figure is curious, however, as he takes a 
  shine to particular street urchins, leading to a messiah-
  like vision among the lower classs of the man as a 
  
  15
  savior, and is reputed to be hostile toward women of 
  easy virtue and the rougher trade of the city. 
    Order of the Darkened Sky
       It is well documented; the Order of the Darkened Sky 
  existed, as in the past tense. Some believe, however, it 
  never went away. The purported founders of the group 
  are dead some hundred plus years now, though the little 
  work they produced regarding the rebirth of the dark 
  god Asurik survived and has been reproduced many 
  times over. Such titles are often incomplete, however, 
  though the “real” followers of the order are said to have 
  complete and even original copies of the papers.
  For a time it was “en vogue” for the wealthy and the 
  bored to pursue the dark and mystical works, founding 
  their own Darkened Sky cells. Today their existance 
  as an organization is questionable; some who claim 
  membership are found to be outright liars, while several 
  groups are suspected to be members but have little to 
  nothing in common with each other. Current iterations of 
  the Darkened Sky are purported to carry out dark and 
  grim experiments with the goal of reawakening the dead 
  god Asurik.
    Order of the Ebon Throne
       The Order of the Ebon Throne is a favorite of the 
  conspiracy theoriests among the modern Seekers of 
  Memory. Their role in the world is as varied as those who 
  tell of them.
  The only thing these folk can agree upon is the name; 
  the rest is up for arguement, including the origin of that 
  name. Some claim to have heard it from agents of the 
  same group themselves, while others derived it from 
  the Shadowglade palace, the giant thrust of obsidian, 
  or “Ebon Throne”. The “Order” designation carries 
  several connotations as well, dissected through barroom 
  debates and heated arguements. Some believe it named 
  after a military order, establishing a connection to the 
  Shadowglade Knightguard, whereas others assume 
  religious associations. Which religion the group serves 
  is likewise debated; some believe they covertly aligned 
  with one of the major churches, while some suspect the 
  group might very easily be dedicated to Asurik, further 
  playing up on the dark themes of the name.
  Likewise, the actions and goals of the organization 
  are highly debated. Some believe the order to be a 
  clandestine group of assassins, eliminating threats to 
  the Shadowglade aristocracy. Others believe them to 
  be covert agents, undermining foreign authorities. Still 
  others quietly speak of inhuman experiments, delving 
  into things man was not meant to know. 
  Little information exists about this group, mostly 
  speculation. The few reports and tales told are widely 
  considered too improbable to be real or are outright 
  falsehoods. Occasionally some folks claim to have 
  information only to disappear or recant their statements; 
  there is always a plausable reason for these occurances, 
  but their frequency is highly suspect.
    Redguard
       The Redguard are more accurately identified as the 
  “red scare”. Purportedly, this organization represents 
  the strongest force of Northport, a counter-organization 
  to Shadowglade’s Order of the Ebon Throne. Like the 
  aforementioned Order, however, the Redguard has little 
  to no evidence to support its existance. It is believed that 
  Northport maintains a standing army in violation of the 
  First Treaty of Mir, though neither Mir nor Shadowglade 
  has had reason to force their way into the city to verify 
  this. 
  The moniker “red scare” stems from early campaigns 
  by the Seekers of Memory attempting to draw attention 
  to information they “came across”, indicating Northport 
  was preparing for action against their surrounding 
  neighbors. Investigation into their claims, including tales 
  of a powerful military force using impossible technology, 
  yielded no fruit. So vivid were their tales, however, 
  word spread among the common population about this 
  “Redguard”, so named for their unit’s colors. While no 
  real sightings were proven, many outlying villages began 
  telling their own tales of this group. Eventually, it became 
  common “fact” that the Redguard exists, while to what 
  purpose is endlessly debated. 
  
  16
  The City States
  About the Entries
  Each of the following entries takes a look at the four 
  primary city states on the mainland in the realm of 
  Shadowglade. These are the most likely home-regions of 
  many player characters in the realm. Additional materials 
  regarding the regions of the Centerspine Baronies, the 
  Froniter, as well as the island nations of Iber and Ire will 
  follow soon. 
  At the top of each entry is a brief run-down on the nature 
  of the city; its name, system of government, alignment, 
  gp limit, population and its assortments, as well as any 
  current authority figures. Each then includes a brief history 
  of the city and important notes about its current state. 
  Finally, each also includes rumors about the city and its 
  surrounding territory. Some are true, some are false, and 
  some are somewhere in between. 
  Outside the Cities
  Who rules the world outside the cities varies, though 
  most of the powers hold a sphere of influance up to about 
  100 miles outside of its border. This leads to occasional 
  skirmishes, especially along the central portion of the 
  continent as Four Rivers’ territory “spills” into that of Mir 
  and Northport. Shadowglade remains mostly outside of 
  these arguements, though Mir has occasionally challenged 
  Shadowglade along several of the trade routes of the 
  Midlands. Such challenges are either proxy battles, each 
  side outfitting a smaller group to fight the actual battle, or 
  legal, political, and trade wrangling, using threats of political 
  force to net a beneficial outcome.
  Beyond the powers, various militias claim some territory as 
  well as petty lumber barons and “pretender lords”, as the 
  Iberian nobility calls anyone pretentious enough to claim 
  the title without the hereditary backing. These are mostly 
  tolerated, provided their aspirations rise no higher than the 
  slim margins of territory they currently control. 
  
  17
  Four Rivers
  LN metropolis
  Corruption +0; Crime -6; Economy +4; Law +9; Lore +3; 
  Society +12
  Qualities Holy site, insular, superstitious
  Danger 10
  DEMOGRAPHICS
  Go vernment Council (appointed officials with elected 
  mayor)
  Po pulation 45,000 (15% cityfolk, 30% grassfolk, 5% Ibe-
  rian, 5% Iren, 30% normal folk, 10% shortfellows)
  Noteable NPCs 
     Lord Gregory Gilcrest, mayor-elect of Four Rivers (male 
  normal folk); 
  MARKETPLACE
  Base Value 10,000 gp; Purchase Limit 60,000 gp
  Year Established: 291 AE, gained independence 313 AE
  Location: Frontier, where the Eiland River and Central 
  River join.
  Aliases: The Free City, Market City, River City, The Cross-
  roads, Frontier Capital, Frontier Haven
  About
  Four Rivers was founded in 291 AE with support from all 
  national powers with the intention of creating a diplomatic 
  haven. The city itself was to be managed by residents, but 
  the real power was to rest with representatives from the 
  nations who saw to its formation. Sentiment among the 
  local population when the plans were unveiled was against 
  its formation, as it would displace several smaller villages, 
  some of whom had been present since the early days of 
  the Scattering. The larger powers, however, proceeded 
  anyway.
  Four Rivers became a site of knowledge and rediscovery 
  in 305 AE with the unearthing of a pre-Upheaval temple. 
  The city’s population grew and new centers of study 
  were erected to explore the new possibilities the site 
  represented.
  In a very short time the city suffered significant trauma and 
  triumph. The population was scarred by the Mock-Witch 
  trials, wherein the Iberian Church of Erislan overstepped 
  their authority significantly, resulting in the needless deaths 
  of a number of citizens, many of whom were Frontier 
  dwellers and original settlers. Several years later, during 
  the “Nights of Ember Rain”, it was Four Rivers and its 
  newly elected, native-born,mayor Anthony Gilcrest who 
  stepped up to help Frontier residents escape the worst of 
  the forest and grassland fires, not the major powers who 
  supposedly ran the city. 
  The City of Four Rivers
  
  18
  Responding to the citizenry in light of the heroics of Gilcrest 
  and the animosity directed to the other powers, Four Rivers 
  was given its freedom and autonomy by the other city-
  states, allowed to set their own course and destiny.
  Today, Four Rivers is a central hub in the mainland. Easily 
  reached by both Northport and Shadowglade via the river 
  ways and upriver from the trading port of Mir, nearly all 
  traffic passes through Four Rivers. Villages of the Frontier, 
  who have long been ignored or abused by the larger 
  national powers, have come to see Four Rivers as their 
  own capital and as such Frontier residents flock to the city 
  for support, aid, and advice.
  The city is governed by an elected mayor and a council of 
  elders. While the title of “mayor” not a hereditary position, 
  residents can scarcely remember a point in the last two 
  hundred years when a member of the Gilcrest family, or a 
  close ally of theirs, was not in office. As Four Rivers has 
  some of the most orderly and well attended elections in 
  the land, this can only mean the respect for the family and 
  their leadership is significant. Today, that office is indeed 
  held by a Gilcrest, Lord Gregory Gilcrest. Due to their 
  noninterference policies with other nations, the biggest 
  restriction on anyone running for a significant political 
  office in the city is that of their birthplace. Only native-born 
  citizens can hold an elected office in the city, an attempt to 
  reduce the likelihood of foreign interference in their affairs. 
  The Council of Elders, on the other hand, is an appointed 
  board. This group is made up of foreign interests, 
  reminiscent of the city’s original intent. Today, the council 
  represents the various districts whose population consists 
  of those foreign descendants and foreign residents. These 
  folks are diplomats from their respective nations, appointed 
  by those same nations, and typically act in accordance 
  with their homeland’s interests. As the council is more of 
  an advisory board, however, they carry little significant 
  influence in the city. 
  The city consists of five distinct districts, one for each of the 
  four primary powers, including themselves, and a smaller 
  church district reserved for representatives of Iber and Ire 
  as well as any other religious entity who seeks asylum.
  The First District is the home to the native Four Rivers 
  population. These families are descendants of the original 
  villagers who were displaced by the initial construction. It is 
  considered to be a point of pride to have family in the First 
  District. 
  Witch’s Court, in a quiet corner of the First District, is a 
  sore reminder for the citizens of the First District and widely 
  avoided. Originally, it was a district reserved for the nation 
  of Iber. During the Mock-Witch trials, however, a number of 
  citizens were tried in biased courts and severely punished 
  or put to the stake under the pretenses of eliminating 
  witches and warlocks. Today, it stands empty, a dark 
  reminder to the citizens of the city, and any visitor to the 
  area, of what unchecked fear and libel can accomplish.
  The other three districts, for Mir, Northport, and 
  Shadowglade, are less sparsely populated. Their primary 
  intent was to offer lodging for families, merchants, and 
  diplomats from the respective cities during important 
  events. Today, it serves a similar function, as well as a 
  providing markets for the wares of the respective cities. 
  The Church District, as mentioned early, is significantly 
  smaller than any other district. It is also the only district 
  without a distinct political voice in the city. After the Mock-
  Witch trials, all political power held by both churches was 
  stripped and their territory reduced, both forced to share the 
  smaller parcel which provided land for temples and housing 
  for clergy only, no political representatives or merchants. 
  Today, the cramped space is shared by a number of 
  temples to not only Erislan, but to all manner of spirits as 
  well.
  Rumors
  •  Aren d’Notrie, the Grand Investigator of the Mock-Witch 
  Trials, began a secret society who kill purported witches 
  even today.
  •  Ashton Sinclair, inspiration behind the Order of the 
  Darkened Sky, still roams the shadows and back alleys of 
  the city.
  •  An even larger pre-Upheaval city lies below the surface of 
  much of Four Rivers.
  •  Torchbearers are said to operate a central headquarters 
  from a secret site in the First District.
  
  19
  Mir
  N metropolis
  Corruption +6; Crime +10; Economy +8; Law -5; Lore 
  +5; Society +4
  Qualities Notorious, prosperous
  Danger 30
  DEMOGRAPHICS
  Go vernment Council (treated as Secret Syndicate due to 
  common behaviors and beliefs of population and likely 
  election fraud)
  Po pulation 50,000 to 55,000 (roughly 20% each, cityfolk, 
  Iberian, Iren, normal folk, and shortfellows)
  Noteable NPCs 
     Lead Councilman Laet Frarr, current head of the Miran 
  City Council(male cityfolk) 
     Andressa Romain, head of Romain family shipping & 
  trading company (female cityfolk); 
  MARKETPLACE
  Base Value 20,000 gp; Purchase Limit 100,000 gp
  Year Established: 58 AE
  Location: Midlands, opening of central river into southern 
  gulf.
  Aliases: The Gulf City, Port City, Trade City, Gateway to 
  the mainland, Midlands, Old World.
  About
  In the years after contact was made with the outlying 
  islands, enterprising souls discovered the potential for 
  facilitating access to the islands as well as the mainland. 
  With dreams of profit in mind, settlers struck out for the 
  ravaged southern coast to make a go of it. Thus, the city of 
  Mir was born.
  With the influx of traffic from the outer islands, as well 
  as travelers from the mainland wanting off the “desolate 
  slab of rock”, Mir was quickly able to grow to a bustling 
  metropolis. Talented engineers set up shop and shipyards, 
  moving both passenger and trading vessels. Merchants of 
  every stripe opened shops, some offering the basics while 
  others offered unusual fare procured from the islands. 
  Mir’s early days were filled with a Frontier-style, lawless 
  mentality. Quickly this became an issue for the fledging 
  economy, as disruptions from common street brawls to 
  organized crime and extortion upset the flow of business. 
  The result was the first democracy on the land, Mir’s 
  residents, merchants, and supporters demanding action 
  and seeing it carried out. An elected leader was the first 
  position agreed upon and the employment of a mercenary 
  group was approved as a way to initially keep the order. 
  This group would quickly form the basis of the first city 
  guard, sworn to protect the city and uphold the laws of the 
  land, for a generous fee of course. 
  The City of Mir
  
  20
  Various districts grew disproportionately as the city grew, 
  and priorities shifted from the waterfront and its influx of 
  product to other regions of the city. To deal with the shifting, 
  complex economy a council was established. Made up of 
  representatives elected from the various districts, these 
  elected members would be a voice for a specific district 
  in organized meetings. To simplify matters, the mayoral 
  position was adjusted to be elected by this council. The 
  reasoning went that as the council represented the will 
  of its district, the councilman’s vote for mayor should be 
  representative the district’s vote.
  It took some time for the system to form and become 
  accepted within the city, but once it did it proved a stable 
  and successful arrangement. As the city was basically run 
  by merchants, traders, and various dealers, however, laws 
  and policies were often slanted to benefit the merchant 
  class, rarely the lower classes. This has created a wide 
  gap between those who “have” and those who “have not”. 
  As a result, Mir’s overall crime rates are significantly high, 
  though the merchant class is well insulated now from the 
  ravages of petty criminals and simple extortion schemes.
  As trade and profit are the lifeblood of the city, loss of 
  product proves for poor business. Because of the few 
  national powers and tightly interwoven societies, “Conflict 
  is bad for business” became the active mantra for Mir’s 
  politicians and diplomats. Their philosophy made them 
  ideal arbitrators in the future unrest. 
  The first major international incident arose between 
  Northport and Shadowglade beginning around 98 AE. At 
  first, Mir overlooked their squabbles as short term; besides 
  that, orders were up for Iberian steel and mercenaries, 
  while travel was brisk as villagers fled the unrest in the 
  north for the outlying islands. As the years wore on, 
  however, productivity between the nations dropped as 
  all of their energy was put into maintaining the conflict. 
  Once Mir’s bottom line became affected, it was in their 
  best interest to broker a peace between the two powers, 
  and to also arrange it so that neither side felt they were 
  on the losing end of the deal. After a long and grueling 
  process, Mir finally brought the two together in 131 AE for 
  the signing of the First Treaty of Mir. The spin doctors of 
  the diplomats named the treaty as such to inspire future 
  consideration for Mir as a broker of peace as well as 
  product. 
  In the intervening years, Mir has maintained their position 
  as everyone’s friend and provider. This has allowed them to 
  remain neutral in nearly any conflict, including the several 
  religious disagreements and conflicts to crop up throughout 
  the years. They have also been on hand to settle many 
  other disputes between smaller powers. While their own 
  city guard and retained mercenary forces are reasonably 
  well equipped and trained, they lack the strength of number 
  however to be effective in larger scale situations. Mir has a 
  standing agreement with Shadowglade, who does maintain 
  a well staffed and regimented military force, to provide 
  muscle when appropriate. 
  As a result of their vast wealth, inherited fortunes and 
  niches of power, the wealthy merchant class of Mir has 
  taken the title of “Lord” for themselves. As they see it, 
  they are just as wealthy and powerful as any of the noble 
  families to come before them. Shadowglade and Ire tend 
  to ignore the pompous attitude implied by this convention, 
  while Iber, a traditional feudal monarchy, fairly bristles that 
  such low-born peasants dare to compare themselves to 
  their noble lineage. As Mir represents a key channel in their 
  trade with the mainland, however, Iberian nobles have little 
  choice but to play by their game.
  For all of the wealth the city contains, however, Mir is 
  as much a city of stark contrasts as well as it is a city 
  of splendor. The tenements of the city overflow with all 
  manner of human suffering and neglect. As the laws 
  and policies side with business and the merchant class, 
  those trapped outside of those circles have little to turn to. 
  Many residents of the poorer districts are broken people, 
  physically thanks to the grueling work on the docks and 
  shipyards, as well as emotionally, possessing little material 
  wealth and fewer means by which to change their lot in life. 
  Begging, thievery, and actions of questionable morality are 
  carried out in these slums as a part of everyday life. 
  For those journeying to Mir, the city puts a good deal of 
  effort to keeping everyone “on the beaten path”. Here, the 
  streets are clean, air sweet smelling, and honest-looking 
  merchants politely peddle wares along the many streets. 
  Off that path, however, lie darker and seedier alley ways 
  and more desperate merchants, thugs, and penniless 
  beggars. It is said, however, that if it can be bought, you 
  can find it in Mir. Not all of it will be found on streets paved 
  with gold, however, and you may find the price too steep to 
  imagine.
  Rumors
  •  The first “Mayor” was one of the major crime bosses of 
  the day.
  •  Mir is home to a clandestine “Guild of Shadows”, a group 
  of thieves, assassins, and unsavory sorts.
  • Mir’s elections are rigged by the “Guild of Shadows”.
  •  The city’s underground sewer system is home to an entire 
  city of beggars, thieves, and unfortunates.
  •  The city knowingly traffics in ancient relics from the pre-
  Upheaval period, many of which are transported from the 
  Centerspine Baronies.
  •  The vagrants of the city speak of a “Nobleman”, a 
  mysterious benefactor who helps those less fortunate rise 
  above their station. 
  
  21
  Northport
  N metropolis
  Corruption +4; Crime +1; Economy +7; Law +7; Lore +6; 
  Society +4
  Qualities Insular, prosperous
  Danger 10
  DEMOGRAPHICS
  Go vernment Autocracy (believed to be business interests 
  and owners serving under “royalty.”)
  Po pulation Unknown, believed to be 50,000 to 60,000 
  (unknown, assumed predominantly grassfolk and normal 
  folk.)
  Noteable NPCs 
     King Edwin Roumus, elderly and last of Roumus line, 
  has ruled for almost 50 years (male normal folk) 
     Ambassador Oron Darre, official voice of the House of 
  Roumus and conducts most official business with outside 
  interests (male normal folk)
  MARKETPLACE
  Base Value 14,000 gp; Purchase Limit 75,000 gp
  Year Established: 85 AE, “completed” 125 AE
  Location: Center of the landmass, above the central river 
  and carved out of the Centerspine mountain range.
  Aliases: The Mountain, Mountain City, Stronghold, Forge, 
  Fortress, Pit, Undercity, Iron Mountain.
  About
  Northport is a mysterious nation to say the least, and its 
  birth is shrouded in just as much questionable lore as are 
  the technologies that trickle from their mountain stronghold. 
  Aside from those events that are historical fact, much of the 
  following is pure conjecture, and as Northport residents are 
  not easily reached, no one outside the walls really has a 
  clear picture on what life in the city is like.
  The early years of reconstruction were difficult ones, 
  marred by misunderstandings, miscommunication, and 
  clashing egos. One group, known as the Seekers of 
  Memory, was the root much of the early malcontent. They 
  chaffed under the leadership of the purported nobility that 
  had arisen post-Upheaval. Some claims were challenged 
  by their members, those challenged keeping their status 
  only because the greater majority of their kin sought 
  stability. A leader, of any kind, brought that stability and 
  allowed the reconstruction to continue, while dissension 
  brought only more chaos. 
  In the fledging city of Shadowglade, the message of the 
  Seekers was lost, however, as the civilian and noble 
  populations worked hand in hand to construct a new capital 
  over the ruins of a pre-Upheaval city. Condeming their 
  willingness to gloss over the past and rejecting the claims 
  of nobility from the leaders of the city, Seekers in and 
  around Shadowglade left the site of the new city in 78 AE.
  The City of Northport
  
  22
  The announcement by way of courier throughout the 
  Midlands in 85 AE called on all who were dissatisfied with 
  the efforts of the “pretender lords” to come to the first peak 
  of the Centerspine, atop the central river, to rediscover 
  their past. Further investigation by both Shadowglade and 
  Mir revealed the existence of the fledging city, dubbed 
  Northport by its founders, carved within the mountain. Due 
  to unusually high security and sensitivity, agents were 
  able to learn little about the new power. Census estimates 
  are difficult to ascertain from that period, but an estimated 
  fifteen thousand citizens from the various Midland 
  communities picked up and moved to the rocky city. 
  This quiet exodus was left alone by Mir and Shadowglade, 
  the predominant powers in the Midlands at the time. They 
  were both rather occupied with their own expansions, 
  as well as dealings with the outlying island nations. It is 
  believed Northport developed their baseline forges and 
  technologies during this quiet period. 
  All of that changed in the fall of 98 AE. Shadowglade, who 
  depended on outlying villages at the time for support by 
  way of produce and livestock, sent groups out for their 
  annual collection. Upon reaching fringe villages, their 
  caravans were turned away, many silently. They were met 
  with large walls, palisades, and armed guards denying 
  them passage. Not all of them seemed very sincere, but 
  they were insistent, often at the point of a blade. Finally, 
  Shadowglade learned that agents of Northport had been to 
  the towns in question, turning them against Shadowglade 
  and encouraging them, through some manner of coercion 
  or another, to break or abandon agreements with 
  Shadowglade. 
  Preparing for an all out war, Shadowglade fortified the 
  villages loyal to them, flooding small towns with armed 
  soldiers. Northport responded in kind, sending armed 
  guards and strange items to the villages near the base 
  of its mountain stronghold. From there, a standoff began. 
  Occasional strikes would be made against town after town, 
  each side retaliating against the other. 
  During this conflict, Northport continued to expand their 
  domain within the mountain. It soon became clear what 
  became of much of their excavation; the mountain was rich 
  in ores. Minerals of all kinds were mined from deep within 
  the bowls of the city, raw materials that were forged into all 
  manner of instrument, or melted down as raw materials for 
  other uses. Iber, home to many artisans and consumers of 
  vast quantities of gold, paid handsomely for materials from 
  Northport, while Ire was a great consumer of arms from the 
  city, useful in equipping their warrior-priest classes.
  This slow war went on for a total of thirty-three years before 
  the city of Mir intervened. As both cities had become chief 
  consumers of their imported goods, Mir feared their bottom 
  line would suffer terribly if the conflict were allowed to 
  continue. After grueling negotiations, Mir was able to talk 
  both powers down from the walls and into a peace treaty 
  known as the First Truce of Mir. As a part of the treaty, 
  Shadowglade and any other world power was denied 
  access to the city without approval, while in exchange 
  Northport agreed to a non-aggression clause, wherein 
  they would keep a security force capable of defending 
  themselves, their city, and their secrets, but not a standing 
  army.
  For a time, Northport returned to its mountain shell, content 
  with their role as innovator and provider, expanding its 
  domain and perfecting its technologies. Lighter, stronger 
  metals came from their forges, allowing stronger armors 
  and better weapons. Farming implements increased 
  the productivity of the Frontier farms, and Iber and Ire 
  continued to consume vast amounts of materials from the 
  quiet city. 
  Attacks along the Northport border were a common 
  occurrence, but often down played. Few survivors 
  remained from the assailed villages; those who did live had 
  little to say, while on the other hand dead men tell no tales. 
  It was a widespread belief, however, that Northport was 
  behind the assaults. What they were looking for, no one 
  could say. The villages were always stripped of anything of 
  value and only a handful of bodies were ever left, no matter 
  the size of the village razed. This lead many to believe 
  Northport was taking prisoners, slaves to work their mines, 
  but no proof could be found. 
  For years, the city survived as quiet suppliers of the world’s 
  other powers, content with their role and freedom of action. 
  It was widely believed that while they kept the “non-
  aggressive” portion of the treaty, they still maintained a vast 
  military force. As they wouldn’t act with it, however, no other 
  power dared violate the borders of the city. 
  Northport’s biggest play on the political stage came 
  during the series of conflicts known as the Baronic Wars. 
  When a cluster of small baronies was discovered in the 
  Centerspine during the mid 220’s AE, Northport became 
  unusually active and sought access to the lands. Some 
  believed they had begun running low on materials with 
  which to produce their works, which seemed the likeliest 
  reason for their interest. When Ire declared the baronies 
  unjust and wicked in 235 AE, Northport readily agreed to 
  aid Ire in their crusade in exchange for the right to mine the 
  pristine lands once Ire had crushed the unholy residents. 
  The conflict was aggressive, bloody, and lasted eight years 
  before coming to a close. Once more, Mir felt their bottom 
  line pinched and stepped in, this time with the military aid 
  of Iber and Shadowglade to back them up. Fearful for 
  their own profit and productivity, Northport backed down 
  quickly from active combat, though they still supplied much 
  of Ire’s military with weapons and armor. The post conflict 
  resolution left Northport untouched, the other mainland 
  
  23
  powers fearful of too-badly damaging the isolated economy 
  or risking the wrath of Northport’s unknown strength. As 
  long as city was content to slumber once more, the other 
  powers placed their interest elsewhere. As a result of the 
  conflict, Northport was unable to develop real relations 
  with the isolated baronies and may have lost access to the 
  purportedly rich minerals therein forever. 
  Northport next gained worldwide attention in 335 AE with 
  the Northport Exposition in Four Rivers. Here, Northport 
  unveiled a wide array of devices and technologies, 
  including crude firearms and steam-driven engines capable 
  of a great many wonderful, and terrible, things. Frightened 
  by what they witnessed, despite Northport’s assurences, 
  the other powers delved deeper into Northport’s affairs. 
  The outcome of the inquisition, called among the common 
  folk The Hot Air Trials, resulted in severe restrictions on 
  Northport’s exportation of such technology and a limiting 
  of the amount of that technology Northport could keep 
  on ready hand. While Northport held, and continues to 
  hold, an upperhand in technology, the other world powers 
  were united against them. Whether they were unable to 
  overcome their combined might or simply chose to comply 
  no one fully knows, but in the end Northport officials agreed 
  to the terms and restricted production and exports of the 
  materials. 
  Since that point, Northport has indeed been content with 
  their lot. They were nothing but helpful in the formation of 
  Four Rivers, supported the call to allow the same city their 
  own autonomy, and has continued to supply the world with 
  forged materials and wonderful, though expensive and 
  rare, technological marvels. Rumors of raids, slavery, and 
  various suspicions abound, but there has thus far been no 
  way to confirm or deny anything. 
  Rumors
  Northport is a city shethed in rumor, thanks to their 
  isolationist policies and refusal to deal with the outside 
  nations on terms outside of their own.
  •  Northport has under its control a “dragon”, a large reptile-
  like creature with the ability to breath fire and whose 
  breath fuels the city’s master forge.
  •  Beyond the firearms released by the city, it is believed that 
  they have in their possession even greater technology.
  •  Northport is responsible for the raids on the Frontier.
  •  Northport’s Redguard are responsible for a number of the 
  incidents of unrest throughout the history of the realm, 
  continuing the work of their Seekers of Memory founders.
  •  Modern chapters of the Seekers of Memory are really 
  Northport spies, infiltrating the outer lands. 
  •  Northport’s forges are rediscovered technology from the 
  pre-Upheaval era, knowledge uncovered by the original 
  Seekers of Memory and put into use.
  •  Northport’s city wasn’t built; it existed in the first place, 
  and the Seekers who sought asylum from the other 
  powers simply settled in, allowing the outside powers 
  to believe they had the ability to carve a city into the 
  mountain.
  •  Northport is building an army within its walls, with the 
  intent of overwhelming the other nations with sheer 
  numbers and technology. 
  •  Northport technology is not pre-Upheaval nor of this 
  world. It is in fact the remnants of something else from 
  beyond the stars. 
  •  Northport became involved in the Baronic Wars to take 
  possession of technology possessed by the Centerspine 
  Baronies. They covet that hidden knowledge to this day 
  and lead covert excursions into the secluded lands. 
  •  Northport agreed to the restrictions imposed by the Hot 
  Air Trials to earn more money from their technology; 
  with export restrictions in effect, quietly manfactured and 
  dissemnated equipment finds its way to the more lucrative 
  black market netting Northport greater profits.
  
  24
  Shadowglade
  LG metropolis
  Corruption +4; Crime +0; Economy +5; Law +7; Lore +8; 
  Society +6
  Qualities Academic, prosperous, rumor mongering, super-
  stitious
  Danger 10
  DEMOGRAPHICS
  Government Autocracy (constitutional monarchy)
  Po pulation 65,000 (47% cityfolk, 33% Normal Folk, 20% 
  shortfellows)
  Noteable NPCs 
     King Edward Wyland IV, king of Shadowglade (male 
  normal folk) 
     Sir Xavier Halegrad, captain of the Shadowglade Knight-
  guard (male normal folk); 
     Kaylor, former captain of the Shadowglade Knightguard, 
  advisor to the king (male normal folk).
  MARKETPLACE
  Base Value 15,500 gp; Purchase Limit 90,000 gp
  Year Established: 55 AE
  Location: Eastern Shelf, atop eastern branch of river.
  Al iases: The black spire, cave city, capitol, Waterfall city, 
  the Ebon Throne, Obsidian Throne. 
  About
  Shadowglade is one of the most important success stories 
  of the reconstruction immediately post-Upheaval. Founded 
  in 55 AE by accepted nobles, it was the belief of its first 
  founding families that a great city once stood where they 
  chose to build. Its completion, then, was symbolic for 
  them as well as the rest of the world; that with hard work 
  and determination, not only could the world survive the 
  Upheaval but they could prosper as well. 
  The city was carved out of the Eastern Shelf, beneath the 
  major waterfall that marked a break in the eastern branch 
  of the central river. The location was chosen both for 
  the presence of pre-Upheaval ruins as well as a unique 
  geological phenomena: a massive spire of obsidian, thrust 
  from the shelf and high into the air. Once early explorations 
  were conducted and the spire studied, it was decided that 
  the iconic black rock would form the new royal palace 
  for the reigning monarchy. Thus, the city was commonly 
  refferred to as the Ebon Throne.
  The rest of the city exists below the shelf, spreading out 
  into a massive cavern. A large portion of the cavern existed 
  before construction even began, which is what gave rise to 
  the idea to build the city in the cliff face, instead of around. 
  The unusual nature of the city gave it easily enforceable 
  borders and controlled the flow of traffic rather simply. 
  The early years of Shadowglade were marked by a unique 
  sense of cooperation, giving rise to a trusted body of 
  civilian advisors. They would provide regular updates for 
  The City of Shadowglade
  
  25
  the king, requests from the people, and concerns when 
  they would arise. From this, a parliamentary body was 
  formalized, the Noble House, giving the citizens of the city 
  great control over the management of their construct. The 
  monarchy, then, became more of a figurehead as the early 
  kings relinquished more and more power to the increasingly 
  capable populace. 
  This proved to be a sore area for some in the city, however. 
  A group professing allegiance to the Seekers of Memory 
  challenged the rights of the nobles and monarchy to 
  function in the first place, and condemned the efforts to put 
  the past behind them. Nobles and their supporters were 
  accused of colluding with the psudo-mythical “Architects”, 
  people who purportedly knew of and profited from the 
  Upheaval. While the Seekers believed more should be 
  done to recover the lost past, this group appeared to 
  believe it should be done under their guidance and wisdom. 
  The rest of the populace, however, cared little for their 
  rhetoric and ignored them. A fair number left the city in 78 
  AE.
  Early in their affairs, Shadowglade was a strong presence 
  in the outlying lands. Consumed with construction of the 
  new metropolis, they made arrangements with the Midland 
  villages to provide them with basic necessities, such as 
  grains and livestock, in exchange for protection from the 
  untamed wilds. Groups of trained soldiers were posted in 
  accepting towns, and native sons were welcome to train 
  as soldiers themselves, more capable of protecting their 
  homes and helping uphold the first trade agreements. 
  In 98 AE, twenty years after the dissidents departed the city 
  and thirteen years since they apparently founded their own 
  city-state, Shadowglade ran into its first real opposition. 
  Agents of Northport, the new city-state, had convinced 
  outlying villages that formerly supported Shadowglade to 
  ally with them instead, disrupting portions of Shadowglade’s 
  resources. It was found that many of these villages were 
  less than willing participants, and the trained swordsmen 
  among their village were not of their own kin. With winter 
  approaching, supplies short, and uncertainty ahead, the 
  fledging city made the mistake of challenging Northport 
  directly and escalating a political dispute to a military 
  conflict. It was hoped a show of force would encourage 
  Northport to back down, but instead the conflict would drag 
  on for thirty-three years. 
  The stalemate finally ended with the intercession of Mir 
  in 125 AE. Shadowglade reluctantly agreed to Northport’s 
  requests for secrecy, but forced a non-aggression clause 
  with the intent of barring them from using force against 
  the outlying villages again. From that point forward, 
  Shadowglade became reluctant to resort to military force 
  again, despite having one of the stronger assembled forces 
  between themselves, Iber, Ire and Mir. 
  Shadowglade would have to activate their military once 
  more, however, in 235 AE and the onset of the Baronic 
  Wars. Ire, declaring the newly discovered baronies of the 
  Centerspine evil and immoral, began marching on the 
  small territory to Shadowglade’s North. Ire was supported 
  by Shadowglade’s nemesis Northport. Unwilling initially to 
  directly engage either power, Shadowglade protected their 
  own lands from intrusion. The show of force was enough 
  to divert Iren forces through the Northern Wastes to reach 
  the Centerspine rather than risk conflict with Shadowglade. 
  Some time into the conflict, Shadowglade was engaged by 
  Mir for the purposes of backing up their own requests for 
  peace with some military muscle. With strong, well trained 
  forces behind them, Shadowglade was easily imposing to 
  the battered Iren and Northport forces. Northport wised up 
  and pulled back in light of the new action, though it took Ire 
  some time before finally pulling out as well. 
  The wise leaders of Shadowglade had several more 
  opportunities to prove themselves in the oncoming years. 
  In light of the international conflicts, Shadowglade was a 
  fierce advocate of establishing some level of peace, or at 
  least cooperation. At the First Word Summit, Shadowglade 
  was the first to present the concept of Four Rivers to the 
  gathering as a neutral city and secure ground for and 
  supported by all national powers. Likewise, they were 
  a strong force during its construction. During the Mock-
  Witch trials that plagued the new city, Shadowglade was 
  one of the only powers to openly question the activity 
  within the city, and with the help of Ire was able to uncover 
  the foul basis of the inquisition. After the fires of 312 AE, 
  Shadowglade was also one of the first powers to advocate 
  recognizing Four Rivers as its own power, free of the 
  foreign influences.
  In general, after the First Treaty of Mir, Shadowglade has 
  found themselves the quiet caretakers of the mainland. Mir 
  might broker peace, but only in the interest of their coin 
  purse. Shadowglade, on the other hand, offers support and 
  protection without strings attached to those who seek it, 
  without forcing their allegiance. Sentiment in the mainland 
  consistently leans toward Shadowglade for guidance and 
  support, though the port of Mir and forge of Northport 
  remain essential to the structure of the world today. It is 
  a delicate balance, often with Shadowglade acting as the 
  equalizing force.
  The city is something of a jack of all trades in the current 
  era. They produce much of their own produce and livestock 
  through farms high atop the Eastern Shelf. Small mining 
  operations upriver produce the raw materials needed for 
  city smiths, though most of their work is produced for the 
  sake of the city itself, not for export. Thanks to the large 
  population, merchants have found a good living in the 
  city, and many Miran proprietors have opened additional 
  stores in Shadowglade to help move their exotic wares in a 
  hospitable climate.
  
  26
  Study and learning are perhaps the hallmarks of 
  Shadowglade’s contributions to the world. The city is home 
  to the Liciean Institute, one of the only organized centers of 
  learning in the world. Here, they have compiled vast stores 
  of information regarding history, lore, science, religion, and 
  any other field that bares study and understanding. 
  The city also exists outside the control of both the Iberian 
  and Iren churches, respectfully acknowledging them and 
  working with them when they can, but refusing to defer to 
  their authority automatically. This has allowed Shadowglade 
  to prosper as a city of free-thinkers, those who search 
  outside the church for the important truths of the world, 
  and those wish to explore unorthodox trains of thought. 
  This has also given rise to a wide number of “crackpots” 
  and conspiracy theorists; in fact, in a bit of irony, current 
  chapters of the Seekers of Memory find Shadowglade 
  the most welcoming home any of them are likely to find. 
  These souls are simply seekers of truth, however, and not 
  politically motivated. 
  The city has functioned consistently since its inception. 
  While not a true democracy like Mir, Shadowglade also 
  evades the stereotypical corruption that creeps into such 
  as system. King Edward Wyland IV currently sits atop the 
  Ebon Throne, a kindly older man with a charming smile 
  and army of aides in all fields; if there is something the king 
  does not understand, he consults the best minds of the city 
  to learn more. This has allowed him to bring swift resolution 
  to his supplicants all throughout his reign, earning him a 
  reputation as a fair and just ruler. 
  Many of the day-to-day operations of the city are controlled 
  by the Noble House, a collection of nobles and elected 
  officials who deal with the more “mundane” tasks. This 
  body consists of roughly fifty individuals, twenty-five of 
  whom are elected from the various districts of the city, and 
  twenty-five of which are members of the noble families 
  of the city. Here, basic decisions are made, laws crafted, 
  and debates held. The king has final say in all matters, 
  with the ability to disregard the House if he chooses, but 
  no king has yet dismissed the body entirely and even 
  if he someday should, policies are in place to remedy 
  grievances that might arise. 
  Shadowglade is also protected by a strong military, one 
  of only three significant standing forces in the world. This 
  capable group is lead by the Shadowglade Knightguard, 
  an elite group of highly skilled soldiers. At the helm of 
  the Knightguard is Sir Xavier Halegrad, who oversees all 
  operations of the city and its defenses.
  Rumors
  •  The city is really a draconian dictatorship; the “peace” is a 
  cover for more sinister schemes behind the scenes.
  •  The king employs a clandestine organization, the “Order 
  of the Ebon Throne”, to silence malcontents.
  •  The castle is haunted, its obsidian walls trapping the 
  spirits of those slain in the Upheaval within its walls.
  •  The king’s advisor is a ghost, maybe a deceased king 
  from years ago...
  •  The cavern in which the city was built was once the lair 
  of a fearsome creature called a “dragon”, a giant winged 
  serpent that breathed fire, frost, or acid. 
  •  Strange creatures call the city home; those who live off 
  the blood of the living, men who are really wild monsters, 
  and other sinister creatures.
  
  27
  Current Affairs
  The global powers today are at an unsteady impasse; 
  no one power has the strength to upset the balance, but 
  no one power feels the world is better off with the other 
  forces having as much influance as they do. It is a fairly 
  convoluted situation, but one that has existed for some 
  time.
  Four Rivers is one of the few major players in the realm 
  who want to stay out of the politics, but even that position 
  puts them at odds with the other forces. The religious 
  forces behind Iber and Ire long to have a stronger place 
  in the city, but the citizens will have none of it thanks to 
  their collective experiances and scars from the Mock Witch 
  Trials. Mir sees the city as an opponent for the title of 
  trading port, Four Rivers’ location requiring that nearly all 
  goods pass through it along the valuable waterways. Mir 
  would much rather see a return to the original plan, of a city 
  whose existance depended on the support of the others, 
  preferably Mir of course. Northport views Four Rivers as yet 
  another business partner, but only deals with them in as far 
  as they must. Rumor from within the city hints at a greater 
  desire for control, an outpost city of sorts, but they have 
  yet to openly act upon it. Shadowglade is happy to support 
  Four Rivers’ independance mostly to spite the other cities, 
  though the proud citizens of the city would rather stand on 
  their own than accept outside assistance.
  Mir is, at many times, a city under siege. It is a quiet war, 
  however, conducted in the back alleys and darkened 
  rooms, wherein casualties are just as often contracts and 
  businesses as they are real people. Money is power in Mir, 
  and those who amass the most, through any channel, can 
  tip the scales. It is rumored that the steadiest hand of all 
  in the city is the ancient Guild of Shadows, whose hidden 
  assassins, spies, and thieves keep upstart crime lords and 
  politicians in line according to a master plan. Likewise, this 
  Guild of Shadows has eyes everywhere; there is little that 
  goes on in the realm that the Guild of Shadows does not 
  know about. To what purpose they use this vast intelligence 
  network is unknown, but the usual suspects include 
  extortion and blackmail, planning for assassin strikes, and 
  other covert operations.
  Northport is an enigma to many in the world. Seemingly 
  content to hide in their mountain stronghold and pump out 
  amazing goods and crafted tools, many agencies wonder 
  what it is that goes on in the deepest crags of the fortress 
  city. It is rumored Mir and Shadowglade agents conduct 
  regular raids on the inner core, but turn up very little. 
  The same rumors tell of Northport raids as well, masked 
  bandits and warmongers terrorizing the Frontier and nearby 
  Midlands and taking captives as slaves. No evidence has 
  been gathered to prove this, however, and it is speculated 
  that what evidence might exist would be telling of the other 
  party’s access to the core. That would be a trump card 
  none of the other powers would care to reveal, at least not 
  just yet. Their production of steam engines and firearms is 
  extremely limited, resulting in heavily guarded facilities to 
  deter thefts and incredibly high rates on these items fuel 
  the city’s further development. It is rumored that Northport 
  agents continually release product to the black markets, 
  though no such items can be fully traced back; thus far, all 
  have ended with discovery of “theft” of back stock or early 
  prototypes. 
  Shadowglade is, to the naked eye, the gleaming beacon 
  of goodness in the realm but even they have their own 
  skeletons in the closet. Possessing the largest military force 
  in the land, they have taken it upon themselves to police 
  the other nations, especially Northport and the island of Ire 
  whose signed treaties prevent either nation from keeping 
  a standing army. It is well known that Shadowglade has 
  eyes in many places, evidenced by their swift action during 
  the new year’s eve of 399 and the Highland Standoff. The 
  other nations resent Shadowglade’s presence in their lands 
  while at the same time believing their presence is justified 
  and neccesary in the lands of their opponents. This leads 
  to several espionage and counter-espionage actions taken 
  by the other nations simply to keep tabs on the stronger 
  military power and make sure the Obsidian Throne’s gaze 
  is not on them. 
  The Frontier tends to side with Four Rivers in many things, 
  but mostly they just want to be left alone. The Frontier 
  towns are reclusive and insular, refusing outsiders access 
  to them and dealing with the larger powers only when 
  neccesary. Numerous attempts have been made by all 
  major powers, save Four Rivers, to infiltrate influential 
  Frontier communities, all to no avail. The powers have 
  won various allies over the years, however, and while they 
  may not have strong control over single settlements their 
  other agents can find a friendly port of call with a bit of work 
  or the power in question can rally support to push a rare 
  situation in one direction or another. 
  The Centerspine Baronies are often just as reclusive as 
  Northport. The other nations honestly do not know what 
  it is they are exporting from their lands, but Mir is the 
  only nation they will allow to deal with them. Once these 
  shipments arrive in the port city, or at a site under Mir’s 
  control, the shipments disappear into the menagerie 
  that is Mir’s commerce system. Agents from the other 
  nations repeatedly attempt to breach the Baronies, but 
  with little success. It is believed that Shadowglade has 
  won the confidence of a couple low ranking barions, but 
  no evidence exists to support this; in fact, most “proof” of 
  this also deals with the Order of the Ebon Throne, which 
  automatically discounts the reputability of the material 
  in the eyes of many scholars. Still, covert operations 
  and clandestine meetings are just the sort of fare many 
  suppose such an organization would be involved in. 
  
  28
  Like the mainland powers, the island nations have an 
  interest in the outcome of many conflicts. As the two 
  primary nations of Iber and Ire are opposed politically and 
  philisophically, the spiritual leanings of a populace are just 
  as important as their political. 
  Iber represents an aristocracy at its height, and decadence 
  at its worst. Petty backstabbing and minor intrigues plague 
  the court of the kingdom and several of these internal 
  disputes are often settled by whoever has the most favor 
  with the king. Political life in Iber can often be measured in 
  gold pieces, though it is a fitting arrangement for a nation 
  who prides themselves on their services as sellswords and 
  mercenaries in the first place. Despite their differences, 
  however, the noble families can pool enough resources 
  to keep an eye on the mainland for the chance to exploit 
  chance or providence through many channels. 
  The church in Iber is of secondary concern to the ruling 
  class and exists only as a way to further their control of the 
  peasent populace. Mainland supporters know this to some 
  extent, but choose to put faith in the message of the Iberian 
  church, not neccesarily its officials. That said, the Iberian 
  church on the mainland often acts as the eyes and ears for 
  Iberian nobility, though many believe they have their own 
  agendas and play the nobles of their homeland against 
  one another with competing, conflicting tales of what is “out 
  there.”
  Ire, on the other hand, derives its strength from its faith 
  and its followers. Little goes on in the world that doesn’t 
  reach ears back in Ire, as most of the settled world has 
  some level of Erislanian presence, and the Church to the 
  Lord of the Stars is the oldest and most respected of the 
  institutions dedicated to Erislan. The exceptions to this 
  would be the Frontier and the Centerspine Barionies, 
  though one would be a fool a to think neither church lacked 
  a foothold of some kind.
  Ultimately, Ire’s actions are taken to protect their faithful. 
  In earlier periods, gathered intelligence would be used 
  to strike against heathans and pagan worshippers 
  who presented a threat to the church; today, the Ire 
  church seems to let these groups by, simply noting the 
  members and practicess when able. Some rise to greater 
  prominance, most all fail; some suppose the Ire church’s 
  lack of an active role doesn’t mean they don’t influance 
  these groups, nudging them toward collapse instead 
  of launching an all out war against them, literally or 
  figuratively. Beyond this, the remainder of the intelligence 
  collected by the warrior-priests follows similar suit to that 
  gathered by the other nations: keep tabs on your friends 
  and enemies alike, and make sure no one is looking too 
  deeply into their own affairs. 
  
  29
  Shadowglade, E10
  Shadowglade is written as an “E10” campaign setting, 
  which means a few things operate differently, most of 
  which has to do with characters and character creation. 
  “EX” campaigns are OGL system campaigns that place an 
  internal level cap, “X”, on how high the players can go, and 
  by extension how much gold they accumulate, the sort of 
  threats that they face, and the sort of powers they unlock. 
  Common versions include E6 and E8, with level caps at 
  6 and 8 respectively. This can be done for a number of 
  reasons, from arbitrary GM decree, a group decision for 
  a point of balanced play, or a general feel for the setting. 
  Shadowglade operates as an E10, which means it has a 
  level 10 cap. 
  The Game Within The Game
  The EX campaigns are often described as a “game within 
  a game”. The OGL system is one that is generally written 
  for a seriously high-fantasy world, where mortals unlock 
  unknowable powers, quickly, and can stand toe to toe with 
  gods. While realism is almost never a halmark of these 
  systems, this is frequently a hang-up for some folks due 
  to the disparity of power displayed. EX campaigns seek to 
  seperate those ideas, sort of break the different genres out 
  of the system itself and help players identify the places they 
  want to play in. 
  The generally accepted breakdown of the standard OGL 
  system is as follows:
     Levels 1-5: Gritty fantasy At this stage, the character 
  goes from a 1st level commoner to the status of local 
  hero, should he or she survive. These levels are typically 
  a slog through some treacherous territory, literally and 
  figuratively, and characters are lucky to make it that far. 
     Levels 6-10: Heroic fantasy Characters at this stage 
  have come into their own. They can stand toe-to-toe with 
  several otherwise terrifying threats and come out alive, 
  though sometimes just bearly. Here many characters find 
  the core strengths of their classes and unlock a number of 
  cool features without access to ungodly powers. 
     Levels 11-15: Wuxia Also known as “wire-fu”. At 
  this stage, the characters are still doing things that 
  are somewhat plausable but occasionally, even with 
  comparatively speaking mundane powers, bend or break 
  the laws of nature. The term “wuxia” often brings to 
  System
  
  30
  mind images of martial artists dueling in mid-air, for all 
  intents and purposes flying though not really, and doing 
  apparently superhuman things that are explained as 
  intense focus and body manipulation. 
     Level 16-20: Superheroes Not much else to say on this 
  one. The characters are virtually superheroes or gods, 
  with exceptional powers that seperate them from the rest 
  of the world. These characters are generally able to stand 
  toe-to-toe with the primal forces that shaped the world and 
  come out swinging.
  What Shadowglade Is
  The earlier background should have painted a decent 
  picture of the world view of the land. Shadowglade is a 
  realm of gritty and occasionally heroic fantasy, not really a 
  comfortable place for wuxia and certainly not a welcoming 
  place for heroes of superhuman nature. 
  The realm is written with an eye on history and folklore, 
  less on the grand epics of traditional fantasy. It has a 
  number of analogues to mid-Rennasaince Europe in our 
  own world, and a similar world view; budding science and 
  technology, strong faith coupled with a detachment from 
  overbearing churches, and a population just frightened 
  enough of what they do not know to spin wild yarns. This 
  world view is generally incompatible with the high-octane, 
  ramped up realms that allow for superhuman feats of 
  power.
  Because of the historical eye and a general lack of 
  monsters, rampaging hordes, and ancient evils slumbering 
  for ten thousand years, characters just simply do not 
  acquire the training, experiance, and exposure to magical 
  powers that characters in other worlds do. In that regard, 
  Shadowglade characters should never reach the same 
  peaks of greatness heroes of other worlds do.
  The lack of magic in the setting would quite frequently 
  prove an impossible position for characters in most 
  other realms; many monsters and traps are written with 
  the expectation that characters have access to tools to 
  overcome damage reduction, cast devastating spells, 
  and have magical arms. Here, that just isn’t possible. 
  A shift to E10, then, means the characters aren’t nearly 
  so handicapped; divine casters still have access to 
  solid healing magic, melee fighters are capable of solid 
  damage output, and the party can move on with only slight 
  hinderances. Many times, this also means brute force is the 
  worst option and perhaps another solution can be found...
  Shadowglade as a campaign also tells better stories within 
  the gritty and heroic tiers. They are more personal, more 
  involved, and less concerned with the fate of the world and 
  more with the set of characters the tale is following. The 
  fate of an area or region perhaps, the fate of loved ones, 
  the fate of things the characters have come to care about, 
  yes. In fact these are often the better stories to begin with, 
  as when the world is threatened the villains are opposed 
  because of the moral high-ground, but when the heroes’ 
  families are threatened it becomes much more personal, 
  the hero even more invested in taking a villain out. 
  Implementing E10
  Implementing E10 is fairly simple; the level advancement 
  caps at 10 for all characters. GMs should use the slower 
  tracks for character progression to stretch out a campaign 
  even in its truncated form, though for a quick series of 
  adventures that advance quickly the other tracks are 
  possible. 
  In an EX varient, characters do not continually advance; 
  their actual progression stops at 10th level. This halts futher 
  advancement in their class(es), they no longer gain more 
  hit points, their saves do not increase, etc. That isn’t to 
  say the game stops there, or that characters cannot grow 
  from there. Instead, smaller awards are alloted based on 
  encouters and experience accumulated. E6 recommends 
  for every 5000 experiance points earned a feat is awarded; 
  this equates to about once every eight, CR 6, encounters 
  for a party of four. At 10th level, this would work out to 
  20,000 experiance points or once every eight CR 10 
  encounters. 
  Why 10? 
  Some players are already familiar with E6 and E8 
  variations, especially as E6 is the forefather of the concept. 
  This could make level 10 confusing as to our selection of 
  that as the cap, not one of the lower-level versions.
  Mechanically, Pathfinder varies from the standard OGL 
  game system in several ways. One of the common threads 
  in this is the tendency of level 10 to be a break point 
  between common, mundane, or standard levels of training 
  and advanced levels of training, the sort that grant classes 
  abilities far beyond mortal ken, as discussed earlier. This 
  makes a fine point to stop, as the Pathfinder classes 
  have already balanced it out to the point that they already 
  consider level 10 to be the break between heroic play 
  and the crazier styles. Most classes get their first shot at 
  “advanced” abilities at level 10, which also makes a nice 
  capstone for E10 play. 
  Other Materials
  With the sheer amount of OGL material available, there 
  are a number of other races, classes, and features from 
  other publishers which are perfectly compatible with the 
  Pathfinder system. This may not mean they are compatible 
  with the Shadowglade setting, however. 
  When considering material from a source other than 
  Shadowglade materials or core Pathfinder materials, 
  
  31
  make sure to discuss the choice with your Game Master. 
  Its a good thing to make sure the material fits with the 
  atmosphere of the setting and works well with the other 
  aspects. A class that constructs magical items with the 
  same ease of an average commoner baking a loaf of bread 
  or a race that practically eminates magic would be out of 
  place, as are magical items predicated on an asumption of 
  vast quantities of magic resources. 
  Characters
  The nature of an E10 campaign means that character 
  creation & advancement options change slightly as well. 
  As stated, Shadowglade is intended to be a gritty & heroic 
  tier setting, not much for the wuxia or superpower sort 
  of characters. These decisions affect how a character is 
  built from the very beginning and all the way through their 
  career. Ahead are some recommendations for character 
  creation. 
  Character Creation
  For Shadowglade, we recommend you use the “Point Buy” 
  option for generating your basic ability scores, per Chapter 
  1: Getting Started in the Pathfinder Core Rulebook.
  Normal NPC characters should be built using the lower end 
  of the spectrum but player characters are still assumed to 
  have a leg up on the common farmer. For this, players have 
  a total of 15 points with which to build their characters.
  Game masters who want to give their party a bit more of an 
  edge can use the 20 point, a high fantasy build, allotment to 
  build characters more capable than their comrades. These 
  are generally rarer individuals, however. 
  Character Advancement
  Characters in Shadowglade are generally expected to 
  advance slowly; they don’t encounter rampaging hordes 
  of monsters at every turn, they don’t slay a dragon every 
  other day. Most of their enemies are going to be mortals 
  like themselves, some feral animals, and the like. They 
  actually experiance a greater deal of down time than in 
  other settings and spend more of their active time engaging 
  in more creative methods of conflict resolution. 
  To keep pace more appropriately, Shadowglade characters 
  should progress along the “Slow” experiance track, seen 
  on the table Character Advancement and Level Dependant 
  Bonuses, Chapter 3: Classes in the Pathfinder Core 
  Rulebook. Doing so keeps characters at the same levels 
  longer and helps extend the campaign in terms of time. 
  Game Over
  When, exactly, is the game over? For many, the hard cap 
  set by the game system represents “game over”; once 
  you’ve achieved this point the game is done with, or will 
  soon be. Some players are interested in what is considered 
  “epic” content, but beyond that many discount play after the 
  cap, be it 10 or 20. For folks with such a mentality, the cap 
  placed on the setting is going to be jarring. 
  Shadowglade’s level cap isn’t intended as a delimeter, a 
  “game over” point. Instead, it serves a couple of different 
  functions within the setting. It keeps expectations at a 
  certain level; assuming players don’t reach 20th level, 
  there is less expectation of tackling creatures such as 
  demon lords or ancient, rampaging dragons, creatures 
  that aren’t around every corner or behind every dark 
  plot in the setting. It is also one part flavor, as with the 
  world at large under the same cap it helps explain why 
  clerics aren’t taking over the world with stunning feats of 
  magic, the darker regions of the land aren’t illuminated by 
  powers beyond the world, far-flung settlements don’t just 
  step through a portal to the capital city for a shipment of 
  grain. Life can be hard in Shadowglade, and the cap both 
  enforces and reflects that. 
  As to when the game is actually over, that really is up to 
  you, your fellow players, and your game master. The story 
  goes on for as long as you like, and we will continue to help 
  the experiance along with additional materials, adventures, 
  and stories for as long as you like. For additional 
  information about advancement, consult your game master 
  or the Shadowglade Game Master’s Guide.
  
  32
  Races of Shadowglade
  The realm of Shadowglade is an unusual one as far as 
  fantasy settings go; there are no demi-human, or fantastic, 
  races  No elves, dwarves, orcs, etc. It is a world wholly 
  human. That isn’t to say, however, that everyone looks 
  alike, or functions alike. On the mainland alone, several 
  environments, as well as lifestyles, exist. Those raised in 
  the cities generation after generation are typically slimmer, 
  less muscular and, thanks to broader education, more 
  intelligent than the common folk from outside the cities. 
  The outlying areas see stronger, broader folk, well used 
  to working hard days in hot fields to support themselves 
  and their families. These traits are often passed down 
  through their children, folk of the fields finding the stronger, 
  more capable of their culture more desireable, while the 
  refined citizens of the larger cities place an emphasis on 
  appearance and intelligence.
  These options replace many of the standard races found in 
  typical fantasy realms. They function similarly to the races 
  found in the core texts while being reflavored and adjusted 
  for use with the Shadowglade setting.
  Other Races
  It is possible to include other races as selections for the 
  Shadowglade campaign setting. Use the following to 
  determine which are appropriate or what features may 
  need adjustments. 
  •  Shadowglade’s races have no inherant magical ability; 
  most fey-like creatures then are poor choices as they 
  are quite magical. That is not to say others cannot be 
  potential options: while it is not recommended, characters 
  could be a half-celestial flavored as “divinely touched 
  by Erislan”. Such a character would be quite rare, but 
  mechanically viable for the setting with the right respect to 
  flavor.
  •  Shadowglades races are descended from human stock 
  and there is a general expectation that all citizens bear 
  a similar resemblance. Creatures that have decisively 
  non-human characteristics, such as half-fiends, would not 
  be an appropriate option as-is. New races then should be 
  very human in appearance with no unusual anatomy to 
  reflect different heritage. Skin or hair color, for example, 
  could be appropriate differences, but horns, tail, etc. 
  would certainly mark the character as a monster, not a 
  “person”.
  Races
  
  33
  Cityfolk
  Cool, calm, sophisticated. Those who have grown up in the 
  upper levels of the city life seem to have it all, while even 
  those of lower stature seem to share some innate sense of 
  grandeur in the city. Often quite handsome or beautiful in 
  appearance, well educated, and multi-talented, woodland 
  rabble hate them, aspire to be them, or some mixture of the 
  two. They, however, are quite oblivious to these folk and go 
  about their lives without giving those other folk a second 
  thought.
  Physical Description: Cityfolk are often a smaller, paler 
  lot than the other folk of the realm. This is due in part 
  to their increasingly sedentary lifestyles that often keep 
  them indoors, where the fortunate study and practice 
  more intellectual arts and those less 
  fortunate toil away in meaningless 
  bureaucratic or merchant positions. 
  They are often more attractive 
  than folk of the outlying regions, 
  the tell-tale signs of hard labor in 
  sun burnt fields absent from their 
  flawless skin. They stand around 
  5 and a half to 6 feet tall with a 
  lean, slender build. They are 
  often well muscled for their 
  build, but far from fit for hard, 
  physical labor.
  Society: To their mind, 
  cityfolk are society, at 
  all income levels. This 
  leads to a generally 
  aloof attitude as perceived 
  by the other folk, though 
  cityfolk see it as perfectly 
  normal. Unless necessary 
  for the course of business 
  or politics, cityfolk rarely 
  venture outside their 
  normal social circles. 
  These exist at all social 
  levels, wherein the rich 
  circulate with the rich, the 
  modest merchants associate 
  with those of similar stature, 
  and the poor, while envious of 
  the more affluent, will typically 
  shun their company unless they 
  stand to gain from the interaction.
  Relations: Often, cityfolk are 
  seen as the ultimate diplomat, 
  able to speak the language of 
  nearly any deal, proverbially 
  of course. Many are power brokers in their own fields, 
  and can leverage that when dealing with others. The only 
  folk cityfolk feel out of place around are grassfolk, whom 
  they view as backwards, impetuous, and savage. While 
  their intelligence should allow them to walk away from an 
  ill conceived encounter, cityfolk are both intimidated and 
  enraged by taunting grassfolk. To all others, however, 
  cityfolk are just as pleasant and cordial as could be. 
  Alignment and Religion: The whole world of these souls 
  is built on the rule of law. Often lacking the personal muscle 
  to back themselves, they depend on that set of rules that 
  everyone must play by to ensure their own safety. Many 
  tread the line of neutrality, avoiding a commitment one way 
  or another, but are more often good than not. 
  More than citizens of other regions, those who live within 
  the cities are more apt to be followers of Erislan than any 
  other belief system. Their actual membership in a given 
  church will vary by region and political leanings; citizens 
  of Iber and Ire are members of their respective churches, 
  while Mir is the most evenly divided between the major 
  branches. If the person is not an adherent of one of the 
  major powers, they are often still followers of Erislan 
  through personal dedication or one of the smaller orders.
  Adventurers: Typically, you won’t find a true cityfolk as 
  barbarians or true rangers, though the urban ranger varient 
  is certainly viable for those in the lower income brackets. 
  Likewise, the more learned of the cityfolk will adventure 
  through classes suited to their more intellectual pursuits 
  such as bards or rogues. Ultimately their reasons for 
  adventuring are varied, but typically include the quest for 
  greater knowledge or wealth. Thrill seekers might wish to 
  leave behind the “safe” life of the city for the danger of the 
  road and wild reaches of the land. 
  Cityfolk Racial Traits
  +2  to One Non-Physical Ability Score: Cityfolk charac-
  ters get a +2 bonus to one of the non-physical ability 
  scores of their choice (Wisdom, Intelligence or Cha-
  risma) to represent their more sophisticated nature.
  Me dium: Cityfolk are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Cityfolk have a base speed of 30 feet.
  Hi ghly Educated: Cityfolk receive Skill Focus as a bo-
  nus feat at 1st level.
  We ll Rounded: Cityfolk receive Additional Traits as a 
  bonus feat at 1st level (see Feats).
  
  34
  Uncouth. Brutes. Savages. Wild men. These are a few 
  of the less colorful names attributed to the peoples of 
  the Frontier, more commonly known as the derogitory 
  “grassfolk”. Choosing to keep to the wilds instead of 
  aligning themselves with one of the emerging powers, 
  through the years the Frontier communities have become 
  insular. In recent history, the larger powers have also given 
  them little reason to open up, with purported slave raids 
  conducted by Northport, disproportionate persecution 
  during the Mock-Witch trials, and leaving the communities 
  to fend for themselves during the Nights of Ember Rain. 
  In fact, of all of the larger cities in the world, they only feel 
  safe within the city of Four Rivers, whose founding fathers 
  were among their own number.
  Physical Description: Many grassfolk, both male and 
  female, stand in excess of 6 feet all and carry more 
  than 240 pounds in weight, much of it muscle. They are 
  often broad-shouldered and powerfully built from not 
  only a lifetime of hard, physcial labor, but generations 
  of the same, distilled into a mammoth frame capable 
  of enduring all manner of physical hardship. 
  Socioty: Grassfolk live much like the rest of the world, 
  in small villages. Unlike folk in or around the larger cities, 
  grassfolk tend to be more social among their own kind, 
  treating entire villages as extended family. They tend to 
  be more spread out, each family owning and maintaining 
  large farms, but they are never too far from their kin, 
  blood or adopted.
  Relations: Many grassfolk chaff under the 
  disdainful glare of cityfolk, leading often to 
  confrontations both in the city and within their 
  own village. Woe be unto a cityfolk who picks a 
  fight in a Frontier village, however, as they will likely have to 
  contend with many of the town’s residents as well. Normal 
  folk aren’t bothered by the grassfolk, and thus they pay little 
  attention to them as well. Shortfellows, on the other hand, 
  make grassfolk nervous. They aren’t a common sight in 
  Frontier villages, and are thus often mistaken for children. 
  Alignment & Religion: Grassfolk tend toward the chaotic 
  branches, often chaotic neutral in that they do as they 
  please, but would rather be left alone. Likewise, they avoid 
  most organized Erislanian faiths, feeling oppressed by 
  the foreign churches. Many are individual worshippers of 
  Erislan, though grassfolk are more likely than others to 
  adopt ancestor or spirit worship. 
  Adventurers: Grassfolk are a dedicated and hearty lot, 
  not often the sort to leave family or friends behind lightly. 
  Those who do leave for a life of “adventure” do so to raise 
  additional income for those same families, often managing 
  supply routes for village trade goods or working to protect 
  their villages from menaces both human and inhuman.
  Grassfolk Racial Traits
  +2  to One Physical Ability Score: Grassfolk characters 
  get a +2 bonus to one of the physical ability scores 
  of their choice (Strength, Dexterity or Constitution) to 
  represent their more primal nature.
  Me dium: Grassfolk are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Grassfolk have a base speed of 30 feet.
  Lo w-Light Vision: Grassfolk can see twice as far as 
  humans in conditions of dim light.
  In timidating: Grassfolk receive a +2 racial bonus on In-
  timidate skill checks due to their imposing nature. This 
  is a +4 racial bonus against Cityfolk.
  Fe rocity: Once per day, when a grassfolk is brought be-
  low 0 hit points but not killed, he can fight on for one 
  more round as if disabled. At the end of his next turn, 
  unless brought to above 0 hit points, he immediately 
  falls unconcious and begins dying.
  Ta lented Brawlers: Grassfolk receive Catch Off-Guard 
  as a bonus feat at 1st level.
  Grassfolk
  
  35
  Normal Folk  Racial Traits
  +2  to One Ability Score: Normal Folk characters get a 
  +2 bonus to one ability score of their choice at cre-
  ation to represent their varied nature.
  Me dium: Normal Folk are Medium creatures and have 
  no bonuses or penalties due to their size.
  No rmal Speed: Normal Folk have a base speed of 30 
  feet.
  Bo nus Feat: Normal Folk select one extra feat at 1st 
  level.
  Sk illed: Normal Folk gain an additional skill rank at first 
  level and one additional rank whenever they level.
  Normal Folk
  Humans, by any other name, are quite versatile. Normal 
  Folk in Shadowglade are the a-typical human template 
  found in other realms. They have no definitive geographic 
  home and are found in all cities and areas of the realm. 
  Physical Description: Normal Folk are quite ordinary. 
  They typically possess an average build, not 
  overly muscular but not visibly 
  frail, with average weight. Skin 
  color tends to match to the 
  regions in which they 
  live, with those who 
  dwell more in the cities 
  and in-doors having a 
  paler tone than those who 
  live and work in the wilds 
  of the Frontier, whose skin 
  tone is often tanned. 
  Normal Folk make up the 
  majority of the population of 
  Iber and Ire, each possessing a 
  less specialized population than the 
  regions of the Midlands. In Iber, a 
  field-worker is just as likely to live 
  in one of the small cities. They work 
  the land for the lord of their territory, 
  and in exchange for their labor they 
  are housed in the village or keep. Ire, 
  meanwhile, tends to operate as a 
  well maintained commune, wherein 
  everyone from the most learned 
  sage to the most common soul 
  tends to the fields in addition 
  to transcribing the books of the 
  church. Thus, their folk tend to 
  have an average build as well, 
  regardless of profession.
  The normal build for these folks tends toward height just 
  above or below six feet, with a healthy frame carrying 
  between 140 to 170 pounds. This is a median, however, 
  meaning that excessively large or incredibly small folk are 
  quite possible.
  Society: Normal Folk blend in with the society in which 
  they are born, raised, or have adopted as their own. They 
  are more likely to drift between populations and more likely 
  to fit in to any society they choose.
  Relations: Owing no particular allegiance to any one 
  area or mind set, Normal Folk are found in the company 
  of anyone and get along well with anyone. They tend 
  to take no particular stance when it comes to politics or 
  international relations. Those from the islands of Iber and 
  Ire are, of course, dedicated to their national ideals and 
  the principles of their church. They are at least amicable to 
  those from outside the island.
  Alignment and Religion: Normal Folk tend to match the 
  alignment preferences and religion of the lands in which 
  they live. Those who live in the Frontier 
  tend toward the more chaotic branches 
  of alignment, matching the independence of 
  the Grassfolk. Normal Folk raised in the larger 
  cities of the Midlands tend toward scholarly pursuits 
  and a lawful alignment, though for good or ill depends 
  heavily upon the individual. Iberian folk are 
  often haughty, and while lawful 
  due to their pledge of fealty to 
  a noble of higher rank will, they 
  rarely weigh in on questions 
  of a moral matter. They prefer 
  instead to see what is in 
  the matter for themselves, 
  regardless of the moral quandary 
  and take what they can. Iren folk 
  tend toward lawful alignments, 
  especially lawful good, constantly 
  seeking do as Erislan would prefer.
  Adventurers: Normal Folk 
  adventure for as many reasons as 
  there are individuals. Sometimes 
  their wanderlust matches 
  the standards of their region, 
  traveling as protectors or 
  explorers. Other times, 
  personal goals and 
  vendettas dictate their 
  journey.
  
  36
  Shortfellow Racial Traits
  +2 Dexterity, +2 Charisma, –2 Strength: Shortfellows 
  are nimble and strong-willed, but their small stature 
  makes them weaker than other races.
  Sm all: Shortfellows are Small creatures and gain a +1 
  size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bo-
  nus on Stealth checks.
  Slow Speed: Shortfellows have a base speed of 20 feet.
  Fe arless: Shortfellows receive a +2 racial bonus on all 
  saving throws against fear. This bonus stacks with the 
  bonus granted by shortfellow luck.
  Sh ortfellow Luck: Shortfellows receive a +1 racial bo-
  nus on all saving throws.
  Ke en Senses: Shortfellows receive a +2 racial bonus on 
  Perception skill checks.
  Su re-Footed: Shortfellows receive a +2 racial bonus on 
  Acrobatics and Climb skill checks.
  Shortfellows
  Shortfellows are an interesting off-shoot of the folk in the 
  realm. Much shorter than the others, Shortfellows clock in 
  around 4 feet tall and are perfectly proportionally built. 
  They resemble children more typically, 
  allowing the mischievous among 
  them to play off the misconception to 
  their advantage. Despite their small size, 
  however, their heart more than makes up for 
  their lack of physical power. 
  Physical Description: Shortfellows 
  are, as one might expect, rather short. 
  They are not often more than 4 feet tall 
  and rather light, not exceeding more than 
  40 pounds. In all other respects, however, 
  they resemble small Normal Folk, perfectly 
  proportioned and with all of their variety. 
  Society: Shortfellows are the most likely 
  population in the realm to form their 
  own settlements composed of their own 
  kind, or at the very least their own districts 
  in the larger cities. They are kind and jovial, 
  but tend to feel “underfoot” when around 
  the taller folk. Likewise, the larger cities for 
  years overlooked their smaller citizens, many 
  businesses and agencies refusing to make 
  accommodations for the shorter folk. This has 
  less to do with outright prejudice and more to 
  do with simple apathy. 
  Most Shortfellows seek the simple joys in life: a warm 
  hearth, a good meal, tall tales and mirth, and a quiet life. 
  Their villages and districts tend to reflect this quite visibly, 
  with their homes often close together and snugly furnished. 
  They know their neighbors by name and often 
  know a great deal about them. When 
  they greet each other on the streets, 
  the conversations are warm and 
  sincere.
  Relations: Shortfellows generally get along 
  well with anyone, but that isn’t to say that 
  others get along well with them. It 
  has only been in recent years that 
  businesses and other entities in 
  the larger cities have begun to respect 
  Shortfellows and make accommodations 
  for their smaller stature. While not out-
  right persecuted, they were ignored for 
  quite some time. With infinite patience 
  and work, however, they have been able 
  to make in-roads with the larger folk. Their 
  numbers in outlying settlements of taller folk 
  tend to be low, so many of those communities 
  have little issue accepting Shortfellows and 
  making room for them.
  Generally, Grassfolk tend to shy away from 
  Shortfellows, unsettled by their small stature. 
  It certainly isn’t that they are afraid of the 
  Shortfellows, nor the Shortfellows afraid 
  of the Grassfolk, but there is an unspoken 
  arrangement wherein Grassfolk keep to their 
  space and Shortfellows to theirs. Many suspect 
  each recognizes the size differences as too 
  great to overcome, Grassfolk afraid of stepping 
  on or otherwise injuring Shortfellows unintentionally, and 
  Shortfellows likewise afraid of being harmed.
  Alignment and Religion: Shortfellows almost universally 
  tend toward good, with a rare bad apple turning up from 
  time to time. These souls are still considered family, 
  however, and their kin will do all they can to bring them 
  back around. They also tend toward a more carefree 
  outlook on life, so while not technically lawful in the rigid 
  sense, they will abide by the law of the land or find new 
  homes when the law does not suit them. Like Normal Folk, 
  Shortfellows tend toward the faith of their surroundings. 
  Adventurers: Shortfellows often adventure for the sake of 
  adventure. They enjoy the freedom adventuring entails and 
  the experiences they have often become tales of dashing 
  and daring-do for the younger generations. Occasionally, 
  the aforementioned “bad apples” find employ as thieves, 
  their skills enhanced by their smaller size and nimble agility.
  
  37
  Classes
  Selecting a Class
  Classes in the realm of Shadowglade each have a place in 
  the world and a purpose to serve. When creating your own 
  characters, make sure to talk with your Game Master and 
  the others in your party before settling on a class. Be sure 
  to select a class that is appropriate for the stories to be told 
  and one that works well with the choices made by your fel-
  low adventurers. 
  Divine spell casters, such as the cleric, druid, and paladin, 
  have a significant ability to drive the focus of the group. 
  Many are tied to a parent organization, namely their church 
  or order, and are often on the road as a part of that orga-
  nization’s goals. Long-term service or simple missions, it 
  matters not to the devout members of the clergy who will 
  do their best to carry out their orders and bring glory, honor, 
  respect, and reverence to their church and their faith.
  Sorcerers and wizards, as discussed elsewhere, do not 
  exist in the realm. Bards do, but their abilities are signifi-
  cantly different flavor wise than “magic.” As such, other 
  arcane spell casters should be chosen carefully before 
  being brought into Shadowglade. Those classes who can 
  be reflavored, as with the bard, are acceptable while those 
  derived from the traditional image of the spell-slinging sor-
  cerer are not. 
  Finally, the martial classes comparatively have the least 
  impact on the direction but provide the most muscle to a 
  group. They can herald from nearly any place and have 
  nearly any purpose. Often they are of the less priviledged 
  economic tiers, though occasionally such a person chooses 
  to leave the turmoil of the city, the politics, and the monoto-
  ny for a life on the road. 
  Ahead, we look at the standard classes that are appropriate 
  for the Shadowglade campaign setting. Each has a unique 
  role, frequent associations with the various organizations, 
  and perhaps some changes to their standard mode of play.
  
  38
  Core Classes
  Like the races of the realm, some of the traditional classes 
  have different places in the world of Shadowglade. Some 
  classes have risen to new prominance, while others are 
  virtually unheard of. The martial classes are virtually 
  untouched, able to find a home in any world, while the 
  divine classes are an important part of the lives of much 
  of the population. Arcane classes, on the other hand, are 
  virtually unheard of in a world devoid of magic, and any 
  blatant spell caster is met with fear and fury. 
  To further your options in character design, we have 
  included material from the Pathfinder Advanced Player’s 
  Guide, including recommended and setting-appropriate 
  archetypes from the core classes. 
    Barbarian
     Barbarians typically herald from the slopes of the 
  Centerspine and wild reaches of the Frontier. Broad 
  shouldered and fiercely strong, they work hard for their 
  livings. Those who have tired of the common life among 
  the timber ridges and grasslands find ready employment 
  in the cities as enforcers, guards, and similar positions of 
  intimidation.
  Appropriate Archetypes: Breaker, Brutal Pugilist, 
  Drunken Brute, Hurler, Invulnerable Rager, Mounted Fury, 
  Savage Barbarian, and Superstitious.
    Bard
     Bards in the realm of Shadowglade fill the roles in socioty 
  that they always fill. Well learned, well traveled, and 
  highly skilled, they regale crowds with tales of daring-do 
  throughout the land. Many are consumate entertainers, 
  doing whatever it takes to please the crowd. Some 
  ply their trade as a distraction for enterprising rogues, 
  creating a wandering show that lifts spirits and coin-
  purses. Others use their stagecraft for darker purposes, 
  preying on a population easily spooked and lead astray 
  by strange lights and effects that overwhelm logic and 
  reason.
  Appropriate Archetypes: Achivist, Court Bard, Detective, 
  Magician, Sea Singer, and Street Performer.
    Cleric
     As in many realms, the cleric is the martial representative 
  of their fatih. In the world of Shadowglade, this is further 
  bolstered by the fact that the principle deity, Erislan, is 
  regarded as a commander of great forces and a warrior 
  for truth, justice, and similar concepts of a moral high 
  ground. They are found primarily in the service of one 
  of the major churches, while representatives of smaller 
  Erislanian sects are not uheard of.
    •   Clerics of Church to the Lord of the Stars
   Clerics of the Church to the Lord of the Stars are 
  armored holy avengers, seeking out the evil of the world 
  and crushing it utterly beneath their iron heels. While 
  this might sound draconian, for this church it is more 
  metaphorical, especially in recent years, as opposed to 
  literal. Respecting and following the militiristic traits of 
  Erislan, the Iren church has structured a greater deal of 
  their organization on military and martial orders than on 
  traditional churches. Thus, even their common members 
  are well trained, armed, and regimented in addition to 
  their clerical training.
    •   Clerics of Iberian Church of Erislan
   Clerics of the Iberian Church of Erislan are found in their 
  Order of the Northern Wind. The militant branch of the 
  Iberian church, it is rumored that the order is a simple 
  restructuring of the traditional Iberian military steeped 
  in religious mythos and fervor as opposed to political 
  allegence. Well trained in philosophy and tactics, 
  members of this elite order are regarded as some of the 
  best poet-warriors produced in the world. They would 
  be considered the best were it not for their reliance 
  upon the Iberian crown for direction, whereas their Iren 
  counterparts have considerably greater autonomy and 
  personal direction.
    •   Non-Erislanian Clerics
   Due to the intense training that goes into becoming a 
  cleric specifically, non-Erislanian clerics are incredibly 
  rare. When found, they are often strict adherants to the 
  limited texts supporting Asurik, coloring them as evil in 
  the eyes of the rest of the world and in effect marking 
  them for death. While this is true in many cases, some 
  have professed to be agents of older interpretations of 
  the dark god and serve a god of the dead and gateway 
  to the afterlife, not a god of death and destruction. To 
  many, however, they are considered all the same and 
  suffer the same fate as those who seek dark powers.
    Druid
     Druids, champions of the natural world, are found rarely in 
  Shadowglade. Even then, they are only found in particular 
  positions and locations.
     Appropriate Archetypes: Blight Druid, Cave Druid, 
  Mountain Druid, Plains Druid, and Urban Druid.
    •   Druids of Ire
  Thoughout the history of Ire and the Church to the 
  Lord of the Stars, the mystery of the druidic power has 
  escaped the most learned scholars. Men, the warriors 
  and protectors designated by Erislan at the creation of 
  the world, are unable to wield the great powers granted 
  to the mothers of their children, that of the druid.
  The women of Ire who wish to serve their country and 
  their god are trained as druids, a special position held 
  
  39
  only by the women of the nation and one that cannot 
  be obtained by a foreign born daughter. Their ties to the 
  homeland cannot be quantified, save to say that Erislan 
  entrusted the defense of his chosen land to the mothers 
  of the warriors who set forth from its soil. Fierce in battle 
  and proud all the same, Iren druids are a formidable foe, 
  able to request the aid of the air, earth, fire and seas to 
  protect the island from any threat.
    
    •   Druids of Iber
  The Iberian Church of Erislan does not actually train 
  druids. The closest would be members of the Order of 
  the Western Grove, priests of the church whose skills 
  tend toward the influance and interaction of the earth 
  and living world.
    •   Non-Erislanian Druids
   Outside of the Iren church, druids dedicated to the 
  worship of natural creatures and spirits are among the 
  most common. Deriving their power directly from the 
  natural world, they are able to coax growth, command 
  animals, and bend aspects of nature to their will. In 
  conservative areas, these folk are seen as witches 
  and treated as such, leading to stonings, beatings, and 
  burnings as befitting such a creature. In others, they are 
  respected for their gift, their ability to speak to nature as 
  none other can. 
     As a final note, druids are quite opposed to the use of 
  firearms, as are many who share their views of the natural 
  world.
    Fighter
     As with nearly any other realm, the fighters of 
  Shadowglade are the default home of your average 
  bar room brawler, sword for hire, and generall all-round 
  hooligan. Some of these ruffians have a heart of gold and 
  are good people, while others would sooner take your 
  goods at the edge of a blade. They can be found all over 
  the realm and, aside from rogues, are among the most 
  common class of skilled character in the world. 
  Appropriate Archetypes: All.
    Monk
     Monks specialize in introspection, the attempt of the 
  individual to understand the spiritual forces of the world 
  and find the strength within themselves to change the 
  world. This runs contrary to many of the teachings of 
  the established churches and even those of the various 
  minor faiths of the realm, leaving monks no place in the 
  established higherarchy. They wouldn’t have it any other 
  way.
     Monks in Shadowglade can typically be found as 
  wanderers, traveling the undiscovered countryside and 
  seeking the meaning of existance on the backroads and 
  hidden corners of the world. It is a path that appeals to 
  former worshippers of Erislan disgusted by the pettiness 
  and political wrangling of the churches as well as those 
  who know that something is out there, somewhere, but 
  are unsure of just what that is.
     Appropriate Archetypes: Drunken Master, Monk of the 
  Empty Hand, Monk of the Four Winds, Monk of the Lotus, 
  Monk of the Sacred Mountain, Weapon Adept, and Zen 
  Archer.
    Paladin
     The paladin, champion of light and the weak, is a 
  shining example of chivlry at its finest. In the realm of 
  Shadowglade, they venture forth to defend the world 
  literally and philosophically as champions of their chosen 
  order.
  Appropriate Archetypes: Divine Defender, Hospitalier, 
  Sacred Servant, Shining Knight, and Warrior of the Holy 
  Light.
    •   Paladins of Church to the Lord of the Stars
  Paladins of the Church to the Lord of the Stars are the 
  most common paladin in the realm. Well known on sight 
  by the majority of the realm’s citizens, they are beacons 
  of truth and bastions of justice. 
  While many of their duties are ceremonial, the paladins 
  of the Church to the Lord of the Stars are the strongest 
  warriors put forth by the island nation of Ire. They serve 
  as honor guard for Ire interests and politicians, soldiers 
  abroad for the causes of the church, and peacekeepers 
  at home and defenders of the beloved land of Ire.
    •   Paladins of Iberian Church of Erislan
  Iberian paladins hail from the Order of the Northern 
  Reach, the king’s personal guard and champions of 
  the Iberian faith. Highly regimented and trained, it is 
  believed that the Iberian paladins are mostly ceremonial 
  as they lack the finesse and stealth Iberian mercenaries 
  are well noted for. While it is true that their traditional 
  armorments and weaponry make them more obvious, 
  paladins of the Iberian Church of Erislan are still strong 
  foes and fierce followers of the church and defenders of 
  their king. 
    •   Non-Erislanian Paladins
   Due to the nature of devotion as well as training a 
  paladin must possess, non-Erislanian paladins are 
  incredibly rare. Paladins devoted to specific causes are 
  among the most common outside those knighted by 
  the churches, already trained individuals pulled toward 
  a higher calling they cannot explain. Other paladins 
  dedicated to the pagan gods, spirits, or the earth 
  goddess Rheana are almost unheard of, individuals 
  espousing faith to these deities choosing the path of 
  priest or ranger in place of paladin.
  
  40
    Ranger
     Rangers can be found all over the realm of Shadowglade. 
  Urban rangers make their way through the streets of the 
  city, trusty dogs at their side, keen senses watching the 
  shadows...
  True rangers can be found in the wilds as sort of 
  “wild paladins”, living for the glory of the hunt and the 
  communion with nature. Rarely, they can also be found as 
  members of groups honoring the nature goddess Rheana, 
  serving as champions, enforcers, and keepers of secrets.
  Appropriate Archetypes: Guide, Horse Lord, Infiltrator, 
  Skirmisher, and Urban Ranger.
    Rogue
     Rogues are a catch-all class in the world of Shadowglade. 
  If you are not one of the other classes, by virtue of choice 
  or chance, then you are a rogue. Next to the fighters of 
  the realm, the rogue is the second most common class of 
  skilled character to be found. This is primarily due to their 
  versatility. A character who desires skill over skull-cracking 
  will find the wide variety of skills and abilities rogues have 
  access to a great boon.
  Appropriate Archetypes: All.
    •   Adventurerer
  The rogue is the ideal class for the general adventurer 
  in the realm provided the character is more interested 
  in dodging blows and escaping gracefully instead of 
  cracking skulls. They are light on their feet, well read 
  and trained, and can be tooled in one of several ways.
    •   Iberian Swordsmen
  The nation of Iber is known throughout the world for 
  their fine swordsmen. Next to their fine crafts and 
  metalworking, Iberian mercenaries are the largest 
  export industry for the island nation. In fact, the greater 
  noble houses of the kingdom pride themselves so 
  greatly on their skill with the blade that many have as 
  a right of inheriance customs that demand their heir-
  designates serve as mercenaries to carry forth the 
  family name as skilled and feared opponents. Thanks 
  to the varied talents and skills of the rogue, many such 
  swordsmen follow this path, which eventually leads 
  them on to the path of a Duelist. 
    •   The City of Mir
  According to rumor, an organization exists that has 
  extensive ties to the political body of the trading city of 
  Mir, but little evidence besides popular gossip exists to 
  support such claims. Beyond rumor and superstition, 
  however, it is well known that shadowy groups exist 
  within the city, hiring agents from the streets for a variety 
  of reasons. Some schemes and plans are interlinked, 
  woven into a greater tapestry of politics, intrigue, 
  betrayal, and other drama. Others prove to elude all 
  logic, or at the very least appear so mundane on their 
  surface it must surely be a cover for something else. 
  Regardless, those with a quick blade and skilled hands 
  can find easy employ with someone in the city of Mir 
  through organized employment or shady individuals. 
  Additional Classes
  In addition to the core classes, more classes are 
  forthcoming that feature new approaches to some classic 
  concepts. Many of these have a place in the wilds of 
  Shadowlgade, but several will find themselves without a 
  home.
     Alchemist
     The alchemist has a solid footing in the realm as an 
  adventuring mad-scientist. On the hunt for lost secrets, 
  aiding several of the secret and not-so-secret societies of 
  the realm, alchemists are happiest in the field seeking out 
  lost histories. Where ancient history, convoluted science, 
  and the thrill of adventure meet, there you will find the 
  alchemist.
     Cavalier
     Like several of the core classes before them, cavaliers 
  have strong support from the church and the faithful. 
  They can also be found amongst the ranks of the Iberian 
  militaries, serving various lords of the Iberian court and 
  bringing honor and distinction to these folks. Cavaliers 
  can also be found among the common populace, some 
  choosing to uphold ideals of righteousness, justice, 
  and equality. This often puts them at odds with corrupt 
  merchant lords, warlords and bandit kings.
    Gunslinger
     Hailing from the open lands of the Frontier and the base of 
  the Centerspine Mountains near Northport, the gunslinger 
  in Shadowglade is a care free soul out to make an 
  explosive mark on the world. Quick of wit and draw, they 
  are the epitome of what the power of the firearm can do to 
  free the downtrodden and put some fear into the hearts of 
  pretender-lords the world over. 
     Inquisitor
     As is appropriate, the inquisitor is an agent of the 
  organized churches, often a member of secret sects 
  and orders. Most often employed by the Iberian church, 
  the Iren church has little need for such “thugs”. Still, the 
  inquisitor has its place in the realm provided he or she can 
  do a job quickly, quietly, and unseen...
     Oracle
     Oracles are a rarity in the realm, though they do exist, 
  unlike many of the arcane spell-casters. They are often 
  
  41
  displaced members of the established clergy, banished 
  as heretics for claiming a direct communion with Erislan. 
  Others are common-born folk who come into a realization; 
  a force higher  has selected them as a vessel. These folk 
  are often self-discovered and therefore not classically 
  trained, but they often do quite well for themselves, 
  perhaps with guidance from above...
  Original Classes
  Thanks to the nature of the world, new levels and directions 
  of training exist to temper the souls of this world against 
  those who would do it harm. While Shadowglade is written 
  as an “E10” campaign setting, these additional materials 
  will frequently include levels 11-20 should you wish to 
  run the classes in a standard fantasy realm or even run 
  Shadowglade as a full, 20-level, campaign setting. 
     Knightguard 
     The Knightguard are the elite Shadowglade police force. 
  They dwell mostly within the city though are occasionally 
  dispatched to allied villages to help settle disputes and 
  manage unrest or interference from foreign powers. 
    Slinger
     The rise of advanced technology has given rise to a new 
  class of adventurer and fighter, the slinger. Equiped with 
  rare and unique weapons, they strike terror into the hearts 
  of the nobility and elitists because they represent a class 
  of folk uncontrolled and unafraid. 
    Torchbearers 
     The Torchbearers are a vigilante group found among the 
  wilds of the Frontier. Believing the realm besieged by 
  dark and inhuman forces, this loose band has formed to 
  eradicate the unnatural menaces from the world. Widely 
  considered mad and homicidal by the rest of the world, 
  any Torchbearer encountered has unwavering faith in the 
  truth of their quest and the rightness of their actions.
  Watch for future releases as we flesh out these and other 
  classes, archetypes, and more options unique to the realm 
  of Shadowglade! 
  Prestige Classes
  Like the core classes, the prestige classes found in 
  the Pathfinder Core Rulebook have varying degrees 
  of acceptability. Those of a significantly magical nature 
  should automatically be stricken from available options. 
  This includes the Arcane Archer, Arcane Trickster, Dragon 
  Disciple, Eldrich Knight, and Mystic Theurge. The others, 
  and how they fit into the world, are discussed below.  
  As most have prerequisites that involve an equivilant  
  minimum of 5th level, prestige classes are still viable even 
  with the level 10 cap imposed.
  The Assassin is a common staple of many fantasy settings 
  and an acceptable choice for a Shadowglade prestige 
  class. Their “magical” abilities represent their skill and 
  ability to effect difficult assassinations. While not all of 
  these powers can be easily explained away in the mundane 
  sense, their art is ancient and their techniques tried and 
  true. Only one of their own knows the truth behind the 
  secret and to date none have felt the need to share with the 
  rest of the world. 
  The Duelist is an adept swordsman and a student of Iberian 
  technique if not an Iberian noble themselves. Their skill is 
  without equal with the blade and the use of such fine steel 
  in battle is as much art as anything else. 
  In a world steeped in shadow and ignorance, those who 
  seek out the lost tales and truths are powerful icons indeed. 
  Two prestige classes specialize in doing just that. 
  Loremasters typically fill the role of record, and secret, 
  keepers in the various churches of the land. Secrets 
  abound in the land of Shadowglade and many of the 
  churches and orders have a vested interest in uncovering 
  those secrets that aid their cause and burying those secrets 
  damning of their beliefs. Loremasters herald from divine 
  spellcasting lines in Shadowglade as a result of the lack 
  of arcane lines though their effectiveness is in no way 
  diminished for it. 
  The Pathfinder Chronicler finds a home in many institutions 
  in Shadowglade. A favored class of the Seekers of Memory, 
  they roam the lands recording the sagas of the day and 
  those potentially of the world before. The churches employ 
  chroniclers to aid loremasters in seeking out the lost truths 
  of their faith or hiding those things the world should not 
  know. 
  Finally, the Shadowdancer is a valuable ally and a 
  dangerous enemy in a land where secrets can kill. 
  Employed by many agencies as assassins, scouts, spies, 
  and many forms of espionage, a shadowdancer can easily 
  find employ anywhere in the lands. Many make a living as 
  mercenaries, though for some that life is short lived, their 
  
  42
  clients wanting few to know what they are up to. Those who 
  live the longest do so in service to some of the stronger 
  powers in exchange for their loyalty and their silence. 
  Changes to the Classes
  For several of the classes, the implications of magic in the 
  realm changes how they will function. Some greatly, some 
  not nearly so much as a mild reflavoring.
  Bards
   Bards are one of the classes that skate by, so to speak.         
  They mantain their full complement of abilities, but care 
  should be given to flavor each ability or magical power as 
  an element of slight of hand, stagecraft, or showmanship. 
  Glowing lichen explain “Dancing Lights”, ventriliquism can 
  explain Ghost Sounds and similar effects, etc. If ultimately 
  pressed, well, a good magician never shows how the trick 
  is done...
  Clerics, Druids, Paladin, Priests, Ranger
   The divine classes receive some of the biggest changes 
  to the flavors of the magic-using classes. All divine spell 
  casters receive the following class feature, Prayer Casting.
  Undead, Outsider Related Powers
  In the realm of Shadowglade, creatures such as ghouls, 
  ghosts, zombies, and other entities such as angels, 
  demons or devils are pure myth, fabrication, if they are 
  even discussed. Outside of distant memories of old tales, 
  these creatures simply do not exist in the world. No holy 
  orders then are trained in the slaying of demons, devils, 
  or the undead; they have never encountered them. As 
  neccesity is the mother of invention, the absense of the 
  neccesary means the invention, or discovery, never occurs. 
  To that end, abilities that would affect only undead, 
  outsiders, or similarly non-existant creatures in this realm 
  were never developed. Instead, abilities such as this should 
  affect new groups at your Game Master’s discretion or not 
  be included. A couple of these are done for you already 
  under the Feats ahead. “Fear of Erislan” fills the hearts 
  of opposing non-good creatures with fear and dread of 
  the wrath of Erislan and sends them running away in 
  terror from the cleric or priest. Likewise, “Wrath of Asurik” 
  allows an evil cleric or priest of the dark god to tap into the 
  deepest and darkest fears of the target, convincing them 
  that unless they obey the cleric those fears will come to 
  pass. 
  Some spells will need GM approval as well, despite the 
  fact that they belong to classes otherwise accepted in 
  Shadowglade. 
  Inappropriate Classes
  Several classes, among the core and advanced materials 
  as well as among the variety of third-party OGL material, 
  are inappropriate for the realm of Shadowglade.
  Sorcerers are immediately inappropriate for the setting. 
  Why? The bloodlines simply are not present in this realm. 
  Like previous discussions of the fantastic, without that taint 
  of other-worldliness dragon or abyssal blood brings, there 
  is no natural inclination toward arcane spell casting and, 
  therefore, no sorcerers.
  Without this, “wizards” cannot likewise exist without the 
  overarching support structure behind them to build and 
  research. An argument for a “hedge” wizard, an untrained 
  caster, could be made based on extensive studies of 
  divine magic in the world, but such a character would face 
  significant backlash from the community and world around 
  them.
  Of the advanced classes, the summoner, a spell caster 
  who brings forth creatures of his own world and an eidolon 
  of another to do his bidding, is also inappropriate for 
  similar reasons. The spell casting makes the character 
  immediately out of place in the realm, and the eidolon, 
  a being summoned from another world, is also out of 
  place as the outer realms do not exist in Shadowglade’s 
  cosmology. The witch is also a difficult proposition as her 
  powers are clearly, and deliberately, magical in nature.
  The most basic way to exclude other classes is to consider 
  most any arcane spell caster inappropriate. “Magic” as 
  is understood by the the folk of other realms does not 
  exist in Shadowglade. Unexplained phenomena occur 
  and superstitious folk consider them ill-omens or wicked 
  “magic”, but it is not embraced or supported by the 
  community.
  Prayer Casting: Prayer Casting is the process by which 
  divine-based casters cast their spells in Shadowglade. 
  This entails the following:
  •  All spells for these characters require a verbal and 
  somatic component, even if they do not normally. This 
  represents the character praying for the divine interven-
  tion and making the appropriate gestures while doing 
  so.
  •  Because the act of prayer is required, the spell cannot 
  be silenced or stilled. 
  
  43
  Favored Class Options
  The following are alternative options for Favored Classes 
  for the Shadowglade races. Please note; some entries 
  consist of +1/2, +1/3, +1/4, etc. bonus to a given feature. 
  This means that you receive a full +1 bonus only by 
  taking the option twice, three times, four times, and so on. 
  Frequently this allows access to greater features far more 
  valuable than the 1 hit point or 1 skill point allowed as 
  normal favored class bonuses.
  If you are using these materials outside of Shadowglade, 
  or without the modified Shadowglade races, you can 
  substitute some classic races in place of the listed race. 
  Cityfolk are in effect half-elves, grassfolk as half-orcs, 
  shortfellows as halflings, and normal folk as humans.
  Cityfolk
  Cityfolk have access to broader resources than the others 
  of the realm. As such, they can receive extra training from 
  more sources. 
  Ba rd - Add one spell known from the bard spell list. This 
  spell must be at least one level below the highest spell 
  level the character can cast. 
  Cl eric - Select one cleric domain power at 1st level that is 
  normally useable a number of times per day equal to 3 + 
  the character’s Wisdom modifier. The character adds 1/2 
  to the number of uses per day of that domain power.
  Fi ghter - The character gains 1/6 of a new combat bonus 
  feat.
  Paladin - The character gains 1/6 use of Smite Evil.
  Rogue - The character gains 1/6 of a new rogue talent.
  Al chemist - Add one extract formulae from the alchemist’s 
  list to the character’s formulae book. This formulae must 
  be at least one level below the highest formulae level the 
  character can create. 
  In quisitor - Add one spell known from the inquisitor spell 
  list. This must be at least one level lower below the 
  highest spell level the character can cast.
  Grassfolk
  Grassfolk are products of their environments; their general 
  class selections, and their favored class bonuses, allow 
  them to do more with what they have. 
  Ba rbarian - The character gains 1/6 of a new rage power.
  Ba rd - Add 1 to the total number of the character’s bardic 
  performance rounds per day.
  Cleric - Add +1/2 bonus to channel energy rolls.
  Dr uid - Gain energy resistance 1 against acid, cold, 
  electricity or fire. Each time the character selects this 
  reward, increase the resistance to to one of these energy 
  types by 1 (maximum 10 for any one type).
  Fi ghter - Add +1/2 bonus to Will saves against fear effects.
  R a nger - Add +1/2 bonus on Survival checks to provide 
  food and water.
  In quisitor - Treat the character’s level as +1/2 higher for 
  the purpose of determining the bonus of the character’s 
  judgements.
  Or acle - Treat the character’s level as +1/2 higher for the 
  purpose of determining the effects of the oracle’s curse 
  ability.
  
  44
  Normal Folk
  Normal folk, fitting in anywhere, could typically qualify for 
  any profession. Their favored class bonuses typically reflect 
  advantages of skill as opposed to acquisition.
  Barbarian - Add +2 on rolls to stabilize when dying.
  Ba rd - Add one spell known from the bard spell list. This 
  spell must be at least one level below the highest spell 
  level the character can cast. 
  Cl eric -  Add +1 bonus on concentration checks when 
  casting cleric spells.
  Dr uid - Add +1 hit point or +1 skill rank to the character’s 
  animal companion. If the character ever replaces their 
  companion, the new companion gains these bonus hit 
  points or skill ranks.
  Fighter - The character gains 1/6 weapon training.
  Monk - Add +1/4 to the character’s ki pool.
  Paladin -  The character gains 1/6 of a new mercy.
  Ra nger - The character’s animal companion gains 1/3 of 
  a new bonus trick. if the character ever replaces his or 
  her animal companion, the new animal companion gains 
  these bonus tricks.
  Ro gue - Add +1/2 circumstance bonus on critical hit 
  confirmation rolls (maximum bonus +4). This bonus 
  does not stack with Critical Focus.
  Al chemist - Add +1/2 to the number of bombs per day the 
  character can create.
  Ca valier - Treat the character’s level as +1/3 higher for 
  the number of rounds of duration allies can use their 
  Tactician bonus feat.
  In quisitor - The character adds 1/6 to the number of uses 
  per day of their judgement class feature.
  Or acle - Treat the character’s charisma as +1/4 higher for 
  the number of rounds of duration or uses of revelations.
  Shortfellows
  Shortfellows are widely watched in the Frontier, and many 
  with good reason. While jovial and good natured, they can 
  also be quite sneaky. They specialize in getting in, striking 
  fast, and getting out. 
  Ba rd - Add 1 to the total number of the character’s bardic 
  performance rounds per day.
  Cl eric - Select one cleric domain power at 1st level that is 
  normally useable a number of times per day equal to 3 + 
  the character’s Wisdom modifier. The character adds 1/2 
  to the number of uses per day of that domain power.
  Dr uid - Add 1 to the character’s base speed. In combat 
  this has no effect unless the character has selected this 
  reward 5 times (or another increment of 5); a speed of 
  34 feet is effectively the same as a speed of 30 feet, for 
  example. This bonus stacks with a class’s fast movement 
  feature and applies only under the same conditions as 
  that ability.
  Monk - Add +1/3 Dodge bonus to Armor Class.
  Ra nger - Add +1/2 bonus on Survival checks to follow 
  tracks.
  Ro gue - When an attack by this character causes an 
  opponent to bleed, add +1/2 damage to the bleed 
  damage dealt each round.
  Al chemist - Add +1/2 to the number of bombs per day the 
  character can create.
  In quisitor - Add 1 to the total number of the character’s 
  discern lies rounds per day.
  
  45
  Shadowglade adds some new twists to existing skills, new 
  options to help explore the world and potentially exploit 
  different aspects of it. Ahead are several new or altered 
  uses for skills. 
  Craft (gunsmithing) (Int)
  You are skilled in creation of a specific group of items, in 
  this case maintenance and modification of firearms and 
  related implements. You cannot craft a full weapon, but you 
  can make modifications to and repair an existing weapon or 
  create ammunition from raw materials without the need to 
  purchase.
  Gunsmithing requires use of the gunsmithing tool kit, not 
  the artisan’s tools, to give the best chance of success. If 
  improvised tools are used, the check is made with a -2 
  penalty. On the other hand, masterwork gunsmithing tools 
  provide a +2 circumstance bonus on the check. 
  Checks to clean a firearm or craft ammunition represent an 
  evening’s worth of work, not a week.
  Diplomacy (Cha)
  You can also use Diplomacy to gather information about a 
  specific topic or individual. The following features expand 
  upon your options to do so.
      Subtle Gather Information: To gather information subtly, 
  you must spend 1d6 hours questioning people instead 
  of 1d4. Gold expenditures, such as for rounds of drinks, 
  are doubled though no overt gestures can be made that 
  would constitute a “bribe”. This increases the DC of such 
  checks by at least 2, such that subtly inquiring about 
  common facts or rumors carries a DC 12 check. This has 
  the advantage of covering your tracks, however, so that 
  your inquiries appear innocent and are less memorable. 
  Anyone attempting to discern who was asking around in 
  light of your activity sees their DCs for Diplomacy Gather 
  Information attempts raised a similar amount. 
  Skills
  
  46
  Heal (Wis)
  You are skilled attending to wounds and ailments. The 
  following features expand upon your options to do so.
     Anatomy: Beyond treating injury, you have an 
  understanding of basic anatomy, surgery and the like. 
  Task
  DC
  Basic Anatomy: general features, important 
  internal functions (heart, lungs) of same species
  10
  Lesser Known Anatomy: particular major arter-
  ies, major muscle groups, etc. of same species
  20
  Fine Anatomy: minor arteries, minor muscles, 
  tendons, etc. of same species
  30
  Check: A check with Heal Anatomy is used to locate a 
  particular vein, organ, muscle or other aspect of a living or 
  dead creature’s anatomy of the same species. Checks for a 
  different species are one step (+10 DC) higher. 
  Untrained: You cannot make an untrained Heal Anatomy 
  check with a DC higher than 10.
  Knowledge (all) (Int)
  You are educated in a field of study and can answer both 
  simple and complex questions. The following features 
  expand upon your options to do so.
     Research: On failing a Knowledge check, you may be 
  able to try again if you have the appropriate resources 
  available. To do so requires at least 1d4 hours of research 
  with resources or other scholars, and can vary depending 
  on how much you failed the first check by; for each 5 
  points by which you failed the check, research time is 
  increased by 1d4 days. 
  Knowledge (local) (Int)
  You are well versed in the local lore and customs of various 
  locations and can answer simple as well as complex 
  questions for locations with which you are familiar. 
  Check: Answering a question about a location you are 
  familiar with has a DC of 10 (for really easy questions), 
  15 (for basic questions), or 20 to 30 (for really tough 
  questions).
     Familiar Location: Whenever you put a rank into this skill, 
  you become intimately familiar with a new location. Such 
  familiarity allows you to answer basic or tough questions 
  about an area. If the location is not a familiar location, the 
  skill check is treated as untrained.
  Try Again: No, but a Diplomacy Gather Information check 
  can reveal information that you may not have had access 
  to.
  Untrained: You cannot make an untrained Knowledge 
  (local) check with a DC higher than 10 for a location with 
  which you are not familiar. Unlike other Knowledge checks, 
  libraries rarely help with a Knowledge (local) check. Use a 
  Diplomacy Gather Information check or series of checks in 
  place of a library for untrained Knowledge (local) checks.
  Special: A character with a regional trait (see Character 
  Traits) that considers him or her to be of a particular region 
  also allows that character to consider their home region a 
  Familiar Location.
  
  47
  Linguistics (Int)
  Language is many things; written, spoken, gestured, and 
  more. Those skilled in the arts of language in all of its forms 
  are capable of knowing far more about an individual than 
  they would otherwise.
     Careful Study: By watching the body language, listening 
  to the speech patterns and how someone uses language, 
  and paying close attention to small tells or “ticks” of a per-
  son for three rounds, the character can make inferences 
  about that person, their background, skill set, education, 
  place of origin, and a great many other details at the GM’s 
  discretion. 
   Studying characters unaware they are being so closely 
  observed carries a base DC of 10 + the subject’s Cha 
  modifier. Characters who are aware that they are, or could 
  be, so scrutinized may make an opposed Bluff check to 
  conceal facts from the potential interviewer. 
  Small ticks, such as speech patterns unique to regions, 
  word choices unique to regions or educational levels, 
  physical gestures indicative of habits or patterns, etc. are 
  all tell-tale clues to an individual studying others.
  Inference
  Exceed 
  DC By ...
  Basic Details Basic details include broad 
  points of origin such as region, education 
  level, profession, possible travel, broad 
  beliefs or knowledge, etc.
  +0
  Deeper Details Deeper details are those 
  things subjects actively try to hide or mat-
  ters they have put behind them but still 
  weigh on their minds. This can include the 
  fact that a character is hiding something that 
  is still unknown, the character is masking 
  something about themselves such as place 
  of origin, or finer details than identified un-
  der basic details.
  +5
  Intimate Details At this stage, the viewer is 
  able to infer intimate details about the sub-
  ject, if the subject is indeed lying about the 
  topic at hand, if the subject is hiding some-
  thing and fair odds at what that something 
  is, etc.
  +10
  Careful Study tells nothing about actual intentions; it is 
  purely academic, relaying information about how a person 
  behaves and correlating it with known language patterns, 
  behaviors, and the like. Examples include the realization 
  that a subject touches their nose when uncomfortable; 
  further study reveals to the viewer that the subject is more 
  distant when replying and performing the same action, a 
  strong indication they are concocting their response care-
  fully and thus an indication they are covering something up. 
  Pressing the subject further, narrowing down what makes 
  the subject uncomfortable, can reveal what topics in par-
  ticular might be causing the concern. 
  Attempts to learn more detailed information about the 
  subject’s motives, what they are lying about, etc. should still 
  be handled through Sense Motive. 
  
  48
  The following feats are suitable feats for use in the realm 
  of Shadowglade. Several are brand new, while others are 
  selected from OGL sources for their appropriateness to the 
  setting. Most feats found in the Pathfinder Core Book are 
  appropriate for the campaign as well, though the few that 
  are not are discussed later.
  Additional Traits
    You have more traits than normal. (See Character Traits)
     Benefit: You gain two character traits of your choice. 
  These traits must be chosen from different lists, and can-
  not be chosen from lists from which you have already 
  selected a character trait. You must meet any additional 
  qualifications for the character traits you choose-this feat 
  cannot enable you to select a dwarf character trait if you 
  are an elf, for example.
  Expert Deduction
     You are adept at discerning details about persons after 
  spending time with them. From these, you can deduce a 
  great many facts and make a great number of inferences. 
     Benefit: You receive +2 to Linguistics and Sense Motive 
  skill checks. If you have 10 or more ranks in one of these 
  skills, the bonus increases to +4 for that skill. 
     A successful Linguistics Careful Study check on an indi-
  vidual awards a +2 circumstantial bonus to future Sense 
  Motive checks against that same individual for 24 hours. 
  Fear of Erislan
     A good worshipper of Erislan may use the word of their 
  god to strike fear into the hearts of those who oppose his 
  ideals. 
    Prerequisite: Channel positive energy class feature. 
     Benefit: You can, as a standard action, use one of your 
  uses of channel positive energy to cause all characters 
  whose alignment is the opposite of yours (chaotic evil 
  opposes lawful good, lawful evil opposes chaotic good, 
  either form of evil opposes neutral good) within 30 feet of 
  you to flee as if panicked. Affected characters receive a 
  Will save to negate the effect. The DC for this Will save 
  is equal to 10 + 1/2 your appropriate class level + your 
  Charisma modifier. Characters that fail their save flee for 
  1 minute. Characters receive a new saving throw each 
  round to end the effect. If you use channel energy in this 
  way, it has no other effect (it does not heal or harm nearby 
  creatures). 
  Feats
  
  49
  Flattering Interrogation
     You are quite flattering and able to wrap the opposite sex 
  around your finger when it suits your needs.
     Benefit: Double your Charisma modifier to Diplomacy 
  Gather Information requests while dealing with members 
  of the opposite sex. This requires use of Subtle Gather 
  Information. 
  Follow Unseen
     You are adept at following someone without being seen.
     Benefit: You gain a +3 bonus on Stealth and Perception 
  skill checks when following a subject. If you have 10 or 
  more ranks in one of these skills, the bonus increases to 
  +6 for that skill.
  Godless Healing
     With divine healing uncommon and the presence of a 
  clergyman unreliable, you have learned a specialized 
  technique to ignore pain.
     Benefit: When you have half your total hit points or fewer, 
  you may attempt a DC 10 concentration check to heal 
  yourself of 1d4+1 point of damage as a move action. You 
  may only use this ability once per day.
     Special: You can take this feat more than once. Each time 
  you do, you may heal yourself one additional time per day.
  Gunsmithing
     You know the secrets of repairing and restoring firearms.
     Benefit: If you have access to a gunsmith kit, you can 
  create and restore firearms, craft bullets, and mix black 
  powder for all types of firearms. You do not need a check 
  to create firearms and ammunition or to restore firearms.
     Crafting Firearms: You can craft any early firearm for a 
  cost in raw materials equal to half the price of the firearm.
     At your GM’s discretion, you can craft advanced firearms 
  for a cost in raw materials equal to half the price of the 
  firearm. Crafting a firearm in this way takes 1 day of work 
  for every 1,000 gp of the firearm’s price (minimum 1 day).
     Crafting Ammunition: You can craft bullets, pellets, and 
  black powder for a cost in raw materials equal to 10% of 
  the price. If you have at least 1 rank in Craft (alchemy), 
  you can craft alchemical cartridges for a cost in raw mate-
  rials equal to half the price of the cartridge. At your GM’s 
  discretion, you can craft metal cartridges for a cost in raw 
  materials equal to half the cost of the cartridge. Crafting 
  bullets, black powder, or cartridges takes 1 day of work for 
  every 1,000 gp of ammunition (minimum 1 day).
     Restoring a Broken Firearm: Each day, with an hour’s 
  worth of work, you can use this feat to repair a single fire-
  arm with the broken condition. You can take time during a 
  rest to restore a broken firearm with this feat.
  Table SPG-1: Feats
  Feat
  Prerequisites
  Benefits
  Additional Traits
  —
  Gain two additional character traits.
  Expert Deduction
  —
  +2 to Linguistics and Sense Motive checks.
  Fear of Erislan
  Channel positive energy class fea-
  ture
  Channel energy can be used to make non-believ-
  ers flee.
  Flattering Interrogation
  —
  Double your Cha bonus on Diplomacy Gather In-
  formation checks against members of the opposite 
  sex.
  Godless Healing
  —
  Heal self without magical or divine aid.
  Gunsmithing
  —
   You know the secrets of repairing and restoring 
  firearms.
  Inspector
  —
  +3 to Diplomacy Gather Information and Percep-
  tion at crime scenes.
  Make It Work
  Any defect
  Treat defect as bonus in limited circumstances.
  Overcome Adversity
  Any defect, Make It Work
  Ignore penalties from defect.
  Talented
  “Talent” class feature
  Select an additional talent.
  Physician
  —
  Add Int to Heal checks.
  Well Cultured
  —
  Gain two additional regional character traits.
  Wrath of Asurik
  Channel negative energy class 
  feature
  Channel energy can be used to make.
  
  50
     Special: If you are a gunslinger, this feat grants the fol-
  lowing additional benefit. You can use this feat to repair 
  and restore your initial, battered weapon. It costs 300 gp 
  and 1 day of work to upgrade it to a masterwork firearm of 
  its type.
  Special: As the formulas for pure, stable, black powder, 
  are incredibly rare in Shadowglade, black powder made 
  through the use of this ability is formulated specifically for 
  weapons which the gunsmith uses on a regular basis. All 
  other weapons treat the powder as impure black powder 
  with a random effect determined by the GM.
  Inspector
     You are adept at getting information out of witnesses and 
  managing a crime scene.
     Benefit: You gain a +3 bonus on Diplomacy Gather In-
  formation and Perception skill checks while investigating 
  a scene of a crime or violent act. If you have 10 or more 
  ranks in one of these skills, the bonus increases to +6 for 
  that skill.
  Make It Work
     While burdened by some physical, mental, or emotional 
  pain, you can parlay that into a boon in certain situations.
    Prerequisite: Any defect. (See Character Defects)
     Benefit: Choose a defect you possess. At the Game 
  Master’s discretion, you may gain a +2 circumstance 
  bonus if that defect could somehow be framed to aid your 
  case. For example, a character with an especially grue-
  some “Scar” (per the defect of the same name, not just 
  in character description) attempting to Intimidate a foe, a 
  +2 circumstance bonus would be appropriate. Likewise, a 
  character with an “Unnatural Wound” defect could par-
  lay that into sympathy and a +2 circumstance bonus to 
  Diplomacy to net a better deal at an inn, help from a fellow 
  traveler, etc.
     Normal: A defect does not provide any kind of bonus, 
  even circumstance. 
     Special: If you would lose the selected defect for any rea-
  son, you lose any associated bonus. You may then select 
  a new feat to replace this one.
  Overcome Adversity
     You have worked long and hard, but have finally over-
  come the limitations fate has placed upon you.
     Prerequisites: Make It Work, any defect. (See Character 
  Defects)
     Benefit: You no longer suffer any penalty for the defect 
  selected for your Make It Work feat. You still possess 
  that defect, and you still receive any bonus Make It Work 
  would grant. For example, a character with the “Scar” 
  defect may have had it heal over enough that, in fair light, 
  its is barely noticeable. In a dark alley when the character 
  is enraged, however, it still adds a macabe touch...
     Special: If you would lose the selected defect for any rea-
  son, you lose any associated bonus. You may then select 
  a new feat to replace this one.
  Physician
     You have received more specific training in regards to 
  anatomy and the science, not just the art, of healing.
     Benefit: You add your Intelligence modifier to Heal checks 
  in addition to your Wisdom modifier.
  Talented
    You are quite talented in your field of study. 
    Prerequisite: “Talent”, such as rogue talent, class feature.
     Benefit: You may select an additional talent you qualify 
  for from a class you possess with a talent class feature. 
  Well Cultured
     Growing up, you lived in several different locales. Not long 
  enough to form any permenant bonds, but enough to pick 
  up some of the local flavor. 
     Benefit: You gain two regional traits, but they must be of 
  differing regions (IE Frontier and Mir, Northport and Shad-
  owglade, etc). If you already possess a regional trait, you 
  may select a second, as well as one trait of a type you do 
  not already possess.
     Normal: You may only select one regional trait. 
  Wrath of Asurik
     An evil worshipper of Asurik may use the word of their god 
  to strike fear into the hearts of those who oppose his ide-
  als and bend their fears and mind to his will.
     Prerequisite: Channel negative energy class feature. 
     Benefit: You can, as a standard action, use one of your 
  uses of channel negative energy to enslave all characters 
  whose alignment is the opposite of yours (chaotic evil 
  opposes lawful good, lawful evil opposes chaotic good, 
  either form of good opposes neutral evil) within 30 feet of 
  you. Affected characters receive a Will save to negate the 
  effect. The DC for this Will save is equal to 10 + 1/2 your 
  appropriate class level + your Charisma modifier. Char-
  acters that fail their save fall under your control, obeying 
  commands to the best of their ability, as if under the ef-
  fects of command. Characters receive a new saving throw 
  each day to end the effect. You can control any number of 
  individuals, so long as their total Hit Dice do not exceed 
  your appropriate class level. If you use channel energy in 
  this way, it has no other effect (it does not heal or harm 
  nearby creatures). 
  
  51
  Inappropriate Feats
  Some feats provided by the core rules are not appropriate 
  for the Shadowglade setting, often due to the interactions 
  of divine influance, magic, and other supernatural or high-
  fantasy elements. These feats are discouraged for charac-
  ters in the setting as they tend to open doors to elements 
  beyond the setting or to a greater level of power than is 
  assumed for the setting. Like other elements of the system, 
  however, if you feel you can justify a mundane explanation 
  that works within the framework of the setting, discuss the 
  matter with your Game Master and see if he or she agrees. 
  To help understand why each feat is striken from the 
  setting, we’ve included a short bit about why we feel it is 
  inappropriate for the world. While not all third-party feats 
  are covered, if they share similar effects consider them 
  inappropriate for the same reasons. If you wish to use such 
  a feat, consider these reasons when discussing the matter 
  with your Game Master.
    •  Augment Summoning: Other realms are unknown in 
  this realm, thus summoning is not present in the realm.
    •  Command Undead: Undead are an unknown force in 
  the realm and as such no class or organization will have 
  proper training to combat them.
    •  Elemental Channel: Elementals are an unknown force 
  in the realm and as such no class or organization will 
  have proper training to combat them.
    •  Improved Familiar: As arcane spell-casters are not 
  present in the realm, neither are familiars.
    •  Spell Mastery: As wizards are not present in the realm, 
  this feat is unnessesary. 
    •  Turn Undead: Undead are an unknown force in the 
  realm and as such no class or organization will have 
  proper training to combat them.
    •  Item Creation Feats (all): As magic is a relatively un-
  known force in the realm, the few magic users will prove 
  unable to craft items out of such forces. Exceptions are 
  possible for Brew Potion, however, especially in regard 
  to the Alchemist class.
  Bards, clerics, paladins, priests, and rangers in the realm 
  all retain some level of spell-casting power despite the set-
  ting, so many feats that augment magic in general remain 
  available for these characters. They are inappropriate for 
  other character classes, however. 
  
  52
  Income & Equipment
  Earning Potential
  Life isn’t always an adventure, and for many in the realm of 
  Shadowglade it rarely ever is. Making a living, putting food 
  on the table for one’s family, is the most important thing on 
  many people’s minds and will impact PCs as well as NPCs.
  The following segments, Economy, Personal Econom-
  ics, and Private Organizations, discuss the economy of 
  Shadowglade and just what a gold, silver, or copper piece 
  means to a character of the realm. Its not cheap and its not 
  easy to be an adventurer and the coin purse should bear 
  that out more clearly with the provided materials. 
  Necessity of Invention
  Much like magic itself, magical items do not exist in the 
  realm of Shadowglade. As the old saying goes, however, 
  “necessity is the mother of invention”; without magical 
  items, those seeking ever greater strength, power, and util-
  ity have found other means.
  There are some new Special Materials in Shadowglade, 
  as well as more abundant forms of traditional materials. 
  Likewise, Masterwork Items get a little more attention, as a 
  well crafted tool is invaluable at a person’s side. Firearms 
  represent the pinnicle of modern technology in the land, 
  though its use comes at a steep price. And finally, a sam-
  pling is provided of local food, apparel, and unique goods 
  that can be found scattered throughout the land. 
  
  53
  Economy
  Trade and economics in fantasy medieval settings are often 
  mistaken for anachronistic modern concepts. Things like 
  supply and demand, purchasing power, and the market 
  do exist, but in a proto-form of its developed descendents. 
  These economies are not capitalistic, socialistic, free 
  trade or restrictive. It borrows traits from all four systems 
  and creates an economic system that is neither here nor 
  there to modern economic thinking. The biggest difference 
  between fantasy medieval economic thought and modern 
  thought is the purpose and conduct of business.
  Maximizing profits is not the goal of fantasy medieval trade. 
  Making a profit is much more important. Fantasy medieval 
  societies do not have the modern tools, resources, or ideas 
  that allow modern societies to hone maximization of profits 
  to an art form.
  Most people make the goods they sell. There are fewer 
  middlemen in commercial transactions in a fantasy 
  medieval society. Usually, the only cost associated with 
  a good is the cost of materials and the craftsmen’s time. 
  Only wholesale merchants are concerned with base costs 
  and selling goods for more than they bought them, but 
  even wholesale merchants usually buy their goods from 
  the actual craftsmen and producers. Since most people 
  make the goods they sell, a large inventory is not a typical 
  practice in most workshops. A large inventory means things 
  are not being sold or that something has been sitting on the 
  shelf too long. Expensive items are not kept in inventory 
  because they cost too much to make. This is especially 
  true of unusual items. Expensive or unusual items typically 
  have to be commissioned. If expensive or unusual items 
  are bought on site, they are probably the craftsmen’s 
  personal belongings. Fantasy medieval economics differ 
  from modern economics because price is not set or static.  
  A merchant may want 5 gp for an item but he’ll be willing to 
  sell it as low as 3 gp. But he’ll start his negations at 8gp or 
  better so he has room to negotiate down. Depending upon 
  the skills of the purchaser, the merchant may receive 6 gp 
  for his item and be a bit happier.
  Price
  There are no fixed prices in a fantasy medieval society.
  The craftsmen who make the items determine their worth, 
  and they have the power to negotiate the price.
  The prices listed in the core rules are suggested prices for 
  GMs’ and PCs’ ease in buying and selling. But when a PC 
  buys a bedroll, it does not come with a tag labeled
  “1 sp.” In a fantasy medieval society, prices change due to 
  local and regional production, supply and demand, and the 
  interaction between buyer and seller.
  For example, wine is cheaper in winemaking regions than 
  in areas that import their wine. A peasant buying a chicken 
  for dinner pays much less than a PC fighter encased in 
  50 pounds of metal with three weapons, a nice cloak, 
  and boots, even with a high bluff or diplomacy check. In 
  kingdoms at war, everything costs more, from wheat to 
  weapons. A city that specializes in weapon manufacturing 
  is unlikely to pay much for a party’s spare mundane 
  weapons. 
  The Market
  Statements like “the market will not bear it” do not apply 
  very well to fantasy medieval economics, partially because 
  prices are not set. In a bargaining society where price is 
  always negotiable, the only effective market is a party of 
  two, the buyer and the seller. The seller does not sell if the 
  price is too low; the buyer does not buy if the price is too 
  high. 
  Guilds play a large role in regulating prices, but these 
  regulated prices are not concerned with maximizing profits. 
  They are concerned with maintaining social order. Guilds 
  usually set a low limit price to avoid undercutting prices 
  in competitions between merchants and craftsmen of the 
  same guild. Occasionally maximum prices will be set, but 
  such is only typical in famine situations and usually only 
  effects grain.
  Cost of Living in Shadowglade
  Almost 45% of the population is considered “Destitute” (0 
  gp/30 days), but many only by measure of income. Many 
  of these folks outside of the cities are simply woodsfolk, 
  living off the land. They are quite capable and able, and 
  many of the talented among them live better than their 
  fellow citizens in the cities with regular “income”.  What rare 
  coin these folk make, they do so by selling some wares, 
  including furs, meats, and produce to folk in town.
  In the cities, however, the typical image of destitite is 
  more applicable. These folk often live off the streets or the 
  kindness of strangers, taking odd jobs here or there but 
  hardly enough to move them up in the income brackets. 
  Another 46% of the population could be called “Poor”; their 
  income, around 3 to 5 gp/30 days, affords them the basics 
  they need to survive. This is the general expectancy of 
  artisans and laborers in the outlying villages 
  In smaller towns, especially through the Frontier and 
  Midlands, the differences between the destitute and poor 
  are barely noticeable, both having roughly the same 
  spending power and possessions. Those destitute are 
  only so by definition of income, as discussed above. They 
  otherwise maintain a comfortable enough home, often built 
  by themselves on an unclaimed piece of land in the woods 
  or fields some distance from town, and are able to farm 
  
  54
  most of their basic provisions. Poor folk, by comparison, 
  are often paid, though simple, craftsmen who make a 
  living doing for others. As such, most of that income then 
  goes toward paying for those things the woodsfolk craft 
  or manage themselves. Bartering between craftsmen and 
  woodsfolk is also common enough, meaning that while 
  paid, the craftsmen have little actual coin, though they do 
  not have to purchase some items such as meats and furs, 
  produce, some livestock, etc.
  Roughly 5% of the population live what is considered an 
  “Average” (10 gp/month) lifestyle. These folks are skilled 
  artisans, not only able to craft functional tools and items, 
  but sought-after tools and items of excellent quality. This 
  status allows them to live better than others who simply 
  fashion functional tools and items. This also includes some 
  folk who have mastered enough of the agricultural arts to 
  make a living bartering better portions of crops or herds of 
  livestock. 
  These folks make up the majority of the population basin 
  in cities. While outlying lands have the wild resources 
  with which its citizens can live free of coin most of the 
  time, those in the cities either swim or they sink. The 
  city provides the backdrop against which craftsmen and 
  merchants can peddle their wares in ways their woodland 
  cousins could never hope to accomplish. 
  3% of the population are considered “Wealthy” (100 gp/
  month). These folks are often the mid-tier merchants and 
  traders, with respectable shipping companies, a stable of 
  craftsmen, or someone with a number of proverbial irons in 
  the stove. 
  Only about 1% of the population have an income that 
  affords an “Extravagant” lifestyle (1,000 gp/month). People 
  in this income bracket are typically landed nobles or very 
  wealthy merchants and traders with blossoming empires. 
  This also includes some of the most well-researched 
  and knowledgeable scholars; they do not generate this 
  income themselves or have such coin on hand, but often 
  have wealthy patrons for whom they research, maintain 
  libraries and collections, and similar duties in exchange for 
  a comfortable lifestyle that allows them such comparatively 
  leisurely persuits. 
  Most PCs live somewhere between destitute and average 
  in the realm. As they are often travelers, they have little 
  need of the trappings of home, and so appear to have 
  greater disposable income. In reality they do, simply 
  because they are not paying the same upkeep for a home, 
  livestock, and other common neccesities that a resident 
  of a small town would. They rarely, however, move past 
  the average lifestyle, as to do so requires a significant 
  investment of time and resources to maintaining a budding 
  enterprise. Common jobs for a traveling character like a PC 
  include caravan guard, captain of a trader’s convoy, courier, 
  investigator or mercenary, among others.
  Commonly, other residents of the realm only make what 
  they need, perhaps a little more to barter for the services 
  or products they themselves cannot produce. Their cost-
  of-living includes supplies neccesary to perform their 
  profession. Farmers will often hold back an amount of 
  produce to reseed the following season, which reduces 
  their need to purchase anything neccesary to survive. 
  They will often barter for a plow, livestock, and simple 
  implements, however. Craftsmen such as potters and 
  weavers can harvest a number of their resources from the 
  area, but others such as blacksmiths require metals and 
  materials to work, giving them a higher cost of resources. 
  
  55
  Personal Income
  Shadowglade isn’t a world of high adventure, sword and 
  sorcery, with the potential to slay a dragon and turn up a 
  centuries-lost horde of gold, striking it rich overnight. In fact, 
  Shadowglade is quite the opposite and a world where it 
  takes hard work and dedication to make it through. A bit of 
  luck doesn’t hurt either. 
  The following will help breakdown the life and personal 
  economics for characters of the realm. This applies to PCs 
  as often as it does to NPCs. It is generally assumed that 
  the “average” worker is a young person of mid 20’s suited 
  to the job the have taken on. 
  Earning Gold
  The general assumption in Shadowglade is that characters 
  have to work for a living; this isn’t a land where adventurers 
  can typically earn a living wandering around and slaying 
  monsters. They can pick up odd jobs working for caravan 
  guards for a few days, which earns them more than 
  their normal job, but the general assumption is that the 
  characters still have to work for their income. 
  Table SPG-X: Average Earnings Per Week shows what a 
  character of average luck can earn based on their training. 
  This can vary up or down if die rolls are actually made, but 
  the average should suffice for most instances.
  The amounts are based off average results, assuming a roll 
  of 11 (average of a d20) + 1 skill rank + 3 class proficancy + 
  the relevant ability modifier. Additional modifiers can move 
  the income up or down on the chart as appropriate. Each 
  additional skill point invested in the skill equates to another 
  5sp earned on average attempt. Penalties are included 
  on the chart to account for characters with penalties in the 
  relevant ability modifer or penalties incurred by time off, 
  settlement size, and other factors as discussed ahead. 
  A “week” in this context is generally a 7 day week, 
  roughly ten plus hours a day with little rest. At the bottom 
  of the trained spectrum, this nets about 30 gp every 
  traditional month, or 48 gp for a Shadowglade month (see 
  Introduction to Shadowglade PDF). Feel free to adjust 
  earnings to daily values if that suits your campaign better; 
  divide the given value or die result by 7. Most characters 
  will be able to afford an average lifestyle if they keep up 
  Table SPG-2: Average Earnings
  Disposible Income per Month (30 days)
  Training 
  (+/- Modifiers)
  Earnings Per Week*
  Destitute 
  (0 gp)
  Poor 
  (3 gp)
  Average 
  (10 gp)
  Wealthy 
  (100 gp)
  Extravagant 
  (1,000 gp)
  Untrained Laborer
  7sp/week
  3gp
  -
  -
  -
  -
  Trained Laborer (-4)
  6gp, 5sp/week
  22gp
  19gp
  12gp
  -
  -
  Trained Laborer (-3)
  6gp/week
  24gp
  21gp
  14gp
  -
  -
  Trained Laborer (-2)
  6gp, 5sp/week
  26gp
  23gp
  16gp
  -
  -
  Trained Laborer (-1)
  7gp/week
  28gp
  25gp
  18gp
  -
  -
  Trained Laborer (+0)
  7gp, 5sp/week
  30gp
  27gp
  20gp
  -
  -
  Trained Laborer (+1)
  8gp/week
  32gp
  29gp
  22gp
  -
  -
  Trained Laborer (+2)
  8gp, 5sp/week
  34gp
  31gp
  24gp
  -
  -
  Trained Laborer (+3)
  9gp/week
  36gp
  33gp
  26gp
  -
  -
  Trained Laborer (+4)
  9gp, 5sp/week
  38gp
  35gp
  28gp
  -
  -
  *Most craft profession users must spend 1/3 of their income, before cost of living expenses, to purchase materials necc-
  esary to produce at that level. If the character can collect the materials from the natural environment around them, such 
  as woodworkers, they may instead take a loss of two days worth of income instead to collect materials suitable for the rest 
  of the week. 
  Simple Chart
  Rather than do the math for adjustments ahead, con-
  sider the math already done and simply advance or 
  decrease the characters position on the list by the 
  appropriate amount. We’ve extended the list in either 
  direction a few steps to make this easy at a glance; 
  simply start with the character’s ability modifier as your 
  base point then add or subtract until you reach the ap-
  propriate mark for a given week. To extend it further, a 
  move in either direction incurs a 5sp/week difference per 
  step, or 2gp/30 day month. Penalties that would take the 
  character off the chart treat the chracter as an Untrained 
  Laborer for the earning potential that week.
  
  56
  their craft, though can choose to forgo some of those 
  niceities to save more gold. Wealthy and extravagant 
  lifestyles are hardly possible for these characters however. 
  A character’s disposible income represents the amount of 
  gp they can use for additional purchases in a month after 
  their basic neccessities (food, lodging, taxes, personal 
  neccesities) are taken care of. This is frequently what 
  characters will make their purchases of items, equipment, 
  and adventuring gear out of. 
  Location, Location, Location
  Where a character is working can have a large impact on 
  their income. Common professions can be done anywhere, 
  while specialty professions fare better in certain locations 
  over others. The following modifiers apply to any checks or 
  to the basic values of a check to earn income. 
  Table SPG-4: Location Modifiers
  Settlement Type
  Modifier
  Thorp1
  -4
  Hamlet1
  -2
  Village1
  -1
  Small town
  0
  Large town
  0
  Small city
  +1
  Large city
  +2
  Metropolis2
  +4
  1 Performers suffer an additional -2 penalty in a city of any 
  size without an inn, resturant, or tavern. Indicated cities are 
  less likely to have such establishments.
  2 Craft users in a Metropolis cannot collect their materials 
  from the natural world around them and must pay the full 
  1/3 cost. 
  Seeking Income And Adventure
  The average person in Shadowglade can make a decent 
  enough living doing *something*. Untrained laborers, at 
  the bottom of the income bracket, are the ones most likely 
  to attempt to make a living doing dangerous work that 
  obviously pays much better; a caravan job that pays out 
  5gp a head is already more profitable than whatever he or 
  she was doing. Others with skill, however, can do much 
  better and will adventure as a sideline option, hobby, or as 
  a situation arises that neccesitates travel. Many times, this 
  becomes something done in their spare time or some how 
  managing to take time off. 
  As many in the realm are effectively self employed they can 
  close down whenever they feel like it, but doing so has its 
  own repercussions. Most customers, be they purchasers 
  of crafted goods, inns and taverns hiring out performers, 
  or someone looking to accquire services, can accept a day 
  or two off. More than that, however, and it generally begins 
  to cut into earnings potential until the character has made 
  ammends; people expect to rely on their craftsmen, and 
  while they may want to support a business, if that business 
  is closed too often customers learn to go elsewhere. 
  Table SPG-5: Time Off Penalties
  Time Off
  Penalty to Following 
  Check
  2 days
  -1
  3 days
  -2
  4 days
  -4
  5 days
  -6
  6 days
  -8
  7 days 
  -10
  *Craft profession users may take up to two days away from 
  actually working and tending to the business to collect 
  appropriate materials without penalties to further checks. 
  As long as they are still collecting materials for later days, 
  they suffer only 1/2 the penalty for the further steps. Two 
  days spent out collecting materials garners enough to work 
  for one week without paying costs of materials. 
  Characters lose income for the days they do not work and 
  suffer the listed penalty for the following week. This can 
  represent catching up on a back log of work because of 
  the time taken off, rendering the character less efficiant, or 
  it could be penalties from a supervisor or a customer not 
  returning. Thus, a character taking two days off loses the 
  earnings for those two days, about 2gp and 1sp, and loses 
  5sp the following week. 
  An alternative is to set up traveling shop and work while on 
  the road. While possible, not many communities are open 
  to this; they have their own professionals in a given area, 
  their own merchants, and they are quite loyal to those who 
  have served them well thus far. The upshot to traveling, 
  however, is that income should always calculated by the 
  day, not the week (see above). Traveling between several 
  well-to-do cities can net more than sitting put in one small 
  town. 
  A character attempting to do business in a community 
  Table SPG-3: Income Brackets by Shadowglade Month 
  (45 days)
  Lifestyle
  Cost
  Destitute
  0gp
  Poor
  5gp
  Average
  15gp
  Wealthy
  150gp
  Extravagant
  1500gp
  
  57
  they are not from or familiar with must first accomplish a 
  Diplomacy check with the following base attitudes and DCs 
  depending on where they are.
  Table SPG-6: Traveling Diplomacy Checks
  Settlement Type
  Diplomacy Attitude & DC
  Thorp, Hamlet
  Hostile (DC 25)
  Village
  Unfriendly (DC 20)
  Town, Small & Large
  Indifferent (DC 15)
  City, Small & Large
  Friendly (DC 10)
  Metropolis
  Helpful (DC 0)
  Failure indicates the character isn’t able to attract the 
  customers or support neccesary to make that day’s income; 
  this could stem from the town’s lack of trust of the character 
  or it could simply be the town doesn’t have the income that 
  day to support the character. Success allows the character 
  to earn that day’s income at the rate appropriate for the 
  size of the town. Each day the character remains they must 
  succeed on a Diplomacy check to earn income for that day. 
  The first success each week also improves the attitude of 
  the town by one step for future checks, however, so this 
  does get easier. 
  Adventuring then, as it is commonly understood, doesn’t 
  happen often in Shadowglade; the odds of striking it rich 
  are far too low and can endanger the earning potential a 
  character already has built up. 
  Starting Equipment (Optional)
  Starting gold for starting equipment in Shadowglade can 
  be handled a bit different, determined by a character’s 
  profession and background, not as much by class. Humans 
  and shortfellows can select any background they wish, 
  while cityfolk are pretty well restricted to the cities (City, 
  large or small, and Metropolis) and grassfolk to the smaller 
  settlements (Town, large or small, or smaller). 
  This method assumes there was some anticipation of 
  the character striking out on their own. They have, for 
  at least the last year, saved up their disposible income 
  and prepared to make their mark on the world; roll an 
  appropriate skill check for the character’s chosen method 
  of income, including modifiers for their home town, multiply 
  that by 54 (weeks in a year), and subtract 120 (cost of living 
  for an average lifestyle over a year). This is the initial sum 
  of gold they used to purchase adventuring-specific gear. 
  Older characters are certainly possible and indeed can start 
  with the following additions: 
    •  Middled Aged: +20gp in simple items or adventuring 
  gear, one tool kit as appropriate for class.
    •  Old Age: +50gp in simple items or adventuring gear, one 
  masterwork tool kit as appropriate for class. 
  Putting Things in Context
  Laying out the income for the average citizen should help 
  put some of the equipment of the realm in context; it is fairly 
  expensive to “adventure”, and the potential pay off doesn’t 
  bode well for many. PCs who take on the mantle of 
  adventurer represent a rarity in the realm. 
  Most “simple” items can be found easily around the 
  community and had fairly quickly. As most items are a 
  couple gp or so, it wouldn’t take long for a skilled worker 
  with an average lifestyle to pull together the cash and 
  invest in the gear. A couple items stand out and would 
  make for impressive purchases; a crossbow, for example, 
  would take two or three months of saving to purchase. 
  Likewise, most swords and martial weapons cost a month’s 
  income or more for a person of average means. The more 
  impressive bows would cost quite a bit more. 
  Even simple masterwork items cost a little more than 
  a year’s worth of income after accounting for the 
  enhancement, while items like firearms are even more 
  extravagant; at 700-1000 gp per, it takes three to four 
  years of saving for the average person just to purchase 
  one. Ammunition costs are high enough as well that the 
  average person could fire such a weapon just twice a 
  month provided they bought little else besides ammunition 
  and powder.  
  As discussed earlier as well, earning potential should also 
  be a bit clearer. A job that will only take a couple days 
  offering 10gp a head? A fantastic opprotunity! It might hurt 
  business a bit, losing two days of income (2gp, 1sp for the 
  average person) this week and possibly a bit next week as 
  they play catch up (5 sp for the average person), but that’s 
  still a total of 22 gp, 4 sp over two weeks instead of 15gp! 
  Quarters & Smaller 
  Communities
  In cities and metropolis’ there exists the potential for 
  quarters; effectively small communities within the city. 
  Populations tend to gather in smaller collectives based 
  on ethnicity, faith, income, and a number of other fac-
  tors. For the purposes of travelers earning income, quar-
  ters can be considered smaller settlements by GM dis-
  cretion. First District in Four Rivers, for example, could 
  classify as a Thorp/Hamlet or Village in terms of attitude 
  and buying power as they like to keep to themselves 
  and distrust outside agencies. Conducting business in 
  a larger town square or merchant quarter would still use 
  the basic information for a city of the appropriate size.
  
  58
  Private Organizations
  In place of working for one’s self, a character could come 
  into the employ of a larger organization. Several exist 
  throughout the realm, ranging from military orders such as 
  the Shadowglade Knightguard to exploration companies 
  such as a number of which are stationed in and around the 
  archeological site of Prisse’s Folly. 
  Income for such an organization is likely to be similar to 
  what the character would earn on their own but with the 
  potential for bonuses and awards. An additional benefit 
  is that frequently these organizations are able to pay a 
  salery mostly regardless of location, something a craftsman 
  cannot; a Shadowglade knightguard stationed at a small 
  lumber town can earn a much better wage than were he or 
  she a worker at the same town.
  Recruitment
  Low level characters have very little chance of joining 
  such an organization as full members, but it is frequently 
  cheaper to have an agent recruit local aid than it would be 
  to send a contingent of soldiers or a team of adventurers. 
  The following table can help determine if a character is 
  appropriate for one of these temporary positions. 
  Table SPG-7: Basic Recruitment
  Feature
  Recruitment Score
  Character Level
  Equal to level
  Appropriate Alignment
  +1
  Appropriate Class
  +1
  Appropriate Skill(s), appro-
  priate ranks
  +1 per
  Minor Deed
  +2
  Major Deed
  +4
  Inappropriate Alignment
  -2
  Violating Rules
  -4
  Ch aracter Level: Character level is always an indication 
  of the character’s skill and always considered. This, 
  however, is never enough by itself to earn a character 
  notice for an organization. 
  Ap propriate Class: Classes are representative of suites 
  of skills the character is likely to have or obtain. Some 
  organizations have particular need of various classes 
  and could easily do without others.
  Ap propriate Skills: Even among those of a given class, 
  training can easily tip scales in one character’s favor. 
  Mi nor Deed: Completing a minor deed can earn a 
  character the notice of the organization. Stopping a 
  criminal, finding a minor artifact, can endear a character 
  to an appropriate organization.
  Ma jor Deed: Completing a major deed, such as bringing 
  down a major enemy of the organization, retrieving an 
  item of immense value to the organization, saving an 
  important member’s life, or a large show of support of 
  the organzation’s values can net serious attention.
  In appropriate Alignment: Assuming a character does 
  have an oranization’s attention, disposition can do a lot 
  to turn off prospective recruiters. A lawful organization, 
  for example, may have issues with a chaotic character. 
  A neutral character would recieve no help from their 
  alignment, but neither would they be penalized as the 
  organization could reasonably expect the character to 
  follow the outline of the job and get it done. 
  Vi olating Rules: Violating an organization’s rules, 
  intentionally or not, before becomming involved with 
  them or not, is enough to potentially burn any credibility a 
  character might have had. 
  Each organization may also have different requirements; a 
  band of more aggressive hunters may have a prohibition on 
  cityfolk (-2 to -4 penalty); sure, someone from the city could 
  have the chops to follow in their footsteps, but they’ll have 
  to do a lot to prove they can pass muster. 
  Typically, it will take a recuitment score of 5 to attain the 
  notice, and willingness to hire, of an organization. This can 
  be done by a 1st level character of an appropriate class, 
  alignment, and basic skill set. Characters meeting these 
  qualifications can often be hired for localized jobs netting 
  10gp to 20gp as deemed appropriate by the superior 
  members.
  For example, a 1st level fighter, lawful, with a basic set 
  of brawling skills could make for a fine guard while an 
  important visitor is in town. A 4th level cleric, good, with 4 
  ranks in heal could be hired on as a doctor or medic with 
  another organization. 
  Before hunting down representatives of such companies 
  and begging for a job, there are a few things to keep in 
  mind. With a job comes certain responsibilities to the 
  organization which may or may not factor well with other 
  plans you might have. As an agent or employee of the 
  organization you are at their whim where you are sent and 
  what you are ordered to accomplish. Failure to uphold 
  orders can result in expulsion from the organization, loss 
  of any benefits, loss of “hire-ability” for future jobs, and 
  potentially even worse.
  
  59
  Requisitioning
  To ensure that characters have the equipment they need 
  when they need it, organizations can allow characters to 
  requisition items and equipment, a rather simple in-game 
  way to have access to a good deal of items without openly 
  shopping around for it on the markets. 
  An ability or association that allows a character to 
  requisition items will often describe what the organization is 
  that is backing the character’s requests, what the requests 
  can be used for, and what pool the character has to draw 
  upon. The pool is diminished by the items requested and 
  only replenished when those items are returned, excepting 
  wear and tear against the turn-in value only.
  There are a few important things to keep in mind about 
  this system: first, the items are the property of the backing 
  organization. Bartering away such items for personal 
  profit is looked down upon and can land a character in 
  hot water and revokation of privledges at best or a darker 
  fate at worst. Second, the pool is permenantly reduced by 
  the gp value of any item not returned or not returned in 
  appropriate condition. Consumable items like potions and 
  several generic adventuring items then make fairly poor 
  requests. Third, this equipment is often lent out only for 
  specific reasons. Making requests because it sounds like 
  fun will often result in restrictions, sanctions, and revokation 
  of the priviledge as well. 
  Examples
    •  A fighter brought on as a caravan guard could 
  reasonably request items such as lanterns, torches, 
  ropes, manacles, and other items to effect their job. The 
  company can provide a basic kit for such posts or leave 
  it to the discretion of the character, allotting a 40gp limit 
  on items and equipment. These are items that have to 
  be returned to the company at the end of the job, but 
  they are the character’s to use for the duration. 
  Requisition limits are typically tied to the job the character 
  is expected to perform and the trust the organization has 
  in the character. A character who fits the qualifications for 
  the job but concerns a superior member may find they are 
  given the basic neccesities to do their job and that’s all, 
  whereas a trusted member is given more leeway in what 
  they can take for the journey.
  Sample Organization: 
  The Shadowglade Knightguard
  The Shadowglade Knightguard are the officers tasked with 
  protecting the city of Shadowglade from criminals, thugs, 
  and outside forces who seek to do the city and its rulers 
  harm. Today, this mostly means patrolling the city proper 
  as guards and tending to settlements directly supported by 
  Shadowglade.
  Joining: The Shadowglade Knightguard only accepts new 
  members after they have completed rigerous training and 
  passed numerous tests. Generally speaking they do not 
  take applicants and only invite potential new agents when 
  they are sure of their talents. They do keep an eye on local 
  folks who they’ve hired for jobs in the past, however, which 
  can earn a character respect and consideration for full 
  membership and employment.
  Jobs: Shadowglade frequently allows trusted members 
  to hire local citizens to aid in particular cases. Typically 
  local talent is used to help bolster guard rosters, caravan 
  escourts, and man hunts for escaped or wanted criminals. 
  Such jobs pay between 4 and 8 gp and can be expected to 
  last around two days. 
  A character with a recruitment score of 10 or better can be 
  assigned as a unit captain on a knightguard job. They are 
  responsible for a group of three to five other recruits and 
  are generally paid 6 to 10 gp, or more, as the complexity of 
  the job warrants. That character may requisition equipment 
  for his group worth between 20 and 50 gp, again as the job 
  warrants.
  This table is representative of common temporary positions 
  the Knightguard may need to fill frol local folk. Association 
  at this level extends only to the terms of a contract for 
  a specific task or event and does not constitute full 
  membership.
  Table SPG-8: Shadowglade Knightguard Recruitment
  Feature
  Recruitment Score
  Character Level
  Equal to level
  Lawful Alignment
  +1
  Lawful Good Alignment
  +3
  Fighter or Paladin
  +1
  Diplomacy 5 ranks, Sense 
  Motive 5 ranks
  +1 per
  Capture a wanted criminal
  +2 per
  Chaotic Alignment
  -2
  Violating Knightguard Code
  -4
  
  60
  Special Materials
  Special materials such as darkwood, greywood, Iberian 
  steel, and others have taken the place magical items often 
  would in other realms. Ahead are a few of the frequently 
  used materials. Others, such as adamantine, cold iron, 
  mithral, alchemical silver, and others are still present; 
  darkwood is further discussed because of its unique 
  place in the land. Like many other aspects of the world, 
  due to the non-existance of dragons dragonhide is not an 
  appropriate special material for any items.
  Darkwood: Darkwood is a special material harvested 
  from the heart of the Midlands woods, deep in the darkest 
  corners of forests. It is as hard as normal wood but very 
  light. Because it can be harvested much easier than 
  minerals, it is highly valued for use in tools and weapons 
  of appropriate design and is one of the most common of 
  the special materials for someone with a bit of wealth and 
  better-than-averaege tools and equipment. Getting to it, 
  however, can prove difficult and only the most experianced 
  gatherers, protected by capable warriors, even dare enter 
  the dark portions of the world in hunt of it.
  Any wooden or mostly wooden item (such as a bow, an 
  arrow, or a spear) made from darkwood is considered 
  a masterwork item and weighs only half as much as a 
  normal wooden item of that type. Items not normally made 
  of wood or only partially of wood (such as a battleaxe or 
  a mace) either cannot be made from darkwood or do not 
  gain any special benefit from being made of darkwood. The 
  armor check penalty of a darkwood shield is lessened by 2 
  compared to an ordinary shield of its type. 
  To determine the price of a darkwood item, use the 
  original weight but add 10 gp per pound to the price of a 
  masterwork version of that item.
  Darkwood has 10 hit points per inch of thickness and 
  hardness 5.
  Greywood: Greywood is a much more difficult material 
  to procure. It is found only in the Frontier, and only in rare 
  places. The most common of these are the outskirts of the 
  Ghost Lands. It is likely found deeper into the realm, but 
  none dare travel that far into the accursed place. 
  Greywood is, for all intents and purposes, petrified wood. It 
  is found on the surface, however, in what must have once 
  been a living grove. Today, none of these groves remain, 
  already harvested by prospectors, travelers, and craftsmen, 
  though some stray samples can be found. 
  Greywood, also called “ghost wood” for its unnatural 
  appearance, is a bleached grey, nearly stone colored, 
  wood. The wood is marbled with streaks of bright green; 
  these are believed to be lichen or possibly veins of a 
  mineral pulled from that soil while the tree lived. It is not 
  seen in living trees however, but it is hard to verify as the 
  lands where greywood is found can hold no life and thus 
  cannot be duplicated.
  It is as light as proper wood, but has greater durability 
  akin to stone thanks to its petrification. Because of this 
  petrification, greywood can also be used in the creation of 
  certain weapons, including spear and arrow heads, heads 
  for small throwing axes and maces, and various projectiles 
  for slings. Greywood is improper for blades, large axes, 
  and similar weapons. Weapons or ammunition made 
  of greywood deal an additional 1 point of damage on a 
  successful hit.
  To determine the price of a greywood item, use the 
  original weight but add 15 gp per pound to the price of a 
  masterwork version of that item.
  Greywood has 15 hit points per inch of thickness and 
  hardness 8.
  Greywoord Lore
   •  Greywood is a rare wood which is significantly stron-
  ger than normal wood.
   •  Greywood is found only in the Frontier, where old 
  groves of it were stripped bare. Very little remains 
  today.
   •  It is said that items with several visable veins of the 
  lichen might glow faintly. This resembles lichen found 
  in some of the cave systems and ruins of the Frontier.
   •  Greywood is prized by some communities as wards, 
  said to frighten off foul creatures or at least keep the 
  bearer from harm.
  
  61
  Iberian Steel: While Iber isn’t known as a mining country, 
  they are well known as skilled craftsmen and metal 
  workers. Utilizing the highest quality ores, Iberian artisans 
  distill the elements until they have produced a metal of 
  superb quality unsurpassed by any other. 
  Items made of Iberian steel ignore the item breakage 
  rules (see ahead) because of the superior craftsmanship. 
  Masterwork items made of Iberian steel gain an additional 
  +3 to its hardness. 
  Items made of Iberian steel come solely from Iber. As such 
  only weapons and tools exist that are made with Iberian 
  steel, not armor, only because Iberian craftsmen see little 
  need to craft armor; their patrons consist mostly of Iberian 
  nobles who are skilled fencers that prefer lightweight 
  weapons and light armor to clumsey suits.
  To determine the price of an Iberian steel item add 10 gp 
  per pound to the price of that item.
  Iberian steel has 15 hit points per inch of thickness and 
  hardness 12.
  Spidersilk: Though dangerous to harvest, many 
  threadmakers and weavers place great value in the thick 
  spidersilk found in the deep forests of the Midlands. 
  It is primarily used in the creation of cloth for some of the 
  finest items in the land, but the strength of the material 
  also allows for use in more stressful places. Many vessals 
  use ropes woven of the spidersilk for rigging, while some 
  adventuring companies spend the extra coin on sets of 
  climbing equipment strung with the silk. Some cloaks and 
  cloth armors can also be fashioned of the material. 
  Medium and light armors can be made with spidersilk. 
  Doing so qualifies the armor as one step lower, such that 
  medium armor becomes light and light armor qualifies 
  as clothing. Characters such as rogues can then wear a 
  medium armor made of spidersilk and monks can wear light 
  armor made of spidersilk. Spidersilk armors are considered 
  a masterwork item and weighs only half as much as a 
  normal item of that type. The caveat for such items is that 
  they are flammable. 
  To determine the price of a spidersilk item, use the 
  original weight but add 15 gp per pound to the price of a 
  masterwork version of that item.
  Item Breakage 
  Fantastic elements are present but aren’t abundant in 
  Shadowglade, which means that in many cases items 
  aren’t made with the highest quality. They are hammered 
  out to be functional over a short term and last only for so 
  long. 
  Standard, non-masterwork items in Shadowglade have the 
  chance to break should they be exposed to too traumatic of 
  uses:
   •  On a natural roll of 1, you can choose to reroll the die and 
  take another shot at the action, which causes the item to 
  break.
   •  On a natural roll of 20, you can choose to automatically 
  confirm the critical, which causes the item to break. This 
  option will generally apply only to weapons, though tools 
  that have an option for a better result off of a natural 20 
  can qualify for this option as well.
  These items are often made of inferior materials, of 
  poor craftsmanship, and are generally weaker overall. 
  Historically speaking, these were often the sorts of items 
  possessed by front line troops, commoners, and average 
  brigands. 
  Masterwork items, on the other hand, are better crafted 
  overall. They are constructed with better materials, more 
  attention to balance and detail, etc. As a result of the care 
  that goes into masterwork item creation, masterwork items 
  do not run the risk of breaking in the same fashion.
  
  62
  Masterwork Items
  In Shadowglade magical items are nonexistent, the stuff 
  of children’s tales and legend. Even then, the few “remark-
  able” items found have histories that are sadly overexag-
  gerated. 
  Instead, Shadowglade sees wider use of masterwork items 
  than other realms might, using these for longer periods and 
  for more reasons. These items are finely crafted versions of 
  relatively common items, but they are certainly not on the 
  level of legendary items of lore. Rather, they are the best a 
  craftsman can manage while producing a quantity of solid, 
  usable, tools and still make a living. 
  Masterwork items in Shadowglade ignore the previously 
  explained item breakage rules as well as possessing the +1 
  to-hit enhancement bonus. 
  Simple Masterwork Weapons & Items
  Because of their availability, masterwork costs for simple 
  weapons and items in Shadowglade are slightly different. 
  Each takes much less material and time than larger, more 
  complex items. 
  To determine the price of a simple masterwork weapon or 
  item, use the item’s weight and add 35 gp per pound to the 
  price of a normal version of that item. Armors remain the 
  same price, +150 gp for masterwork enhancement.
  Enhanced Masterwork
  Masterwork items in Shadowglade can have a second 
  enhancement, unlike standard masterwork items that have 
  only the one. This applies only to martial weapons or better; 
  simple weapons can still only have the single masterwork 
  quality. 
  Enhanced masterwork features add 600 gp to the base 
  cost of a weapon, 300 gp to the base cost of an armor, and 
  includes up to two enhancements. Enhancements can be 
  either the standard bonus or one of the following master-
  work traits. 
  Enhanced masterwork status, and associated features, 
  must be decided as the item is crafted, as with standard 
  masterwork. Enhanced masterwork status cannot be added 
  to an item at a later date.
  Item Traits
  Special qualities allow different items to have various spe-
  cial effects in the realm. Mostly mundane, these allow the 
  characters greater options and broader selections in their 
  armor. Unless othewise noted, all bonuses from traits are 
  enhancement bonuses and interact with other bonuses as 
  such.
  Mundane Traits
  The following are mundane traits; they can be found as a 
  part of many standard items by paying the additional listed 
  fee to incorporate the feature into their construction. These 
  can be selected in place of a masterwork trait, but are gen-
  erally common enough that they can be applied after the 
  masterwork construction is complete.
  Camouflage 
    Armor 
     The armor or shield is decorated in a specific fashion 
  so that it aids in the concealment of its wearer. Select 
  a natural environment; the item grants a circumstance 
  bonus to Stealth checks while in the chosen environment. 
  Armor grants a +5 circumstance bonus, while a shield 
  grants a +2 circumstance bonus. A shield and armor pair 
  must match the same environment or the bonus cannot be 
  applied.Cost: +25 gp.
  Dagger slot 
    Armor, bracer 
     For some, armor doubles as storage as well as protection. 
  A weapon slot on a piece of armor is a specially hollowed 
  segment prepared to hold a dagger. This modification is 
  typically made to bracers or shields and can be drawn 
  with a free hand as a move action. Cost: +100 gp.
  Emblazoning 
     Universal 
     The item is marked with a unique emblem that people are 
  likely to recall in a prominent place. Should it be come 
  lost, you gain a +2 bonus to Diplomacy gather information 
  checks to locate it or information about it. This could also 
  be a blacksmith’s mark, identifying the smith who made 
  the item. The bonus would then direct characters to the 
  blacksmith in question and improving or damaging the 
  smith’s notoriety with the quality of the goods. Cost: +50 
  gp
  Hollowing 
    Weapon 
     Hollowing allows one item to contain another, smaller, 
  item. Useful for sending messages, concealing contra-
  band, or simply making greater use of your resources. 
  Hollowing must occur as the item is created and cannot 
  be added at a later point. The hollow space is between 
  
  63
  three and six inches in length and one inch in diameter. 
  Removing an item from a hollowed item is a standard ac-
  tion, while loading it is a full-round action. 
     Detecting a hollow chamber is a DC 15 Perception check.    
  Cost: +50 gp
  Ornate 
    Universal 
     The item is ornately crafted. It bespeaks wealth and pres-
  tige and awe all who see it. Use of the item or wearing this 
  armor bestows a +1 Diplomacy bonus on the character. 
  Cost: +100 gp or at Game Master’s discretion
  Masterwork Traits
  Not magical by a long shot, the craftsmanship in these 
  tools is fine enough that they can be designed for different 
  purposes. Daggers sharpened at the right point to ensure 
  an enemy feels the sting long after the blow is struck, cleri-
  cal implements that shine the light of their patron deity truer 
  and clearer, and others. 
  When crafting a masterwork weapon, the craftsman may 
  choose to forgo the traditional +1 to hit bonus in place of 
  one of the following traits. Enhanced masterwork items may 
  forgo both bonuses for up to two traits, but each weapon 
  may only have a given trait applied once. 
  Breathing
    Armor or garment
     The item provides a measure of protection from sweltering 
  heats and reduces the liklihood of overheating. It provides 
  Heat Resistance 5.
  Brutal 
    Weapon 
     The weapon is exceptionally aggressive and deals ad-
  ditional damage. Brutal weapons deal an additional +1 
  damage.
  Concealable 
    Weapon 
     The weapon is specially crafted so that it can be more 
  easily palmed or hidden on a person. You gain a +2 bonus 
  on Slight of Hand checks made to conceal such a weap-
  on.
  Counterweighted 
    Weapon 
     The weapon is specially weighted to aid in disrupting op-
  ponents and provides a +2 bonus to Trip checks.
  Dagger slot, masterwork 
    Armor 
     When the dagger slot receives additional attention to 
  detail and is paired with a masterwork dagger, one made 
  specifically for that particular piece of armor, it grants a +4 
  bonus on Sleight of Hand checks to hide the dagger on 
  your person (does not stack with the bonus for hiding very 
  small objects) and negates the +4 bonuses searchers 
  receive when frisking you.
  Deadly 
    Weapon 
     The weapon is particularly deadly, more capable of drop-
  ping a foe in one blow. Increase the threat range of the 
  weapon by 1.
  Defensive 
    Weapon 
     The weapon provides a +1 Shield bonus when used 
  defensively. If the weapon is two-handed it provides a +2 
  Shield bonus instead.
  Fitted 
    Armor or garment
     The armor has been specially fitted to you and you alone. 
  Fitted armor reduces any Armor Check Penalty by 1 and 
  any speed penalty is reduced by 5 feet. Resale value of 
  the item is reduced by 50%.
  Grip 
    Weapon 
     The weapon has been specially designed to have addi-
  tional traction, providing better grip in the heat of combat. 
  It provides a +2 bonus against Disarm checks. 
  Grooved 
    Weapon 
     The weapon in particular is grooved in such a way that it 
  cuts cleaner and deeper, causing not only regular damage 
  but bleed damage as well. 
     Each round thereafter, the creature bleeds for 1 point of 
  damage until the bleeding is stopped by a DC 10 Heal 
  check or the application of a cure spell or some other 
  healing magic. A critical hit does not multiply the bleed 
  damage. Creatures immune to critical hits are immune to 
  the bleed damage dealt by this weapon. This bleed dam-
  age stacks with damage from bleed attacks. 
  Heavy 
    Weapon 
     The weapon is constructed as a significantly heavier 
  variation on itself, allowing the wielder to deal more dam-
  age. The weapon receives a -2 penalty to hit, +2 to dam-
  age, and +1 hardness. Cannot be combined with the light 
  enhancement or on a light weapon.
  Hollowing, masterwork 
    Weapon 
     A finer variation on hollowing, the chamber is not only 
  better concealed but the cover is spring loaded; for most 
  items, the handler can press a concealed button which 
  ejects the contents of the chamber into the handler’s free 
  hand as a swift action. Alternatively, if the other hand is 
  
  64
  not free the handler can choose to drop the weapon as the 
  contents are ejected. 
     Detecting a masterwork hollow chamber is a DC 30 Per-
  ception check. 
  Light 
    Weapon 
     The weapon is constructed as a significantly lighter varia-
  tion on itself. The weapon receives a +2 bonus to hit, -1 to 
  damage, and -2 hardness. Cannot be combined with the 
  heavy enhancement.
  Paired
    Weapon
     The weapon is produced as a part of a pair; the two weap-
  ons are, by and large, identically crafted and weighted 
  specifically so that they complement each other. Reduce 
  any dual wielding penalties by 2 while using both weap-
  ons. 
     Should one become lost or stolen, treat the item as emba-
  zoned for the purposes of locating its very unique twin. 
     Each weapon must have the paired trait; they can pos-
  sess a second trait unique from the other, but must have 
  the paired trait in common.
  Pitted 
    Weapon 
     The blade of the weapon is pitted in such a way that it 
  does not shed liquid easily. Applied poisons remain longer 
  on the blade, trapped in the pits and ridges of the blade. 
  As a result, poisons applied to the blade remain for an ad-
  ditional attack.
  Serrated 
    Weapon 
     Serrated blades are designed for grievous wounds, not 
  just striking an opponent. Wounds inflicted with a slash-
  ing blow tear far worse than a normal blade; Heal checks 
  made to patch up the wound suffer a -5 penalty. 
  Specially Crafted 
    Weapon 
     The weapon is specially crafted to target particular crea-
  tures and their weaknesses. Select a creature type per 
  the Ranger’s “Favored Enemy”. The weapon provides a 
  +1 to attack and damage against enemies of the chosen 
  creature type. 
  Weatherized
    Armor or gament
     The armor or garment has been prepared for use in harsh 
  weather conditions. It provides Cold Resistance 5. 
  Weighted 
    Melee Weapon 
     The weapon is perfectly weighted, allowing you to use it 
  with greater precision as a thrown weapon. Add 1 to the 
  weapon’s range increments. 
  
  65
  Firearms 
  Firearms are the technological marvel of the last century. A 
  product of the industrial complex that is Northport, they are 
  a frightening and powerful tool, especially used in the right 
  hands. Because of their power, the other city-states have 
  put strong restrictions on their export and Northport has not 
  challenged the others; this could be out of fear of opposing 
  numbers or the simple fact that the black market pays so 
  much better for a “banned” item than it does for one that is 
  perfectly legal. 
  Firearms
  The original firearms were bulky and cumbersome; today, 
  the majority of those on the market are much the same, 
  decendants from the original designs only slightly modified. 
  They are black powder weapons, muzzleloaders, and 
  require ample time and focus to manage. 
  Firearms of any sort work like any other weapons, except 
  where noted here.
  Ca pacity: This lists the number of shots the weapon can 
  hold. You may fire a firearm as many times in a round 
  as you have attacks, up to this limit. The capacity often 
  indicates the number of barrels a firearm has.
  Ra nge and Penetration: Armor, manufactured or natural, 
  provides little protection against the force of a bullet at 
  short range. When firing upon a target within a firearm’s 
  first range increment, the attack resolves against the 
  target’s touch AC. At higher range increments, the 
  attack resolves normally (including taking the normal 
  cumulative -2 penalty for each full-range increment). 
  Unlike other projectile weapons, most firearms have a 
  maximum range of five range increments.
   Lo ading a Firearm: It’s a standard action to load a one-
  handed firearm and a full-round action to load a two-
  handed firearm per shot. Loading a firearm provokes 
  attacks of opportunity. The Rapid Reload feat reduces 
  the time required to load one-handed and two-handed 
  firearms, but not cannons. Loading a one-handed or two-
  handed firearm typically requires one bullet and 1 dose 
  of black powder.
  Mi sfires: If the natural result of your attack roll falls within 
  a firearm’s misfire range, your firearm misfires, even if 
  you normally would have hit the target. When a firearm 
  misfires, you miss the target and one of the following 
  effects is applied; roll 1d20 to determine the effect.  1 
  - Broken (or explodes if already broken),  2-5 - Powder 
  Burn, 6-10 - All Smoke, 11-15 - Fizzles, 16-20 - Kick.
  Each firearm has a burst size noted in parentheses after 
  its misfire value. Anyone within this burst (including the 
  firearm’s wielder) can be affected by several of these 
  misfire effects.
       All Smoke -  The powder mixture is wrong, resulting in 
  more smoke than propellent. Pick one corner of your 
  square—the shot creates a burst from that point of 
  origin. Anyone within this weapon’s burst (including the 
  firearm’s wielder) is blinded for one round as the smoke 
  obscures vision. 
       Broken - The firearm gains the broken condition. A 
  broken firearm’s misfire value increases by 4. If a firearm 
  with the broken condition misfires again, it explodes (see 
  below).
       Fizzles - The powder burns and nothing happens. The 
  shot is wasted and the gun is jammed.
       Explodes - When a firearm explodes, the weapon 
  is destroyed. Pick one corner of your square—the 
  explosion creates a burst from that point of origin. 
  Anyone within this weapon’s burst (including the 
  firearm’s wielder) takes damage as if he had been 
  shot by the weapon—a DC 12 Reflex save halves this 
  damage.
       Kick - The weapon kicked; you simply misfired, your 
  aim thrown wildly off target by the explosive power of 
  the weapon itself. You miss the target without additional 
  penalty.
       Powder Burn - The powder bursts from the chamber, 
  burning you and near by characters. Anyone within this 
  Firearms in Shadowglade
  While still expensive and tricky to wield, early firearms 
  are readily available. Instead of requiring an Exotic 
  Weapon Proficiency, all firearms are martial weapons. 
  Early firearms and their ammunition cost a fraction of 
  the amount they used to, but advanced firearms and 
  their ammunition are still rare and cost a considerable 
  amount to buy or craft. The firearms included here quali-
  fy as the more common “early” firearms, while advanced 
  items slowly trickle from the forges of Northport.
  While weapons and ammunition are readibly available, 
  their propellant, black powder, is not. Northport keeps a 
  fairly tight grip on the proper formula.  As of this point, 
  the best most people can manage is the impure powder 
  available in questionable markets and hope it doesn’t 
  backfire.
  
  66
  weapon’s burst (including the firearm’s wielder) takes 
  1d4 points of fire damage. 
       A broken firearm requires a DC 20 Craft (gunsmithing) 
  check and 1 hour to repair; this resets the weapon’s 
  misfire range to its normal range and removes the 
  broken condition. A jammed weapon can be cleared by 
  spending a move action.
  Fi re While Prone: Firearms, like crossbows, can be fired 
  while the shooting creature is prone.
  Ex ploding Dice: Whenever you deal damage with a 
  firearm and roll maximum on any damage die, reroll 
  that die and add that roll to the total as well. If you roll 
  maximum on rerolls, continue to reroll, adding to the 
  damage each time.
  No n-bladed Melee: Non-bladed handguns, such as pistols 
  may be used as a sap in melee combat, while long 
  guns may be used as a club. Doing so, however, could 
  damage the weapon. At the very least, it upsets the 
  delicate mechanisms used in firing. Using a firearm in 
  this manner increases the misfire range by 1. 
  Handguns have a hardness of 10 and 10 hit points; long 
  weapons have a hardness of 10 and 20 hit points.
  Bl aded Melee: Gunblades are built with melee use in mind 
  and do not suffer from the same issues as standard 
  firearms used in melee; they suffer no increase in misfire 
  range for use as a melee weapon. 
  Gunblades used intelligently have the capability for 
  additional damage in melee combat as well. After landing 
  a successful melee attack with a stabbing action, the 
  attacker may make an additional attack as a free action 
  against that opponent’s touch AC by firing the gunblade. 
  This can only be done if the gunblade is loaded and 
  otherwise ready.
  Po wder Rot: All firearms are capable of giving a character 
  a condition referred to as “powder rot”. On a successful, 
  confirmed, critical hit against an unarmored character 
  or character in light armor, that target has acquired the 
  condition. See the sidebar for full details.
  Standard Firearms
  Mu sket: This large firearm fires large-caliber bullets that 
  have a much greater range than those fired from a 
  pistol. What it lacks in accuracy it makes up for in high 
  damage potential. 
  Cost: 600 gp.
  Pi stol: The single-shot pistol is the most common firearm 
  and is relatively easy to conceal. 
  Cost: 300 gp.
  Ma sterwork Firearms: Masterwork firearms are things of 
  beauty and reliability. Masterwork firearms have a base 
  misfire range of 0. Other effects, such as melee use of a 
  standard firearm or use of impure powder still increase 
  the weapon’s misfire range as appropriate.
  Gunblades
  Gunblades are weapons that are firearms as well as 
  bladed weapons. Unlike firearms outfitted with daggers or 
  bayonettes, the blade is a part of the weapon. In the early 
  weapons, these blades were often remolded barrels, while 
  later models came from Northport already crafted with the 
  blade. 
  The weapons are typically single shot weapons with the 
  blade an extension of the barrel. The type of firearm and 
  the type of blade are directly related: a longsword typically 
  doubles as a single-shot long gun, while a dagger functions 
  as a single-shot handgun. 
  Gunblades are first identified by the firearm they are 
  constructed of, then by their melee companion. They inherit 
  all of the traits of their standard firearm components unless 
  otherwise noted. If one of these firearms gain the broken 
  condition because of a misfire, it suffers from that condition 
  both when used as a gun and when used as a melee 
  weapon
  Powder Rot
  “Powder Rot” is a name given to especially grevious 
  gunshot wounds. Not a true poison or disease in that it 
  can be contracted or applied intentionally, the symptoms 
  result from a number of side effects of the wound, in-
  cluding fragmented bullets, powder burns, and the onset 
  of metal poisoning. 
  Powder Rot
  Type disease, injury; Save Fortitude DC 16
  Onset 1d6 hours; Frequency 1/day 
  Effect 1d4 Con damage; Cure 3 consecutive saves 
  Because the “disease” is a reaction to the wound and 
  the “poison” a combination of powder and metals, 
  “remove disease” or “neutralize poison” cannot, indi-
  vidually, cure the condition. In tandem, however, they 
  can. First, the successful casting of “neutralize poison” 
  will remove the foreign subtances from the wound. The 
  subject must then wait twenty-four hours and can then 
  be the target of a “remove disease” to remove the last of 
  the toxins caused by the wound. A saving throw made 
  after the “neutralize poison” casting receives a +2 cir-
  cumstance bonus as the victim has less to fight against.
  
  67
  Co nstruction: Gunblades are considered masterwork 
  weapons, receiving the bladed portion of the weapon in 
  place of the +1 enhancement. An enhanced masterwork 
  gunblade can be constructed at the standard rate (+600 
  gp over the base firearm) but can only receive the +1 
  to-hit enhancement bonus.
  Si ngle Barrel: Because of the construction of the weapon, 
  a gunblade cannot be made out of a multiple barreled 
  weapon. 
  Bladed Firearms
  Mu sket, Axe: This musket features an axe blade at the top 
  of its barrel. It can also be used as a battleaxe.
  Pi stol, Dagger: The most common of the gunblades, this 
  is often found in the possession of the merchant classes. 
  It contains a single-shot pistol whose barrel doubles as a 
  common blade. 
  Pi stol, Shortsword: Used mostly by mercenary groups, 
  especially those with trained gunslingers, the pistol and 
  shortsword combination allows such a combatant to be 
  fierce on the battlefield. 
  Augmented Weapons
  Like the construction of a gunblade incorporates a 
  specially crafted blade to the design firearm, a firearm can 
  likewise be grafted to suitable weapons. Such weapons 
  are generally two-handed melee weapons, such as a 
  quarterstaff or greataxe, though the addition of mechanisms 
  to crossbows is also possible. Adding a firearm element to 
  another weapon costs 300 gp, and the weapon gains the 
  following: 
  Si ngle shot pistol: The weapon can be fired as a pistol in 
  addition to its other uses. 
  In ferior: The addition of the firearm to the weapon is an 
  imperfect thing; as a result, treat the firearm component 
  as though it were broken (misfire range of 1-5, explode). 
  This condition cannot be repaired as it is design flaw, not 
  an issue of the item actually starting out broken.
  In accurate: Augmented weapons have a range of 5 ft. for 
  the firearm component as it was not intended to be a 
  precision weapon.
  Additional Equipment
  Bl ack Powder, Pure: Authentic black powder, straight from 
  Northport. Black powder is the key explosive component 
  within a firearm, but in larger amounts it can be even 
  more destructive. A single dose of black powder is 
  enough to power a single shot from most one-handed 
  and two-handed firearms. Should normal black powder 
  become wet, it is essentially ruined; treat it as impure 
  black powder that simply fizzles. 
  Because of the restrictions in place, black powder’s 
  export from Northport is highly restricted. Northport 
  is also quite happy to maintain their monopoly on the 
  substance, meaning knowledge of its creation and 
  composition is very rare. Alchemists and would-be 
  inventors routinely work with the material but no one 
  has created a perfect formula to replace dependance on 
  Northport. As such, it cannot be manufactured through 
  use of a Craft profession or other method at this time.
  Cost: 10 gp per dose, 100 gp per powder horn (10 doses, 
  2 lbs), 750 gp per barrel (75 doses, 15 lbs). 
  Bl ack Powder, Impure: Impure black powder can come 
  from any number of sources and can be anything from a 
  crude immitation to authentic powder cut with “something 
  else” to extend an unscrupulous merchant’s supply or 
  even sabatoge a particular person’s use of a weapon. 
  Simply using impure powder increases the misfire 
  range of the weapon by 1 each time it is loaded with the 
  improper materials. This is a cumulative increase until 
  the gun has been cleaned, and possibly repaired, by 
  an experianced technition. This is a Craft (gunsmithing) 
  check with a base DC of 12 plus the amount of 
  degredation experianced (DC 13 for one use of impure 
  powder, DC 15 for three, etc). 
  Cost: 3 gp to 10 gp per dose.
  Impure powder can be sold as anything 
  from normal black powder to “cut” black 
  powder, and prices can vary wildly 
  depending on who knows what. Black 
  powder of any sort will always carry a 
  high tag, but impure powder is normally 
  what is sold when a merchant claims 
  they have a “deal” on the material.
       Additionally, the impure powder has 
  additional effects, randomly determined 
  or by the GM, per barrel. These are 
  examples of what can go wrong with 
  
  68
  the powder; the GM is free to add to the list of possible 
  outcomes.
       Degrades - The powder degrades the weapon more than 
  usual. Each time a firearm is loaded with this powder, the 
  misfire rate increases by an additional 1. 
       Explosive -  The burst radius should the firearm misfire is 
  increased by 5 ft. 
       Fizzles - The powder simply won’t ignite from time to 
  time. A weapon loaded with this powder that misfires is 
  jammed. 
       Unstable - The powder is unstable. If a character 
  carrying this powder suffers a critical attack or a 
  sudden jarring movement, the powder may ignite. The 
  effects of doing so varies by quantity: a loaded weapon 
  automatically discharges, while carried powder may 
  simply smoke or it can ignite the holding container and 
  other equipment on the character.
       Discovering: A skilled firearm technition can tell the 
  difference between authentic powder and impure powder 
  with an appropriate check, either Craft (Alchemy) or Craft 
  (Gunsmithing), DC 15 to 18.
       Purifying: It is possible to purify these powders. Doing 
  so comes with a fair cost, however. Purifying impure 
  black powder requires a DC 20 Craft (Alchemy) check, 
  treating the black powder to be treated as pure powder 
  for the purposes of determing price regardless of what 
  was paid. Once completed, the process yields an amount 
  of black powder equal to one-fourth of the original 
  container’s amount, rounded down (a powder horn will 
  yield 2 shots, a keg 25). It is said druids can purify the 
  powder with better results (see Purify Gunpowder in the 
  Shadowglade Game Master’s Guide), though they will 
  rarely act on such requests. 
  Bu llets: Typical ammunition for firearms are specially 
  shaped lead pellets. Although each type of firearm fires 
  differently sized bullets, individual bullets cost the same, 
  regardless of the firearm they are used for. 
  Cost: 1 sp per bullet, 1 gp per pouch (10 bullets)
  Gu nsmithing Tool Kit: A basic kit for the care and 
  maintainence of firearms. Used to help clean and repair 
  damage to a weapon.  A masterwork kit grants a +2 
  circumstance bonus. 
  Cost: Gunsmithing tool kit 30 gp, masterwork 75 gp.
  Rarity
  Firearms are rare enough that large quantities will not 
  be found in one location, but common enough that most 
  citizens have handled at least one and know of someone 
  who owns one. When they are found, it is frequently in 
  the possession of the town watch and similar offices of 
  authority as opposed to common farmers or townsfolk. 
  Many times at least one firearm can be found in a village 
  while more than one is quite rare and only encountered in 
  larger cities.
  This is not to say, however, that the weapons in circulation 
  are of the newest or most powerful variety. Most of the 
  guns and gunblades in the outlying villages are quite old, 
  outdated models older adventurerers or mercenaries used 
  in their hayday. Some are also traded in to small villages in 
  exchange for considerable services; for many mercenary 
  companies it was well worth it to trade a heavily used 
  firearm for an inn tab, new equipment, and a laundry list of 
  minor trade goods. 
  Weapons found in the possession of outlying NPCs are 
  generally of poor condition, already broken (incurring all of 
  the rules as discussed above) or simply heavily degraded, 
  with a misfire range of 1-5 or higher.
  What is rare about firearms is the black powder neccesary 
  to fire the weapons. Smiths the world over have worked on 
  firearms for a good long while and have kept a number in 
  circulation with dilligent maintance. The powder, however, 
  is a closely guarded secret for which the populace has yet 
  to uncover. The best they can hope for is barrels of the 
  impure powder with unknown side effects.  
  
  69
  Additional Items
  The following items are additional items of equipment that 
  could be found in the realm of Shadowglade. 
  Texts
  Knowledge is power, or so the old adage goes, and no 
  where else is this more true than in Shadowglade. Books 
  are especially rare and treasured, especially anything that 
  can shed light on the world before. While those items are of 
  immense value, contemporary titles can be found through 
  the realm with enough dilligence. 
  Ch ronicles of the Seekers: The Seekers of Memory in the 
  modern era are serving a much more suitable function 
  than they did in days of yore: they act as archivists, 
  keepers of the world’s knowledge and lore.
  Their findings are recorded in their “Chronicles”, books 
  on various areas, legends, lore, and history of note. 
  These can be found in many curio shops throughout the 
  land, though only a few copies of any one book exist. 
  A copy of a Chronicle grants a +2 insight bonus on 
  Knowledge (local) checks per approval by the Game 
  Master per the contents of the book, and allows the 
  reader to treat the location as a Familiar Location for the 
  purposes of Knowledge (local) while they possess the 
  book. 
  A book on the city of Mir, for example, would allow a 
  reader to consider Mir a familiar location and grant +2 
  bonus to Knowledge (local) in and around Mir. 
  Cost: 50 gp or higher, depending on the rarity of a 
  particular volume. 
  Gu idance of Erislan: The primary religious text of Erislan, 
  as distributed by the Iren Church to the Lord of the 
  Stars. Common versions of the book are simply text, 
  while more elaborate versions contain a variety of 
  simple illuminations. 
  As Iren clerics of Erislan travel, it is not uncommon 
  for them to give their own copy of the book as a gift to 
  a town lacking a communal text of their own. These 
  tend to be the more elaborate editions and are highly 
  treasured by the recipients.
  A copy of the book grants a +1 insight bonus to general 
  Knowledge (religion) checks regarding Erislan or a 
  +2 insight bonus to checks related specifically to the 
  Church to the Lord of the Stars.
  Cost: 10 gp for a common, 25 gp for an illustrated 
  edition.
  Sa lvation of Erislan, The: A secondary religious text of 
  Erislan, distributed by the Iberian Church of Erislan. 
  Much of the text is the same as the Iren Guidance of 
  Erislan, but with subtle changes and the inclusion of 
  texts, letters, and passages from Upheaval survivors and 
  early Erislanian worshippers the Iren church chose not to 
  include for various reasons. 
  Like all things Iberian, the text itself is heavily 
  ornamented with embossings, illuminations, and 
  spectacularly decorated covers. “Simple” versions can 
  be quite expensive, though unauthorized editions have 
  been reproduced offering only the text and not the 
  pomp. This sort is commonly found on the mainland, 
  though producing or owning such a book is viewed as 
  a minor sin by the church. Mainland followers however 
  realize that it is so classified only because it impacts 
  the profitability of the parent church; they retain their 
  membership because they believe in the message of 
  the church, even if they don’t get along well with the 
  messengers.
  A copy of the book grants a +1 insight bonus to general 
  Knowledge (religion) checks regarding Erislan or a +2 
  insight bonus to checks related specifically to the Iberian 
  Church of Erislan.
  Cost: 8 gp for a unauthorized edition, 50 gp+ for 
  authorized editions of greater extravagence.
  Food & Drink
  The following items of food and drink are unique items 
  to menus of taverns and general goods shops in 
  Shadowglade. 
  Fr ontier Mead: A cheap, common drink. One mug will 
  wash down a meal, two will make for a lively night, and 
  three will pretty well put anyone not used to it out for the 
  evening.
  Characters consuming frontier mead can consume one 
  beverage in an evening without ill effect. Consuming two 
  renders the character drunk, while a third renders the 
  character unconcious. 
  Grassfolk characters, growing up with this potent mead 
  all of their lives, are immune to its specifics and follow the  
  normal rules for drunkeness. 
  Cost: 3 cp per mug.
  Go blyn Pie: Goblyn pie was a dish prepared primarily 
  in the southern Midlands, or any area with a wide 
  belief in the “goblyn” creatures (see Introduction to 
  Shadowglade). Today, these “pocket pies” can be found 
  throughout the realm. 
  They are made of left-over, non-soup food stuffs, 
  including meats, vegatables, and fruits, packed in 
  scraps of dough from pies, breads, and similar foods. As 
  there is often little scrap left, these are also small items.
   The name originally stems from the aforementioned 
  areas where the peasents place stock in the legends of 
  “goblyns”. As these mythical creatures are supposidly 
  scavengers, peasents feared anything that could bring 
  goblyns calling, including left over or scrap foods. Thus, 
  these left overs were prepared into the small, often 
  hand-sized dishes. 
  The name engenders a bit of debate in the cities, where 
  the cultured folk expected a disgusting dish. While most 
  non-city folk will give the thieving goblyns as the source 
  
  70
  of the name, scholars also believe it has something to 
  do with their small size, as goblyns are reportedly small. 
  Some lore also tells of witches who bake captured 
  goblyns into pies of similar size, directly linking the 
  names. 
  The practice, while linked to the mythical goblyn, is 
  more than likely rooted in the post-Upheaval eras, when 
  food-stuffs were a rare commodity until the settlements 
  began to thrive. Thus, it was important in those days 
  to preserve all they could. Scrap dough, left over meat 
  and vegatable bits, and other remnants of meals then 
  formed a convienient dish that could be preserved.  
  Goblyn pies can usually be had for a few coppers for 
  a simple pocket pie up to a couple silver pieces for 
  a well filled pie with a finer assortment of meats and 
  vegitables. Goblyn pies keep for quite some time and 
  make very effective trail rations. 
  Cost: 15 cp to 2 sp per pie.
  Ib erian Wine: Also known as “fire wine” or “burning grape”, 
  it is said to burn as hot as an Iberian’s temper and 
  cool just as slowly. Iberian Wine is a rare drink on the 
  mainland and widely sought after. Only a few taverns 
  will have it available and often at steep rates. A traveler 
  looking to part with such a drink would find most any 
  tavern a willing recpient, after due compensation of 
  course.
  Cost: 20 to 25 gp per bottle.
  Table SPG-9: Goods and Services
  Item
  Cost
  Weight
  Black powder
   
  Barrel
  750 gp1
  15 lbs
   
  Horn (10 shots)
  100 gp1
  2 lbs.
  Bullets
   
  Lead (pouch, 10 shots)
  1 gp
  2 lbs.
   
   Alchemical Silver (single, 1 
  shot)
  2 gp
  –
   
  Cold Iron (single, 1 shot)
  2 sp
  –
   
  Gold (single, 1 shot)
  2 gp
  –
  Chronicles of the Seekers (books)
  50 gp
  3 lbs.
  Guidance of Erislan
  10 gp
  3 lbs.
  Gunsmithing kit
  30 gp
  5 lbs.
  Gunsmithing kit, masterwork
  75 gp
  8 lbs.
  Salvation of Erislan (authorized)
  50 gp
  3 lbs.
  Salvation of Erislan (unauthorized)
  8 gp
  3 lbs.
  1 These prices reflect pure gunpowder. Impure powder can 
  cost as little as 30% of the listed price.
  Table SPG-10: Firearms
  Firearm
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  One-Handed Firearms
    Pistol
  300 gp
  1d6
  1d8
  x4
  20 ft.
  1 (5 ft.)
  1
  4 lbs.
  B and P
  Two-Handed Firearms
    Musket
  600 gp
  1d10
  1d12
  ×4
  40 ft.
  1-2 (5 ft.)
  1
  9 lbs.
  B and P
  Table SPG-11: Gunblades
  Firearm
  Cost
  Dmg 
  (M) 
  Ranged
  Dmg 
  (M) 
  Melee
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  One-Handed Firearms
  Pistol, 
  Dagger
  605 gp
  1d8
  1d4
  x4
  19-20/×2
  20 ft./ 
  5 ft.
  0 (5 ft.)
  1
  5 lbs.
  B and P/ 
  P or S
  Pistol, 
  Shortsword
  610 gp
  1d8
  1d6
  x4
  19-20/x2
  20 ft./
  5 ft.
  0 (5 ft.)
  1
  6 lbs.
  B and P/
  P
  Two-Handed Firearms
  Musket, 
  Axe
  910 gp
  1d10
  1d8
  x4/x3
  40 ft./
  5 ft.
  0 (5 ft.)
  1
  12 lbs.
  B and P/
  S
  Table SPG-12: Augmented Weapons
  Firearm
  Cost
  Dmg 
  (M) 
  Ranged
  Dmg 
  (M) 
  Melee
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Two-Handed Weapons
  Pistol, 
  Quarterstaff
  300 gp
  1d8
  1d6/1d6
  x2/×2
  5 ft./ 5ft.
  1-5 (5 ft.)
  1
  8 lbs.
  B and P/
  P
  
  71
  Specific Items
  Specific Armors
  Darkwood Armor
  Aura no aura (nonmagical); CL -
  Slot armor; Price 420 gp; Weight 12.5 lbs
  DESCRIPTION
  This nonmagical suit of light wooden armor is made 
  out of darkwood. It has no enhancement bonus, but its 
  construction material makes it lighter than a normal suit of 
  light wooden armor. 
  The armor has a bonus of +3, an arcane spell failure 
  chance of 15%, a maximum Dexterity bonus of +3, and no 
  armor check penalty.
  Spidersilk Armor, Hide
  Aura no aura (nonmagical); CL -
  Slot armor; Price 540 gp; Weight 7.5 lbs.
  DESCRIPTION
  This is a finely woven suit of dense spidersilk. This armor 
  is treated, in all ways, like hide medium armor, except for 
  profiency. Characters proficiant with light armor can wear 
  medium spidersilk armor. 
  Spidersilk Armor, Padded
  Aura no aura (nonmagical); CL -
  Slot armor; Price 305 gp; Weight 5 lbs.
  DESCRIPTION
  This is a finely woven suit of dense spidersilk. This armor 
  is treated, in all ways, like padded light armor, except for 
  profiency. Characters not proficiant with armor can wear 
  light spidersilk armor. 
  Specific Weapons
  Blasting Staff
  Aura no aura (nonmagical); CL -
  Slot none; Price 740 gp; Weight 8 lbs.
  DESCRIPTION
  This nonmagical, masterwork quarterstaff is outfitted 
  with a masterwork pistol at one end. As a result of its 
  craftsmanship it has a +1 enhancement bonus on attack 
  rolls, base misfire range of 0, and does not suffer misfire 
  penalties when used as a melee weapon. Because it is not 
  a true firearm, the pistol has a range of 5 feet.
  Darkwood Staff
  Aura no aura (nonmagical); CL -
  Slot none; Price 180 gp; Weight 2 lbs.
  DESCRIPTION
  This nonmagical quarterstaff is made out of darkwood. It 
  has no enhancement bonus, but its construction material 
  makes it lighter than a normal quarterstaff. Due to its 
  craftsmenship, the item is not susceptible to the item 
  breakage rules. 
  Greywood Quarterstaff
  Aura  no aura (nonmagical); CL -
  Slot none; Price 200 gp; Weight 4 lbs.
  DESCRIPTION
  This nonmagical quarterstaff is made out of greywood. It 
  has no enhancement bonus, but its construction material 
  makes it firmer than a normal quarterstaff. It deals an 
  additional +1 damage. Due to its craftsmenship, the item is 
  not susceptible to the item breakage rules. 
  Poisoned Dagger
  Aura no aura (nonmagical); CL -
  Slot none; Price 335 gp; Weight 1 lbs.
  DESCRIPTION
  This masterwork dagger contains a hidden chamber, within 
  which a single dose of a poison can be stored. As a free 
  action, the wielder can press a hidden button, applying 
  the poison to the blade which remains for one round. The 
  wielder decide to activate the dagger after she has struck. 
  The chamber can hold a single dose and requires a full-
  round action to replace. Activating or refilling the dagger 
  potentially exposes the wielder to the poison.
  
  72
  Poisoned Dagger, Improved
  Aura no aura (nonmagical); CL -
  Slot none; Price 635 gp; Weight 1 lbs.
  DESCRIPTION
  As Poisoned Dagger, but the blade is also specially crafted 
  so that its surface is pitted and rough, allowing any applied 
  liquids to remain on the blade for an additional attack.
  Serrated Flaming Sword
  Aura no aura (nonmagical); CL -
  Slot none; Price 915 gp; Weight 4 lbs.
  DESCRIPTION
  A serrated flaming sword is a weapon as much of art as 
  it is craftsmanship. A fine long sword, the blade has been 
  serrated in a special manner with additional modifications 
  to the hilt and pommel; a chamber built into the pommel 
  contains flamable oil that can be released. 
  As a move action the wielder can make an attack, AC 10, 
  to strike a rough surface while simulaniously releasing the 
  oil. Success indicates the oil has been ignited and sword 
  is now aflame; the oil burns for 2 rounds and inflicts an 
  additional 1d6 points of fire damage. If the attack should 
  fail, the oil is still expended; by the time character could 
  attempt to light the oil again, it would have run off the blade. 
  The oil chamber can hold two doses and requires a full-
  round action to refuel. A flask of oil contains ten doses 
  suitable for use with the sword. 
  Table SPG-14: Specific Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Blasting Staff
  740 gp
  1d4/1d6
  1d6/1d8
  x2
  – / 5 ft.
  –
  Darkwood 
  Staff
  180 gp
  1d4/1d4
  1d6/1d6
  x2
  –
  2 lbs.
  B
  double, 
  monk
  Greywood 
  Quarterstaff
  200 gp
  1d4+1/
  1d4+1
  1d6+1/
  1d6+1
  x2
  –
  4 lbs.
  B
  double, 
  monk
  Poisoned 
  Dagger
  335 gp
  1d3
  1d4
  19-20/x2
  10 ft.
  1 lb.
  P or S
  double, 
  monk
  Poisoned Dag-
  ger, Improved
  635 gp
  1d3
  1d4
  19-20/x2
  10 ft.
  1 lb.
  P or S
  –
  Serrated 
  Flaming 
  Sword
  915 gp
  1d6
  1d8
  19-20/x2
  –
  4 lbs.
  S
  –
  Table SPG-13: Specific Armors
  Cost
  Armor/
  Shield 
  Bonus
  Maximum 
  Dex 
  Bonus
  Armor 
  Check 
  Penalty
  Arcane 
  Spell 
  Failure 
  Chance
  Speed
  Weight
  30 ft.
  20 ft.
  Darkwood 
  Armor
  420 gp
  +3
  +3
  0
  15 %
  30 ft.
  20 ft.
  12.5 lbs
  Spidersilk 
  Armor, Hide
  540 gp
  +4
  +4
  -3
  20 %
  30 ft.
  20 ft.
  7.5 lbs
  Spidersilk 
  Armor, 
  Padded
  305 gp
  +1
  +8
  0
  5 %
  30 ft.
  20 ft.
  5 lbs.
  
  73
  Additional Rules
  The Rest of the Story
  And now it is time to fill in the rest of the tale for your char-
  acters! This last set of rules and tables helps fill in extra 
  information about your character, including:
  •  Alignment, see where your character falls in the ethical 
  and legal spectrum of the world. 
  •  Character Traits, featuring new regional and faith-based 
  traits for your characters tying them into the setting from 
  the very beginning.
  •  Character Defects, a new set of rules showcasing the 
  darker aspects of the setting wherein the backstory not 
  only helps characters, as with traits, but it scars them as 
  well.
  •  Vital information, including randomized tables and infor-
  mation for physical appearance, age, etc. 
  •  Deities, a break down of who the worshipped are in the 
  realm and who their followers might be. 
  •  Naming Covnetions helps with giving your character an 
  identity using examples of our own, real-world, naming 
  conventions and including some samples of similar con-
  ventions in Shadowglade. 
  •  What to Expect finally gives you a glimpse of what you 
  might encounter on the road in Shadowglade. Many differ-
  ent journeys await you; which path will you choose?
  
  74
  Alignment
  The traditional alignment axis applies in the setting, but with 
  some differences in the broad use of it. 
  •  Lawful Good
     Especially in the larger cities, this is the general tendency 
  of the population. Most folks want to do good, most folks 
  abide by the law. Thus, most folks are lawful good.
  • Lawful Neutral 
     Citizens of Mir typically tend toward this trend; they will 
  take what they can from the system within the confines 
  of the law. They aren’t particularly vicious or greedy; 
  they just want what they can take. Others sharing this 
  alignment are enforcers, agents of the cities or churches. 
  Their sole interest is seeing that the laws are upheld, for 
  only in common law can the tenuous peace constructed 
  be maintained. 
  • Lawful Evil
     Like the many flavors of evil, this is a rare alignment. Of 
  them, however, it is the more likely to turn up. Politicians 
  spring to mind for this classification, as do cruel or corrupt 
  merchants. Church officials, however, can fall into this 
  category at times, even if they do not worship an “evil” 
  god. All it takes to be honestly evil is a will to do harm 
  in the name of serving one’s self; even in the name of 
  a good god a servant of that deity can perform horrific 
  deeds to advance him or herself. And there are deeds 
  that are indeed within the scope of the law, but certainly 
  outside of the scope of what is generally considered 
  morally “good”. 
  • Neutral Good
     Neutral good folk are generally those who simply wish to 
  be good, but care little for chaos or law. Beyond lawful 
  good, this is the second most common alignment in the 
  realm. These folk want what is good in life, what is morally 
  right, and care little what brings that about. If laws are 
  what help keep the peace, then so be it. Likewise, if laws 
  impede the ability of folk to live a good life, then a bit of 
  chaos and revolution is just as well in order.
  • Neutral
     True neutrality is difficult to find, but not impossible, and 
  certainly more common than the variations on evil. These 
  folks are often near the fringe villages, uninterested in 
  the big-city politics and wanting absolutely nothing to do 
  with the perceived corruption and abuse of power by the 
  churches. They care about themselves and their own, 
  but feel no compelling urge toward doing good nor any 
  particular want to needlessly harm others. 
  • Neutral Evil
     These are a very rare sort of person in the realm. 
  Normally isolated individuals who prefer to keep to 
  themselves, they seek evil for its own sake. Like those of 
  the neutral good scope, neutral evil cares little for what 
  brings them the destruction or corruption they crave. They 
  can operate within the confines of the law or as freely as 
  they can with no regard for the consequences of their 
  actions beyond their impact on themselves. 
  • Chaotic Good
     A fairly common outlook, especially among the 
  adventuring sort. Many of the villages and outlying 
  settlements qualify as “chaotic good”, their citizens 
  wanting what is good and morally “right”, but uninterested 
  in the laws set by distant city states or even more distant 
  church officials. They choose to settle matters on their 
  own terms, but strive to be good and right, to be able to 
  live with themselves and the decisions they make. 
  • Chaotic Neutral
     Chaotic neutral folks typically live apart from society, 
  outside the fringe villages and well into the grasslands 
  of the Frontier and woodlands of the Midlands. They do 
  as they please, as their whims take them. They have no 
  particular pull toward good or evil and won’t go out of their 
  way to express support for any one thing. 
  • Chaotic Evil
     Of the brands of evil in the realm, chaotic evil is the 
  rarest. This represents the drive of chaos coupled with 
  the will and desire to destroy structure of all forms, be 
  they material or social. In a world where the survivors 
  made it through the worst of a cataclysm by banding 
  together this mentality is quite rare. When it is expressed, 
  many communities quickly ostracize the citizen. These 
  expressions often arise in acts of extreme violence and 
  cruelty for their own sake, which also brands them as 
  criminals in many communities. These folk are then 
  hunted, imprisoned, and often executed for their crimes.  
  No Two Are Alike
  Something to keep in mind: you do not have to be Chaotic 
  Evil to cause conflict, especially in a world where the 
  largest threats are political strife. Two characters can be 
  opposed and yet both can still be Lawful Good; their conflict 
  arises from their interpretation of the laws, or perhaps they 
  each respect a different set of laws. While either will uphold 
  the basic tenets of what most societies consider lawful, 
  they will certainly quibble over the finer points. Likewise, 
  a strongly Good or strongly Lawful character in a party of 
  otherwise neutral characters can cause some tension as 
  they try to pull the party to their way of thinking while the 
  others may resist, preferring true neutrality on the matter to 
  picking a side. 
  Now, this is not to encourage interparty conflict. No one 
  should select an alignment to simply to mess with another 
  character or concept. But, there are some groups who 
  find certain amounts of such tension fun to play with. Just 
  remember you don’t need to be “evil” to create that tension.
  
  75
  Character Traits
  At its core, a character trait is approximately equal in power 
  to half a feat. Yet a character trait isn’t just another kind 
  of power you can add on to your character-it’s a way to 
  quantify (and encourage) building a character background 
  that fits into the world. Think of character traits as “story 
  seeds” for your background; after you pick your two traits, 
  you’ll have a point of inspiration from which to build your 
  character’s personality and history.
  Alternatively, if you’ve already got a background in your 
  head or written down for your character, you can view 
  picking his traits as a way to quantify that background, just 
  as picking race and class and ability scores quantifies his 
  other strengths and weaknesses.
  Many traits grant a new type of bonus: a “trait” bonus. Trait 
  bonuses do not stack-they’re intended to give you a slight 
  edge over the non-PCs of the world, not a secret backdoor 
  way to focus all your traits on one type of bonus to gain an 
  unseemly advantage over the rules.
  It’s certainly possible, for example, that somewhere 
  down the line, a “Courageous” trait might be on the list of 
  shortfellow race traits, but just because this trait is on the 
  shortfellow race traits list and the basic combat traits list 
  doesn’t mean you’re any more brave if you choose both 
  than if you choose only one.
  Gaining Traits
  When you create your character for a campaign, ask your 
  GM how many traits you can select. In most cases, a new 
  PC should gain two traits, effectively gaining what amounts 
  to a bonus feat at character creation. Some GMs may wish 
  to limit this somewhat, depending upon their style of play; 
  you may only be able to pick one trait, or your GM might 
  allow three or more. Even if your GM doesn’t allow bonus 
  traits, you can still pick up some with the Additional Traits 
  feat. 
  Types of Traits
  There are five types of character traits to choose from.
  Basic Traits: There are a total of 40 basic traits-ten each, 
  split among the categories of Combat, Faith, Magic, and 
  Social. Note that each of these four categories roughly 
  equates to the four modes of adventuring, but aren’t tied to 
  specific classes. It’s perfectly possible to have a religious 
  rogue, for example, or a magic-obsessed fighter. Basic 
  traits are “generic,” and should be able to fit into any 
  campaign setting with a minimum of customization. These 
  traits can be found in the Pathfinder Advanced Player’s 
  Guide.
  Campaign Traits: These traits are specifically tailored to 
  give new characters an instant hook into a new campaign. 
  Campaign traits tailored to a specific campaign and often 
  provided by the game master or included in a Player’s 
  Guide for a published campaign. If your GM is using 
  campaign traits, one of your starting traits must be a 
  campaign trait; other traits can come from the other lists. 
  Race Traits: Race traits are keyed to specific races or 
  ethnicities. In order to select a race trait, your character 
  must be of the trait’s race or ethnicity. If your race or 
  ethnicity changes at some later point (as could be possible 
  due to the result of polymorph magic or a reincarnation
  spell), the benefits gained by your racial trait persist- only 
  if your mind and memories change as well do you lose the 
  benefits of a race trait. Of course, in such an event, you’re 
  also likely to lose skills, feats, and a whole lot more!
  Regional Traits: Regional traits are keyed to specific 
  regions, be they large (such as a nation or geographic 
  region) or small (such as a city or a specific mountain). In 
  order to select a regional trait, your PC must have spent 
  at least a year living in that region. At first level, you can 
  only select one regional trait (typically the one tied to your 
  character’s place of birth or homeland), despite the number 
  of regions you might wish to write into your character’s 
  background.
  Regional traits as used in Shadowglade also considers 
  a character to be of that region for the purposes of many 
  mechanical options, including Knowledge (local) checks 
  and specific feats.
   
  Religion Traits: Religion traits indicate that your character 
  has an established faith in a specific deity; you need not 
  be a member of a class that can wield divine magic to pick 
  a religion trait, but you do have to have a patron deity and 
  have some amount of religion in your background to justify 
  this trait. Unlike the other categories of traits, religion traits 
  can go away if you abandon your religion, as detailed 
  below under Restrictions.
  Restrictions on Trait Selection
  There are a few rules governing trait selections. To begin 
  with, your GM controls how many bonus traits a PC begins 
  with; the default assumption is two traits. When selecting 
  traits, you may not select more than one from the same 
  list of traits. Certain types of traits may have additional 
  requirements, as detailed in the section above.
  Remember also that traits are intended to model events 
  that were formative in your character’s development, 
  either before he became an adventurer, or (in the case of 
  additional traits gained via the Additional Traits feat) events 
  that happened while adventuring. Even if you become a 
  hermit and abandon society, you’ll still retain your legacy of 
  growing up an aristocrat if you took a social trait. The one 
  exception to this is religion traits- since these traits require 
  
  76
  continued faith in a specific deity, you can indeed lose the 
  benefits of these traits if you switch religions. In this case, 
  consult your GM for your options. He may simply rule that 
  you lose that trait, or he might allow you to pick a new 
  religion trait tied to your new deity. Another option is that 
  if you abandon a religion, you lose the associated religion 
  traits until you gain an experience level, at which point you 
  may replace lost religion traits with basic faith traits.
  Regional Traits
  The following trats are “Regional” traits. In addition to 
  the benefit granted by each trait, these traits also set 
  your character’s home city or territory, or the place your 
  character now calls home, regardless of his or her true 
  roots. This will be important for some feats, which are open 
  only to characters of particular regions.
  Four Rivers
  These regional traits are available to all characters of Four 
  Rivers heritage. 
  • First District Heritage 
     Born into the First District of Four Rivers, you grew up on 
  the tales of the city, including the dark days of the Mock-
  Witch trial. 
     Benefit: As long as none of your class levels are in a 
  class that grants divine spellcasting abilities, you receive 
  a +2 trait bonus to all saving throws to resist spells from a 
  divine spell caster. 
    Special: You are considered a resident of Four Rivers.
  • Made The Rounds 
     While growing up in Four Rivers, you traveled often 
  through the various districts. As such, you know a little bit 
  about the customs and personality of folk from all areas of 
  the land. 
     Benefit: You receive +1 trait bonus on socially related 
  checks within any of the major cities. Likewise, you 
  receive a +1 trait bonus on Sense Motive or opposed Bluff 
  checks when someone is attempting to hide their national 
  origin. 
    Special: You are considered a resident of Four Rivers.
  Mir
  These regional traits are available to all characters of Miran 
  heritage. 
  • Language of the Deal 
     Growing up in Mir means learning what everything is 
  really worth, that way no one can pull one over on you. 
  You learned much wandering the merchant stalls and 
  became quite good at noticing the little things that give 
  away fake good or a diamond in the rough. 
     Benefit: You receive a +1 trait bonus on checks to haggle 
  over prices, Appraise items, and Bluff checks when selling 
  items. Appraise is always a class skill for you. 
    Special: You are considered a resident of Mir. 
  • Street Trick 
     While living on the streets of Mir, you studied at the feet of 
  some of the greatest stage performers never known. As 
  a result, you’ve picked up an interesting trick or two and 
  even you never quite know what you have up your sleeve. 
     Benefit: You may cast Prestidigitation once per day. 
     Special: You are considered a resident of Mir.
  
  77
  Northport
  These regional traits are available to all characters of 
  Northport heritage. 
  • Repair Technition 
     While you may not have owned firearms, your training 
  made you quite adept at maintaining them. 
     Benefit: You receive a +1 trait bonus to Craft 
  (gunsmithing). Craft (gunsmithing) is always a class skill 
  for you. 
    Special: You are considered a resident of Northport.
  • Shooter 
     Growing up around Northport officers, you learned at an 
  early age how to handle the rare firearm. 
     Benefit: Treat the misfire value of firearms you use as 1 
  less.  
    Special: You are considered a resident of Northport.
  Shadowglade
  These regional traits are available to all characters of 
  Shadowglade heritage. 
  • Peacekeeper 
     A common trait among Shadowglade residents is a dislike 
  of excessive unrest or “drama”. The average citizen of the 
  city enjoys a calm, quiet life and prefers that to the unrest 
  beyond the city border. 
     Benefit: You receive a +1 trait bonus to Diplomacy checks 
  to resolve disagreements, or a +2 trait bonus to Diplomacy 
  checks to resolve a disagreement if you know all parties 
  involved in a dispute. Diplomacy is always a class skill for 
  you. 
    Special: You are considered a resident of Shadowglade.
  • Rumormonger 
     Consorting with many of the theorists throughout the city, 
  you have learned much about what “They” don’t want you 
  to know. You have likewise picked up on bits and pieces 
  of tales about other cities and lands, developing a rather 
  impressive index of possible cover-ups, unusual tales, and 
  quiet rumors. 
     Benefit: Even when entering a new town, you are aware 
  of at least one rumor regarding the area, more at GM’s 
  discretion. You receive a +2 trait bonus to Diplomacy 
  Gather Information checks while learning of new rumors. 
    Special: You are considered a resident of Shadowglade
  Beyond the City...
  These regional traits are available to all characters born 
  into the Frontier or the Midlands.
  • Eager Learner 
     As a child you sat at the feet of every traveler to stay in 
  your home and outside the taverns listening to the word 
  of the road. Hearing these tales all those years makes it 
  seem as if you were there yourself, walking the streets of 
  the grand cities, consorting with the legends and icons of 
  the day. 
     Benefit: Choose Four Rivers, Mir, Northport or 
  Shadowglade. For the purposes of Knowledge (local), that 
  city is considered a familiar location. You receive a +2 trait 
  bonus to Knowledge (local) when attempting skill checks 
  for information about that city. Knowledge (local) is always 
  a class skill for you. 
     Special: Choose one: you are considered a resident of 
  the Frontier or the Midlands.
  • Making Due 
     Your region was far from the trade routes, and as a result 
  artisans and craftsmen from your area learned to trim their 
  designs and plans, making due with what little they had. 
     Benefit: When using a Craft skill, your material costs are 
  5% lower. 
     Special: Choose one; you are considered a resident of 
  the Frontier or the Midlands. 
  • Hereditary Profession 
     Growing up in a simple town, you learned your trade early 
  on from a local artisan or a parent. 
     Benefit: You receive a +1 trait bonus to a Profession of 
  your choice. That Profession is always a class skill for 
  you. 
     Special: Choose one; you are considered a resident of 
  the Frontier or the Midlands. 
  • Ward 
     As a young child, your grandparent taught you a simple 
  gesture, a “ward against dark forces”. You never really 
  put much stock in it, but find it useful to invoke the 
  superstitions in others. And should you ever come across 
  those dark forces it just may prove useful. 
     Benefit: If you have a free hand, you may make a 
  warding gesture with that free hand. Sentient enemies 
  who witness this warding gesture must succeed on a 
  Wisdom check, DC equal to 10 plus your Charisma 
  modifier. Characters that succed realize the ward has no 
  meaning and are unaffected by the ward now and in the 
  future. Characters that fail the Wisdom check perceive 
  you was a potentially powerful person calling on the “dark 
  forces” and are shaken for two rounds. Subsequent uses 
  against the same targets allow for another ability check. 
     Special: Choose one; you are considered a resident of 
  the Frontier or the Midlands.
  
  78
  Faith Traits
  The following are Faith traits appropriate for the religions 
  of the land (see Deities). These can be chosen regardless 
  of class; they are indicative of a strong, defining faith, not 
  neccesarily a divine class. Like regional traits determine 
  your home regions, these traits help set your character’s 
  religion; some even include specific churches and groups. 
  • Church to the Lord of the Stars 
     You accept the inherant flaws in humanity lead Erislan to 
  smite the wickedness of the world, sparing your ancestors 
  so that they could rebuild a more glorious world dedicated 
  to Erislan. Now, you seek to help make that world a reality 
  by protecting those whoc could build it. 
     Benefit: You receive a +1 trait bonus to effects from divine 
  spells you cast that affect the AC of allies. 
     Special: You are considered a member of the Iren Church 
  to the Lord of the Stars and a worshipper of Erislan. 
  • Iberian Church of Erislan 
     You accept that Erislan struck down his dark brother for 
  the good of humanity, not a select few “chosen”, wiping 
  away the taint of true evil from the world. Now, it is your 
  turn to stand up for your faith and seek out the darkness in 
  your own world, today. 
     Benefit: You receive a +1 trait bonus on melee weapon 
  damage when you cast a divine spell that affects 
  weapons.
     Special: You are considered a member of the Iberian 
  Church of Erislan and a worshipper of Erislan. 
  • Patron of the Road 
     You place no faith in the organized faiths of the realms, 
  but otherwise cannot quite make up your mind what you 
  believe. You do know someone, or something, watches 
  out for you on the road of life and for that you offer 
  thanks...to whatever that might be. 
     Benefit: You receive a +2 trait bonus to Survival checks to 
  forage. 
    Special: You are considered agnostic. 
  • Student of the Elders 
     You have little faith in the words of the churches and 
  even the idea that the world itself has a spirit. You accept, 
  however, that your ancestors remain after their deaths, 
  their spirits guiding the hands of their children and 
  grandchildren. 
     Benefit: You receive a +2 trait bonus to Knowledge 
  (history) checks. 
    Special: You are considered a worshipper of ancestors. 
  • Student of the Grove 
     You accept that Rheana, the goddess of lore, is the 
  rightful creator of the realm, not Erislan. Though you have 
  no formal church or rites, you find peace in nature and 
  understanding in the flow of the world around you. 
     Benefit: You receive a +2 trait bonus to Knowledge 
  (nature) checks. 
    Special: You are considered a worshipper of Rheana. 
  • Student of the Natural World 
     You accept the value of the natural world and that all life 
  has a spirit, but you highly doubt the worshippers of the 
  “creator goddess” Rheana though not nearly as much as 
  you reject the ways and study of Erislan. You prefer to 
  find solace and communion in the natural world and find 
  fellowship with the creatures therein. 
     Benefit: You receive a +2 trait bonus to Handle Animal 
  checks. 
     Special: You are considered a worshipper of natural 
  spirits. 
  • Thoughtful Theologian 
     You accept Erislan as the rightful creator of the realm, but 
  reject much of the churches’ dogma, preferring instead to 
  sift through all Erislanian texts across all of the faith to find 
  that which you believe to be the truth. 
     Benefit: You receive a +2 trait bonus to Knowledge 
  (religion) checks. 
    Special: You are considered a worshipper of Erislan.
  
  79
  Character Defects
  The realm of Shadowglade is not one that is pleasent 
  or forgiving. It isn’t a setting of verdant fields, epic super 
  heroics, and traditional fantasy fare; it is a setting of 
  relatively normal folks making their way through the world, 
  a world often cloaked in shadow, fear, and uncertainty. 
  Those venturing into the shadow for whatever reason are 
  likewise marked by the shadow, pained by their experiance. 
  Often, these are the reasons characters leave the comforts 
  of the light for a life of hunting in the darkness.
  Defects are a companion to Traits for the Pathfinder 
  system and operate in similar fashion except that they are 
  a penalty instead of a bonus. While unorthodox, penalizing 
  players and all, this can help even out balance concerns 
  for a table and provide a strong impetus for a character to 
  adventure, often with the end goal of removing the defect. 
  Gaining Defects
  There are a couple ways to acquire defects. Regardless of 
  how they are acquired, these especially are subject to the 
  approval of the Game Master. All defects taken should be 
  appropriate for a character’s race and/or class, or modified 
  accordingly. For example, a Fighter should take “Slow to 
  React” over “Nightmares”; while a player may lobby for 
  Nightmares for thematic reasons, fighters also do not often 
  need to make concentration checks. The fighter could be 
  slow to react because of nightmares, but this becomes a 
  narrative difference; the fighter’s player can call the cause 
  nightmares, but should suffer the -2 penalty to initiative, 
  not the -1 to initiative and -1 to concentration. Likewise, 
  a character who is a scholarly sort without a physical 
  background can already be assumed to have poor strength, 
  especially if their ability score already bears this out. That 
  character then would be a poor candidate for the “Weak” 
  defect; they would be better suited for the “Poor Memory” 
  defect.
  First, it is recommended that each character in a 
  Shadowglade campaign take at least one defect at 
  character creation. Ideally the defect, like traits, should 
  play a significant role in the backstory of the character and 
  help advance the character concept. Defects that do not do 
  this can be striken by the Game Master.  This should have 
  significance to the build of the character and its backstory 
  and offer some obstacle to overcome. A character who 
  is “Downtrodden”, “Lame”, has “Weak Fortitude”, or is 
  just “Unlucky” by way of unnatural means, will have the 
  source in their backstory; berated by a powerful authority 
  figure, injured in a duel, spent many years ill, or upset a 
  local woman believed to be a witch. As a result, they may 
  adventure to overcome that limitation: develop the strength 
  to stand up to the authority figure, who is in essence a 
  bully; avenge their injury on the assailent who caused it; 
  seek a cure, or at least prove they can still provide a viable 
  service despite their prolonged illness; and finally, find 
  some way to appease the witch who cursed the character, 
  or find the souce of the unluckyness should it prove to be 
  something else. Defects taken at character creation should 
  be limited to one, though more can be allowed with Game 
  Master approval.
  Second, a Game Master may issue a defect after a 
  significant in-game event. A recurring villain striking an 
  especially damaging critical hit, for example, could earn 
  the character the “Nightmares”, “Scar”, or “Unnatural 
  Wound” defects, leaving a lingering mark on the character: 
  nightmares exaggerating the scenario, a distinctive scar, 
  or an unusual weapon that has left a mysterious wound 
  medicine and divine intervention cannot seem to heal. 
  Unlike defects at character creation, which should be 
  limited to just one, the Game Master can assign such 
  defects as they see fit throughout the course of play, 
  resulting in characters with several defects. 
  Compensating for Defects
  Defects do not exist to just hamstring characters 
  unneccesarily. As with several other defect-like systems in 
  other games, there is something of a reward for taking such 
  a restriction.
  First is the awarding of bonus traits. A Game Master 
  concerned about the use of traits in the first place can use 
  defects to counterbalance those, but in general characters 
  should be allowed something extra to compensate for 
  taking a defect (at character creation, the defect(s) chosen 
  and bonus trait(s) do not have to be linked). Traits awarded 
  later, say after acquiring a defect from injury at the hands 
  of the recurring villain, should be tied to the cause of the 
  defect. Following the previous example: “Nightmares” could 
  allow for a combat bonus trait, the constant replaying of 
  the scenario has given the character insight into how that 
  character, or class, fights; an especially gruesome scar is 
  rather frightening and could add to intimidation checks; and 
  finally, an obvious unnatural wound constantly bandaged 
  can engender sympathy from locals, a diplomacy bonus, 
  resulting in folks more likely to offer help, lodging, etc.
  Second, a Game Master can award bonus experiance 
  points for defects. This can also be done one of two ways. 
  First, a flat experiance reward, a lump sum given when 
  the defect is taken in the amount of 5% of the experiance 
  neccesary to reach the next character level. Second, a 
  Game Master can require that a player role-play the defect, 
  and award bonus experiance based on the defect’s use 
  in play. A character would gain a bonus 5% experiance in 
  each encounter or experiance-rewarding occasion where 
  the defect played a role. The second option should used 
  over the duration of a level’s worth of play.
  Finally, a defect cannot compensate for itself or another 
  defect. For example, by itself a “Scar” cannot grant a 
  bonus to intimidation. No matter how it might be framed, 
  
  80
  by themselves defects are penalties to abilities, skills, and 
  other features. Should a player wish to have a defect grant 
  circumstantial aid without a bonus trait, consider the “Make 
  It Work” feat. 
  Eliminating Defects
  In the course of adventuring, a character can attempt to 
  have their defect eliminated with Game Master approval. 
  A character with an Unnatural Wound, for example, may 
  have received it in a duel with an opponent who coated 
  their blades with unusual toxins. Finding that character 
  again and forcing them to give up an antidote or treatment 
  could cure the wound. Likewise, a character who suffers 
  Nightmares could lose their defect by confronting those 
  fears in play. Removing a defect should be an event of 
  some importance, not just a side effect of leveling up. 
  Defects
  • Butterfingers
    You don’t have a very good grasp on whatever you hold.
     Effect: You receive a -2 to Combat Manuver Defense 
  (CMD) when the opponent attempts to disarm.
  • Clumsey
     You don’t have very good coordnation and are often 
  clumsey; dropping items, tripping over simple obstacles.
    Effect: -1 to Dexterity-based skill checks.
  • Cowardly
     You are, simply put, a coward. When the going gets tough, 
  you get going. 
    Effect: -2 to saves against fear effects.
  • Difficulty Concentrating
     You find it hard to concentrate on a particular task. 
     Effect: Choose a class skill in which you already 
  have ranks. When using this skill, you must make 
  a Concentration check with a DC of 10, unless 
  circumstances warrent a more difficult check. If you fail, 
  you cannot use that skill this round.
  • Downtrodden
     All of your life, you have been browbeaten and trod upon. 
  As a result, you have a difficult time enacting your own will 
  and standing up for yourself.
    Effect: -1 to Will.
  • Fragile Health
     You are hardly ever healthy, be it from being regularly 
  ill as a child, your exploits as a young adult, or a more 
  recent persistant illness.
    Effect: -2 to saves against disease effects.
  • Foolish
     Common sense was never all that common for you, and 
  you find yourself missing out on more than you would like.
    Effect: -1 to Wisdom-based skill checks.
  • Gullible
    You’re easily fooled. 
    Effect: -2 to saves against illusion, -2 to Sense Motive.
  • Ill Fit
     You have a unique body type that is hard to fit. Armor 
  must be specially made for you, as standard armors are 
  off in just the right places to make for an uncomfortable fit. 
     Effect: The penalties of armor you wear are increased as 
  follows: -1 Maximum Dex Bonus, -1 Armor Check Penalty, 
  +5% Arcane Spell Failure Chance.
     Special: You may pay an additional 20% of the armor’s 
  cost to have it refitted (ignore two of the above penalties 
  of your choice). You may do this only once per armor. 
  • Incomplete Training
     While you were being trained in your chosen field, 
  something happened to interrupt that training. Common 
  reasons include leaving your mentor to embark upon 
  this quest or the death of that mentor, which may have 
  sparked this quest.
     Effect: Select a class feature dependant on rolls to check 
  for success that you already possess. Rolls related to that 
  feature have a -2 penalty.
  • Independant
     You are far too independant to the point of detriment. You 
  cannot accept help from anyone else even when it would 
  be to your benefit. 
    Effect: You cannot benefit from the “Aid Another” option.
  • Lame
     You suffered an injury when you were younger, resulting in 
  slower than normal reflexes.
    Effect: -1 to Reflex.
  • Nightmares
     An experiance has scarred your subconcious. While 
  waking you can shun nearly anything, but when you 
  rest the visions never cease, forcing you to relive some 
  trauma. As a result, you never feel quite rested and are 
  never quite yourself.
    Effect: -1 to Initative, -1 to Concentration checks.
  • No Style
     You learned the basics of fighting and no more. You know 
  the sharp end of the sword goes into the enemy, but 
  anything else comes a bit more slowly.
    Effect: -2 to Combat Manuver Bonus (CMB).
  • Not Like Others
     You’re not like others of your kind; you do not have the 
  same knack, skill, or ease of action your kin share.
     Effect: -2 to Charisma-based skill checks when dealing 
  with others of the same species as you.
  
  81
  • Oblivious
     The world around you could fall apart and you’d never 
  know. Friends and companions often remark about you 
  daydreaming, being somewhere other than in the here 
  and now.
    Effect: -2 to Perception checks.
  • Obsessed
     Some event has left you obsessed; you are on a mission, 
  for what only you know, and this has consumed much of 
  your focus.
     Effect: -2 to Diplomacy checks when not engaged in an 
  effort related to your mission or goals.
  • Obvious
     Not only do you have no guile, but you aren’t that 
  physically capable of surprising others either. 
    Effect: -1 to Bluff, Disguise, and Stealth checks.
  • Overbearing
     You never played well with others as a child and tend to 
  be overbearing to the point of annoyance as an adult. You 
  can never just help, you have to be in the thick of things 
  and showing others how it is done.
    Effect: You cannot use the “Aid Another” option. 
  • Pampered
    Life in the city has made you soft. 
    Prerequisites: Cityfolk race
    Effect: -2 to Survival checks.
  • Poor Memory
     You’ve seen a lot. You know a lot. Trouble is, you can’t 
  seem to remember enough of it.
    Effect: -2 to all Knowledge skill checks.
     Special: If you fail a Knowledge skill check by 2 or less, 
  you may try once more to recall the information on a 
  following round if the situation warrents; identifying a 
  monster, for example, would allow for a second attempt, 
  while identifying a spell that just targeted you would not. 
  • Scar
     You are marked by a distinctive scar. Those who meet you 
  remember it, and tales of your exploits include telling of 
  your marks.
     Effect: -1 to Disguise checks, -1 to Bluff checks when 
  falsifying your identity.
  • Slow to React
     You are slow to react; the high-speed, snap decisions 
  forced by the battlefield frighten you and slow your 
  reaction.
    Effect: -2 to Initiative.
  • Susceptible
     You react quickly to toxins, poisons, and other such 
  concoctions detrimental to your health.
    Effect: -2 to saves to resist poisons and similar effects.
  • Unbridled Rage
     In your past, some experiance has left you wrathful toward 
  not just an individual, but almost an entire race. 
     Effect: Choose a creature type (and a subtype if you 
  choose Humanoid). You receive -2 to all Charisma checks 
  to influence creatures of the chosen type. When in combat 
  where creatures of the chosen type are present, you 
  receive a -2 penalty for attacking any foe but a creature of 
  the chosen type.
  • Unlucky
     You are incredibly unlucky; at just the wrong time, things 
  seem to fall apart for you instead of going your way.
    Effect: -1 to all saving throws. 
  • Unsteady
     You are uneasy on your feet and susceptible to being 
  taken down with the right attack.
     Effect: -2 to CMD when the opponent is charging or bull 
  rushing.
  • Unnatural Wound
     A previous experiance left you wounded. This is no 
  ordinary wound, however. Dark and evil in nature, the 
  wound never quite heals and causes you great pain.
    Effect: -1 to Constitution-based checks.
  • Wallflower
     You aren’t very forthcoming and often blend into the 
  scenery.
    Effect: -1 to Charisma-based skill checks.
  • Weak
     Your muscles are no where near as strong as they should 
  be. 
    Effect: -1 to Strength-based skill checks.
  • Weak Fortitude
     Your body is generally weaker than others, possibly 
  never fully healed from a grevious injury or illness. As a 
  result, you have a harder time fighting off new injuries or 
  illnesses.
    Effect: -1 to Fortitude.
  • Zealous Evangel
     You take your faith quite seriously, to the point that it 
  can overwhelm your focus, especially when dealing with 
  someone you know to be of a different faith. You have 
  a driving need to know at least the church affiliation of 
  those you interact with and possess either great disdain 
  for someone not of your beliefs or come off too strongly in 
  support of your own. 
     Effect: -2 Diplomacy checks to influence the opinion of 
  another character you know to be of a different faith.
  
  82
  Traits & Defects 
  Together
  Shadowglade is like many systems in one respect; traits 
  and defects are road signs for game masters, basically 
  saying “put this in the game!” This is how they were 
  designed. 
  Traits are hooks into the backstory; the Pathfinder build on 
  traits specifically calls out Campaign Traits as items that 
  tie a character directly into the campaign arc, a very useful 
  feature when you pick up a premade campaign and have 
  no idea, at least initially, why your character would care 
  about whats going on. Attach a mechanical bonus directly 
  to a plot point and there you are! 
  Likewise, defects link right back to the same thing. Your 
  character is inhibited and that often has a direct bearing 
  on their quest. Many legendary adventures begin with 
  characters seeking to undo a curse, finish their aborted 
  training, make up for some past misdeed, and the like. 
  Long story short, take advantage of these to help flesh out 
  your character. These people are more than numbers on a 
  page, they are characters with stories of their own to tell. 
  Additional items like traits and defects help you find that 
  particular character’s story and tell it while rewarding you 
  as the player for doing just that. 
  Vital Statistics
  The following information will help flesh out the rest of your 
  character’s physical description, particularly those features 
  that impact game play. For a simple game or character, you 
  can consult the Pathfinder Core Rulebook’s segment on 
  Vital Statistics (Chapter 7: Additional Rules, Vital Statistics) 
  and use the basic values for Human. Otherwise each of 
  the newly adjusted races has their own specifics for the 
  effects of age, height, weight, and so on. Much of this has 
  to do with their environment and heritage; though they 
  are technically human, someone decended of several 
  generations of Frontier dwellers will generally be hardier 
  than someone born of generational city-dwellers. 
  Age
  This table you will note is laid out a bit differently than 
  the one found in the Core Rulebook. This is due to the 
  various classes having more variation in training needed 
  by the participants based on background. Grassfolk make 
  excellent barbarians, rangers, and similar martial classes 
  but not so much for the learned groups; they are far more 
  used to physical exertion and it takes a lot to unlearn 
  certain habits. Likewise, cityfolk make fantastic clerics, 
  rogues, and their like due to their more cloistered nature 
  but poor outdoorsmen. Normal folk and shortfellows vary 
  between their aptitude, mostly picking up on what classes 
  or skill sets are common in their community.
  Ci tyfolk: Cityfolk are ridiculed throughout the Frontier for 
  being “soft”, and while unneccesary to say its not entirely 
  untrue. While other groups tend to mature quicker, partly 
  due to circumstances forcing an emotional maturation, 
  cityfolk do tend to coddle their children more. They rarely 
  look on anyone under 16 years of age as an adult, and 
  even those who reach that mark meet with child-like 
  treatment from some corners.
  Gr assfolk: Of the folk of Shadowglade, grassfolk are the 
  most likely to push their children into the world. This is 
  often a matter of neccesity; their is often a hard life, and 
  a younger child may have to step and take the reins of 
  the family business or homestead from an injured or 
  deceased parent. 
  No rmal folk: The average person in Shadowglade has 
  few of the societal needs or even heritary tendencies to 
  mature quicker. Often they will match the social norms 
  of their home towns. Thus, a human growing up in the 
  Frontier may be forced to grow up quicker and become 
  acknowledged as an adult at a younger age than 
  someone who grew up in one of the larger cities. 
  Sh ortfellows: With rare exception, shortfellows match 
  normal folks. Their smaller stature does lead to others 
  regarding them as younger than they really are, but 
  beyond this their physical and emotional maturation 
  match that of their home fairly closely. 
  Table SPG-15: Random Starting Ages
  Cityfolk
  Grassfolk
  Normal 
  folk
  Shortfellow
  Adulthood
  16 
  years
  13 years
  15 
  years
  14 years
  Barbarian
  +2d6
  +1d4
  +1d4
  +2d4
  Bard
  +1d4
  +1d4
  +1d4
  +1d4
  Cleric
  +2d6
  +2d6
  +2d6
  +2d6
  Druid
  +2d6
  +1d6
  +2d6
  +2d6
  Fighter
  +1d6
  +1d4
  +1d6
  +1d6
  Monk
  +2d6
  +2d8
  +2d6
  +2d6
  Ranger
  +2d6
  +1d4
  +1d6
  +2d6
  Rogue
  +1d4
  +2d6
  +1d6
  +1d4
  Sorcerer
  —
  —
  —
  —
  Wizard
  —
  —
  —
  —
  
  83
  Aging Effects
  Age affects everyone a little bit differently. Like the random 
  starting age for characters, how well the character ages is 
  determined by their background and heritage as well. 
  With age, a character’s physical ability scores decrease 
  and her mental ability scores increase. The effects of 
  each aging step are cumulative. However, none of the 
  character’s ability scores can be reduced below 1 in this 
  way,
  Ci tyfolk: Cityfolk lead a mostly sedentary lifestyle and are 
  often spared the worst of the physical ravages of age. 
  Of course, they aren’t often well developed physically to 
  begin with and so there is little to lose. 
  Gr assfolk: Grassfolk have a tendency of “aging” faster 
  than others in the realm, mostly due to their often harsh 
  lifestyles. They begin work on family farms and heavy 
  labor at a young age, work that takes its toll as they get 
  older. As such, what other groups might consider “middle 
  age”, grassfolk consider old. That’s not to say they are 
  weak, but they certainly are not at the physical prime 
  they once were.
  No rmal folk: In this respect, normal folk are just like 
  humans in any other realm.
  Sh ortfellows: Age is one place where shortfellows diverge 
  from normal folk and find some common ground with 
  grassfolk. As small people in a world built by larger 
  hands, they have to work harder, even in the “softer” 
  cities, than a comparably aged city, grass, or normal 
  folk. 
  Height & Weight
  To determine a character’s height, roll the modifier dice 
  indicated on Table SPG-X and add the result, in inches, to 
  the base height for your character’s race and gender. To 
  determine a character’s weight, multiply the result of the 
  modifier dice by the weight multiplier and add the result to 
  the base weight for your character’s race and gender.
  Table SPG-17: Random Height & Weight
  Race
  Base 
  Height
  Base 
  Weight
  Modifier
  Multiplier
  Cityfolk, 
  female
  4 ft., 6 
  in.
  90 lbs.
  2d8
  x5 lbs.
  Cityfolk, male
  5 ft.
  110 lbs.
  2d8
  x5 lbs.
  Grassfolk, 
  female
  5 ft.
  110 lbs.
  2d12
  x7 lbs.
  Grassfolk, 
  male
  5 ft., 4 
  in.
  150 lbs.
  2d12
  x7 lbs.
  Normal folk, 
  female
  4 ft., 6 
  in.
  85 lbs.
  2d10
  x5 lbs.
  Normal folk, 
  male
  5 ft.
  120 lbs.
  2d10
  x5 lbs.
  Shortfellow, 
  male
  2 ft., 6 
  in.
  25 lbs.
  2d4
  x1 lbs.
  Shortfellow, 
  female
  2 ft., 8 
  in.
  30 lbs.
  2d4
  x1 lbs.
  Table SPG-16: Aging Effects
  Cityfolk
  Grassfolk
  Normal 
  folk
  Shortfellow
  Middle 
  Age1
  35 years
  30 years
  35 years
  28 years
  Old Age2
  55 years
  45 years
  50 years
  43 years
  Venerable3
  75 years
  60 years
  70 years
  58 years
  Maximum 
  Age
  75 + 
  2d20 
  years
  60 + 2d10 
  years
  70 + 
  2d20 
  years
  58 + 2d10 
  years
    1  At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
    2  At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
    3  At venerable, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  
  84
  Deities
  The deities of the realm present a unique situation to 
  fantasy realms in that they cannot be reached by mortal 
  supplicants. In fact, since the Upheaval, no deity has set 
  foot on the soil of the world. Followers of a deity, Erislan 
  in particular, rely on the clergy as well as the histories and 
  traditions passed down since that fateful event to give 
  them a picture of who their god was and what he stood for. 
  Emerging faiths likewise have little “real” evidence of their 
  chosen deity, though they claim intercession by proof of a 
  number of unusual or miraculous occurances. 
  Divine Power
  How then, many might ask, do the clerics, paladins, priests, 
  and their kind manage great feats? The truth is unknown. 
  Power comes to those pure of heart and strong in their 
  faith and conviction, something that galls the established 
  churches to no end. Should only one group of devotees 
  display great power, it would be easy to claim final authority 
  on spiritual matters of the realm. Instead, all who devote 
  themselves utterly to their chosen path are rewarded with 
  the ability to affect the lives of others. This includes not only 
  ordained members of the established churches, but layfolk 
  and worshippers of supposedly false gods as well. Those 
  who worship entities other than Erislan are thought to be 
  in communion with Asurik, though the followers of the faith 
  continually argue otherwise. 
  Impact on Spell-casting
  The nature of the divine presence in Shadowglade changes 
  how a few spells work, most noteably those that contact 
  divine forces for conversation, information, or intercession. 
  The basic rule for those spells who interact with a divine 
  power is this: the spell-caster percieves the exchange as 
  they would expect. A cleric or priest of Erislan communing 
  with their god would receive a vision of an armor-clad 
  knight with a booming voice and awesome presence, while 
  someone contacting Asurik would be greeted by a dark 
  and ominous force whose voice drips corruption. These 
  experiances are incredibly personal and unique to each 
  individual, though dogma and tradition tend to shape the 
  expectations of the individual. For example, Erislanian 
  clerics experiance similar contact, an armored knight with a 
  booming voice as described above, with subtle differences, 
  such as the presence or absense of weapons of particular 
  note, banners, an amount of light, features on Erislan’s 
  face, the ability or inability to see said face, etc. 
  Followers
  A common subject for deities in such guides includes a 
  segment on which classes or races are likely to worship 
  a given deity. Like our own world,  however, worship of a 
  given deity is a very personal choice. Local customs, family, 
  and similar backgrounds and upbringing does mean that 
  various areas have higher numbers of followers of a given 
  deity than others, but there are very few general rules for 
  this in the realm of Shadowglade.
  Asurik, as the “evil” deity of nearly all mythology in the 
  land, is widely reviled. Regardless of belief structure, only 
  the most depraved pay this, or any, dark god any sort 
  of attention and worship; most simply acknowledge his 
  existance as the enemy of life and shun him. Only a select 
  few see anything else in him.
  Erislan, as the general patron deity of “good” is the most 
  commonly, and most openly, worshipped deity of the land. 
  His worship is split chiefly among the two churches, the 
  Church to the Lord of the Stars and the Iberian Church of 
  Erislan; lines are often drawn first by geography, as those 
  in-land are more likely members of the Church to the Lord 
  of the Stars, while coastal towns with more interaction with 
  Iberian citizenry tend toward membership in the Iberian 
  Church of Erislan. Those not falling in with one of the 
  established churches tend to veer one way or another on 
  more of the dogma of the church than its principles; the 
  citizens are still worshippers of Erislan, just not members 
  of a church. They can still fill roles as clerics, priests, 
  and paladins and are responsible for their own actions. 
  Provided those do not grossly violate their faith in Erislan, 
  they remain in good standing. 
  Rheana, the nature spirit referenced in the ancient ruins, 
  is paid quiet homage in the wild lands of the Frontier and 
  darker woodlands of the Midland. None of the cities has 
  any sort of base for worship of the goddess, though Four 
  Rivers maintains a special grove in their Church District for 
  followers to attend. 
  Spirit and ancestor worship is a category that seems to 
  defy classification. Those who worship natural spirits or 
  their ancestors, who often take on traits of natural spirits 
  such as the possession or habitation of remarkable items 
  or landscapes, tend to worship them interchangeably with 
  other forces. Spirit worship and reverence to Rheana seem 
  to go hand in hand, as do ancestor worship and worship of 
  Erislan. Crossing the two is also quite possible, with belief 
  that spirits of the ancestors are emisaries of Rheana, and 
  that Erislan gave all things a soul, which watches over 
  mortals as Erislan’s eyes and ears in the mortal realm. 
  The Erislanian churches are quick to denounce these 
  interpreations, while worshippers of Rheana welcome any 
  who respect the goddess. Again, Asurik is widely reviled 
  and only the darkest of souls pays him any attention; those 
  who add spirit or ancestor worship to service to Asurik tend 
  to view spirits, natural or ancestral, as pawns to be used for 
  power, information, and other callous functions.
  
  85
  Agnostics
  Not everyone puts full faith in something concrete, but 
  many of those who do not align with one of the established 
  churches, orders, or small groups still believe that there 
  is “someone, out there”. For many, this manifests as a 
  strong belief in an ideal or concept but not a person or 
  thing. For others, it is more vague even than that, a belief 
  in “someone”, but not really one of the named dieties 
  worshipped today. 
   Domains
  Agnostics have access to any domain, provided their 
  belief in that domain’s ideals are strong enough. For many, 
  common domains include Luck, Protection, and Travel. 
  These represent common requests from common folk 
  to the universe seeking intervention in their lives. Strong 
  conviction and belief in that “someone” combine with 
  requests for a little better luck, protection from some evil or 
  wrongdoing, or requests for safe passage while traveling. 
  Asurik
  Asurik. The Dark One, The Destroyer, God of Death, 
  and a multitude of other names, is the spiritual enemy 
  of the Erislanian churches and, according to them, all of 
  the world. While other emerging faiths universally decry 
  Erislan, they do however acknowledge Asurik, but with 
  varying positions.
  The most common portrayal of Asurik is the traditional 
  “dark god”. Pre-Upheaval lore include references to him 
  as a dark power, punishing the wicked, toying with the 
  innocent, and generally attempting to corrupt the race of 
  Man. A common tale told even today is that of the “Festival 
  of the Harvest Moon”, a tale wherein Asurik tormented 
  villages by threatening to destroy their towns unless they 
  bowed to his demands. His intent was not to take from the 
  people for his own needs, but to force them into hardship 
  and dispair, a plan which ultimately failed as the good folks 
  prospered even under his cruelty. His demands escalated 
  until the townspeople eventually had enough, defied him, 
  and tricked an army of the dead he had sent to enforce his 
  will, trapping them in gourds. Overjoyed by their success, it 
  went unnoticed that Asurik allowed their victory and further 
  marked the date with supernatural importance, allowing 
  the dead to return to the mortal realm on the eve of their 
  celebrations to sow havoc and mayhem. Tales such as 
  these are found independant of Erislanian lore, lending an 
  amount of credability to emerging faiths that Asurik was the 
  older of the deities, stolen by the Erislanian churches.
  Rarely, Asurik is portrayed in older materials as a god of 
  the dead, not a god of death. This is a distinction drawn 
  by scholars and those studying pre-Upheaval faiths and 
  interactions, as it means that Asurik may have existed 
  in older belief systems as a twin to a god of the living, 
  rendering Asurik a force of nature personified, not a 
  malevolent, directed force for evil. 
  Today, Asurik is not so much worshipped as he is appeased 
  or warded against. Erislanian churches have numerous 
  litenies and prayers against his dark and evil influance. The 
  other faiths have similar wards or rituals designed to keep 
  the dark god away, appease his desires on small scales to 
  keep the person in question from drawing his ire, or tricking 
  his forces as the townsfolk tricked them in legend. 
  Worship of Asurik is something that is condemed by all 
  religious forces in the world, though some are covertly 
  attracted to the concepts. Some worship Asurik out of a 
  desire for dark power, others out of a need to shock or 
  upset the status quo. Others, such as the fabled Order of 
  the Darkened Sky, work toward deeper interactions with 
  the god for unknown purposes. Commonly, however, Asurik 
  is worshipped by petty souls seeking dark power. While 
  some believe they are granted that which they seek, little 
  evidence surfaces of actual powers bestowed upon such a 
  supplicant. That doesn’t stop the “faithful” from being slain 
  by fearful, superstitious lots however. 
   Domains
   The following are considered the domains of Asurik.
  • Chaos
  • Darkness
  • Death
  • Destruction
  • Evil
  • Madness
  • Trickery
  
  86
  Erislan
  Erislan is the primary deity of note in the realm of 
  Shadowglade. The origins of his worship dates back to pre-
  Upheaval eras, and the popularity and prevelance of his 
  worship in the land is a result of that same event.
  According to Erislanian teachings, Erislan is the creator 
  of the world, a benevolent lord who crafted a world in 
  balance, ruled by the just. His shadow, an entity that came 
  to be known as Asurik, was all that Erislan was not, and 
  sought to undo his creation. The two struggled for ages, 
  neither gaining an upper hand until Man came to power in 
  the world. Constantly seeking to upset the balance, Asurik 
  struck a deal with mankind; in exchange for power over 
  others, the ability to upset the balance crafted by Erislan, 
  Man would devote himself to Asurik. Thus, the scales 
  began to tip. 
  Not all of mankind bowed before Asurik, however; much 
  good remained in the heart of Man, and Erislan knew 
  this. Unable to destroy his creation, but unwilling to allow 
  the contaigon that was Asurik’s evil to spread, Erislan 
  sought first to undo Asurik’s darkness. Tales tell of Erislan 
  coming to the world as a mortal, a champion of light and 
  truth in the darkening days. Commanding all of the forces 
  of creation, the air, earth, fire, and seas, he waged war 
  against Asurik’s followers, first attempting to turn them from 
  the darkness but ultimately being forced to destroy those 
  who would harm his charges who remained pure. Here, the 
  tales diverge, for no one truly knows what happened in the 
  Upheaval...
  In the last days before the Upheaval, Asurik gathered all 
  of the darkness in the world and poured it into his Dark 
  Army, agents of death and unnatural power. They set off 
  for the mountain called the Seat of the Stars, Erislan’s 
  heavenly throne in the world, with the intention of seating 
  Asurik on the throne of the creator and granting him control 
  over the world itself. Mortal Erislan gathered his own 
  forces, including the brave knights of Ire and warriors of 
  virtue from across the land, and set out to stop the march 
  of the Dark Army. Some hold that Erislan came to know 
  the outcome of the final battle, and knew that many good 
  men would die that day should his march continue. They 
  believe he spirited the most faithful away to a distant land 
  and proceeded to defend the Seat alone, where he struck 
  the throne with such force that it anihilated the mountain 
  and the realm around it, crushing the Dark Army and halting 
  Asurik’s advance, forever denying him the chance to sit on 
  the throne of creation. 
  Others believe that Erislan knew that as long as Asurik 
  lived, his taint would darken the race of Man and have a 
  hand in the destiny of his world. Erislan knew as well that 
  Asurik had already corrupted many mortals and no matter 
  what Erislan did to confront his dark twin, that stain would 
  remain. Thus, Erislan drew Asurik into a titanic battle and 
  used the summation of his divine power to strike the Seat 
  of the Stars, destroying it, Asurik, and sending a potent 
  wave of energy out over the world to destroy the impure 
  and corrupt of the realm. 
  The Great Loss, the world wide amnesia that followed 
  the Upheaval, is also contested greatly among Erislans 
  followers. Some believe it was a last act to wipe the taint of 
  Asurik from the world, destroying all remnants of the false 
  faiths and beliefs he had implanted within the world to lead 
  Man astray. Others believe it was a mercy; knowing the 
  chaos that would reign in his absence, the loss of memory, 
  of what was would allow his children to focus on what was 
  to come instead of wallowing in misery over what had been.
  Regardless of how the struggle betwen gods birthed the 
  Upheaval, all factions agree on the following; that Erislan  
  sacrificed himself to bury the God of Darkness beneath the 
  Seat of the Stars. In the waves of force the eminated from 
  the spire, the world was changed forever. Without their 
  creator to actively guide them, mankind was forced to rely 
  upon itself for survival. 
  Domains
  The following are considered the domains of Erislan. The 
  list is long, for it encompasses the beliefs of all Erislanian 
  churches. Which domains belong to which group will be 
  covered later resources.
  • Air
  • Community
  • Earth
  • Fire
  • Glory
  • Good
  • Healing
  • Law
  • Protection
  • Strength
  • Water
  
  87
  Rheana
  Little is known about the purported goddess Rheana. 
  Some has been gleaned from materials dating to the 
  pre-Upheaval eras unearthed in archeological digs, while 
  other bits of knowledge are purportedly oral traditions that 
  somehow survived the Upheaval and Great Loss. The 
  tales and lore varies, but the heart of the concept is that 
  Rheana is a goddess of nature and life. Some sites refer 
  to a “Gaia”, or a mother-earth spirit, which some scholars 
  believe to be titles of Rheana.
  Erislanian scholars cite the discovered temples to Rheana 
  and Gaia as proof of the sinfullness of the pre-Upheaval 
  world, their ancestors paying homage to a fictitious god. 
  They frown on any serious consideration of the goddess as 
  a divine entity and typically discourage additional research 
  into her worship and traditions. 
  Other scholars believe that the “mother spirit” is a concept, 
  possibly a pre-Erislan idea of a divine caretaker. They 
  point toward elements of Erislanian faith that mirror some 
  materials recovered about the goddess. In fact, a major 
  point of contention for several scholars are the Iren druids, 
  women all whose divine gifts influance the land, much as 
  the mother-goddess’ priests were purportedly able to. They 
  argue that such practitioners, accepted through Erislanian 
  scripture and dogma, existed pre-Upheaval as well and that 
  records may have become distorted through the years; this 
  “Rheana” or “Gaia” may very well be a prominant figure in 
  early Erislanian faith, not a divine goddess unto herself. 
  Lastly, some scholars, and indeed some followers today, 
  believe in the goddess as a real entity and the proper divine 
  power of the world. Purportedly worship of this goddess 
  has continued since the early days of the reconstruction, 
  eventually hidden away as the Erislanian faith came to the 
  forefront. This position recieves the least public support, 
  partly due to the political pressures from the Erislanian 
  churches but also because it has the least evidenciary 
  support. Such records that might support these beliefs are 
  scattered, incomplete, and often contradictory. Any serious 
  scholar long ago discounted this view of the goddess 
  mythology and has explored other, more likely, avenues. 
   Domains
   The following are considered the domains of Rheana/Gaia.
  • Air
  • Animal
  • Community
  • Earth
  • Fire
  • Healing
  • Liberation
  • Plant
  • Sun
  • Water
  • Weather
  Spirits & Ancestors
  Many areas of the realm put little stock in the squabbles of 
  the church, the cults, and those professing belief in greater 
  deities. Long tired of the conflict organized faith brings, 
  many have found spiritual peace and comfort elsewhere. 
  Spirit worship is one of the most common alternative forms 
  of worship for the folk of both the Midlands and the Frontier. 
  It compliments many aspects of the other faiths well in 
  addition to standing on its own as a suitable source of 
  comfort. The subjects of spirit worship are often remarkable 
  natural occurances; strong animals, groves or single 
  trees, ponds, lakes, rivers, rocky outcroppings, and similar 
  items of beauty and inspiration. Rarely, a singular entity is 
  worshipped, a representative of a larger group, such as a 
  guardian of a forest, a mountain, etc. 
  Ancestor worship, on the other hand, follows that those 
  who have gone before remain to watch over the living. 
  It has similarities to spirit worship, and occasioanlly 
  remarkable items are said to house the spirits of departed 
  ancestors, allowing them to more easily watch over their 
  decendants. 
  The hallmark of these worshippers, what sets them apart 
  from cults and the churches, is the individuality in the 
  beliefs and practices. The aforementioned groups have 
  codified methods of revering their chosen deity, whereas 
  these folks have no such thing. Common practices exist, 
  but they are by no means as regimented or demanding as 
  those of the organized groups. Anniversaries of specific 
  events are the most widely celebrated among these groups 
  and can include the anniversary of natural events or 
  calamaties, remembering the power that nature wields, or 
  for those worshipping ancestors the anniversaries of their 
  birth, marriage, death, etc. 
  Domains
   The following are considered the domains of spirits and 
  ancestors.
  • Community
  • Knowledge
  • Law
  • Nobility
  • Repose
  
  88
  Naming Conventions
  What is in a name? For many, quite a bit. First names can 
  speak of who your family held in regard, be it legendary 
  figures, religious icons, local heroes or leaders, etc. Family 
  names tell of who you are related to, and by extension what 
  sort of person you might be. The following looks over some 
  common naming conventions of our own world, as well as 
  some features unique to the Shadowglade realm.
  Faith
  Names also speak of faith; first names, middle names, and 
  even some last names are commonly associated with one 
  faith or church, which then tells others what the person in 
  question may believe. 
  In our world, “Adam” and “Eve” are common names in one 
  form or another due to their place in predominant faiths 
  as the first humans on the planet. Likewise, “Joseph” 
  and “Mary” are abundantly common in strong Christian 
  backgrounds, as are names of saints of the same faith, 
  while “Muhammad” is seen in Muslim backgrounds. 
  The people of Shadowglade would never presume to name 
  a son after Erislan, though Eris or Aris isn’t an unusual 
  name for a daughter. Lucian, however, turns up commonly 
  for sons as a man by that name figures prominantly in 
  Erislanian lore as a devoted follower and warrior for 
  Erislan’s cause. Rheana, Ana, or Rhea are common names 
  for daughters of worshippers of the nature goddess of the 
  same name.
  Professions
  Professions frequently make their way into surnames. 
  Generations of a family following in the same profession 
  may come to take that as their family surname, resulting 
  in many Coopers who, though they may currently or once 
  have shared the same profession are otherwise unrelated. 
  This practice is most common in villages or cities, where 
  the artisan or professional becomes identified by their job; 
  thus, “Brandon the Cooper” (cooper being a barrel maker) 
  or “Gerald the Blacksmith” simply becomes “Brandon 
  Cooper” and “Gerald Smith”.
  For an excellent list of professions, including many 
  most folks have forgotten or ignored over the years, 
  check out the table NPC Occupations in the Pathfinder 
  GameMastery Guide.
  Society
  Suffixes can tell alot about the culture where the person 
  may have come from. “Son” or “sen” as a suffix to a sur 
  name generally indicates a family that traces relations 
  along the paternal, male, line. These are usually adapted 
  from something along the lines of “Eric, Son of Robert”, 
  which becomes “Robert’s Son” and finally “Robertson”.
  In Shadowglade, the suffix “dau” or “da” is indicative of 
  a matriarchal society, wherein families are tracked along 
  the maternal, female, line. This is commonly found in the 
  Midlands and the Frontier, less so in the larger cities or the 
  outlying islands. 
  Title
  A familiy name connected with wealth and power may 
  automatically be afforded respect while a name commonly 
  associated with the lower classes may be ignored, all 
  without taking into account the individual with the name. 
  Noble titles are frequently adopted in such a way. “Genter”, 
  “Ginter”, and even the raw “Gentry” are derivatives of such 
  a title, the “landed gentry” of old feudal empires. 
  The prefix “d’” (pronounced “day”) is an Iberian trait and 
  indicator of nobility; d’Notrie and d’Rosaya being examples 
  of such titles. These folk are often minor lords or distant 
  relations of. In the case of Iber, the second portion of the 
  name indicates the town the family is of; needless to say 
  these noble families end up quite large, with a number 
  of cousins, second cousins, and more distant members 
  claiming the same name.
  Mix It Up
  Language is a funny thing; down through the years, letters 
  and even syllables get dropped, names get re-written for 
  shorthand or misunderstanding and the like. Names also 
  become meshed, several conventions melding into one. 
  Ferridau, for example, could easily be a farrier from the 
  Frontier region. A slight misspelling, “Fer” instead of “Far”, 
  of the profession combined with the “dau” convention of 
  Frontier families who take their family names from their 
  mothers. 
  
  89
  What to Expect
  As an adventurer in Shadowglade, what should you expect 
  to find on your journeys? The roads are long and lightly 
  traveled, and the nights are dark and give little knowledge 
  or comfort. Do you trust the reality, that you are safe as 
  long as you keep the fire lit and a sword near your sleeping 
  roll? Or do you put stock in those legends back in town, the 
  ones that talk about the souls trapped and damned to walk 
  these woodland roads for all of eternety, the monsters that 
  roam the woods, and the specter that haunts the grove? 
  Agents
     Trust no one. Keep your identity to yourself, and your 
  allgences even quieter still. The great nations smile and 
  shake hands with one hand while holding a dagger behind 
  their backs with the other. Such is the life of politics, 
  however. Be careful to avoid such webs of intrigue and 
  take no offer at face value; you never know who you might 
  really be working for. 
  Animals
     Woodland animals are often harmless, but in the 
  darkened woods and deeper thickets, those untouched 
  by man since the Upheaval, strange beasts lurk. Dark 
  cousins to those animals seen by day, they are possessed 
  of a fierce intelligence and a wicked cunning. Some are 
  mere brutes, while others believe some are possessed, 
  agents of Asurik himself. While there is little to fear by day, 
  know that such terrible creatures hunt the woods at night, 
  and many such beasts fear little.
  Bandits
     Opprotunists, some folk will take whatever they can for 
  free, even at the expense of their fellow man. Never 
  underestimate greed, or for that matter desperation. With 
  trade so vital to the survival of the world as it stands today, 
  both for economic survival as well as support for distant 
  villages, an easy mark and sure way to cripple distant 
  lands is to strike at the trade routes. Watch out for these 
  brigands at all times, for they will liberate you not only of 
  your goods, but your life as well. 
  Cults
     While worship of Asurik is forbidden in nearly all corners of 
  the known realm, “Praise Asurik!” can be heard eminating 
  from darkened rooms, deep-woods caves, and under the 
  breath of dark-cloaked individuals. Whether they wield 
  real power granted by a real deity of evil or are simply 
  dillusional can be debated. Their actions, however, 
  cannot. Beware those whose lust for power defies all 
  convention and common sense. 
  Lost Treasures
     The fabled Prisse’s Folley and excavation of Four Rivers 
  are but two of the most well known archeological sites of 
  the land. Others are out there, pre-Upheaval structures, 
  cities, and lost monuments, just waiting to be discovered! 
  And, beyond even those, the years have proven unkind 
  to distant settlements and villages, resulting in numerous 
  ghost towns and lost villages. 
  Open Sea
     The open sea calls to many, and the port city of Mir 
  stands ready to answer those longing for the ocean 
  blue with open arms. It stands equipped to send any 
  brave adventurer off to sea, or welcome travel weary 
  oceangoers to the main land. Out on the waters, one 
  can find all manner of small island nations no larger 
  than some Midland city-states as well as larger islands, 
  undiscovered, abandoned, or mysteriously empty. 
  Adventure awaits the daring on the open sea!
  Organized Crime
     Distant lands, irregular application of law, corrupt local 
  governments and a world run by the value of coin, not the 
  value of life. In these worlds, crime thrives, and organized 
  crime rules over the just and unjust alike. Don’t be 
  surprised to find that the enforcers in a small, backwater 
  town answer to a well-to-do man about town while the 
  mayor is but a figurehead, a puppet to appease the state 
  while the real men do business as they see fit. 
  Religious Fervor
     Two major churches with one belief quibble over which 
  has the correct interpretation. Numerous smaller groups 
  differ on fine details of the same, compelled to explore 
  for their truths in the shadows while dogma rules the 
  predominant beliefs. Followers of older faiths and beliefs, 
  both hidden and rediscovered, struggle in a world quite 
  unwilling to hear them out or acknowledge another 
  path. While rarely coming to blows, many communities, 
  especially along the trade routes and Frontier border, are 
  powder kegs ready to ignite.
  Secret Socioties & Conspiracies
     Something in the world just isn’t right. While not everyone 
  knows it, some see the seedy underside of reality for 
  what it is and do their best to share their knowledge with 
  the world, provided “They” don’t silence them first. Code 
  words, double speak, and meetings down dark alleys are 
  common place for someone trapped in these shadows. 
  Best watch your back.
  The Unknown
     Humans that aren’t human. The dead risen to unnatural 
  life. Unexplained forces acting on small towns. Things that 
  shouldn’t be...are. The unknown lurks around the corner 
  in any world, at any time, but in the land of Shadowglade, 
  something else is going on, something that makes the 
  unknown more mysterious, dangerous, and...plausable. 
  
  90
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  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
    Shadowglade: Player’s Guide to Shadowglade. Copyright 2007-2012 
  Neo Productions Unlimited, Author Nate Petersen.
  
  91
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Neo Productions Unlimited/Shadowglade - Players Guide to Shadowglade.pdf