a surprisingly sneaky, churlish Half-orc with a penchant for sudden
violence. Kazzar is mighty, and cannot be caged! But he's not too bright, and if he weren't so strong and tough his odds for survival would not be good.
a dangerously curious trickster, burglar, mountebank, and Gnome-about-town
who uses illusions and deceit in the course of his daring heists and cons. His inability to do anything in a direct and honest way leads to all sorts of unlikely misadventures.
a craggy, cantankerous,
and un-generous Dwarf with a long military history both enlisted and as a mercenary,
who now makes his living as a hunter of bounties and catcher of crooks.
a clever, pragmatic Dwarf with elastic ethics and malleable morals. He'll make his
coin however, but lately he's had a good run dragging warranted rapscallions before
magistrates in and around Magnimar and western Varisia.
Camren is a respected adept of the Tamiir-Quah, the so-called Shoanti Wind Clan. Among the most territorial of the Shoanti, the Tamiir guard their mountain homeland fiercely, and are rarely seen outside of northern Varisia. But Camren is a man on a quest of some sort that he wont name but is clearly intent upon. His supercharged mastery of air magics ensure that few wish to impede him.
a man born to veritable royalty amongst the criminal clans of the Sczarni.
His life as a crimelord would have written itself had he just let things take their course.
But he had other ideas and after one final impassioned squable with his father
Eliah, he left Korvosa and set out upon the road to Magnimar and a new life as an
born in darkness on the floor of a shabby shack tucked into a back
alley hidden in the shadow of Underbridge to a prostitute mother and an unknown
sire...though Byragh's fiendish bloodline clearly speaks for itself. Unwanted and
unloved, it is only due to his inhuman hardiness that Byragh survived his formative
years at all. Now he seeks his fate, driven by an inner fire to an unknown destiny.
a mystically talented cypher who reveals little of what he is actually
thinking, possesses an imperative air of command with expectations of immediate
obedience, and shows a callous disregard for the feelings of others.
acrobatic, irrepressible, and impetuous halfling scrapper, whose sharp dagger and
adept hand to hand fighting skills belie his childlike demeanor.
stolid but dependable warrior priest of Torag with a knack for logistics and an
impressive mastery of warhammers.
a stern and no-nonsense woman dedicated to the service of Sarenrae, the Dawnflower.
Favored by Sarenrae and blessed with divine aegis, Mirriam is fond
of large swords and moonlit sorties against indomitable fortresses of irredeemable
evil. Though kind to women and children, Mirriam is not overly fond of men and is rather
standoffish. She is bold, zealous, and willing to intimidate or threaten those obstructing
her holy mission. Mirriam seeks out those who have committed evils, and delivers
final mercy to any who cannot be redeemed.
has managed to raise himself up from lowly paige boy to a highly trained warrior of exceptional skill via an unlikely series of events. Adopted and trained by none other than the famed champion Araegjar, Farwyn proved to be a natural prodigy. Eventually Araegjar passed away, leaving Farwyn alone in the world. Subsequently Farwyn set out for adventure, determined to win his fame and fortune or to die trying.
a servant of Nethys dedicated to self-mastery of the disparate arts of magic and swordsmanship. He is big on being mysterious, tries to cloak the full range of his capabilities as a surprise for the unwary, and keeps his own counsel.
a half-wild Half-Elf who may as well have been raised by wolves, fully
at home in the wildlands, sleeping under star and tree, and instinctively able to
work subtle sylvan magics.
a unstable psycho crazy Half-Elf from some stretch of nowhere in the Lands of the Linnorm Kings. Fathered by a roaming elf who moved on before Kiroee was born, raised among a tightknit clan of Ulfen warriors, Kiroee was wild from birth yet fit in well among her people. But Kiroee's inner chaos drove her to travel in her late teens, and she has drifted since then, surviving only due to her fearless penchant for extreme violence. Kiroee's only sentiment is a necklace bequeathed from her mother that originally belonged to her absentee sire.
an heir to a lineage of Azlanti from olden times that have maintained ancient ways and not allowed themselves to be 'debased' by co-mingling with 'lesser' species. He wields the magical sword A'gar'thalion, and it has served Orlo well over the course of his long journey to this remote corner of the world. Orlo is on a journey seeking a wife of suitably unsullied lineage to continue his family's line. Given that most people believe those of Azlant to be thousands of years extinct, his journey may be in vain.
a cavalier of the Order of the Blue Rose. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the Blue Rose are warriors first, and embrace their role as guardians of those who cannot take up arms to defend themselves.
born among a warrior clan of Ulfen living near the Varisian border and
expected to become a great warrior like his father the feared swordsman Heren,
Nomis chose to instead seek his own path to the south. After spending some time
in Riddleport but finding it too uncultured, he has made his way to Magnimar. Despite his gigantic frame and broad shoulders, Nomis prefers idle pursuits and the company of the finer sex, a fact that has gotten him in trouble more than once.
a strange man of progressing years, well favored in the service of Nethys and learned in the ways of mysticism. Uraska possesses vast sagacity...but he couches it in such nuanced and esoteric terms that only another learned master would derive much meaning from it. Despite his progressed years and appearance as a harmless mendicant priest, Uraska commands powerful divine forces granted to him by the literal god of Magic and Destruction; he is not to be trifled with.
never talks about her beginnings, but presumably it wasn't pleasant. She chooses to focus on the now. An accomplished poisoner and assassin, she cut her teeth in Korvosa but relocated to Magnimar after some ugly business following a job gone bad. Magala has many quirks; she won't drink alcohol (calling it 'poison for the mind'), accept a contract on a priest of any diety, and she takes a long luxurious bath whenever she can.
a wandering priest greatly favored by Desna, goddess of Luck, Stars, Travel, and Dreams. On an endless journey Paryl's precise age is unknown (perhaps even to himself!), and though his hair and beard are white he has the face and form of a healthy younger man. Paryl aids those met along the road, but his usually kind and generous nature turns hard and merciless when dealing with bandits or any who would interfere with the sanctity of traveling.
a priest of the Dwarven god Trudd the Mighty (youngest son of the all-father Torag), strongest of the Dwarven pantheon. Kurek is puny for a Dwarf, and was mocked as a child for his small stature, but Kurek refused to submit to the japes of others and found great strength from within, both physically as well as of character. He soon realized via revelation that he was blessed by Trudd, and entered the priesthood young. He has since progressed far and seeks to spread his god's worship amongst the Dwarves of far Varisia.
from the Syrzemyan Highlands of far Iobaria, Lorisa and a few kinsmen ran afoul of an ancient cyclopean relic on a hunting expedition.
Teleported instantly, the intrepid hunters emerged disoriented from a cave in the Golushkin Mountains near where Brevoy gives way to Numeria. Many misadventures ensued, and eventually Lorisa was the sole survivor of her band.
Originally she sought home, but is now content to go wherever the balance takes her.
an accomplished Elven druid, enigmatic and proud. Currently involved in the ongoing struggle within Mierani Forest, Iasa has set out on a mission to regain an elven artifact rumored to have been seen in the possession of an adventurer in southern Varisia. However, details are sketchy and Iasa's quest has already spawned several misadventures along the way. More will likely follow.
hails from the land of Irrisen, but has traveled to Riddleport to study the Cyphergate. Older than she seems, Ruelga is a descendant of the legendary Baba Yaga, and heir to ancient and somewhat primitive but dangerously insidious magics.
a middle aged academy trained Wizard, heir to an ancient art of learned spellcasters, possessed of a deep education on matters both worldly and mystical. However he has less real world experience than his age and manner might suggest.
hunting half-way around the world from home for Xan'g Wa, seducer and thief,
to re-claim the fabled Sword of Aori. Xan'g Wa is a warlock and worse, known in the land called Varisia as Pivin Jaethe. He had traveled to Tian-Min as part
of an adventuring troupe and encountered Suki in Kasai. After a tumultuous courtship, Pivin married Suki but soon departed leaving her forsaken.
Worse, he took the ancestral sword, the pride of Suki's family line handed down for twentythree generations. Suki must regain the sword to salvage
her family's honor.
knew that it would not be easy. Or pleasant. But he had decided that the reward was worth the trouble...and the considerable risk. Thus he set out to recover a rare copy of the fabled Praxis Perstolian Philosophica, a tome detailing an ancient system of philosophical alchemy nearly lost to the world that was stolen (among other more worldly things) by Ulfen raiders from the private collection of Magister Anarake a few years ago. It was reputedly purchased in Riddleport by an unknown buyer five turnings of the moon past. Xarren is determined to acquire the book and keep it for himself.
a thief hardened by the mean streets of Korvosa. 'Recruited' into the Lightfingers gang as a child and forced to pick pockets and petty crime,
Draxton had natural talent and quickly rose to a prominence as an 'earner'. In his late teens he went independent, and eventually became known among the underworld of Korvosa as one of the best thieves in the city.
But he ran afoul of the Hellknights when he stole the famed Eye of Mareketh. After a close scrape with death Draxton thought it best to leave Korvosa, and set out to find a new home...
forced to fight in illegal pitfights against men, dogs, and other things as a child and then in the gladiatorial arena as a young adult by his merciless 'guardian' Iardo. However the burly and robust Ogrekin managed to survive and eventually thrive, eventually becoming an unlikely crowd favorite in Magnimar's greatest arena, the Serpent's Run. At the height of his popularity Oarg finally cast off Iardo's yoke and left the arena behind him. Now he seeks his own fortune as an adventurer. Unfortunately, though not the dullard many assume him to be, he is uneducated in anything other than the fighting arts and gladiatorial existence and struggles at times with everyday concerns.
Tefca is a Half-Elf from the south western corner of Irrisen, raised as a hunter and forager scrounging for survival in rough country.
Blessed with a deep bond with the natural world, Vadok was drawn to the worship of Erastil and became a devotee. Following the direction of Aadat,
a puma that sought out Vadok and became his spiritual guide, Vadok as found his way south to Crying Leaf in Varisia.
A simple and earnest soul, Vadok is naturally inclined to do the 'right thing' in any given situation, but his lack of guile makes him an easy mark
for those less virtuous.
a hardened veteran of Lastwall, a recognized hero with an impressive battle litany against the Orcs of Belkzen and several other actions. In the service of the War College, Radje has been sent far to the west on a confidential quest which he has not yet chosen to reveal but nevertheless pursues with characteristic relentless determination. Radje is a dangerous combatant and not a person to trifle with; particularly if you happen to be a musician or an arcanist...for reasons unspecified Radje has a hate on for 'useless lute strumming magickers' and folks of that ilk.
Born upon the waves in the belly of his parent's whaling vessel and floating home, visting a port only as necessary to offload cargo and take on supplies, Nikade finds land foreign and life at sea to be 'normal'. His parents were devout worshipers of Gozreh and raised their many children to be so as well, but of all his siblings Nikade was by far the most devout and seemed to have a deep connection to the deity from a young age. As he grew older, Nikade began to receive minor gifts from his deity but also guidance urging him to do the Wavelord's work. Upon reaching his majority, Nikade followed his heart and departed the family when they made port in grand Magnimar. He is not yet sure what his patron wants him to do, but he stands ready to do it nonetheless.
a plague upon the drinking establishments, public houses, and card tables of Riddleport. A frequently hired-on second mate for various corsair ships, she's the aloof subject of many a sailor's fevered dreams and not a few nightmares. Her reputation as a dangerous and mercurial lady adventurer of the sea is well earned, and all in Riddleport know better than to accost her. Lirrial has decided it is high time she had her own ship, but shockingly no lender will extend such a notorious gambler with no assets a line of credit sufficient to the need. So, Land Ho! She has embarked on landbound adventure to acquire the funds or die trying!
the second son of a famously wealthy merchant, Domman Soldur of Isarn, Domidar lived a life of privelege. His elder brother Domu was being groomed as heir to take over the family interests, while Domidar was given the best tutors and eventually sent to attend the prestigious College of Mysteries in Absalom. However several years later the House of Soldur fell victim to the bloody politics of Galt and all of Domidar's immediate family were slain or executed. Unable to pay the College's exorbitant tuition, Domidar was forced to leave school with his studies unfinished and to sell off most of his belongings to survive. All he kept was a magical staff his father gifted to him, his journeyman's spellbook, and a few sentimental trinkets. In the nearly a decade since Domidar has walked a wily path, always chasing some new scheme to 'get it all back'.
press ganged into the infamous Grey Maidens of Korvosa as a starry eyed youth, her mind muddled by dark sorceries. Hessia was honed by the Maidens into a mercilous lady knight and in the dark and bloody years that followed she committed heinous, shameful acts in service to Mad Queen Ileosa. Hessia was on a patrol outside the city gates when the regime fell and eventually the mental compulsions to obey faded and she began to regain her own sense of identity and purpose as if waking from a nightmare. Though haunted by her remembered deeds and traumatic experiences, Hessia struggles to find a better path. She is determined to survive as she seeks a new life for herself, and fights with a fierce intensity.
a larger than life, boisterous, and frightening member of the Shundar-Quah of the Shoanti. Cast out of his tribe for challenging those in power once too often and refusing to bend to the wisdom of the elders, he travels the lands of Varisia as an outcast. But, never one to dwell on the past or mope over past indignities Volus makes the best of it, living life to the fullest no matter where he finds himself. He loves a good brew, the company of good companions, large boasts, challenges offered and accepted, and (more than anything else) a good brawl.
hails from Oregent in Andoran but started her adventuring career in the nearby Darkmoon Vale, a dangerous hinterland with a complicated past, many dangers such as fey and werewolves, and ancient dwarven ruins. Adriel was mentored in her youth by the Druid Jahgma, who claimed that Adriel was marked for greatness. Adriel learned many things from Jahgma and his adventuring companions; the great warrior Laret, the sly Iandra, and the mighty sorcerer Palorys. But eventually it was time for Adriel to set out on her own to seek the grand destiny Jahgma predicted; only time will tell if he was right about her.
a cold and merciless pursuer of those who
seek to avoid the legal consequences of their actions who utilizes arcanely empowered and accurate archery to defeat
and capture the unwary. Landrin and his team specialize in hunting down wanted criminals who have fled the big city, seeking
to escape into the wildlands of Varisia. Icy tempered, unflinching in the face of danger, terse and taciturn, Landrin is professional
at all times and conducts his business according to his own private code. Other bounty wardens have learned to not cross
him, and criminals worth a damn know that having Landrin on their trail is not a good thing.
raised by a band of forest folk in Embeth Forest, in the distant River Kingdoms. Worshipping the Green Faith and living in harmony with nature, the band had a simple but rewarding life. All that changed when an upstart lordling began logging the forest for lumber, and the band took action to prevent it. After a few bloody months the lordling's mercenaries managed to find the band's hidden camp and killed all present. Yuler was on a hunt and returned to find his people butchered. Alone and adrift, he has wandered the lands since, with no real plan or purpose. One day perhaps he will be shown the way forward; until then he exists.
a close-mouthed, tight-lipped, and hard bitten inquisitor from gloomy Ustalav. Pursuing some quest on behalf of his patron Pharasma (Mother of Souls, Lady of Graves), but unwilling to say exactly what it might be, the dour, moody, and mysterious Thuvor has made his way across the Hold of Belkzen and the Mindspin mountains to Varisia. His distrust of others and evasiveness do little to engender trust in others towards him.
older than she looks and has been in the dungeon delving business for almost two decades now, with over a dozen significant expeditions under her belt as well as a few of less importance or that didn't go so well. The problem is, to her unending frustration this very intense and dangerous halfling is hardly ever taken seriously due to her petite and cutsie appearance, forcing Twilla to constantly demonstrate her considerable skill and lethality.
Javina's parents are reknowned semi-retired Pathfinders; her father is the swordsman and adventurer Jaxton Pryce, and her mother is the Lady Wizard Venassi. Raised on the grounds of her parent's respectable estate in Absalom, homeschooled and honed by her accomplished parents, Javina was given an enviable education in the adventuring arts. After coming of age she followed in her parent's footsteps and joined the Pathfinder Society as soon as she was eligible. Having proven herself several times over in the ensuing decade, Javina is now given broad lattitude by the Society to seek out new discoveries...which she seems to have a knack for!
forebearers were of Sarkoris, powerful and influential in their time. But it has all gone to dust and doom in the maw of the Worldwound. Several generations of Ilsa's family survived, regrouped, returned to fight, died, in cycles as the Mendevian Crusades wax and wane. Now Ilsa is the only one of her once great line who remains, her last living cousins and uncle having been killed in yet another failed offensive. It was the final blow for Ilsa and she has turned away from the hopeless prospect of reclaiming Sarkoris and travels southward looking for a place to call home and perhaps start a family of her own to keep her lineage alive.
a seithr of the Linnorm lands consumed by vengeance.
Beautiful and used to getting what she wants, Tamara takes it personally when she
does not, and has a tendency to act on her frustrations. She reserves her greatest
ire for those who have spurned her, however. Accordingly she has left the land of her birth to hunt down and punish the loutish
Linnorm warrior Leofric Haversen who had the temerity to reject Tamara's overtures
of wedlock, and then added to the offense by fleeing to warmer climes to get away
from her. Such an insult cannot go unanswered.
a dangerously headstrong young woman of remarkable talents. Scion of the noble house of Lebeda in Brevoy, Willamena was fascinated by swordplay from a young age and insisted on lessons. Indulged, she soon learned to merge her fencing skills with her natural arcane talent for magic and thus inadvertently started her career as a sword-magi. Having reached her majority and not in the direct line of succession, Willamena has set out to have a grand adventure before her family marries her off to some clod or other to cement alliances in the worsening political climate of Brevoy.
a spirittalker of the proud Kaurannock, a tribe of far off Arcadia.
However his village was raided and he, along with many others, were taken by Chelaxian slavers.
After a harrowing series of travails that resulted in most of those taken from his
village dying of hardships and the rest scattered to different buyers, Moek eventually
found himself on the other side of the world where he was put on display in a carnivale
along with other 'curiosities' as an example of an 'Arcadian Savage' for the amusement
of decadent Chelaxians. But after some weeks of this debasement his new owners
eventually grew lax, and Moek was able to affect an escape.
He now finds himself alone in a strange land, with nothing but his magic.
a justiciar dedicated to the service of the god Abadar, Master of the First Vault. Her particular devotion is to hunting down those who have sealed a contract with a life oath and then reneged, and secondarily those who have stolen from a Temple of Abadar. She will mercilessly hunt down such transgressors, and then serve as judge, jury, and executioner. Fanatical and singleminded in her duties, Doritha lacks any softening graces and has a one-dimensional personality. She wears a hood to conceal a face battered and scarred by her many fights, but refuses to take advantage of the healing services offered by her own church to restore her features as she believes it better to bear the marks as evidence of her devotion to Abadar.
a Dissident of Sarenrae, the Dawnflower, from far Osirion. Traveling Golarion as guided by his divine mistress, Ephraim's gift is healing discord and disharmony amongst the faithful of his religion, both between themselves and with others in their community. Employing a 'whatever works' methodology, Ephraim adapts himself to the circumstances he finds himself in. Additionally, he is a fearsome defender of the faithful of Sarenrae, and though he is loathe to draw his blade needlessly once unsheathed his sword is deadly.
is a Shoanti of the Skoan-Quah (Skull Clan) of north western Varisia; a master of the Raven Mysteries, shaman of the Raven totem. Nevaren is on a vision quest, going where his intuition guides him. However, the Raven spirit is drawn to significant events such as battles and pivot points of history, thus Nevaren's quest will doubtlessly draw him into tumultuous situations.
a brooding, egotistical elitist who has allowed a certain natural physical and mental superiority over most other lesser men to unhealthily color his world view. Cynical, slightly supercilious, and fond of his own biting wit, Otaro sometimes makes snide jokes at the expense of the slower-witted. He also sometimes indulges in extended sarcastic monologues intended primarily to highlight perceived absurdities and indignities intrinsic to the situations he oftentimes finds himself in.
Olivin starts each day determined to learn at least one new thing. Including things that others may not want him to know. This has a tendency to lead him into trouble, but he just cannot seem to avoid sticking his nose into other people's business. Whether the mystery before him is some subtle interaction between alchemical ingredients or the steamy details of a political conspiracy, Olivin attacks the problem of not knowing the answer with the same intensity.