What would happen if you stumbled across an extremely large bird’s nest? You can use any of these details as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
Deep in the depths of the business district in each major city rests a small shop. The only marking the shop cares to use is that of a hand with its palm visible and, etched onto that palm, a rune with the meaning of “Shame.” This is the local office of the Markers, a small order of individuals who have become masters at inflicting and removing curses. They are not assassins or lawbreakers; rather, they view themselves as the givers of punishment when so decreed by either the appropriate legislative body or another figure of authority (such as someone’s father, determined to teach their child a lesson). As such, they usually cast curses that are highly inconvenient or embarrassing, but won’t do any serious harm if stopped in time. If paid sufficiently well, the Markers will even travel with one of their victims in order to cast and remove curses as necessary. On some rare occasions, the Markers will perform side-jobs for identifying and breaking suspected curse traps and the like. Members are either Lawful or Neutral; as might be expected, the freedom of Chaos doesn’t particularly fit in with what they do.
Last time I laid out the argument that in a Pathfinder game, a paladin should not be limited to only the lawful good alignment (or, in the case of the antipaladin, chaotic evil). Following that line of logic, I present to you the first of my paladin archetypes: the justicar, paladin of order. To use these rules you will need the Pathfinder Core Rulebook, and it would help to also have the Advanced Player’s Guide.
The justicar is the most trusted warrior of those gods who hold themselves to higher purposes than mere morality, usually gods of such lofty aspects such as fate, death, and law itself. Such paladins view the world not in a contrast of good and evil but of law versus anarchy, of order versus chaos. The paladins that follow this course do not care any more than the average person about morals—only what is the lawful course and what their deity commands of them.
The Paladin. To many roleplaying groups, this character doesn’t even have a name; he, or she, is simply “The Paladin,” as if there is no point in further description or that word is enough to convey the entire personality of an individual. The character’s backstory is irrelevant, the paladin’s physical features are fluff, and the player playing the paladin is subconsciously pigeonholed by friends into the role of ruining the in-character fun of everyone at the table.
I aim to change that.
The glint of light on a clearwater pond could dazzle eyes, but it might be what’s in the pond that really snags the attention of any nearby player characters. Again, these details are easily noted by those who end up swimming in the pond (for whatever reason) or, in some cases, while approaching it, and you can use them as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.