StreamOfTheSky
Adventurer
Quest: Unity through Diversity
Laurabec would like to create a panthesist temple where people of all religions can come together and learn to appreciate each others' views. But as a devout follower of a specific faith herself, she's a poor choice of representative and has asked you guys to try and convince each of the 8 religious sects. You gathered info on each in preparation to speak to their leaders:
[sblock]
Ragesian Philosophers • God of Knowledge
“The high priest loves to hear stories (preferably from someone skilled at story-telling). Giving the high priest an old book or tickets to the Wayfarers’ Theater show would also be well-received.”
“Rumors say the high priest abandoned several of his traveling companions on his way to Seaquen, but when he lost a book on the road he went back for it, braving Ragesian patrols. I heard it's a book of ancient phiolosphy. The guy never parts with it, but if you could read it before meeting him somehow, it'd probably be a HUGE help in arguing to convince him."
Ragesian Hospitalers • Goddess of Healing
The priestess is very busy tending to sick and wounded people, since disease is a problem in the refugee camps. While you can simply wait for when she’s free, helping with the care would get you on her good side. If any of you can cast remove disease or lesser restoration, even better.
The priestess likes to use parables, and so presenting the proposal in a metaphorical way that suggests healing the refugees would be best. However, this temple is at odds with the doctrine of the Order of the Aquiline Cross, and mentioning them or bringing Laurabec along would just anger her.
Ragesian Savages • Goddess of Strength
"The leader of this group is not a cleric, but a barbarian woman. She preaches that people must choose their own way, and that the strongest should lead. She is very prideful, if you approach her first or last to convince, she'll be so flattered that she'll surely automatically agree to the proposition. Otherwise...good luck trying to convince her."
Ragesian Druids • Goddess of Pilgrimages
“The best negotiator would be a druid and/or one who is trained in geography. If you spend a night eating and sharing stories of your travels, you would go far befriending them, and oh yeah...the head druid LOVES cats. Bring one if you can, and be good to it.”
Dasseni Dwarves • God of Ancestors
“They're kinda racist. If the negotiator's not a dwarf, you're off to a bad start. Knowing a lot of history helps to impress them, though. Also, taking the time before negotiations to detail their lineage to three generations would win their favor. (the priests won’t attempt to verify what they’re told, so any reasonable story will do). Bringing a goat as a sacrifice so the priest can cast augury would help a bit, too.”
Ostaliner Mercenaries • God of Battle
“If you're from Ostalin, that'd help of course. The priest, Arick was a former hippogriff rider, and so talking to him about aerial defenses of Seaquen is smart. If the negotiator can beat Arick in a nonlethal fight, he'll be very impressed.. Guaranteeing the temple would be in a central defensible position on a hill is probably something he'd want to hear.”
Seaquen Locals • God of Seas
“The negotiater knowing sailing well would help, as would having someone who draws power from the sea (ie, Torrent) present. If you can promise to put the temple along the coast, they'll be happy. If it's on the south shore so the refugees don't have to enter Seaquen proper, all the better.”
Sindairese Exiles • God of Sorcery
“It's almost essential to have an arcane spellcaster present, if not negotiating herself. If you mention their plight in being exiled, they'll quickly like you.. Bringing a bear — a symbol of good luck in Sindaire — also would help.”[/sblock]
Majestic Creations
[sblock]Paradim Dogwood offers to create custom animals for those who can pay. He effectively can create any aberration, animal, or magical beast with a Challenge Rating of 5 or less, though his creations never have an Intelligence score above 2. His base price is 2,000 gp for a creature of CR 2 or less. The cost increases to 3,000 for CR 3 creatures, 5000 gp for CR 4 creatures, and 9000 gp for CR 5 creatures. Designing and growing a creature takes him one day per 1,000 gp of the price. He does not guarantee the creature’s obedience, though he assures customers that all creatures he designs can be trained as easily as a dog or a horse.
He also offers to perform permanent physical alterations on customers, altering flesh, appearance, and even race or sex for 2,000 gp and a painful two-day submersion in biomancy fluid. The two people who were brave enough to try the procedure report being thrilled with the results, one a half-orc man who became a human, the other a human woman who wanted to grow fur, a tail, and cat-ears. All these changes can be reversed if the creature willingly submits to a dispel magic or break enchantment. Otherwise they are as permanent as a magic item.[/sblock]
I'm guessing due to the party's make-up, you won't be commissioning creatures to be made, but if you do...I reserve the right to nix certain ones, as CR is an art already and low CR creatures could potentially be really broken as a pet.
Laurabec would like to create a panthesist temple where people of all religions can come together and learn to appreciate each others' views. But as a devout follower of a specific faith herself, she's a poor choice of representative and has asked you guys to try and convince each of the 8 religious sects. You gathered info on each in preparation to speak to their leaders:
[sblock]
Ragesian Philosophers • God of Knowledge
“The high priest loves to hear stories (preferably from someone skilled at story-telling). Giving the high priest an old book or tickets to the Wayfarers’ Theater show would also be well-received.”
“Rumors say the high priest abandoned several of his traveling companions on his way to Seaquen, but when he lost a book on the road he went back for it, braving Ragesian patrols. I heard it's a book of ancient phiolosphy. The guy never parts with it, but if you could read it before meeting him somehow, it'd probably be a HUGE help in arguing to convince him."
Ragesian Hospitalers • Goddess of Healing
The priestess is very busy tending to sick and wounded people, since disease is a problem in the refugee camps. While you can simply wait for when she’s free, helping with the care would get you on her good side. If any of you can cast remove disease or lesser restoration, even better.
The priestess likes to use parables, and so presenting the proposal in a metaphorical way that suggests healing the refugees would be best. However, this temple is at odds with the doctrine of the Order of the Aquiline Cross, and mentioning them or bringing Laurabec along would just anger her.
Ragesian Savages • Goddess of Strength
"The leader of this group is not a cleric, but a barbarian woman. She preaches that people must choose their own way, and that the strongest should lead. She is very prideful, if you approach her first or last to convince, she'll be so flattered that she'll surely automatically agree to the proposition. Otherwise...good luck trying to convince her."
Ragesian Druids • Goddess of Pilgrimages
“The best negotiator would be a druid and/or one who is trained in geography. If you spend a night eating and sharing stories of your travels, you would go far befriending them, and oh yeah...the head druid LOVES cats. Bring one if you can, and be good to it.”
Dasseni Dwarves • God of Ancestors
“They're kinda racist. If the negotiator's not a dwarf, you're off to a bad start. Knowing a lot of history helps to impress them, though. Also, taking the time before negotiations to detail their lineage to three generations would win their favor. (the priests won’t attempt to verify what they’re told, so any reasonable story will do). Bringing a goat as a sacrifice so the priest can cast augury would help a bit, too.”
Ostaliner Mercenaries • God of Battle
“If you're from Ostalin, that'd help of course. The priest, Arick was a former hippogriff rider, and so talking to him about aerial defenses of Seaquen is smart. If the negotiator can beat Arick in a nonlethal fight, he'll be very impressed.. Guaranteeing the temple would be in a central defensible position on a hill is probably something he'd want to hear.”
Seaquen Locals • God of Seas
“The negotiater knowing sailing well would help, as would having someone who draws power from the sea (ie, Torrent) present. If you can promise to put the temple along the coast, they'll be happy. If it's on the south shore so the refugees don't have to enter Seaquen proper, all the better.”
Sindairese Exiles • God of Sorcery
“It's almost essential to have an arcane spellcaster present, if not negotiating herself. If you mention their plight in being exiled, they'll quickly like you.. Bringing a bear — a symbol of good luck in Sindaire — also would help.”[/sblock]
Majestic Creations
[sblock]Paradim Dogwood offers to create custom animals for those who can pay. He effectively can create any aberration, animal, or magical beast with a Challenge Rating of 5 or less, though his creations never have an Intelligence score above 2. His base price is 2,000 gp for a creature of CR 2 or less. The cost increases to 3,000 for CR 3 creatures, 5000 gp for CR 4 creatures, and 9000 gp for CR 5 creatures. Designing and growing a creature takes him one day per 1,000 gp of the price. He does not guarantee the creature’s obedience, though he assures customers that all creatures he designs can be trained as easily as a dog or a horse.
He also offers to perform permanent physical alterations on customers, altering flesh, appearance, and even race or sex for 2,000 gp and a painful two-day submersion in biomancy fluid. The two people who were brave enough to try the procedure report being thrilled with the results, one a half-orc man who became a human, the other a human woman who wanted to grow fur, a tail, and cat-ears. All these changes can be reversed if the creature willingly submits to a dispel magic or break enchantment. Otherwise they are as permanent as a magic item.[/sblock]
I'm guessing due to the party's make-up, you won't be commissioning creatures to be made, but if you do...I reserve the right to nix certain ones, as CR is an art already and low CR creatures could potentially be really broken as a pet.
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