Grimtina
2014-08-29, 11:40 AM
Absalom, Isle of Kortos, Inner Sea.
Absalom, the City at the Center of the World. Here the Pathfinder Society makes its home, and Pathfinders from all overthe world consider Absalom a second home, as many of their missions take place within the city’s walls. A settlement of over 300,000 souls, Absalom boasts many districts that are virtually cities unto themselves.
It is here where you were sent to be Pathfinders. Some power group or the other has decided to make you a pawn in their games. Well, so be it, eventually,you'll show them up! Or not, depending on your own intentions.
The man sitting opposite you in his office in the Pathfinder Lodge isn't at all convinced you have what it takes. He might even suspect someone somewhere has been bribed, or worse. A gruff, no-nonsense man, Ambrus Valsin has little tolerance for laziness and often gives young Pathfinders their first taste of what being a field agent entails as a way of keeping them from staying idle too long. The efficient and straightforward chamberlain greets you curtly and motions for you to sit before jumping straight into their assignment, his eery word saying 'you won't make it anyway so you may as well make fools of yourselves.'
“All right... Pathfinders... Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.
Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders." He looks at you grinning. "Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agentswho want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies.
Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.”
With that, he hands you a sheet of paper from a stack.
It says
Assignment #17:
☐ A man named Guaril Karela runs a curio shop in the Docks called
the Pickled Imp. Go to him and fill his request as a favor to the
Society. I believe it has something to do with a set of rare books.
☐ Ollysta Zadrian requested aid and is expecting you at the Temple
of the Shining Star in the Ascendant Court. She needs someone
to deliver a parcel of medicine and curatives to a needy orphanage
and verify the character of the recipient.
☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise
Quarter. The Pathfinder Society needs to obtain permission to
delve the Salhar ancestral vaults beneath Sothis. He has made a
verbal agreement, and your visit makes it official. You will receive an
official charter and detailed maps. Do not embarrass the Society in
this matter.
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned
from the Vaults. Meet with her in her estate in the Ivy District and
retrieve the item in her possession.
He shows a toothy grin. "Any questions?" It sounds as if it would be better to have none.
Absalom, the City at the Center of the World. Here the Pathfinder Society makes its home, and Pathfinders from all overthe world consider Absalom a second home, as many of their missions take place within the city’s walls. A settlement of over 300,000 souls, Absalom boasts many districts that are virtually cities unto themselves.
It is here where you were sent to be Pathfinders. Some power group or the other has decided to make you a pawn in their games. Well, so be it, eventually,you'll show them up! Or not, depending on your own intentions.
The man sitting opposite you in his office in the Pathfinder Lodge isn't at all convinced you have what it takes. He might even suspect someone somewhere has been bribed, or worse. A gruff, no-nonsense man, Ambrus Valsin has little tolerance for laziness and often gives young Pathfinders their first taste of what being a field agent entails as a way of keeping them from staying idle too long. The efficient and straightforward chamberlain greets you curtly and motions for you to sit before jumping straight into their assignment, his eery word saying 'you won't make it anyway so you may as well make fools of yourselves.'
“All right... Pathfinders... Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.
Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders." He looks at you grinning. "Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agentswho want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies.
Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.”
With that, he hands you a sheet of paper from a stack.
It says
Assignment #17:
☐ A man named Guaril Karela runs a curio shop in the Docks called
the Pickled Imp. Go to him and fill his request as a favor to the
Society. I believe it has something to do with a set of rare books.
☐ Ollysta Zadrian requested aid and is expecting you at the Temple
of the Shining Star in the Ascendant Court. She needs someone
to deliver a parcel of medicine and curatives to a needy orphanage
and verify the character of the recipient.
☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise
Quarter. The Pathfinder Society needs to obtain permission to
delve the Salhar ancestral vaults beneath Sothis. He has made a
verbal agreement, and your visit makes it official. You will receive an
official charter and detailed maps. Do not embarrass the Society in
this matter.
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned
from the Vaults. Meet with her in her estate in the Ivy District and
retrieve the item in her possession.
He shows a toothy grin. "Any questions?" It sounds as if it would be better to have none.