CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Showing posts with label Kellid. Show all posts
Showing posts with label Kellid. Show all posts

Monday, January 1, 2018

Random Roll 96 - The Randomness

This week we return to our regular schedule and the first character of 2018. We rolled half-elf follower of Abadar from a poor background. He is of Kellid stock on his human sized and resides in the fledgling democracy of Andoran. A mid-range dexterity and constitution could mean some kind of ranged combatant. A high charisma opens the door to many social classes. The question as always is what do we create from these building blocks.

Gender:Male
Race:Half-Elf
Human Ethnicity:Kellid
Nationality:Andoran
Age:24
Height:6’ 1”
Weight:155lbs
Alignment:Lawful Neutral

Str: 10
Dex: 14
Con:  14
Int: 10
Wis: 10
Cha: 18

Homeland: Raised in a Human Homeland - City or Metropolis
Parents: Only your mother is alive.
Siblings: You have no siblings.
Circumstance of Birth: [Lower-Class Birth] You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement.
Parent's Profession: Serfs/Peasants
Major Childhood Event: [Bullied] In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance.

Influential Associate:[Well-Connected Friend] In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life.

Conflict: [Destruction] You destroyed someone else’s property.
Conflict Subject: Humanoid monster.
Conflict Motivation: Love.
Conflict Resolution: [Secret Regret] You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.
Deity/Religious Philosophy:Abadar

Romantic Relationship(s):Current Lover] You are currently involved in a romantic relationship.
Drawback:[Power] You long for the ability to influence the world around you, whether that’s as small as a village or as large as a plane of reality.

(Trait) Bullied
(Trait) Civilized
(Trait) Honey Tongued
(Trait) Failed Apprentice
(Trait) Poverty-Stricken
(Trait) Well-Informed
(Story Feat) True Love
(Drawback) Power-Hungry

In the comments give us your ideas for how to make this into a fully realized character? What class would this character take up? How did has father die? Which parent was the elf? Who is his current lover? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider – that’s me right – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Facebook, Google+Tumblr, and Twitter.

Friday, March 17, 2017

Character Exploration 68 - Jingar Redfurrow

The week’s random rolls brought us an ultra-charismatic but not all that bright half-elf of Kellid descent. With a decent dexterity and constitution this might scream some kind of dumb jock, but after taking a look at some of the Golarion lore I went a totally different direction. Remembering a tidbit from Dave Gross’ pathfinder novel in his Count Jeggare series called King of Chaos I really tried to anchor this character in the history of the world. This week I went with summoner as a class, specifically the archetype called the God Caller. Meet Jingar and his little god.

Jingar Redfurrow


Before the worldwound, before the abyss spilled out onto Golarion there was Sarkoris. It was a savage land then, too, but not in the twisted way it has become. Tribes of Kellids roamed the land as well as erected cities such as Dyinglight and Storasta. This was the legacy of Jingar’s father, a legacy whose only remains are the tiny town of Gundrun.

Jingar’s mother was a half-elf. How the blood of the fair ones got into her veins is unknown, she was not originally of the tribe although her human heritage was obviously Kellid. Both his mother and his father were crafters, keeping the traditional ways of the Sarkorian tribes alive in this new age. Many travelers seeking back ways into The Worldwound come through Gundrun for guides and some of those buy what amounts to pieces of lost art to most of the rest of Golarion.

But even in Gundrun his family was seen as less. Although his father tells tales about the once great chieftains of his clan – how they led great war parties to glory – that is but a distant memory. Jingar’s family lived on the outskirts of the ramshackle town and his father was labelled ‘narakor’ or traitor. The elder Redfurrow accepts this fate quietly, although when Jingar inquired from his mother she told him that the dishonor was not of his father’s doing, although it was his burden to bear.

Although Gundrun is not directly under any demonic influence, that doesn’t make it completely safe. In Jingar’s younger years raiders targeted the town riding off with livestock and other goods. They also took him. When one of the riders found the half-elf hiding behind a cart in town his eyes went wide and he dropped whatever he was carrying to scoop up the boy.

The cave in which the raiders lived were covered in paintings of deformed creatures. Tentacles, multiple eyes, odd appendages, and twisted bodies were all common themes of the wall paintings. The tribe of raiders would chant and scream through the night and each night they would present Jingar on a simple altar of black rock caked in blood. Each night he thought he was going to die, but all they ever did was continue to chant and scream.

For ten days and ten nights Jingar was prisoner to these tortured souls. Although he feared them, there was something familiar. On the eleventh day a man rode in on a great beast, like a giant wolf. He tore through many of the cultists and scattered the rest. He introduced himself as Jingar’s uncle who was there to take him back to his parents. The two rode in silence for hours, when Jingar asked his unknown relative about the wolf the man called it his ‘little god.’

When Jingar returned he found that not only had he been kidnapped but that his mother had been killed in the raid. After much discussion and raised voices it was decided the boy would go with his uncle, away from Gundrun. In the night they left and headed as far as they could go.

The trek was long, clear south across Avistan, down the Sellen River, and into Taldor. In the crumbling empire’s capital they rode a boat – the largest Jingar had ever seen – and sailed for Abasalom. From the city at the center of the world they took one more ship around across the inner sea and to the far off land of Katapesh.

During the trip his uncle taught Jingar the ways of the god caller. Although he never managed to summon his little god, the boy took to heart the historical connection of his people to the divine. What he also learned was that those in Gundrun were not the only Kellids left of Sarkoris. Some of the tribes turned on their own people and joined the demonic invasion. As their civilization was destroyed they killed their own for their new masters. These were the sins of his father’s father and the reason his family would always be dishonored.

Katapesh was not unlike his home in The Worldwound. Outside of the cities the land was harsh and unforgiving. Giving up the bitter cold for the sweltering heat took some getting used to but eventually he managed. Unlike his parents, his uncle had no settled job. He was what some might call an adventurer. And not every – as a matter of fact not most – of these adventurers were meant for children. Jingar spent a lot of time in small fringe towns while his uncle was off exploring some ruin.

Being alone gave the boy a lot of time to think. He loved his family, but now that he knew their history he longed for the days when his people were powerful. He longed for the history of strong leaders his father had told him about. In his longing both pride and denial of their horrific act grew.

In one small frontier town out in the Katapesh desert Jingar had an encounter with a group of traders. They called him a barbarian, uncivilized, and backward. They said that his people would never amount to anything. It was then that Jingar heard the call, he touched the divine and it heard his call, but what he called wasn’t the will of his people of old, it was the new divinity of his people as they are now.

Like the cave paintings of those who kidnapped him, Jingar’s little god was an aberrant ball of mouths and tentacles. The creature poured forth into the world and began to attack the traders. As his little god lay waste to those who would taunt him Jingar saw visions of The Worldwound. A voice called him to reclaim his cursed kingdom and take his mantle as chief.

Before his uncle could return Jingar ran off. He lost himself in the deserts of Katapesh with the voice of the Qlippoth Lord Yamasoth gibbering away in his mind. Unsure of where to go next he has twisted his love of his family with the need to rebuild their lost civilization in his own image as an homage to them. For now he is alone with his new master and his little god.

My interpretation of these bits of information isn’t the only way to build this character. What class did your half-elf choose? How did he come to worship Yamasoth? Who was the relative that he was so close to? Why did he mass murder a bunch of tradesmen?

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Monday, March 13, 2017

Random Roll 68 - The Randomness

A half-elf who’s human side is Kellid from a dishonored family who was at one point kidnapped. The stories that can be told with that information alone are innumerable. This character is also a mass murderer for religious reasons, following the Qlippoth Lord of cursed kingdoms, and file experiments. Sadly with a low intelligence score it leaves out many of the classes known for experimenting like alchemists and wizards, but we still have many choices open to us. So let’s see what we can come up this week.

Gender:Male
Race:Half-Elf
Human Parent Enthicity:Kellid
Nationality: Katapesh
Age:  26
Height: 6’ 5”
Weight: 185lbs
Alignment:Chaotic Evil

Str: 11
Dex: 14
Con:  13
Int: 9
Wis: 12
Cha: 18

Homeland: Raised in a Human Homeland - Frontier
Parents: Only your father is alive.
Siblings: You have no siblings.
Circumstance of Birth: [Dishonored Family] You were born into a family that once was honored among your society but has since fallen into disgrace. Now your family name is loathed and maligned by those who know it, putting you on your guard.
Parent's Profession: Artisans
Major Childhood Event: [Kidnapped] You were kidnapped at some point in your childhood. The kidnappers might have been pirates, slavers, thieves looking for ransom, a powerful guild seeking to blackmail your parents, a cult, and so on else. Before you were released, were ransomed, or escaped, you picked up on various aspects of the criminal underworld.

Influential Associate:[The Relative] There is a relative you were especially close to. To you, this person was the meaning of family. He helped shepherd you into adulthood, teaching you everything you know about the world. You are bound to this person or his memory, and you strive to keep a promise, vow, or oath that you made to him.

Conflict: [Mass Murder] You killed several sentient beings.
Conflict Subject: Tradesperson.
Conflict Motivation: Religion.
Conflict Resolution: [You Enjoyed It] Those who cling to petty morals have no understanding of what true freedom and power is. The fact is, you enjoyed your part in the conflict and would do it all over again if the opportunity presented itself. Many people know of your misdeed, and they also realize your complete lack of remorse.
Deity/Religious Philosophy:Yasamoth

Romantic Relationship(s): [A Few Significant Relationships] You’ve tried to make deep connections with individuals on several occasions, but it’s never worked out.
Drawback: [Family] Your family means everything to you, and there is nothing you wouldn’t do for them. Maybe your ties extend to your entire clan or bloodline, or perhaps there is one specific member of your family you hold closer than any other.

(Trait) Artisan
(Trait) Canter
(Trait) Frontier-Forged
(Trait) Oathbound
(Trait) Reactionary
(Story Feat) Liberator
(Story Feat) Lost Legacy
(Story Feat) Redemption
(Drawback) Family Ties

In the comments please tell us what character you would make with these disparate pieces information? What class would this half-elf  naturally gravitate towards? What Did his mother diel? Why is a kellid born half-elf in Katapesh? Who kidnapped him as a child? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider – that’s me right – by pledging as little as $1 on my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on FacebookGoogle+Tumblr, and Twitter.

Friday, September 2, 2016

Character Exploration 53 - Brun

I have to admit that this week’s random rolls posed a difficulty for me. The base stats and the random background tidbits all sang to me about one thing, a swashbuckler from an ethnic group not usually known for their panache. The harrow reading, however, went nowhere near what I had in my mind and I had to work hard to add bits that fit with the story. But that is the joy of the challenge and eventually I made everything work.

Harrow Interpretations

Signifier Card: The unicorn represents generosity, to offer up what one has to others. In this case is see that working very closely with this character’s idea of loyalty; Give to those until they prove they aren’t worth the aid. I also see this feeding into his upbringing. Being a peasant he understands what it’s like to have-not and thus gives to those in need.

Card One: The Owl represents where the character came from and shows an understanding of the hardships of life. The life of the peasant isn’t easy, and in the circle you serve the lords, and the animals serve you. Also being the youngest of three siblings there is a natural order to that dynamic as well. They can possibly get away with more than the ones that came before, but they’re also left with hand-me-downs instead of things that are new.

Card Two: The Hidden Truth shows the character seeing the greater truth of the world. In this case I see it linked to his choice to not worship the gods. After living a hard life. He learned the only thing he can rely on is himself. The truth is that the gods care little for mortals except as pawns in their wars against each other. And so that truth has made him an atheist of sorts.

Card Three: The Sickness represents an ability that the character would have. In this case I see it as saying that character has gained the ability to better resist sickness. But the character has a low fortitude, which doesn’t translate well. Story wise I see the character as having survived a disease at a young age. This has made him physically weak but it has given him resistances against diseases. This will be represented in the Trait Disease resistant as well as the Eldritch Heritage line of feats up to Improved Eldritch Heritage in the Pestilence Bloodline.

Card Four: The card that represents where the character is going is The Wanderer. The centaur is also known as the collector. As this represents where the character is going, I see it as he is going to be collecting things. And since swashbuckler is the class I’ve decided on, I like to think he collects the swords of those who lose to him in duels.

Brun

Although the Kellids are known as hardy folk, the perils of the Numerian wastes are not always conducive to prosperity. When Brun’s father was killed working as a laborer for an expedition with the Technic League, his mother took him and his older brother and sister across the border into Brevoy. A new chance in a slightly more fertile land was all she wanted for her children.

Settling in a small village in in the western lands of House Garess, the Kellid family still had their homeland at their backs as a reminder of where they came from. Brun’s mother, who had a way with animals, worked with the local farmers, tending their herds. His older brother had a strong back and worked as a laborer. Life was hard but at least the terrors from the stars were left behind in Numeria.

Brun’s distaste for the deities of Golarion began early, he blamed them for not protecting his father. When the wasting disease came and took the lives of his siblings, as well as crippling him, he blamed both Urgathoa for bringing the plague and all of the good deities for not stopping it. “You can’t rely on the fickleness of these divine beings so you should rely on yourself” became his motto. To deal with his feelings of disgust for the deities he would often cause trouble for the local churches. Never anything serious, mainly petty theft or vandalism.

Although his body was irreversibly damaged by the plague that killed his siblings he built up a higher tolerance for diseases. After the wasting disease, Brun rarely took ill even when everyone else in the village did. Some say he was touched by the pestilence, claiming either Urgathoa or the Horsemen of Plague had claimed him as his own. This immunity was small consolation for the frail frame he was left with.

In his early teens Brun took to sword play. He was a natural and could fool his opponents by switching between quick finesse attacks and brute strength assaults. He eventually took to entering in the tournaments that the folk of Brevoy so enjoyed. Unlike many of the other entrants who received sword training from childhood, Brun was self-taught—for which he was often ridiculed.

Brun never paid any mind to the voices that spoke ill of him. At the age of sixteen he eventually won a local tournament, despite many of his opponent’s attempts to cheat the poor foreign boy. His victory also brought other attentions. A wandering swordsmen took notice and entreated Brun’s mother to be allowed to take her son as an apprentice. Wanting better than a life of toil for her son, his mother agreed.

The wanderer, as it turns out, was a retired Aldori Swordlord. He traveled Brevoy on a self-imposed exile and had been looking for a pupil to pass his knowledge of swordplay on to. Like Brun, the errant duelist found little succor in the deities of the world. He consistently remarked that the only thing a man can trust in the world is his own steel.

Brun’s training lasted for four years before his master succumbed to the ravages of old age. His dying request was for Brun to bring his dueling style back to the world. Brun took this request seriously and now, like his mentor, he wanders Brevoy. Unlike his master, instead of seeking a pupil he seeks to prove his teacher’s superior style. Armed with the Aldori dueling sword that was left to him by the former Swordlord, Brun has already bested two other would-be duelists. For every duel he wins he adds the sword of the loser to his own collection.

There you have it, a Kellid swashbuckler from Brevoy. What class would you have chosen for this character? Why does this character choose not to have any god as a patron? How did you interpret the harrow reading?

Just as Brun collects swords so to does the CRB collect stories. If these character backgrounds spark your imagination please consider donating to my Patreon. Looking for more from the CRB? Come find me on Facebook, Google+, Tumblr, and Twitter. My inbox is open for questions and comments on all platforms.

Monday, August 29, 2016

Random Roll 53 - The Randomness

A seemingly simple character strong, quick and an overwhelming force of personality. Not to bright but such is the life of a peasant. The seemingly simple is the perfect time for deep character reflection. Where does he get his sense of loyalty from? What kind of competition did he win? Why has he chosen not to take a patron deity? Does he even worship the gods at all?

Because it went over well I have kept the harrow reading. I will work it into my character but if you don’t want to you do not need to. Let’s see who’s up to the challenge.

Gender: Male
Race: Human
Human Ethnicity: Kellid
Nationality: Brevoy
Age: 20
Height: 6’ 0”
Weight: 190lbs
Alignment: Chaotic Good

Str: 14
Dex: 15
Con:  9
Int: 7
Wis: 10
Cha: 19

Homeland: Town or Village
Parents: Only your mother is alive.
Siblings: You have 2 biological siblings.
- biological older brother
- biological older sister
Circumstance of Birth: [Lower-Class Birth] You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement.
Parent's Profession: Serfs/Peasants
Major Childhood Event: [Competition Champion] You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high stakes gambling, or something mundane like an eating championship.

Influential Associate: [The Wanderer] You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, convict, merchant, outcast, soldier, or sailor. This person brought you wondrous mementos and told you of all the places he had traveled and the people who lived there, inspiring a wanderlust within you.

Conflict: [Petty Crime] You committed a minor crime, like vandalism, trespassing, or mischief.
Conflict Subject: Clergy.
Conflict Motivation: Amusement or Entertainment.
Conflict Resolution: [No Guilt] Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don’t deny it when confronted either.
Deity/Religious Philosophy: No Patron Deity

Romantic Relationship(s): [A Few Significant Relationships] You’ve tried to make deep connections with individuals on several occasions, but it’s never worked out.
Drawback: [Loyalty] You value loyalty over all things. You treasure the friends, associates, and lovers you have earned throughout the years, and when someone breaks your trust or betrays you in some way, you become utterly unhinged

(Trait) Influence
(Trait) Kin Guardian
(Trait) Mercenary
(Trait) Poverty-Stricken
(Trait) Worldly
(Story Feat) Champion
(Drawback) Pride

Harrow Reading

We read the cards in the cross pattern.  Card one being where the character came from, card two an important event in the characters life, card three represents a talent the character will have , and card four represents where the character is going. Surrounded by the signifier that represents the character.

Signifier card: The Unicorn (chaotic good, Charisma) is a card that generously offers that which the subject seeks, just as the charger in the picture offers up its fruit.

Card one: The Owl (neutral, Wisdom) represents the eternal wisdom of the natural order. It is the harsh realism that causes a pack of wolves to cull the weak in the herd. It is tragic for the culled deer, but through such actions the herd grows stronger. The needle The Owl holds binds life together, but just as easily can pick that life apart.

Card Two: The Hidden Truth (lawful good, Intelligence) symbolizes the ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets.

Card Three: The Sickness (neutral evil, Constitution) represents plague, pestilence, famine, and disease. It can also indicate corruption of the soul or of a multitude of souls.

Card Four: The Wanderer (neutral good, Intelligence) is a collector. This centaur appreciates that which others regard as junk or trash. The Wanderer appears to those clever enough to find the true worth in something others ignore or treat as worthless.

In the comments please tell us what character you would make with these disparate pieces information? What class would this Kellid naturally gravitate towards? Who is this atheist? And don’t forget to stay tuned Friday when my background hits the CRB.

The CRB not only brings you the creative content you desire but makes you look inside for your own creativity. If you feel both inspired and pushed to created please consider supporting your favorite content provider (that’s me) by pledging as little as $1 on my Patreon. If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle
Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on Google+, Facebook, Tumblr, and Twitter.

Wednesday, October 7, 2015

You Reap What You Sow

It's Halloween, my favorite time of year. We’ve already got a witch hunter and a god that fights against things that go bump in the night for our October posts, but this month is about more than just ghouls and ghosts. It is also harvest season.

Harvest time, especially during the technological equivalent time on Golarion, is profoundly important. It is something pretty much every culture has in common, although they may celebrate it differently. This week we’re going to come up with some harvest festivals from a few different countries. We will touch on both human and non-human cultures as well.

First we’ll delve into Taldor, the great decadent empire, and its many serfs; then the common folk in the dark land of Nidal. Next we’ll explore harvests in the deserts of Katapesh; Halflings and their grand celebrations; and the Kellid subsistence farmers in the tainted lands of Numeria. Let’s take a look how all these folk celebrate.

The massive underclass of "the unbearded" make up 99% of Taldor's population. Even so the Taldane nobility sees most of the profit from a harvest. Taldor has a devastating tax rate and laws designed to keep the unbearded in poverty. It could be said that in arguably one of the oldest empires in Avistan the Taldane serfs are practically slaves.

But the lords of Taldor know what open revolt looks like; they seek not to go the way of Galt to the north. During the harvest season the Taldane nobility put on a show for the peasantry. After crops of have been taken in, the local lords set up a festival day. The serfs from across the land are invited to come and feast with their overseers.

Now to the Lords this is just show, let the peasants feel as if they’re equals. Many of the richer noblemen put on gaudy parade with over-the-top floats. They throw baubles at the serfs so that they may dress themselves up as kings and queens. At the feast the farmers see the return of some of their food stuff to eat, but it is of the lowest quality, with the weakest watered down ale to chase it.

The rulers of Taldane know full well that this does nothing tangible for their charges, but the hope is that it’s enough to keep them in their place one more season. Thus far things have gone as planned and serfs look forward to harvest time every year. The Taldane lords just hope they never look to the west and the free country of Andoran.

Even the plight of the Taldane serfs pales in comparison to the outright fear that the common folk of Nidal have for their overlords, the chosen of Zon-Kuthon. Nidal is a dark and foreboding place that any sane person would want to steer clear of. The peasantry is rightfully terrified that if they try and leave they’ll be flayed alive.

Harvest season may be a time for bringing in the grain from the fields and the fruit from the trees, but in Nidal the bigger fear is the harvest of the soul. As the nights begin to get longer and the darkness has more time to settle in, the more sinister creatures begin to walk the land. The Nidalese people use their harvest festival as a time to ward off these evils.

Large bonfires are built at the center of small farming towns. Lanterns are hung from the trees around the village to keep light in the dark places. Although Zon-Kuthon is the only god allowed worship within the borders of Nidal, silent prayers are made to various goodly gods for protection. The people drink and tell stories, usually the elders regale the young about the time a monster actually did come to the area. Finally at the end, some of the harvest is thrown into the bonfire to appease the dark god and keep the town safe.

Not all harvest festivals are dark or just for show, nor are all harvest festivals in the fall. In the far off reaches of Katapesh the biggest crop is the Pesh cactus. This succulent blooms in the spring and so the people of Katapesh celebrate their bountiful harvest during the blooming months when the sun starts to stay out longer.

The Avistani drug Pesh is primarily used by addicts with little more knowledge of the plant than its intoxicating effects. In Katapesh the drug is renowned for opening the mind’s eye and is highly sought after by seers and oracles of all stripes. During the Pesh harvest soothsayers from across the land will come gather at harvest sites to get the purest and freshest Pesh in hopes of seeing something truly monumental.

The Day of the Open Eye has become a phenomenon now, focused around these ecstatic holy men. Large gatherings have cropped up and the whole event has become a time to celebrate for all. Of course Pesh use, even by non-seers, is common. But it’s also a time to drink wine and eat copious amounts of food. The whole event ends in the wee hours of the morning when the last seer utters his final words. There is, of course, a chronicle on hand to record all visions spoken by the oracles.

One of the more peculiar occurrences of these Kelesh festivities is that they tend to draw Pugwampi. The mischievous little gremlins are drawn to the fact that half the people there are in an altered state and just ripe for their shenanigans. To this end halflings are always invited to the festivities, already added as good luck charms to everything from noble’s courts to trading caravans. It is thought that the halfling’s natural good luck will ward off the Pugwampi’s misfortune.

Halflings abound all over Golarion, but not all places see them as lucky charms. Much of Avistan sees them as second class citizens and even slaves. The place where halflings are the most free is within the borders of Andoran. Here halflings own land, run for office, and live happy and healthy lives. With that comes much more to celebrate about, and celebrate they do.

The halflings in Andoran usually live in small clusters of larger family groups, with a handful of extended families comprising the whole town. Calling someone “cousin” is almost always because they actually are. Cayden Cailean tends to be a very prominent god in these halfling towns and as such it can be seen in the way they celebrate.

The Halfling families celebrate the harvest, not in one feast but over the course of a few days. Each major family hosts a gathering and they desperately try and outdo one another. Not for vanity mind you, but for the honor of throwing the best party. Food, music, games and most of all beer are prevalent throughout these Halfling bacchanals. Some of Cayden’s most fervent worshipers try to (and often succeed at) staying drunk for the entire week.

Abundance doesn’t come naturally everywhere. The wastes of Numeria do not lend themselves to anything more than subsistence farming. The Kellids grow mostly root vegetables to partner with the meat they hunt for. Grains are mainly the province of larger towns that can afford to import them from Brevory or the River Kingdoms.

Lack of available space isn’t the only problem that Numerian farmers have to deal with. The metals and runoff that have made their way into the land after falling from the sky have poisoned much of the soil. Sometimes these contaminants are unnoticed until too late, and they don’t just kill off those who eat the tainted food. Sometimes the tainted food eats them.

Legend among the Kellids speaks of the night of the killer potato; when the alien liquids had seeped into the land mutated one of the Numerian farmer’s spuds into a perverted form of life. The homicidal potato murdered the farmer and devoured others in the village before running off into the night. Many Kellids swear that the mutant potato still roams the Numerian wastes.

During the harvest season much of the food must be checked for contamination. This process has helped form the somber harvest ritual that many Kellid tribe go through before their meager victuals can be eaten. Not every part of their ceremony is dour. Usually one of the younger men of the tribe will dress up as the mutant potato and chase around the kids, who in turn whack him with sticks. When the Potato man finally “dies” the children are offered tasty treats for their heroism.

And there you have it, five different harvest celebrations. But Golarion is a big place and there are probably many other harvest traditions. Be it Golarion or Homebrew, figuring out the important customs of a people helps shape the culture. So what are your harvest ideas?