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  Player’s Guide
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  Council of Thieves
  ®
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  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open 
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  Player’s Guide
  3
  Player’s Guide
  3
  Player’s Guide
  I
  n this Adventure Path, you and your fellow 
  adventurers help restore the crumbling honor of 
  Westcrown, fight against a decades-old curse, and 
  do battle with an enemy far more deadly than any simple 
  fiend, all in the hopes of returning a measure of splendor 
  to this long-beset metropolis. But before you set off on this 
  quest, this guide will prepare you for the challenges you 
  and your companions will surely face. Pay close attention 
  to the wisdom contained herein, for it may save not only 
  your life, but your very soul. 
  How to Use tHis GUide
  Aside from introducing the Council of Thieves Adventure 
  Path, this guide is intended to aid players in the creation 
  of characters native to Cheliax. The information presented 
  herein is common knowledge, especially to characters who 
  call Cheliax home. This guide is organized to help root 
  characters in the area in and around Westcrown—the focal 
  point of this entire Adventure Path. While any character 
  can take part in the Council of Thieves, those created and 
  using this guide are likely to have more personal motivation 
  as the events of the Adventure Path unfold. As the first 
  adventure, “The Bastards of Erebus” in Pathfinder Adventure 
  Path volume #25, begins in Westcrown, characters should 
  consider being local to that community or have a reason 
  for a long-term visit to the area. If you choose to create a 
  character from beyond Cheliax’s borders, work with your 
  GM to establish a reason for being in Westcrown.
  If this guide whets your appetite for more information 
  about Cheliax, be sure to check out the Pathfinder Chronicles 
  supplement Cheliax: Empire of Devils, which explores the 
  country in detail and gives a player-friendly overview of 
  the city of Westcrown. In addition, a comprehensive article 
  on Westcrown aimed at GMs can be found in Pathfinder 
  Adventure Path volume #25. An additional GM’s Guide 
  was at one point planed to hold information expanding 
  the Westcrown region, but that content now makes up 
  the Westcrown Environs section of this supplement, 
  adding even more information for both players and GMs. 
  Beyond that, check out the Pathfinder website (paizo.com/
  pathfinder) and each subsequent volume for more character 
  ideas, discussions, and revelations about Westcrown, this 
  Adventure Path, and the surrounding world. Rest assured, 
  this guide is merely the first glimpse, and your adventures 
  in Cheliax are just beginning!
  AdventUrers
  Cheliax is a land of deception and intrigue, backstabbings 
  and bluffs. Westcrown in particular labors under a cursed 
  history, with all manner of loosely moraled individuals 
  populating its many shadowed streets. A flame shines 
  all the brighter in the dim Westcrown, though, and 
  adventurers of courage and principle find their services 
  greatly needed, and the ability to make a difference draws 
  heroes from all over the land. The Wiscrani (as citizens of 
  Westcrown are known) often live hard lives, yet they carry 
  themselves with pride nevertheless.
  The following section presents information on the most 
  common races and classes that might rise to glory during 
  the course of the Council of Thieves Adventure Path. For 
  additional information about the races and classes of 
  Golarion, consult the Pathfinder Chronicles Campaign Setting.
  rAces
  Cheliax is primarily a country of humans, but other 
  humanoids of any type can be found in Westcrown and the 
  other large cities. Unlike most of Golarion, Cheliax is also 
  noted for an unusually large tiefling population, and as 
  such, this fiend-blooded race is included. Check with your 
  GM for permission to play a tiefling character before you 
  start, though, as tieflings are slightly more powerful than 
  the base races.
  Thrown into chaos after the death of the god Aroden, Cheliax found a new spiritual 
  guide to help tame the resulting lawlessness and destruction—Asmodeus. Dominated 
  today by the Thrice-Damned House of Thrune, Cheliax is a land of inflexible order, 
  like a rigid steel blade tempered in the fires of Hell. It is a land where nobility and 
  virtue take second place to a ruthlessly imposed harmony. It is a place where talks 
  of past glories are only whispered in the dark, where heroic ambitions are kept to 
  oneself, and where normal people strive to blend into the safe anonymity of the 
  crowd. It is here, in the country’s former capital of Westcrown, that the Council of 
  Thieves Adventure Path takes shape.
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  Dwarves
  Westcrown and other large Chelish cities do a brisk business 
  in recovered relics and salvaged goods from abandoned 
  noble estates, and dwarven traders often frequent Cheliax 
  because of these rare items. Most Chelish cities have 
  ruined areas where entire estates collapsed due to neglect 
  and abandonment; many  dwarven adventurers enjoy 
  spelunking in these “urban ruins.”
  Some dwarves come to Cheliax as emissaries from 
  their homelands, here to do business with wealthy 
  houses. Rumor holds that in some dwarven communities, 
  mining operations have provoked skirmishes with fiends 
  who live under the earth. Dwarven emissaries may be 
  in Cheliax seeking better methods for fighting these 
  fiends—or they might seek out such techniques for their 
  own personal benefit.
  Elves
  The Barrowood, just north of Westcrown, holds a small 
  elven settlement. In the last few decades, some elves have 
  drifted from the woods. A few left the country altogether, 
  while others settled in small communities within 
  Westcrown and other Chelish cities. 
  Elven communities tend to be insular and mistrustful of 
  humans and tieflings entering their districts; humanoids 
  of other types are met with less hostility. In particular, elves 
  are greatly suspicious of human nobility in Cheliax, for it 
  is here that the devotion (be it legitimate or lip-service) to 
  Asmodeus and diabolism are most common. As a result, 
  elves in Cheliax are more likely to be found dwelling among 
  the poorer folk rather than amid the higher classes.
  Gnomes
  Gnomes with a flair for summoning magic sometimes 
  gravitate to Cheliax in the hopes of learning ways to 
  summon and bind powerful devils. Gnome wizards 
  sometimes garner sponsorship from noble houses, but 
  later may find it difficult to extricate themselves from such 
  agreements. Most prefer to hire out their services on a 
  case-by-case basis and use their fee to finance expeditions 
  into abandoned estates that might hold ancient texts. 
  Gnomes in an advanced state of bleaching, in search for 
  the most extravagant experiences available, might come to 
  Cheliax to flirt with the danger of diabolists and treachery. 
  Such work is easy to come by, but hard to forget. Those that 
  do so come away revitalized, but their experiences color 
  them in some way, with soot-black hair, flame-tinted eyes, 
  or extra-long nails. 
  Halflings
  Decadent noble houses require many servants to keep the 
  estate running. Halflings in Cheliax—as elsewhere—are 
  favored as slaves due to their stamina and their amenable 
  natures. Even better, at half the size they take up half the 
  room when it comes to providing housing. Over the years, 
  many halfling slaves have found themselves abandoned 
  when their employers died or fled the country, and 
  halflings in Westcrown and other large cities are often 
  descended from these freed slaves. 
  Halflings are ubiquitous in Chelish cities, and some 
  make good use of their ability to go unnoticed. A halfling 
  servant may secretly act as a spy for another house or for 
  a guild, secret organization, or even an adventuring party. 
  Halflings are part of many different city affairs, from 
  housekeeping in noble estates to scribing in courthouses, 
  and when information is needed, one usually finds a 
  halfling in the know.
  Half-Elves
  Westcrown has something of a reputation in Cheliax 
  as being a place where society’s leftovers live, and as a 
  result, half-elves often find themselves drawn to the city. 
  Most arrive from other lands and settle in Westcrown 
  for personal reasons, but enjoy the fact that little is made 
  of their mixed heritage—tieflings take the brunt of the 
  racism normally reserved for half-elves here. In fact, 
  Tieflings with minor fiendish features sometimes attempt 
  to pass themselves off as half-elves. Unfortunately for both 
  races, this tactic is well known and often leads to innate 
  mistrust of half-elves. Half-elves may even be required 
  to prove they are what they appear to be before entering 
  certain areas.
  Half-Orcs
  Half-orcs can live a comfortable existence in a city like 
  Westcrown. The presence of tieflings and diabolists 
  makes half-orcs seem less of a threat, even pedestrian. The 
  countless political games in progress often require hired 
  muscle, and noble estates are always hiring more guards. 
  Some half-orcs take offense at being taken for mere thugs, 
  but many find security in such jobs. Some half-orcs find it 
  so comfortable in the cosmopolitan streets of Westcrown 
  or Egorian that they make permanent homes there. Others 
  plan to stay in Cheliax only as long as it remains profitable 
  and then move on to grander adventures elsewhere.
  Humans
  Most of Cheliax’s citizens are humans, and most humans 
  belong to some sort of noble line. Those that don't tend to 
  act as if they do—in reality, the House of Thrune officially 
  recognizes some 250 noble families. Many more claim 
  nobility or pretend to relate to one of the legitimate houses. 
  Lineage and standing are currencies almost as valuable as 
  gold in some circles.
  Ethnic Chelaxians amount to around three-quarters of 
  the human population in Cheliax. Azlanti and Taldans 
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  make up most other humans in the country. Many ethnic 
  Chelaxians claim a bloodline descended from Old Azlant, 
  and some even portray themselves as genuine Azlanti 
  (no one has ever been able to prove pure Azlanti heritage, 
  though). Taldans get along well with Chelish nobility, 
  finding it easy to enter and make an impression in high 
  society. Taldan women are notorious trend-setters in 
  Chelish society, always on the cusp of the latest fashion 
  and ready to fiercely admonish those who fail to follow 
  their lead. Taldan men have caused many troubles for 
  Chelish noble houses over the years with their interest in 
  attractive, young noble ladies. 
  Traders from more distant lands are common, as 
  are visitors on a particular mission. Cheliax's ability to 
  produce magic items and masterwork weapons draws 
  traders from many different areas. Criminals on the run 
  sometimes see Cheliax as an easy place to live a shady life 
  but underestimate the rigid order of Chelish guilds. 
  Tieflings
  Tieflings enjoy an unusual status in Cheliax, though 
  perhaps “enjoy” is the wrong word. Chelish diabolists 
  view tieflings as subordinate to humans. Tieflings are 
  seen as lesser beings, born of human fallibility or devilish 
  trickery. Noble houses hide tiefling heirs away, ashamed 
  of their very existence, or reluctantly allow them some 
  control over the family business (usually if there is no 
  other reliable heir available). 
  Because of this tarnished history, most tieflings in 
  Cheliax carry around hatred and resentment in their 
  hearts. Some strive for greatness as a way to prove their 
  worth and show up those who failed to appreciate their 
  talents. Others embrace their heritage and become fiends 
  in mortal form, running illegal operations, thieving, 
  murdering, or worse. Most fall somewhere between 
  these extremes, struggling to find their path among the 
  shadowed streets.
  clAsses
  While some classes are more strongly represented in 
  Cheliax, all 11 standard character classes exist and thrive 
  within the complicated country. Cheliax was once a mighty 
  empire, spanning many modern nations, but though 
  Cheliax's borders have receded, its cosmopolitan history 
  allows for many different types of heroes. 
  Barbarians
  A few barbarians make their way to Cheliax. On occasion, 
  an exiled Shoanti or a few lone survivors from a massacred 
  tribe settle in Cheliax. At other times, a barbarian might be 
  an exotic slave recently released from his duties and made 
  a free man or woman. Such individuals tend to be haunted 
  by some past tragedy, sullen loners who seek out dangerous 
  work and decadent distractions. Half-orc barbarians who 
  could not find a place in their home tribes also appear 
  in Cheliax. Grunt work—as bodyguards, enforcers, 
  gladiators, thugs—is available for barbarians who wish to 
  find jobs in Westcrown or other major cities. Employers 
  are reluctant to trust barbarians with important guard 
  work, though, due to their frenzied and chaotic fighting 
  style; in a lawful country like Cheliax, barbarians make 
  most people nervous.
  Bards
  Bards enjoy great popularity in the plush drawing rooms 
  of the noble houses. A certain flair for the dark and twisted 
  serves bards well in Cheliax; many in the upper-class enjoy 
  a tale of horror more than a simple love story, and muddled 
  morals can make it difficult to agree on what constitutes a 
  happy ending. Acrobats, jugglers, and musicians are always 
  in high demand for parties and ceremonies. Historians, 
  too, are drawn to Cheliax. Yet it is the actor who typically 
  Playing Tieflings
  Since tieflings are slightly more powerful than the base 
  races, check with your GM before you create a tiefling 
  character. The difference in power is slight enough that 
  some GMs won’t mind letting you play a tiefling, but the 
  following requirements can help to mitigate the disparity 
  between the races—your GM may require one of the 
  following from you (or a similar restriction) if you play a 
  tiefling. Work with your GM to find a solution that pleases 
  your entire group.
  XP Debt: Before you gain actual XP to progress in level, 
  you must “work off” an XP debt equal to half what you 
  normally need to reach 2nd level. This puts you slightly 
  behind other characters in the party, who will reach higher 
  levels more quickly than your character, but as you gain 
  levels, this gap narrows.
  NPC Class: Your GM might require you to begin a 
  tiefling character as a commoner, expert, adept, or warrior 
  at 1st level.
  Tiefling Trait: If your GM allows bonus traits, he might 
  require your tiefling character to take the “Infernal Bastard” 
  trait (see page 9); this trait is designed to “depower” the 
  basic tiefling race to bring it more in line with the power 
  afforded to a typical PC race.
  PC Boons: Your GM can simply give the other PCs a 
  boon to bring their races up in level to equal the slightly 
  increased power afforded to the tiefling. Allowing a non-
  tiefling PC to gain an additional +2 bonus to an ability 
  score that doesn’t already have a racial bonus applied to 
  it is one solution, as is increasing a non-tiefling’s starting 
  cash by 500 gp.
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  achieves the greatest fame in Westcrown itself; a bard 
  who makes sure to take skill ranks in Perform (act) has a 
  significant advantage over others in the city of Westcrown. 
  The country holds such a rich and disturbing history, full 
  of tragedy and lost information, that it seems a veritable 
  treasure trove to those interested in the past. Bards with 
  a strong knowledge of genealogy and blood histories find 
  much work in tracing family lines, but they must beware 
  of uncovering the wrong information. 
  Clerics
  Although the nobility of Cheliax openly pays lip service 
  to Asmodeus, the majority of the nation’s people are little 
  different from those found in other lands—only more 
  oppressed and guarded about their actual faith. With the 
  same hopes and goals as their neighbors, Chelish folk 
  find appeal in the same deities as other common folk, 
  though many do so under the burning eye of Asmodeus’s 
  faithful. Thus, adherents of any faith might be found 
  in Cheliax, though they tend to keep their convictions 
  subtle in the face of rampant diabolism. Clerics of all 
  religions practice in the country, though the numbers of 
  non-lawful deities are significantly fewer, usually being 
  little more than traveling priests. Westcrown was once 
  an epicenter of Aroden worship, but in the century since 
  his death actual worshipers of this dead god have all but 
  vanished, even if his shrines still stand. In most cases, 
  clerics of Iomedae have taken up the mantel of honoring 
  Aroden’s legacy.
  Small temples to Erastil, Abadar, and in particular to 
  Iomedae do exist in Westcrown, the former mostly in 
  rural communities, the others in larger cities. Where 
  Iomedae's faith exists, it tends to emphasize her aspects 
  of rulership and justice over honor and fairness. This may 
  be the influence of the rigid noble hierarchy in Cheliax, 
  or the power of the infernal faiths of the aristocracy, or 
  it may be a survival mechanism; to preach too openly on 
  goodness and fair play in the streets of Westcrown could 
  mean trouble for the church. 
  Clerics and worshipers of all other gods exist in Cheliax, 
  but most keep their activities hidden, or at least private. No 
  worship is outright forbidden in Cheliax, but going against 
  tradition can draw unwanted attention. The exception to 
  this is the church of Shelyn. Her followers openly maintain 
  shrines and conduct colorful, beautiful ceremonies in 
  public (usually involving acrobats and musicians). For the 
  darkness pervasive throughout Cheliax, even the decadent 
  nobles can’t resist the appeal and entertainments of the 
  goddess of beauty.
  Druids
  In rural areas of Cheliax, druids often assist settlements 
  with agricultural pursuits, animal husbandry, and 
  weather-related issues. Villagers may not recognize 
  the wise old hermit or hedge witch as a druid, but their 
  services are generally welcome, if not fully understood. Yet 
  even in cities like Westcrown, druids are not unknown. 
  As a port city, druids with particular focus on water and 
  weather are often sought out for advice or aid. Druids who 
  help control some of Westcrown’s problems with pests like 
  rats, ravens, and other animals, and who serve to ease the 
  clash between civilization and nature, are always welcome 
  in Cheliax. The sight of a druid walking the streets of 
  Westcrown with an animal companion at her side is not 
  uncommon—most Wiscrani druids have badger, bird, dog, 
  horse, pony, or wolf companions, but in such a city where 
  exotic delights are much sought after as distractions from 
  daily life, stranger companions like apes or dinosaurs or 
  snakes are not unheard of.
  In cities, some druids assist the church of Shelyn in 
  creating urban parks and gardens for all to enjoy. Others are 
  simply loners looking for ways to stop the encroachment of 
  urban centers on the surrounding wildlife, or methods to 
  introduce more wild elements into cities. The influence of 
  diabolism and shadow magic in large cities can sometimes 
  warp local wildlife, and some druids go to great lengths to 
  uncover the sources of this corruption and end them.
  Fighters
  Fighters rarely lack employment opportunity in any area of 
  Golarion. In Chelish cities, fighters are always in demand 
  as bodyguards, estate guards, captains of private security 
  details, and muscle for hire. Many noble houses hire 
  fighters as personal trainers for their heirs. City guards, of 
  course, are always looking for trained fighters. A fighter's 
  adaptability and experience make him an asset to Chelish 
  nobility. Trustworthy fighters may be granted particularly 
  important missions, such as guarding valuable magic 
  items, family treasures, or noble heirs. Such work carries a 
  risk, however; should a fighter triumph in his mission, he 
  must be on guard for employers who would rather kill their 
  hireling than leave sensitive information in his grasp.
  Monks
  Many Chelaxians see the benefit of expertise in unarmed 
  combat. Most political dealings and secret conclaves ban 
  weapons, so monks are exceptionally valuable to locals. 
  Noble houses consider it prudent to arm their heirs with 
  the ability to defend themselves, even weaponless. A monk 
  forced to abandon his order for any number of reasons can 
  often find work as a trainer in Cheliax. 
  Paladins
  Paladins face many of the same challenges clerics do in 
  Cheliax. Worshipers of Asmodeus openly walk the streets, 
  protected by the sadistic but nonetheless legitimate House 
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  of Thrune. A paladin in Cheliax, particularly a major city 
  such as Westcrown or Egorian, must take care to rein 
  in her righteous impulses and work with the existing 
  law rather than attempting to barge through it. A well-
  intentioned strike against evil could result in brutal 
  government-sanctioned retaliation, and an imprisoned 
  paladin combats evil far less effectively than a free one. 
  Yet for all the corruption of the country’s rulers, there are 
  many more evils to face within the country, and a paladin 
  might work great deeds in the eyes of Cheliax’s people by 
  combating subtler and potentially even more destructive 
  evils. Paladins of Abadar, Iomedae, and Shelyn most often 
  find their way to Cheliax, their devotion to order typically 
  being well satisfied within the rigid society even as they 
  crusade to make the land a better place for its people.
  Rangers
  Rangers find many reasons to wander Cheliax. Many 
  twisted beasts not seen elsewhere exist in the empire of 
  devils, fascinating to rangers who seek to hunt or tame 
  particularly rare species. Rangers with a particular bent 
  toward tracking and destroying creatures often find 
  employ even in major cities, as even after centuries of rule 
  the country holds many wildernesses. Thugs and brigands 
  of every stripe cause havoc throughout the country, and 
  a ranger adept at hunting humanoids can be an asset to 
  city guards and noble houses alike. In the ancient and 
  often ruined streets of Chelish cities, restless spirits can 
  linger, guarding the treasure living adventurers now seek. 
  Of course, in a country ruled by diabolists, rangers with a 
  penchant for hunting the fiend-blooded prove extremely 
  valuable—and extremely dangerous.
  A ranger’s best choices for favored enemies in Council 
  of Thieves are (listed alphabetically): humanoid (human), 
  outsider (lawful), outsider (evil), outsider (native), undead. 
  Good secondary choices include aberration, animal, 
  construct, fey, humanoid (giant), magical beast, and 
  monstrous humanoid. Opportunities to fight all monster 
  types occur in the Adventure Path, but the ones listed 
  above are most common.
  A ranger’s best choice for favored terrains are urban 
  and underground. Good secondary choices include forest, 
  mountain/hills, swamp, or water. Other favored terrain 
  choices are poor selections for the Council of Thieves 
  Adventure Path.
  Rogues
  Despite its devious denizens and dark reputation, Cheliax 
  has a strong love for law and order. Their bond with devils 
  and innate desire for control influences Chelaxians to 
  conduct their affairs with a certain respect for legality. 
  Even those nobles most committed to maintaining an 
  orderly and controlled city, though, can always find use 
  for a skilled rogue. The strict laws and watchful guards 
  of Chelish cities create a fascinating dichotomy, ending 
  most upstart gangs and lawless ventures before they 
  begin, while practically encouraging the efforts of subtler 
  and more organized criminal ventures. Both Egorian and 
  Westcrown have fertile rumor mills concerning pervasive 
  criminal organizations, though the rulers of both cities 
  deny the existence of such.
  Noble houses also make frequent use of spies and 
  infiltrators. Thieves are rarely used to steal items or money 
  from rival houses—doing so is viewed as tasteless and vulgar. 
  Assassination, however, is a respected and time-honored 
  tradition among the nobility, and assassins, kidnappers, 
  and spies rarely have trouble finding work in Cheliax.
  A rogue (or, indeed, any character with a large amount 
  of skills) would do well to consider spending skill ranks 
  on the following skill choices in particular for Council 
  of Thieves: Bluff, Diplomacy, Disable Device, Disguise, 
  Knowledge (all), Linguistics, Perception, Perform (act), 
  Sense Motive, Spellcraft, Stealth, and Use Magic Device.
  Hellknights
  The lawful orders of Hellknights are very much a part of 
  Westcrown. The closest Hellknight fortress, Citadel Rivad 
  (see page 10), houses the oldest of the Hellknight orders—
  the Order of the Rack. During the Adventure Path, the 
  Order of the Rack may take on a relatively adversarial role, 
  and a PC who wants to become a Hellknight should not 
  associate himself with this order. The Pathfinder Chronicles 
  Campaign Setting provides more information about other 
  Hellknight orders, and Pathfinder Adventure Path volume 
  #27 will contain extensive information about these orders, 
  including a prestige class that characters can aspire to 
  take. In particular, the Order of the Scourge is an excellent 
  choice for a PC Helllknight, as this order is (among other 
  things) quite keen on opposing organized crime.
  Although details of that prestige class are not presented 
  here, the requirements your character needs to fulfill before 
  taking the 15-level Hellknight prestige class are as follows:
  Base Attack Bonus: +5
  Weapon Proficiency: You must be proficient with all 
  martial weapons.
  Armor Proficiency: You must be proficient with heavy 
  armor.
  Alignment: Any lawful.
  Special: You must defeat a devil as part of a special 
  ceremony witnessed by another Hellknight. More details 
  on this ritual are presented in Pathfinder Adventure Path 
  volume #27, but this information is not necessary for you 
  to worry about too much during character creation or your 
  first few levels of experience. 
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  Sorcerers
  It comes as no surprise that most sorcerers native to 
  Cheliax trace their unusual powers to infernal ancestry. 
  Tieflings often manifest sorcerous powers thanks to 
  their muddied bloodline; sorcerers in general are thus 
  viewed with some suspicion thanks to their cultural 
  association with tieflings. Sorcerers are also seen as 
  chaotic and uncontrolled compared to disciplined 
  wizards, and thus garner more suspicion from the 
  orderly populace. Upon occasion, sorcerers from outside 
  of Cheliax, ones who believe their powers come from an 
  infernal bloodline, come to Chelish cities in search of 
  their heritage. These seekers believe the truth of their 
  family line lies buried in a crumbling estate or inked 
  into a history book in some noble library. Uncovering 
  the information can take months, even years—if the 
  information even exists at all.
  While most Chelish sorcerers have an infernal 
  bloodline, all bloodlines are represented to some degree 
  in Westcrown. Abyssal is perhaps the rarest, though.
  Wizards
  Wizards are respected as scholars and disciplined students 
  of the arcane. Wizards who specialize in summoning and 
  binding fiends are, of course, common in Cheliax and 
  their services are often sought after. Wizards from other 
  lands who wish to learn about summoning find no better 
  place to do so than Cheliax. Many wizards apprentice to 
  noble houses, exchanging their services for sponsorship 
  and access to ancient libraries. Some find this alliance 
  contains hidden prices, however, and spend a long time 
  performing tasks for their sponsors to pay off their debt. 
  Solitary wizards without interest in working for a 
  sponsor find ample opportunity to set up laboratories for 
  themselves in the various ruined areas of Westcrown and 
  other cities. Wizards beholden to a particular fascination for 
  necromancy and shadow magic find it easy to research such 
  subjects in the ancient, crumbling towers of the cities.
  Wizards (and sorcerers) who gain familiars should 
  consider focusing on those that give bonuses to the skills 
  listed under “Rogue” above, making cats, hawks, owls, and 
  vipers excellent choices. Rats, toads, and weasels are also 
  popular choices in Westcrown.
  In addition, the sewers of Westcrown are infested with 
  strange, gelatinous vermin called torbles, or “ooze bugs.” 
  Torbles are detailed in Pathfinder Adventure Path volume 
  #25’s bestiary; if you’re curious about them and would 
  like to take a torble as a familiar, ask your GM for more 
  details—a torble familiar grants a +2 bonus on Craft 
  (alchemy) checks (a lower bonus than most familiars 
  grant, but the wily torble’s acidic bite and its strange 
  physiology make it a bit more hearty of a creature than 
  other, more common familiars).
  coUncil of tHieves cAmpAiGn trAits
  All manner of people make up Westcrown’s populace: 
  the heroes, scoundrels, diabolists, saints, and everything 
  in between. The traits presented in this guide, Pathfinder 
  Companion: Cheliax, Empire of Devils, and in the Pathfinder 
  Character Traits Web Enhancement—recently updated to 
  the Pathfinder RPG Rules and available at paizo.com—are 
  designed to add customization to your character, allowing 
  you to individualize your character and further distinguish 
  him from your standard class, as well as provide a means 
  to help further flesh out his history. Presented here are a 
  number of Campaign Traits specifically themed to characters 
  playing in the Council of Thieves Adventure Path.
  Campaign Traits
  Campaign traits are tailored to a specific Adventure Path, 
  and give your character a built-in reason to begin the first 
  adventure in a new campaign. Some campaign traits also 
  grant teamwork benefits if you choose to begin a campaign 
  with your character having a preexisting relationship with 
  another PC.
  Campaign traits assume a lot more about your 
  character’s backstory than other traits do, and those 
  assumptions are mostly about very recent events in your 
  history rather than formative childhood events. You have 
  a certain amount of leeway in adjusting or changing a 
  campaign trait’s expected backstory once you’ve selected 
  which trait is right for you, but get your GM’s approval 
  before you run with a modified backstory.
  All of the following traits revolve around elements that 
  are important to the Council of Thieves Adventure Path. 
  You can look at these traits to get a general, spoiler-free 
  idea about the types of foes and problems your character 
  might face at some point during the Adventure Path—this 
  is by design. Knowing that there are going to be elements 
  such as thieves, shadow monsters, devils, and the like 
  should help you build a character that fits more organically 
  in the campaign you’re about to join. The following traits 
  are geared toward your character teaming up with a ragtag 
  group of adventurers, mercenaries, freed slaves, guards, 
  and rapscallions under the watchful eye of a man named
  Child of Infamy: Your family has long been in show 
  business. Perhaps it was your parents, or an older sibling, 
  or an uncle or aunt—whatever the case, one of your close 
  relatives is, or was, a well-known and well-loved actor or 
  actress. That this relation died in some compromising 
  and embarrassing way has done little to alter your family’s 
  name and fame—if anything, the unfortunate death has 
  increased it. When folk learn your last name, they are quick 
  to assume you live a wild life like your ill-fated relative, 
  and whether you bask in this notoriety or do your best to 
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  hide your heritage, the years of association with the acting 
  scene have had their effect. You’ve certainly inherited 
  your relative’s talents, and are a larger-than-life figure, a 
  melodramatic attention-hound, or a sly manipulator of 
  emotions. You gain a +1 trait bonus on Perform (act) skill 
  checks, and the skill is always considered a class skill for 
  you. Furthermore, you’ve inherited some of your relative’s 
  funds, and begin play with a nest egg of 300 gp that you can 
  spend however you wish.
  Conspiracy Hunter: You’ve long heard rumors of dark 
  deeds afoot in Westcrown. Shipments of valuable cargo 
  that go missing with nary a trace or question asked. 
  People who disappear as though they never existed. Lords 
  of business and nobles who speak in veiled references 
  and accidental slips of masters even they must obey. 
  What lords rule the Westcrown underworld? Do the 
  tales of far-reaching criminal organizations hold a hint 
  of truth? Could the fabled Council of Thieves, said to 
  have been purged from the city ages ago, have somehow 
  survived or reformed? And what hold do they hold over 
  the city today? You don’t know, but you’re determined 
  to find out! Choose one of the following skills: Bluff, 
  Diplomacy, Knowledge (local), Perception, Sense Motive, 
  or Stealth. You gain a +1 trait bonus on this skill and it is 
  always considered a class skill for you.
  Diabolist Raised: All your life you’ve lived within the 
  grip of devil-possessed Cheliax. You care little for the 
  religion of your country, but that is the way of life in the 
  most magnificent empire in the world, and who are you 
  to question the faith of the empire’s rulers? Certainly not 
  a fool like some of your more idealistic acquaintances, 
  possessed of bizarre ideals about personal freedoms and 
  egalitarian rulership—who can say whatever happened to 
  them? You know of Hell and the rigidity of its grim rulers, 
  you’ve seen devils and how they might be employed to the 
  betterment of those with the might to control them, and 
  you know of the dark faith of your country. You might not 
  be a devil worshiper yourself, but there are realities to 
  living in Cheliax, and it’s always good to know what’s really 
  going on behind the scenes. Your knowledge of diabolism 
  grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and 
  Sense Motive checks made against Westcrown’s nobility, 
  and a +1 bonus on all saving throws made against mind-
  affecting attacks from devils.
  Infernal Bastard: You are a tiefling. You might be an 
  escaped slave, a hidden shame, or a homeless vagabond, 
  but whatever your upbringing, life has been particularly 
  hard on you. You have suffered greatly, nearly starving to 
  death one winter, nearly being beaten to death by racist 
  sailors one summer, and so on. Whether or not these 
  experiences have made you a bitter and cynical scoundrel 
  or a pious and hopeful optimist is up to you, but one thing 
  is certain—you are something less than even your tiefling 
  kin. Perhaps it is a result of your hard life, or perhaps it is 
  due to some fault in your fiendish heritage, but you lack 
  a tiefling’s standard resistances to cold, electricity, and 
  fire—instead, you merely have a +2 bonus on all saving 
  throws made against these effects. Likewise, you do not 
  have the ability to use darkness as a spell-like ability once 
  per day—instead, you may choose any one 0-level spell 
  that you can instead use at will as a spell-like ability.
  Shadow Child: Westcrown has long suffered under a 
  peculiar curse, a blight that rises every night, bringing with 
  it fell beasts that hunt the shadows. No one can say from 
  whence these night-horrors come—though some blame 
  the mysterious wizards of Nidal, other claim that it’s some 
  curse laid by fallen Aroden, while still others suggest some 
  shadowy mastermind manipulates an ebon brood from 
  the depths of Westcrown’s northern ruins. Whatever the 
  case, the people of Westcrown have long feared the night, 
  but not you. You’re goal is to reclaim the darkness from 
  the beasts that hide within. You’ve acclimated yourself to 
  the dark, and thus act with greater precision in the shadow 
  than most. When attacking targets in areas of dim light, 
  you do not suffer the standard 20% miss chance on attack 
  rolls for being in the poorly lit area.
  The 
  Pathfinder’s 
  Exile: 
  Westcrown’s 
  dilapidated 
  Pathfinder lodge of Delvehaven has long excited your 
  imagination. Forcibly closed by the order of the city’s 
  diabolical rulers, the Pathfinders of Westcrown were 
  exiled, forcing them to leave behind untold knowledge and 
  the treasures of countless expeditions. Today, Delvehaven 
  lies under the pale of fearful rumors and dark magic, and 
  bureaucratic red tape has prevented trespass on the lodge’s 
  well-protected grounds. Having secretly and illegally 
  contacted agents of the Pathfinders, you’ve expressed 
  your interest in aiding their ventures in Cheliax—with 
  a particular eye toward investigating Delvehaven, the 
  source of your long-standing adventuresome interests. To 
  your surprise, some days ago you received a message back 
  from an unnamed Pathfinder operating underground in 
  the country. Along with encouraging you to investigate 
  the lodge and report your findings to the Grand Lodge 
  in Absalom, he’s sent along a battered and tarnished, yet 
  still functional wayfinder. You’ve promised yourself to pay 
  back your unknown contact the 500 gp cost of the item 
  someday, but until then, it’s yours to use. A wayfinder is a 
  magical compass that grants you a +2 circumstance bonus 
  on Survival checks to avoid becoming lost, and can be 
  commanded to emit light as the spell (CL 5th) as a standard 
  action. Further details on the Pathfinder Society and 
  wayfinders can be found in the Pathfinder Campaign Setting 
  or Pathfinder Chronicles: Seekers of Secrets.
  Westcrown Firebrand: There’s something very wrong 
  with the world. Spouses were not meant to huddle at 
  their windows hoping and fearing day after day that their 
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  loved ones returned from work safely. Parents were not 
  meant to hush their children when questioned about 
  what happened to their neighbors. Citizens were not 
  meant to avert their eyes and hurry by as guardsmen 
  beat old friends in the street. The people of Westcrown 
  have suffered long enough! It’s time for a change. But 
  how? You’ve heard rumors of bands of free-thinking 
  individuals meeting after the citywide curfew. Perhaps 
  they might share your ideals? You are quick to react to 
  opportunity, both physically and mentally, and know that 
  it is with sudden and swift action that many conflicts 
  are best resolved. You gain a +1 trait bonus on Initiative 
  checks, and if you act in a surprise round, you gain a +1 
  trait bonus on all attack rolls.
  westcrown environs
  Westcrown lies as the last vestige of the old order, where 
  the reluctant nobility sulked away after the Thrice-
  Damned House of Thrune subjugated the rest of the 
  country under its new, diabolical rule. Like the fading 
  warmth of twilight, Westcrown remains but a specter 
  of its former glory, its ancient and eclectic architecture 
  dominated by a crumbling northern quarter filled with an 
  unseen menaces and its nights haunted by a twilit plague 
  of deadly shadows. 
  This is the setting for the Council of Thieves Adventure 
  Path. While a complete GM-focused article about 
  Westcrown can be found in Pathfinder Adventure Path volume 
  #25, the following information is designed as an overview 
  of region around that shining metropolis, land rife with 
  tiny communities and homesteads from where all manner 
  of heroes might arise, having been raised just outside the 
  sight of the land’s infernal aristocracy. PCs interested in 
  making characters native to Westcrown should consult 
  Pathfinder Companion: Cheliax, Empire of Devils for a player-
  focused summary of the city. 
  The Westcrown Region
  Many sites important to the daily life of Westcrown that 
  are not situated within the city walls or directly on its 
  waters. Many Wiscrani power players draw their influence 
  or use the effects of these places or structures to increase 
  their influence or hold over others. In addition, the 
  geography and environs of the South Adivian region 
  affect all those who live therein and those who rule over 
  them. Among the many places of interest or influence are 
  the following.
  Adivian Bridge: The Hellknight Order of the Rack 
  garrisons the Adivian Bridge a mile west-northwest of 
  the city. The Chelish-made bridge arches more than 30 
  feet above the Dhaenflow’s surface, its dual gatehouses 
  on both ends of the bridge each manned by a score of 
  Hellknights, at least four Signifiers, and a Paralictor 
  in command. The double-portcullis in each gatehouse 
  allows defenders to let travelers in and trap them 
  between the gates, leaving them at the mercy of the 
  murderholes overhead.
  Barrowood: Far to the north beyond Lake Sorrow lies 
  the Barrowood, a place with more stories than truths. 
  What folk do know is the trees that grow therein are worth 
  much to traders and craftsmen downriver or in lands east. 
  Barroak, in the hands of Wiscrani shipwrights, becomes 
  sleek dark craft of uncommon maneuverability and 
  strength without added weight. Wizards talk of the even 
  rarer shade maple, a strong wood very easily enchanted as 
  wands or staves. While nearly 300 miles out of Westcrown, 
  the Barrowood figures prominently among Wiscrani 
  trades- and craftsmen. Deep within the woods, rumors of 
  small settlements of elves persist, but they tend to keep to 
  themselves and avoid travelers.
  Citadel Rivad: Nestled among the hills less than a 
  day’s ride west of the City of Twilight is one of Cheliax’s 
  most forbidding sites—the hilltop stronghold that 
  spawned the Order of the Rack, the first of the original 
  Hellknights. Citadel Rivad, once the estate of a long-
  exiled Andoren noble, is now a sinister walled enclosure, 
  its two gates and surrounding battlements bristling with 
  iron spikes. The dark, three-towered fortress provides 
  soldiers with a commanding view of their surroundings. 
  Seven buildings within the enclosure quarter 150 of the 
  order’s soldiers, attendant slaves, and sundry servants 
  and administrators. As the greatest holding of the 
  first Hellknight Order, Citadel Rivad is a sought-after 
  prestigious post for many Hellknights. 
  The Dhaenfens: This title refers to the collective scores 
  of small streams, shallow pools, meres, and bogs within 
  a ridge of hills where the Upper Adivian ends more than 
  25 miles west-northwest of the City of Twilights. Within 
  these waterlogged lowlands live many types of undead, 
  hags, will-o-wisps, and shrieks of harpies. 
  Dhaenhold: This long-abandoned castle rots and 
  crumbles amid the overgrowth and wildlife of the 
  Dhaenfens. Rumors mention treasures long held by the 
  Mad Larquessa Olara Dhaen and her father, the insane 
  Larquess Roakar Dhaen. They and their kin held enough 
  power to flee Wiscrani enemies here deep in the swamps 
  and build a three-storied castle from stones pulled from 
  the murk. Stories say too that those fell magics eventually 
  turned every servant, soldier, and son into rotting undead 
  monsters, while the daughters became shrieking haunts 
  throughout the swamp. Scores of adventurers have entered 
  the Dhaenfens hoping to leave with Olara’s treasures or 
  diabolical knowledge. Few in Westcrown have ever heard 
  of anyone returning from such quests. 
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  The Rikkan Ports: Due to more problems traveling up- 
  and downstream, two small port towns have grown up on 
  the shores of the lake—Westpool and East Rikkan. Both 
  hold many taverns, inns, and places for folk to relax. Both 
  also provide any number of merchants looking to buy 
  goods and take them upriver themselves or a vast potential 
  of hireling or slave porters to move one’s own goods. Due 
  to the Great Stavian Arch, Westpool developed a larger 
  community and now actually spreads up alongside the 
  falls. East Rikkan, on the other hand, rests below the falls 
  and has more fishermen and more accessible docks for 
  travelers. Since 4674 ar, Imperial forces frequently occupy 
  Westpool seeking rebels and traitors to House Thrune’s 
  rule, as many believe those who destroyed the Great Stavian 
  Arch remain in the area, fomenting dissent against the 
  glory of the Infernal Majestrix. Westpool’s mayor, Tibalt 
  Khrocini, gained much power and favor (and the title of 
  Vismargrave of Adivian Falling) by press-ganging and 
  forcibly enslaving ships and crews of enemies of certain 
  families at court. This move also allowed him to maintain 
  the flow of goods (if not ships) up and onto Westpolitan 
  adels for transport to Lake Sorrow and Egorian.
  The Rifardona: Despite its name, the “Reef of Aroden” is 
  actually a massive sandbar reinforced and built up by mud 
  and debris flowing down the Adivian. The slightly arced 
  barrier is more than 12 miles long, rises to within 5 feet of 
  the surface in some places, and shelters the river’s mouth 
  against the worst sea tides and Westcrown from direct 
  assault by naval traffic. Scores of sunken ships lie beneath 
  the waves against the southern slopes of the Rifardona, 
  victims of overbold explorers and arrogant pilots or simply 
  navigators distracted by the sight of Aroden’s great statue 
  in the northern harbor. The hundreds of shipwrecks 
  suggest why the city remained “unknown” for so long to 
  powers in the east. Seagoing vessels must tack along the 
  Gemcrown Cliffs at the eastern or western edges of the bay 
  and turn along the northern cliffs within 2 miles to safely 
  enter the brackish waters where the sea and the river mix. 
  Between the sheltering Gemcrown Bay and the Rifardona, 
  the City of Twilight suffers very little grief from the tides 
  or sea storms.
  The River Adivian: The massive South Adivian 
  challenges even the mighty Sellen River of the east for 
  strength of current, depth of both mystery and water in 
  places, and its importance to the region’s trade and travel. 
  Much of the river is wide and slow moving, but it becomes 
  more powerful as its waters approach Gemcrown Bay. 
  Much to the chagrin of early explorers and some traders 
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  still today, the Adivian proves impassable by larger vessels 
  80 miles upriver from Westcrown for various reasons. 
  For 2 weeks in late Gozran, snowmelt out of the Menador 
  Mountains floods Lake Sorrow and its rivers, increasing 
  its depth (and its relative flow) by up to 2 feet (and widening 
  the river by as much as a half-mile in places). In addition, 
  the riverbed varies in many places and hides rocky shoals 
  that have sunk many vessels. Searching for lost goods or 
  treasures in the river or the bay remains a career for a 
  foolhardy many in western Cheliax. 
  The Stavian Arches: Then Emperor Stavian I of Taldor, 
  in his impatient fury at failing to sail up the River 
  Adivian on his first official visit, ordered his engineers 
  and wizards to find ways to “allow your emperor to 
  conquer this river as he has all obstacles in his path.” 
  They built arches near the river, first of wood and later of 
  stone, and dug at the river’s edge to craft smooth, paved 
  side channels with gentler slopes than the falls. By 3850 
  ar, smaller boats could be pulled up beside the falls by 
  pulleys and ropes (and the obligatory teams of slaves, 
  many of whom live in small villages next to the arches); 
  by 4100 ar, the great stone arches meant even medium-
  sized vessels could traverse the Adivian to Lake Rikkan. 
  Completed in 4085 ar, the Third Stavian Arch—the 
  massive span on the western shore of the Rikkan Falls—
  allowed even the largest ships to be hauled upriver for 
  access to Lake Sorrow (provided enough slaves were on 
  hand to successfully pull the craft and its goods up its 
  channel ramp). The worst treason since the end of the 
  Chelish Civil War was the destruction of the Third 
  Stavian Arch in 4660 ar, as this again prevented larger 
  boats and forces easy access to the capital of Cheliax. Even 
  attempts to rebuild the arch failed due to assassinations 
  of Imperial overseers and either the wholesale slaughter 
  or freeing of the slave workers (both of which cause 
  problems for House Thrune). 
  The Three Falls: Between Lake Sorrow and Gemcrown 
  Bay, the South Adivian descends 900 feet in elevation, 
  and there are many rapids and three sets of waterfalls 
  along the river. The shallows and rocks beneath all of 
  these falls keep the river from being passable by any craft 
  without a shallow draft like a barge or a very small boat 
  capable of riding the rapids. Because of this, the bulk 
  of river traffic consists of cargo barges or wide “adels” 
  (a Chelish barge used as a personal transport instead of 
  landed coaches). Since 3875 ar, systems of pulleys and 
  ropes haul even fully loaded barges up all but the Rikkorn 
  Falls, which requires portaging of goods and barges 
  along the shores. From Westcrown heading north, the 
  first met 26 miles upriver are the Three Tumble Pools, 
  a staggered trio of 5-foot plummets (the greatest danger 
  being the very shallow pools between the second and 
  third falls). Next are Chalraka’s Tears, where a massive 
  boulder juts out of the riverbed break to split the river 
  into two distinct falls 33 miles north of Westcrown. 
  Unknown hands carved the boulder’s downriver side 
  as a mourning Azlanti woman’s face. The narrower 
  western flow drops 7 feet into a deep pool very close to 
  15-foot-high canyon walls. The eastern falls plummet 
  only 4 feet onto a shallow, rocky slope that equally 
  guides boats against the eastern canyon walls or onto 
  rocks just beneath the surface along the eastern river. 
  Seventeen miles north lie the third and most famous 
  falls. Rikkan’s Falls, 15-foot-high horseshoe falls with a 
  4-mile-wide lake at the base of them, gained their name 
  from the Andoren author of Travels on the Far Frontier, 
  who first drew these falls in 1896 ar and published his 
  journals in Almas almost 40 years later. 
  Westcrown’s Foundations
  Some wonder about Westcrown’s islands and her western 
  shores, but most pay the city little mind. After all, the 
  Order of the Rack’s proximity makes it prudent not to 
  dwell on “the confusions of the past over the clarity of 
  today.” Hidden in various pockets around Westcrown are 
  fragments of history for those with the eyes to see them. 
  The most obvious are the sewers and channels beneath the 
  city’s streets and the extant canals of the Parego Regicona. 
  More examples and pieces of Andoren, Taldan, and even 
  Jistkan architecture can be found the deeper one delves 
  beneath the city. 
  Those who’ve dared the undercity know there are sluice 
  gates and diversionary pipes for waters in the sewers built 
  not by Chelish hands but by previous settlers centuries 
  ago. The sewers developed over time, having once been 
  natural the flood channels or canals of earlier settlements 
  when there were far more (but smaller) islands on the 
  surface. The western shores also expanded beyond the 
  original banks, many fallen or sunken buildings and 
  roads filling in the muddy shallows among the islands. 
  The consolidation and completion of the peninsular 
  Spara occurred only within the last millennium as part of 
  the Chelish projects to honor Aroden upon his return to 
  the mortal world. 
  Those who dive into the waters or holes beneath the city 
  risk much, for many Chelish nobles still adhere to the Oath 
  of Adivus IV—“Where my family’s blood falls, our claim to 
  the lands burn hot from lightning’s source to the deepest 
  cavern beneath us!” Thus, their landholding includes the 
  air above and any earth (or subterranean findings) beneath 
  them. Meandering around the stale-aired pockets of “the 
  lost city” is considered trespassing at best, stealing or 
  sabotage at worst, and any caught by officials here often 
  die without question. 
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  The River Edicts
  Those who ply the waters in and around Westcrown 
  understand and know the Laws of Travel, also called the 
  River Edicts. No one—not even Imperial troops—can halt 
  the water travel of anyone from the Rikkorn Falls south to 
  the open sea. (To do so without Imperial seals and orders 
  can bring charges from unlawful impediment to piracy.) 
  No Wiscrani canals can be blocked or closed save by those 
  given said authority by the Duxotar, the Regidottari’s 
  Durotar, or the city’s imperial naval commander.  
  Unauthorized encroachment of Imperial waters—always a 
  50-foot perimeter around any moving Imperial craft or 100 
  feet of moored craft—is punishable by immediate attack 
  and potential death. Attacks from shore to craft are allowed 
  only in the defense of city property. Understanding the 
  River Edicts is simple, and finding ways around them has 
  also been a long pastime. Common sidesteps of the law 
  include the following. There are no mandatory berths for 
  anyone traveling the river or into port save those on official 
  Imperial business. (Anyone can refuse a boat’s docking if 
  they control the dock, temporarily or otherwise. Those who 
  don’t charge outrageous fees for docking might add on 
  charges to guard a berthed craft.)
  Turanian Hills: The coastal lands for miles around 
  Westcrown undulate with the rolling Turanian Hills. 
  Olives, grapes, and various other berries and food 
  trees blanket the hills, making this a rich land for 
  many trade goods. In addition, the Adivian River and 
  the many creeks and streams that feed it cut into those 
  hills, exposing clay deposits. While nut-brown in color 
  around Lake Sorrow, clay deposits along the Adivian 
  exhibit a peculiar reddish hue. When fired, the clay 
  becomes a unique scarlet pottery found nowhere else. 
  The clay found between the Three Tumble Pools and 
  the Rikkan Falls produces especially vibrant reds, often 
  referred to as “blood-clay,” since the spring floods make 
  some canyon walls appear to bleed. 
  Valignus: “The Burning Dell” rests a bowshot southeast 
  of Citadel Rivad and north of the Rack Road as it winds up 
  toward the Lictor’s Gate. Many boots over the centuries have 
  worn the slopes of the dell into an uneven natural stadium. 
  At the bottom of Valignus, massive charred stumps as wide 
  as a man is tall provide mute evidence of Lictor Almansor’s 
  monthly “clarity pyres” (book burnings). The cluster of 
  stumps or the ground around them smolders for at least 
  5 days after each dusk-to-dawn burning of confiscated 
  “troublesome materials.”
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
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  Council of Thieves Player’s Guide. Copyright 2009, Paizo Publishing, LLC; 
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SOURCE: textdata/thevault/Pathfinder/Council of Theives.pdf