Regulator
The Visions of the Lady Beyond the Teeth of the Sun have been revealed to all. Prayers between pressed hands: do they sin, do they speak to other hidden gods? Do the mouths that pray today spew heresies in secret meetings? You swore an oath to seek out and punish non-believers and heretical enemies of the Church. But your relationship with the Order soured over time, and you turned your back on them.
- 3d6 sp, imperial minted coins
- Rations (3 uses)
- Torch
- Badge of your order, tarnished: a Scapular of St. Ormund (petty)
- Spear (d6)
- Bolas
- Confessor’s Chalk (petty, 3 uses). Draw a circle around a creature, compelling them to tell the truth so long as they remain in the circle.
Why did you join?
- To prove your family are not heretics. Take a disguised heretical grimoire (bulky) with the spell Speak with Dead: The caster can speak freely with the target (a dead creature) for {dice} minutes (using a real timer). Once a target has been spoken to, it cannot be spoken to again.
- Your family has a long tradition of serving. Take your ancestral longsword (d10, bulky). Your lifelong training allows you to parry: You ignore damage rolls of 1 and 2 against you while wielding it or any longsword.
- Born a noble, you escaped the potentially deadly machinations of your family. Take a scroll of pedigree (petty) and a disguise kit.
- In place of a noble’s child whose parents paid you to serve. Take 80sp, a vial of poison (STR save or die in 2d12 hours; else, become deprived for 1d6 days), and a grudge.
- You were saved by a Regulator during an Aegerling raid. Take a journal with a drawing, description, and leads on Harald Between-the-Seams, the murderer of your kin.
- You were a street brawler and the Order recognized your aptitude for violence. Your unarmed strikes deal d6+d6 damage.
Why did you leave?
- Cowardice. Your commanding officer was killed in an Aegerling ambush and you fled. Take the officer’s effects: brass pin (petty), ashes (petty), stamp (petty), spyglass.
- Politics. Your commanding officer was jealous of the respect you had in the company, and you were put on dangerous assignments. Take a helmet (1A) and shield (1A, +d4) with your company’s insignia on it.
- Bullying. They did not accept you. You were thrown into a river, tied down with stones, but you escaped miraculously. Take a water stone (1 charge). Place in a body of water and it will point to the nearest settlement. Recharge: Put inside of a living sea creature.
- Corruption. You witnessed Chief Regulator Regina taking a bribe from Torgrim Skull-Splitter and were forced to partake. Take a stolen silvered chest containing a ruby.
- Violence. You stopped a needless attack by your comrades on unarmed civilian non-believers. Take a medical kit (bulky), which contains implements for basic first aid and rudimentary surgery.
- Boredom. Disappointed by the tedium and pointlessness of hunting down non-believers and heretics, you deserted your post one day. Take the horse who spirited you away (4 GD, 12 STR, 16 DEX, 4 WIL). Name your horse.
Go to Bonds to round out your character.