How to use this guide
Welcome to Ardelia, the misty hidden valley!
Powers of Darkness is a story of gothic horror and dread, at its core. To that end, this is a game that requires the players to buy in to the idea that their characters will face bad situations and evil people throughout the course of this adventure. To have the best time possible, it is highly recommended that you as a player spend time understanding that and how your character (and importantly, not you!) would respond to those sorts of bad situations.
All you need to play this adventure is a copy of Player Core and a character sheet, as well as any other books for customising your character, with your Game Master's permission.
In this document, you'll find spoiler-free and adventure-specific suggestions to help you create a character tailored specifically to Powers of Darkness. This character guide is organised as follows:
- Character creation
- Ancestry
- Backgrounds
- Classes
- Other considerations
- Ardelian characters
Suggested character options
| Ancestries | Classes | Languages | Skills | |
|---|---|---|---|---|
| Strongly recommended | Elf, Halfling, Human | Animist, Bard, Champion (Justice, Liberation, Redemption), Cleric (any holy deity), Fighter, Oracle, Ranger, Witch | Common (Carolian, Eastern Forenian, Salovo-Hirvic), Elven (Sinari) | Acrobatics, Athletics, Deception, Diplomacy, Medicine, Nature, Survival |
| Recommended | Dwarf, Leshy | Alchemist, Commander, Druid, Guardian, Gunslinger, Investigator, Sorcerer | Imperial Selenese, First Speech | Arcana, Crafting, Lore, Occultism, Performance, Religion, Stealth, Thievery |
| Appropriate | Gnome, Goblin, Orc | Barbarian, Kineticist, Exemplar, Monk, Swashbuckler, Wizard | Aklo, Dwarven, Necril | Intimidation, Society |
| Not recommended | Uncommon or rare ancestries | Champion (any unholy cause), Cleric (any unholy deity), Inventor | - | - |
Ancestry
At the outset of the adventure, characters can be from anywhere on the continent. As the campaign starts, however, the characters find themselves drawn to the Krastoska Mountains; with a key theme of this adventure being exploration of the unknown, it is generally not recommended for the characters to be from nearby.
Otherwise, any common ancestries from Player Core would be appropriate for Powers of Darkness, with some working better than others. Gothic horror has a tropic relationship with insiders and outsiders, something that can lead to more negative reactions to PCs based on appearance.
Obvious outsiders
The overwhelming majority of people in the misty valley kingdom of Ardelia are humans, with some occasional elves and halflings. As such, anyone who isn't obviously one of those will immediately stand out as not belonging. Similarly, player characters with a heritage that makes them appear monstrous or fiendish in some way will materially, negatively impact the local characters' interactions with that PC. Ardelians have spent centuries terrified of the things that go bump in the night, and as a collective culture have learned to be mistrustful based on appearances alone. Some players will not appreciate having to deal with their character being stereotyped or dismissed based on their appearances, but the people of the valley are an isolated and untrusting sort. It is important to discuss with your GM if you want to play a character that looks obviously different.
Ancestries not recommended
Uncharted territory for anyone in the Ardelian valley would be a character of any obviously monstrous or bestial ancestry. With the valley and the surrounding region's reputation for werecreatures, any character with features that might be reminiscent of a werecreature would be treated with immediate suspicion; as a result, it is strongly discouraged against playing such a character.
Backgrounds
Players should choose a background that has strong thematic ties to a horror campaign. Any of the backgrounds from Player Core would be appropriate, but some specific backgrounds are more thematic than others: acolyte, bandit, bounty hunter, emissary, field medic, guard, herbalist, hunter, noble, raised by relief, street urchin, and warrior would be particularly good choices.
From Player Core 2, the courier, driver, refugee, root worker, scavenger, and ward are thematic options. The cursed, haunted and returned backgrounds would also be thematic, but would require GM approval.
Classes
The challenges presented to players in Powers of Darkness are varied, and a party of adventurers would benefit from having a varied set of abilities and specialties to meet any oncoming obstacle.
Alchemist
Alchemy doesn't play a very important role in Powers of Darkness, but alchemists do have many opportunities to shine! Acquiring the proper tools or new formulae, however, might be difficult. It would be wise to speak to your GM about this, to avoid interruptions to your character progression.
Animist
Spirits abound in the valley, so an animist of any practice would have many opportunities to tease out the secrets of the valley. An animist would make for a particularly compelling character in Powers of Darkness. Both the medium and the seer animist practices have immediate parallels within the valley, and are more than thematically appropriate.
Barbarian
The most prominent barbarians in the valley are among the Daroi people, particularly the Forest Folk. Because of their insular origin and unwelcome practices, a character who reminds the valley inhabitants too much of their unruly neighbours would likely be treated with suspicion. However, this could also provide for some very interesting roleplaying moments.
Bard
A bard's capacity to win over people and draw them to one's side can, in many ways, be a major boon to any party in Powers of Darkness. All bardic muses are appropriate, though an enigma or maestro muse would find particular similarities to the bardic traditions of the valley.
Champion
Holy warriors have not been a common sight for the valley, and have garnered a reputation for bringing with them nothing but pain and misery as rewards for their zeal. Some causes are more appropriate than others, such as the causes of justice, liberty and redemption, while other causes—like desecration or iniquity—should not be allowed by a GM. The order cause provides for very interesting roleplaying opportunities for a player who enjoys making tough choices for their characters.
Cleric
Ardelia is a valley in need of spiritual help, so a cleric of any obviously good deity is welcome. The valley itself is home to two minor deities representing the duality of the sun and the moon, so clerics devoted to gods like Sowalo and Mano would immediately feel at home in the valley.
Commander
Ardelia's history is one filled with military campaigns and conquest. A commander character would probably be seen in the light of the long martial history of the valley.
Druid
Druidic traditions have largely died out in the valley save for those amongst the Daroi people. Like with the barbarian, a druidic character might be looked at with some degree of suspicion. The wilds of the valley are, however, deeply connected to the old ways and, as a result, a druid would be able to provide a great deal of utility to a party that wants to explore the complete breadth of the valley.
Exemplar
An exemplar is a tricky thing, a walking being with a direct connection to divinity in a land of suspicion and rigid faith. An exemplar is called to a greater purpose, and to that end might be in for a nasty surprise in a game where horror and dread are the primary emotions intended to be felt. For that reason an exemplar is not recommended, but their inherent drive can provide compelling roleplaying opportunities.
Fighter
There is a long history of duelists and military conquest in Ardelia, so a player building towards either a general or one-on-one duelist would have many opportunities to not only hone their skills but excel throughout Powers of Darkness.
Guardian
The people of Ardelia are a cowering sort, by and large, worn down by the centuries of Sieberisch reign. A guardian character might be seen as someone who can truly help protect the people, or as yet another strongman offering protection—at a cost.
Gunslinger
The people of Ardelia know about guns which are, while uncommon, not an unknown sight in the valley. If you are considering playing a gunslinger, you should work with your GM to build your character considering a gunslinger's very particular resource requirements.
Inventor
While the odd inventor exists in the valley, the lack of appropriate resources to power an inventor's contraptions or construct new ones makes playing one difficult. For that reason, playing an inventor is not recommended.
Investigator
There are myriad mysteries in Ardelia that need to be solved, and any investigator methodologies would be appropriate for Powers of Darkness. Alchemical sciences and forensic medicine would be particularly thematically appropriate.
Kineticist
Characters who have such direct connections to elemental planes are uncommon in the valley, but that doesn't mean they can't be found. Kineticists with the earth or wood gates would likely have the easiest time in Powers of Darkness, but any element would be present.
Monk
The only monastic tradition in the valley is one of religious seclusion without a martial focus, though a traveling explorer or pilgrim would be a known and welcome sight.
Oracle
Oracles are a fantastic choice for this adventure, considering the nature of their curses. Any oracle mysteries could serve as a good thematic tie-in to the overall story, but the bones and cosmos mysteries might prove particularly satisfying.
Ranger
Ardelia is a valley full of dark forests and dangerous creatures, and the people of the valley turn to rangers and hunters in their day-to-day for guidance and sustenance. A ranger would be an excellent class choice for Powers of Darkness.
Rogue
Much like bards, rogues have ample opportunities to manipulate social encounters in their favour, though they might have trouble retaining friends in the long run. A bounty hunter or spy would make for a good rogue character in this adventure. All rogue rackets are good choices.
Sorcerer
Given the inherent balancing act of inherited power, destiny, and self-determination a sorcerer makes for a good choice of class for a character in Powers of Darkness. For a concrete connection to the horror aspect of the adventure, the undead bloodline is thematic, while the hag or fey bloodlines tie nicely in to the connection Ardelia has to the First World.
Swashbuckler
Given a swashbuckler's flair and signature panache, it can be difficult to see how once might fit in to a horror adventure. However, their rebellious streak serves nicely in a land beset by mundane and occult oppression alike.
Witch
Witches are incredibly appropriate for a Powers of Darkness campaign, especially with the right (that is, thematically appropriate) patron. The Spinner of Threads, Wilding Steward, or Starlit Shadow patrons are particularly thematically appropriate.
Wizard
Ardelia lacks a historical arcane tradition of its own, so the valley is wide open for the development of a wizard school curriculum. Any school would be appropriate.
Other considerations
Consider the following when building a PC for play in Powers of Darkness.
Familiars and pets
There is essentially no limit to what can be kept as a pet or made a familiar prior to a character's travels to Ardelia. While in the valley, the following are native to the region and thematically appropriate: badger, bat, bird, cat, horse, wolf.
Skills and feats
The ability to survive in the wilderness in Ardelia can mean the difference between life and death for a PC, and this goes beyond just Nature and Survival checks to include Acrobatics and Athletics checks as well. Social skills, in particular Deception and Diplomacy, will be paramount for a given party's ability to succeed in this adventure. Lore specialties that are good to consider include Farming, First World, Fishing, Forest, Heraldry, Herbalism, Hunting, Labor, Mercantile, Mining, Mountains, Legal, Politics, River, Scouting, Swamp, and Warfare. Lore skills that focus on deities also make excellent choices. Creatures with strong thematic ties would include Dragon, Fey, and Undead Lore. If you want to choose a monster Lore, work with your GM to suggest options without spoiling too much.
Archetypes
All multiclass archetypes work well in a Powers of Darkness game. Other thematically appropriate archetypes include archaeologist, beastmaster, bounty hunter, herbalist, horizon walker, loremaster, marshal, scout, and snarecrafter.
Languages
Most people of the valley can speak Ardelian, which serves as the common tongue. As a Sibelo-Forenian language, characters from inside the valley can understand those from the western parts of the Selenese Empire—with some difficulty. Other major languages that are spoken in the valley include Kriski, a South Sorbic language, and Sieberisch, a Theudonic language.
The Vistani maintain their own language not shared with outsiders, though most speak Ardelian as well. The Daroi, keeping to themselves, largely only speak Daroi, though the prevalence of druids amongst their groups mean a few speak the ancient Wildsong, and fewer yet speak Ardelian.
The Sinari elves speak Sinari, easily understood by speakers of most other Demo-Sinaric languages but most easily by speakers of particularly conservative languages like Yulkan or Azhenian. Most elves speak another language as well.
Ardelian characters
If you lose a character, join a campaign late, or just otherwise want a character who is from Ardelia, then these steps will assist you in creating a character from the misty valley.
Ancestry
The people of the valley are, by and large, humans of five different groups: the Ardelians, Daroi, Kriski, Sieberisch and Vistani. However, there are minuscule amounts of elves and halflings in the valley, too.
Humans
Being the largest ancestry in the valley, an Ardelian human character can be from one of five distinct cultures.
Ardelian
Ardelians are one of the more common people of the valley, being somewhat more recent settlers who came in large numbers from over the mountains. Originally a colony of the Kingdom of Moneo-Fordona, now part of the Selenese Empire, the settlers founded an outpost state called Ardelia, a name which has become intrinsically linked to the valley and the identity of its inhabitants. The seat of Ardelian commerce and organisation, Ravenspire, was built on the ruins of a Daric camp they had cleared during their westward push.
Daroi
The Daroi are the descendants of a semi-nomadic Kellid group. Having lived among some of the first elves to return after Earthfall, these people reject to this day the trappings of settled life, despite lending their language to placenames that are still found in the valley and terms that are still used today.
Kriski
The Kriski are the second most common people in the valley, largely having fled Sieberisch soldiers, themselves mobilised to claim land for the displaced Sieberisch king. The Kriski are a Sorbic people who settled in the valley and became vassals to the Siebern crown.
Sieberisch
The Sieberisch people came under the order of Prince Strahd von Zarovich during the conquest of King Barov von Zarovich. Most Sieberisch settlers were the administrators, laborers, and followers of the von Zarovich armies though some minor nobles were brought to enforce Sieberisch governance in the townships and villages.
Vistani
The Vistani are one of the oldest groups of inhabitants of the valley, even if their habitation can be best described as "transient". The Vistani are a semi-nomadic people from the northeastern fringe of what is now the Selenese Empire.
Elves
Not long after the Daroi found their way to the mountain valley came the Sinari elves. The Sinari were the first settled people to call the valley home, establishing sprawling vineyards and farms in the far western end. The Sinari have a typically pallid complexion with hair ranging from black to silver to white, affording them their common name: silver elves. Betrayed by one of their own, there are exceedingly few elves left in the valley and those that remain keep to themselves.
Backgrounds
Any of the above listed backgrounds are appropriate backgrounds, and the cursed, haunted, and returned backgrounds are more freely available. Work with your GM if you want to utilise one of them.
Classes
Ardelians are typically not called to adventure in the way that their peers elsewhere on Golarion might be, but those who are might be one of the following.
Animist
An Ardelian animist is almost unilaterally of the seer or medium animist practices. Ardelia is a land where the spirits of the restless dead linger tightly packed amongst the living, and the result can easily be an animist.
Bard
Enigma and maestro muse bards keep the rich musical tradition of Ardelia alive, be it the monastic chants of Kreuzerthäl or the choral hymns from the cathedral in Wallhei, or the lively music of a Vistani camp.
Champion
Occasionally will a champion arise from the huddled Ardelian masses, setting out against both their king and other horrors and fighting for the cause of justice.
Cleric
One of the most common callings for Ardelian adventurers, most members of the clergy are ordained in Wallhei, studying at the seminary attached to the Cathedral of St. Andrei the Lightbringer. Cloistered clerics of the Morninglord are particularly common.
Druid
An Ardelian druid will most likely be from the hill tribes of the Daroi people. All druidic orders find themselves represented amongst them.
Fighter
Fighters abound, be they drunken brawlers, would-be duelists, members of the watch or a militia, or the descendant of an old soldier.
Gunslinger
Guns, while uncommon, are not an unknown thing in Ardelia. The resources to make and maintain firearms are not abundant; if you want to play a gunslinger, work closely with your GM.
Investigator
Ardelia is a mysterious place, and there is always some unknown that needs solving, not matter how small.
Kineticist
Kineticists are quite rare in the valley, but every once in a while someone with a seemingly innate connection to wood or the earth comes around.
Oracle
Oracles are rare and powerful things in a mysterious land like Ardelia, and the voices of the ancestors or the bones of the restless dead hold many mysteries to be unlocked.
Ranger
Rangers are the backbone of many aspects of Ardelian life, from guiding caravans to leading hunting parties.
Rogue
Many rogues find themselves on the streets of Wallhei, where the press of people all around them makes for a variety of successful rackets.
Sorcerer
The land of the valley is suffused with strange magics, creating a handful of sorcerers every few generations.
Witch
Witches, particularly of the Starless Shadow or Wilding Steward, are relatively common amongst the Ardelian populace.
Faith
The Ardelians are people of faith, and amongst the Ardelians, Kriski, and Sieberisch the single most common faith is that of the Morninglord.
The Church
The church in Ardelia, also called the Cyclic, consists of the worship of two local deities, Iasepus and Savoara, and their venerated saints. Though worshipped both together and separately, together they form a covenant allied in trying to bring out the best in their followers. The Cyclic is the state religion of Ardelia, having been brought to the valley by the Sieberisch invaders.
Covenant Members Iasepus, Savoara, their saints
Areas of Concern tradition, night and day, compassion
Edicts be kind to your neighbour, maintain the traditions of the church, respect the cycle of life as the cycle of the day
Anathema deny aid to those who genuinely request it, break a tradition of the church
Divine Attribute Intelligence or Wisdom
Religious Symbol sun surrounded by the moon phases
Devotee Benefits
Cleric Spells 1st: Anticipate Peril, 3rd: Cozy Cabin, 6th: Cast into Time
Divine Font heal
Divine Sanctification can choose holy
Divine Skill Diplomacy or Occultism
Domains family, moon, sun, zeal
Favoured Weapon staff
Iasepus
Iasepus, the Dawnfather, teaches that compassion and goodness shall prevail over all and that the best that one can do is to help others in need.
Areas of Concern compassion, rebirth, the sun
Edicts help others with changes that can improve their lives, mind those that others forget or exclude, offer second chances, stand up for others when they can't stand up for themselves
Anathema challenge the sun, ignore the pleas of others when you are able to help, refuse to give someone else a chance to offer their truth
Divine Attribute Constitution or Wisdom
Devotee Benefits
Cleric Spells 1st: Soothe, 2nd: False Vitality, 7th: Fiery Body
Divine Font heal
Divine Sanctification must choose holy
Divine Skill Diplomacy
Domains family, healing, passion, sun
Favoured Weapon rapier
Savoara
Savoara, the Moonlit, is the protector of the night and the sleeping. Dreams are sacred to Savoara, and common folk beliefs in the Cyclic revolve around the prophetic nature of dreams.
Areas of Concern dreams, the moon, spirits
Edicts protect the sleeping, help the dead find their rest, assist the downtrodden and oppressed
Anathema harm another out of envy, force aid on those who do not want it, inflict harmful mental effects on others as punishment
Divine Attribute Constitution or Intelligence
Devotee Benefits
Cleric Spells 1st: Sleep, 2nd: Dream Message, 8th: Moonburst
Divine Font heal
Divine Sanctification can choose holy
Divine Skill Occultism
Domains dreams, moon, repose, soul
Favoured Weapon sickle
St. Andrei the Lightbringer
The holy and glorious hieromartyr Andrei di Vlahi, Lightbringer, Metropolitan of Wallhei, was martyred in defence of his faith and parish in 1412, during the early and particularly dangerous years of Sieberisch reign. Standing in open defiance of the Sieberisch lord, he rallied the people of his metropolis, allying himself with the crusade led by the venerable, holy and glorious great-martyr Maxima the Wonderworker. In life, the Lightbringer lived every day by the edicts of Iasepus, working tirelessly to aid everyone possible. He served as Metropolitan of Wallhei, and the cathedral there was rededicated in his honour when he was glorified. His feast day is Vincheriu 27.
Areas of Concern community service, compassion, the sun
Edicts give aid to those who ask no matter what, stand up against injustice wherever you see it, guide those around you toward the light
Anathema fail to aid someone you've promised to help, harm innocents or through inaction allow them to come to harm, fail to lead when chosen
Divine Attribute Constitution or Wisdom
Devotee Benefits
Cleric Spells 1st: Soothe, 3rd: Cozy Cabin, 6th: Wall of Force
Divine Font heal
Divine Sanctification must choose holy
Divine Skill Diplomacy
Domains duty, healing, sun, toil
Favoured Weapon staff
St. Maxima the Wonderworker
The venerable, holy and glorious great-martyr Maxima the Wonderworker of Agria, was an Ardelian woman born on the outskirts of the valley west of Kreuzerthäl. Called to work by her faith, she traveled Ardelia working miracles of healing amongst the populace. Towards the end of the 14th century, she was called to establish a monastery in the mountains near Kreuzerthäl, a project that would not be completed during her lifetime as she would be martyred in 1415, shortly after the death of the holy and glorious hieromartyr Andrei the Lightbringer. She was killed while she defended a hospital camp. St. Maxima is best known for donning the armour of faith and taking up arms against the Sieberisch invaders, though throughout her crusade she didn't distinguish between friend and foe when it came to tending the wounds of common soldiers. Her feast day is Marisor 24.
Areas of Concern healing, righteousness, the moon
Edicts tend to the wounded, fight for the downtrodden and oppressed, stand vigil while others sleep
Anathema allow tyrannical rule to go unopposed, fail to offer redemption to a foe
Divine Attribute Constitution or Wisdom
Devotee Benefits
Cleric Spells 1st: Endure, 4th: Peaceful Bubble, 7th: Planar Palace
Divine Font heal
Divine Sanctification must choose holy
Divine Skill Diplomacy
Domains duty, healing, moon, vigil
Favoured Weapon staff
Avatars
The avatar spell transforms the caster into a living manifestation of their chosen divinity or patron deity. The battle forms for Iasepus and Savoara are given below.
Iasepus
When casting the avatar spell, a worshipper of Iasepus typically gains a halo of blazing sunlight and their eyes glow white with the heat of the sun. They gain the following abilities.
Iasepus Speed 30 feet, fly Speed 70 feet; Melee pf2:1 rapier (deadly d8, disarm, finesse), Damage 6d6+6 piercing; Ranged pf2:1 sunbeam (range 120 feet), Damage 6d6+3 fire
Savoara
When casting the avatar spell, a worshipper of Savoara typically appears in front of a full moon regardless of viewing angle. They gain the following abilities.
Savoara Speed 60 feet, fly Speed 60 feet; Melee pf2:1 staff (two-hand d8), Damage 6d6+6 bludgeoning; Ranged pf2:1 moonbeam (nonlethal, range 120 feet, silver), Damage 6d6+3 mental
Amongst the Vistani, there is an agnostic religious dualism of clean and unclean, but if pressed most Vistani would say that they follow Iasepus.
Languages
Most people of the valley can speak Ardelian, which serves as the common tongue. As a Sibelo-Forenian language, characters from inside the valley can understand those from the western parts of the Selenese Empire—with some difficulty. Other major languages that are spoken in the valley include Kriski, a South Sorbic language, and Sieberisch, a Theudonic language.
The Vistani maintain their own language not shared with outsiders, though most speak Ardelian as well. The Daroi, in keeping to themselves, largely only speak Daroi, though the prevalence of druids amongst their groups mean a few speak the ancient Wildsong, and fewer yet speak Ardelian.
The Sinari elves speak Sinari, easily understood by speakers of most other Demo-Sinaric languages but most easily by speakers of particularly conservative languages like Yulkan or Azhenian. Most elves speak another language as well.