Psychopomps (6) - Complete
Librarian’s Quarters: 2/2
Library: 2/2
Chapel: 2/2
Ezramalkun: 3/3
Dreams: 0/5
Research Points: 12/12

Librarian’s Quarters: 2/2

Library: 2/2

Chapel: 2/2


Ezramalkun: 3/3

The PC speaks with the nosoi psychopomp Ezramalkun, learning what she has discovered over the years; Maximum RP 3

  • Research Checks: DC 20 Diplomacy (10 minutes)


Dreams: 0/5

The PC focuses on psychopomps; Maximum RP 5

  • Research Checks: DC 20 Psychopomp Lore or DC 22 Religion (to understand the role psychopomps play in the region) or DC 24 Perception (to observe and listen to the psychopomps)




Research Points: 12/12


3 RP: Psychopomps are known to gather in places where the cycle of death has been disrupted, but the presence of so many around Valthrus Manor is far more concentrated and unusual, hinting at a profound and malignant disruption within the estate.

6 RP: The lord and lady of Valthrus Manor had very different views on psychopomps. Asethanna saw them as symbols of transformation and found inspiration in their spectral forms, believing they were messengers from realms beyond mortality. Casian Valthrus, however, grew increasingly paranoid, regarding the psychopomps as menaces to his pursuits. In the later years of his life, he even began to hunt and destroy these creatures, fueling his obsession with mastery over death.

9 RP: A powerful corruption emanates from Valthrus Manor, drawing psychopomps to the area yet causing them harm. This sinister influence warps and corrupts any psychopomps who stray too close, turning them into tormented, twisted versions of themselves, bound in a cycle of agony that severs them from the purpose they once served.

12 RP: