Rellington, most of the answers you seek are in the background information I provided. But to resume:
The Karot Empire (who is big enough to have conquered dozens of other kingdoms) sent the Bridgeburners (And the rest of the army) to conquer these lands. And as soon the Bridgeburners stept on the ground they were annihilated by the same army they were part of. The army then went away, supposedly to Karot. Why did they tried to destroy the Bridgeburners? Only they know for sure and there is noone around to ask them.
Bridgeburners as a whole don't care much about religions. Ezourer is a classic example. He doesn't worship any god, he "worships" the Bridgeburners Of Old. Think of it as a worship to your forefathers, except to those who wore your uniform. They are a big family, after all.
Another example is when Glasenter called a devil to bring back from the dead a fallen Bridgeburner. When he was making a ritual, he skipped several pages of the ritual about paying homage and reciting titles to the devil with a "blah blah blah" to go directly to the bargain offer.
The Zarusians are natives of the land, a minor sect that has not been destroyed by pelorites because of some treaties ensuring peace, and because the previous King didn't want to men capable of fighting to die in civil wars, when there would be other wars against foreign forces in the future. Like, you know, against the Karot Empire.
Also Zarus is not only evil because he wants humanity to dominate the world. According to the book, if you want to enter in the clergy, you must be proud of your abilities and arrogant towards anyone weaker, not just other races.
About your questions of rules:
quote:
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
quote:
When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thing is that the goo is not part of the terrain. Flawless Stride gives explicit examples that triggers the ability and finishes with "and similar terrain". My understanding is that those are natural terrain. A terrain covered in goo is not natural.
Mind you, if the book wouldn't have said that, I would have say yes, except the case you are glued to the ground
Your Younglings are part of the "Guerrilla flavour" Bridgeburners. Only four of them survived the Backstab besides you. Now they have also come back for a total of twenty men and you. Hit and run tactics, along some spying and infiltration are your games.
You have access to the alchemical items you have in your sheet (Obviously :P) but you must also understand that... there is no army backing you up. And while the Bridgeburners have a fair share of alchemists, they need a calm and proper workplace to make science. And raw materials. Right now, they have none.
Elliana:
Elliana:
I can assure you IC Elliana is only holding herself back due to Lady Maria's commands, and is wishing they had just stayed with the bridge burners and fought it out.
Elliana:
Sidenote: Please forgive me Maria. Trying REALLY hard not to have Elliana instigate too much <3
Only IC??? Yeah, right :D