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Published by justintylerharrison, 2021-04-20 09:06:58

City of 7 Seraphs

Chapter 2" The Districts

Aligned Spellcasting or Veilweaving Class (Ex): Magic Items of the Pacts
Agents of accrual come from several spellcasting and
veilweaving traditions, each offering a unique perspective The following section details magic items common to the
and skill set. At 2nd level, an agent of accrual must choose Pacts District.
a spellcasting or veilweaving class they belonged to before
adding the prestige class to be their aligned class. They The Iron Scales and
gain all the class features for one additional level of their the Parity of Trade
aligned spellcasting class as if they had gained a level in
it. They gain the class features of an additional level of The merchants of the Pacts District have taken the
her aligned class at all levels except 1st and 6th levels. They concept of Parity to heart. To deal with the maddening
still retain the Hit Dice, base attack bonus, saving throw variety of coins used by visitors to the market,
bonuses, and skill ranks of the prestige class. shopkeepers and stallmongers alike use items called the
Scales of Equanimous Exchange.
Commission (Su): At 2nd level, the agent of accrual
gains a special miraculous account for themselves. They More commonly called Iron Scales, these magical
gain 5% of the value of a sacrificial deposit as value tools are included with the market licenses required by
added to this account each time it is used. They may use the Golden Constabulary to operate in the Pacts and
this to transact miracles for themselves as they see fit. can be found in virtually every establishment, stall, cart
They cannot transfer value of this fund to or from other or street-side vendor. When an object placed in one pan
accounts they hold but may do so with another agent of of the scale, the item magically evaluates its worth with
accrual. At 8th level the agent gains 10% of the value of a a percentage variation depending on the merchant’s
sacrificial deposit instead. appraise skill. The Iron Scale will only balance if the sum
of goods, items or coins placed in the other pan equals the
Diversify Holdings (Ex): At 5th level the agent of scale’s estimation of the item’s value. Larger items merely
accrual may select a second class spell list to use for the need to be placed below the pan for the item to function.
transact miracles ability. If a spell appears on both class Weight is meaningless, only value matters. In general,
lists, the agent may use the lesser scroll cost of the two GMs are encouraged to make this standard market value
classes. unless their specific campaigns merit adjustment.

Protect Interests (Su): At 5th level, the agent of accrual Should it come to pass that merchant or customer
can also spend value from their miraculous accounts to disputes the value of the goods on either side, they can
defend an account holder or attack their enemies with roll opposed Appraise Checks to raise or lower the price.
transact miracles but only if the account holder authorizes This arbitration is called Contesting the Scale (see below)
it as an immediate action. The range of approval for using and may only be attempted once for each transaction.
transact miracle expands to anywhere on the same plane.
The Iron Scales are regularly inspected by teams of
Authorized Agent (Su): At 10th level, the agent junior bailiffs to root out price fixing, but, in truth, there
of accrual can be given authority to transact miracles is very little tampering. The punishment of death for
on behalf of the account holder in advance and under altering an Iron Scale keeps most on the right side of the
conditions they request. The range of transact miracle law. Despite efforts by the Temple of Coin to introduce
becomes unlimited on account holders and both parties a standardized coinage for the city, in the Pacts the old
my use sending at will to speak to one another. ways continue and merchants use their scales, allowing
parity to be the final word on a transaction.
“Many fixate
The most hidden lore of the Temple of Coin suggests
on the value of the that all Iron Scales mystically link with a powerful
“master scale.” Some of the various conspiracy theories
newest or next thing. We about this Primal Scale suggest it is a lost Eternal of
Trade, a zenith Mercantile entity, or even an imprisoned
favor the Eternal.” God of Trade. The rare member of the Temple of Coin
who is even willing to admit its existence simply say it is
—Zeraldric, an artifact linking the vast number of Iron Scales together
for the purpose of determining value and price. Whatever
High Elder of Mind its true nature, the Primal Scale remains secure in the
most central vault of the Temple of Coin.

150

Jacob Cinciripini (Order #18219176)

Pacts District

SCALES OF EQUANIMOUS EXCHANGE leather was harvested from. The wearer of this belt

(IRON SCALES) gains one hit point per level or species/racial hit die.

Aura moderate divination CL 5th Construction Requirements 1,000 gp

Slot none Weight 5 lbs Craft Wondrous Item, bear’s endurance, creator

Description must have spent time within the Locus of Incarnation

Silver glyphs decorate these iron scales and a green

gemstone is set into each arm, directly above the CIRCLET OF MEMORY (FOCUS) 2,000 GP

engraved pans. After placing an item on or below Aura weak transmutation CL 3rd

the pan on one side, the user may activate the Iron Slot headband Weight 0.5 lbs.

Scales as a standard action whereupon a green Description

gem above the pan shines with an inner light to These circlets are often crafted with a minimalistic

indicate that value of the item has been magically eye, being simple wire bands bracing an uncut

determined. A set of rings can be dialed to indicate crystal. Each of these circlets allow their wearer to

agreed upon rates and percentages for exchange. access a library of knowledge regarding a specific

An item or items offered in exchange for the first topic. The wearer gains ranks equal to their hit die

object must then be placed in or near the second in a single Knowledge skill selected at the time the

pan. When enough items are placed to equal the circlet is crafted and may make rolls with the skill as

determined value of the item for sale, another though it were a class skill for them.

green gem above the second pan will illuminate to Construction Requirements 1,000 gp

indicate that a parity of trade has been reached. Craft Wondrous Item, fox’s cunning, creator must

If one or both of the parties involved in the trade have spent time within the Locus of Mind

disputes the value of the items in either pan they

can Contest the Scales. Each person places a hand HEART OF UNION (FOCUS) 2,000 GP

on the scale and rolls opposed Appraise Checks. If Aura weak transmutation CL 3rd

the person with the higher check wins by 5 or less, Slot neck Weight 0.5 lbs.

he gains a 10% decrease in the price of the item he Description

wished to buy (or an equal increase if he is selling an These lockets are often keepsakes granted by a

item). If he wins by 5 or more, this becomes 20%. Only friend or loved one that bare a simple enchantment

one attempt to Contest the Scale can be done with that grows with the generous nature of the one

each transaction. wearing it. The growing enchantment of the item

Iron Scales are never bought or sold and provides a +1 bonus to the results of an Aid Another

attempting to do so is a crime in the Pacts. check and an additional +1 bonus to those results for

Construction Requirements 3,500 gp every five hit dice the wearer has.

Craft Wondrous Item, detect magic, identify, creator Construction Requirements 1,000 gp

must have 10 ranks in Appraise Craft Wondrous Item, owl’s wisdom, creator must

Foci of Eternity have spent time within the Locus of Union

BOOTS OF BENT MOMENTS (FOCUS) 2,000 GP

These objects resonate strongly with the Loci of the Pacts Aura weak transmutation CL 3rd
where they are imbued with the powers of the Eternal
Paths. These items are so strongly attuned that the bearer Slot feet Weight 0.5 lbs.
cannot benefit from more than one of them.
Description

Wrought in supple leather of silvery or opalescent

hue these boots impart a curious potency to their

BELT OF THE INCARNATE (FOCUS) 2,000 GP wearer allowing them to feel the currents of the River

Aura weak transmutation CL 3rd of Time. The use of the items takes skill and time to

Slot waist Weight 1 lbs. fully acclimate to but provides a +1 bonus to initiative

Description and an additional +1 bonus to initiative for every five

This belt is often a rare hide worked with minimal hit dice the wearer has.

treatments or dyes, and set with a broad, beaten Construction Requirements 1,000 gp

buckle of precious metal. Frequently, they are Craft Wondrous Item, cat’s grace, creator must have

studded with claws or teeth from the creature the spent time within the Locus of Time

151

Jacob Cinciripini (Order #18219176)

Towers of the Parities:

Wingshadow

Each Parity recognized in the Resolution was Otherwise they elected to leave the Tower alone
required to raise a tower to “support” the Seraphs. until the Incursion revealed that somewhere in
It is unclear whether this was a political request or a the building were portals to the Brightlands. The
magical one, but scholars have pointed out that the Laws of Parity forbids any kind of intervention
Anchors do not include the Towers in their designs, from another Parity on the Towers grounds and
so some speculate that they are less mystically so far the Jeweled Lords have been unwilling to
significant to the stabilization of the City than the commit forces in numbers to do more than hold
Seraphs themselves. ground somewhere in the lower levels. Recently,
the Ruby Lady has vowed to change this and begun
Whatever the magical truth, the Parity Council recruiting mercenaries to augment the forces of the
still enforces the requisite that the Towers Dawning.
function as the bureaucratic centers of each of
the Parities. While each Parity has acquiesced Tower of Oaths
to this requirement, they still have their own (Wingshadow-Docks)
interpretations, additions, or alterations to this
primary purpose of the Towers. The Hands of Onus never structured a
Headquarters until the Parity Council and the
Tower of Blood Old Church required it of them, rather relying
(Wingshadow-Crowns) on a dedicated corps of messengers who traveled
from station to station each day relaying important
Aphos’ tower was originally constructed near news and directives. This tradition did not cease
Aphora’s in what is now the College district. with the founding of the Towers of Oaths and it is
They formed the hub of what would become the customary to see trails of Hands members flooding
Academies neighborhood. As the pair drifted apart into and out of the Tower carrying the word of the
under the strains of their growing organizations, various Magistrates and courts of the Districts,
Aphos spent more time at the House of Hunger arranging provisioning for various soup kitchens,
than the skull-topped monument to necromantic and organizing support for the Wellness Houses
arts. After the Resolution was formalized, the and Great Sanitarium.
Devourer sent an horde of undead to tear down
his tower brick by brick and reassemble it in the Tower of Vapors
shadow of the Seraph of Radiant Hunger. Some say (Wingshadow-Docks)
this grandiose gesture drove Aphora over the edge
to prove her mastery of magic was superior and The Steamwalker’s tower is perhaps, aptly, the most
perhaps led to her self-immolation. redesigned and retrofitted structure in the City.
Originally thought to be the nexus of Aphora’s
Tower of Jewels failed ascension, like many structures of the
(Wingshadow-Crowns) founding era it was relocated to its current location
after the Church of Parity demanded the Seraphs
The Eternal Dawning’s new “headquarters” is a be constructed. The tower was for a time a research
reflection of their lack of comfort within the City’s facility for the most carefully guarded experiments
environs. Once known as the Tower of Light, of the Steamwalkers but in time these were moved
the Dawning inheritance of the Lightbringer’s to the Vaults area of the Colleges District, some say
headquarters has not gone smoothly. Fey creatures under pressure of the Parity Council.
had been given leave to infest the building as
the Lightbringer’s left it behind and the newly
arrived Dawning did their best to clear a small
administrative outpost at the towers base.

152

Jacob Cinciripini (Order #18219176)

Tower of Stone in the multiverse despite a casual exterior that at 153
(Wingshadow-Pacts) a distance looks more blockish and rugged than
graceful increasing in complexity and beauty as one
Site of the Original Vacuole Node mine, the draws near enough to inspect it.
Tower of Thunder was for the early days of the
City, primarily a provisioning station and means to Tower of Ice
supply truestone to the City. As the quarries of the (Wingshadow-Archives)
Vacuole grew larger and the efforts to draw forth
building materials increased, the Parity moved Duxandus’s followers run one of the most quiet
primary supply to the developing Irons District and unassuming Towers in the Ring. The Icegrave
and now reserves the Tower Mine for the creation long since redirected the traffic of the dead to
of Anchor statuettes. Most of the truestone for the the Docks District and has made the primary
Great Seraphs came from within it. purpose of the Tower of Ice one of scheduling and
arranging funerary and necro-inquiry requests.
Tower of Ages Beyond this the Tower primarily serves as storage
(Wingshadow-Pacts) and workshops for rare and costly forms of undead
apotheosis and other rare necromancy.
Founded by Ceradon in the earliest days of
Hyraeatan’s first expansion, the House of Heights Tower of Blades
has always built for endurance, strength, and (Wingshadow-Archives)
grandeur. The Tower of Ages is no exception,
several of the Parity already had dedicated The Blackblades tower is perhaps one of the newest
Churches and established Temples in the City towers in terms of occupation, while its structure
before the Construction of the Tower, and they might house some of the oldest construction in the
lent their hands to its creation. The Tower is City. Rumors persist that this was the site of the
thought to be one of the greatest artistic works original Druid of Ash’s stone circle, a structure
said to hold back the churn of the Occlusion when

Jacob Cinciripini (Order #18219176)

the City was still a small island of calm at the Tower of Changes
devouring dark’s center. Why this is the case when (Wingshadow-Colleges)
the Ashborn should rightfully should claim such a
site is an issue neither Parity is willing to discuss. The Chrysalis Covenant does maintain a
small, well-organized office on the main level
Tower of Ash of the Tower of Changes to serve as its official
(Wingshadow-Colleges) “headquarters” and satisfy the mandates of the
original Church of Parity. However, the majority
The Ashborn’s current tower is in fact not their of the space of the Tower of Changes is reserved
original tower. During the Wonder Wars an entire for the metamorphic chambers and safe rooms that
Parity was erased from existence in the blink of an require the Radia’s potentiation to be at its most
eye. So complete was the Parities destruction, the stable. This purposing of the tower means that
records of the City only indicate that it was a Dark over all traffic is relatively light to the tower as
parity and that it was deemed a danger to the City. that most of the Parity’s day to day business runs
The Ashborn responded to the vacuum of the Lost from the Great Hospice in the Forts area of the
Parities destruction by dividing into two separate Orchard District. Occasionally, spectacles of unique
halves for a short period of time given the Law of Emergence occur within that are visible as far as the
Parity. Eventually the Blackblades rose during this Midstreets.
period and the Ashborn granted them their original
tower, now the Tower of Swords.

154

Jacob Cinciripini (Order #18219176)

Tower of Coin Tower of Pages
(Wingshadow-Irons) (Wingshadow-Orchard):

The Temple of Coins has gamed the Parity The Bookbinders’ Tower is perhaps one of the
Council’s orders to create what effectively serves strangest in all of Hyraeatan. The Tower itself is
as a master record-keeping center. Copies of any divided into sections of warring factions within
official transaction within the last century or active the Parity itself. The Tower has been the victim of
account are located in the Tower being moved to fires, alchemical explosions, and other “accidental”
an out-of-City archive. Other than the records and occurrences (including a walled off section with
bureaucratic offices, the Tower of Coins boasts an active portal to the Abyss). A small office of
the somewhat infamous Dark Rooms where is it pacifists and peacemakers attended by a Warden
is said business can be conducted with the tightest patrol or three sits at the bottom manning a small
security and highest discretion in the Multiverse. bureaucratic corp while the Xenthis extremists
While most of the Parity’s formal business is control the majority of the tower. Secret passages
conducted somewhere within the Tower, members and servant corridors contain a second section
are encouraged to conduct their own exchanges in of the structure within that is dedicated to the
the Pacts District. Antolethes adherents and their mapping of the
Archives.
Tower of Vision
(Wingshadow-Irons) Tower of Dream
(Wingshadow-Orchard)
The Foreseen were relative late-comers to the
City, but arrived just in time for the Resolution’s The Descendants of Dream are happy to reside
proclamation by the Church of Parity for the near the breathtaking vistas of the Orchard district,
Seraphs and the construction of the Towers. It its luminous fey woods and the Shield’s majestic
is the only Headquarters they have ever had in beauty have inspired enough poets and painters
the City and early leadership claimed that they to fill the Archives. Committees plan street
had never existed before their mutual arrival in festivals and high holy days from dozens of other
Hyraeatan, rather they all knew to arrive at the worlds and theatres vet the newborn dramas of the
appointed place and time to present a unified City. Yet its numerous chambers hold pragmatic
front to the nascent Parity Council. Other than outfitting stations as often as studios or artspaces.
their administrative offices, the Tower houses the Cartographers, enchanters, and more constantly
Chamber of Eyes where each Triad confers about surge with the activity of preparing expeditions
their visions and how best to guide the City into into the fullness of reality to understand the truth
the River of Ages. of creation itself. Few Aethernauts have not paid
numerous visits to the tower and those that have
make it a priority to return.

“Despite the
Grand Consumption, never
forget it was the Fade that
designed this City, its streets,
and laid its symmetries.”

—Epris Ulgon,
Unar Warden

155

Jacob Cinciripini (Order #18219176)

Chapter 2" The Districts

Seraph's Ring Nearly nothing remains of the Fade settlement of
Hyraeatan as the Circle of Six found it so many centuries
CN metropolis ago. Despite this, the lingering spiritual laws of the
Church of the Faith Devoured and Wardens of the fetchling settlement define the inner city from the
Temple of the Faith Devoured to the monolithic Seraphs
Lattice themselves. Around this framework bloom the holy
Corruption 2, Crime 1, Economy +4, Law +5, Lore +3, houses of the Eternals, the bureaucratic and logistic hubs
of the City, and the headquarters of the Wardens of the
Society +5 Lattice.
Qualities ambient power, divine locus, holy site,
District Summary
magically attuned, mythic sanctum, strategic
location, tourist attraction The Seraph’s Ring is defined by the namesake Seven
Danger -10; Disadvantages heavy patrols Seraphs: the Seraph of Radiant Hunger, the Seraph of
Government council Chained Flame, the Seraph of Eternal Lightning, the
Marketplace Seraph of Ebon Ice, the Seraph of the Burning Tree,
Base Value 8,000 gp; Purchase Limit 50,000 gp; the Seraph of the Coin Veil, and the Seraph of Plumes.
Spellcasting 9th The Seraphs are each flanked by Towers that are the
Minor Items nearly any; Medium Items 3d4; Major headquarters of each of the fourteen recognized Parities.
Items 2d4 The Church of Parity put forth the layout to restrict each
New Disadvantages Parity’s access to its own District of influence. The stated
Heavy Patrols: The district is the center of power reason was to force each group to consider the whole of
of the Wardens and is patrolled heavily every the City rather than their own interests. Yet somehow
day. Regular disruptions to merchant and social the Sanguine Sovereignty, Lightbringers, and House
activities make the area far less appealing than it of Heights seem to have received exemptions to this
would otherwise be. (Crime -3, Economy –3, Law requisite.
+3, Society –3; Danger -20; reduce base value by
one category) The Seraphs themselves were constructed out of
New Qualities truestone from elsewhere outside the Shadow Plane and
Ambient Power: This location culminates a high under the direction of the Fade Priests. As the Resolution
level ambient magic that is universally useful and began the original designs of the Seraphs were said to
potent. (Decrease base magic item costs and become mutable and that each seemed to reflect the
time requirements by 5%; spellcasters cast at +1 Parities of the Towers it held. While this matter may be
to effective caster level and psionic characters debatable (the Eternals refuse to clarify) the records of the
manifest at +1 to effective manifester level) Wonder Wars do include a period of drastically shifting
Divine Locus: The Eternals of Hyraeatan gather in features on the Seraphs. As did the Seraph of Radiant
this District in great numbers and abide by codes Hunger when the Lightbringers left the City. Each of
of conduct for the interactions of mortal world. these mighty monoliths stands watch over the primary
(Increase base value and purchase limit by 20% entryways of one of the Seven outer Districts of the City
when dealing with magic items of a divine source and shapes the energy of the Radia to stabilize the City
origin) and repel the Occlusion. The areas of this area of inner
city are Wingshadow, the Blackwreath, and the Temples.
“An swerin g
Temples
prayers, peddling miracles,
The Heart of the City, this neighborhood houses the
and building temples… but the most significant and powerful structures dedicated to the
oldest entities of the City, the Eternals and those who
Eternals promise they aren’t Gods. serve them. An effort has been made to allow for the
faiths of the Divinities to also be represented though this
Believe it? I have a lovely bridge in seems to be successful to varied measures.

Irons for you...” Wreath

—Yix-Nix, ratfolk informant If Temples is the spiritual heart of the City, the Wreath,
short for the Blackwreath, serves as the heart of its
bureaucratic and diplomatic powers. The Wreath is the

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Jacob Cinciripini (Order #18219176)

The Great Seraphs of 6. The Seraph of the G. Tower of Ice Q. Registry of
Hyraeatan Coined Veil H. Tower of Blades Freeschools
I. Tower of Ash
1. The Seraph of 7. The Seraph of the J. Tower of Changes R. Warden Barracks
Radiant Hunger Planes K. Tower of Coin S. Unar Command
L. Tower of Vision Temple Locations
2. The Seraph of Wingshadow Locations M. Tower of Pages
Chained Flame N. Tower of Dreams T. The Agora
A. Tower of Blood Blackwreath Locations U. The Bank of Prayer
3. The Seraph of B. Tower of Jewels V. The Temple of Parity
Eternal Thunder C. Tower of Oaths O. The Grand Orrery W. The Temple of the
D. Tower of Vapors P. The Hall of Thorns
4. The Seraph of Ebon E. Tower of Stone Faith Devoured
Ice F. Tower of Ages

5. The Seraph of the
Burning Tree

Jacob Cinciripini (Order #18219176)

ChapTthere2"InThteeDridstircitctisons of Governance & L aw
the Eternals Enforcement

Shortly after Ceradon and his followers began While the Wardens presence is high in the Ring, the
to find the secrets of immortality, the House of majority of its patrols are utilizing the Blackwreath to
Heights issued forth a series of laws that were transition between the Latticeways, visit the Districts
set before the Church of Parity and the Council. proper, or are preparing to leave the City itself. This
These laws codified that only at the willing leaves the Temples neighborhood somewhat shorter
request of a mortal were the Eternals of the City handed for direct Warden interventions. Within the
allowed to intervene in that mortal’s life while Temples neighborhood, the various faiths of the Eternals
they remained in Hyraeatan. Similarly Eternals and some Pantheist temples of the Divinities maintain
were forbidden to use powers or engage in their own standing guard forces, which are expected
conflicts that put the population of Hyraeatan to come to the defense of rare threats to the most
at risk unless they have the Blessing of the sacred heart of the City. The Temples area also holds a
Council or in defense of their own property. secondary Codex of Law that extends to the Eternals and
regards their interactions with mortals.
These interdictions stand outside the normal
legal system of the City and instead are headed In the Blackwreath itself, most of the civic buildings
up and enforced by the House of Heights and have stationed Warden circles in them, though rarely
Blackblades. These Parities are called upon more than one or two circles per building. The
to join and destroy renegade Eternals before assumption of proximity for major threats and the
their actions further jeopardize the City. The motion of the patrols through the area is considered
list of strictures within the Codex of Eternity is adequate outside of emergencies or armed conflict like the
exhaustive but generally speaking precludes Lightbringer’s Incursion. In times of dire threat, the full
the harming of a mortal being by an immortal force of the Wardens can be brought to bear. In addition,
creature without provocation inside the City. the Ashborn’s armies can respond quickly as well but they
The definition of harm is fairly liberal in this regard will only abandon their assigned Walls if the City beyond
and as such most Eternals avoid interactions is compromised.
with creatures of lower than Eternal status other
than their own worshipers and followers. The Wingshadow neighborhoods are considered
primarily under the guard of the nearest Parity Towers,
Visitors to the City are often surprised by the most of which staff elite guards for response to potential
presence of the Eternals and then again by their threats and Eternals who lived through the Wonder
relative aloofness. Most natives are used to the Wars, Runeweb assaults, and the Incursion. Nearby
duality of divine presence and indifference to Ashborn legions cross the Walls around the Seraphs
mortal struggles. A large number of the Eternals themselves and provide a solid deterrent to threats
use their abilities to remain undetected or seem (internal or otherwise) to the Ring. Several Warden
innocuous enough to go about their business watchtowers are situated through the Seraph Gates into
without remark. Those that interfere and risk the Districts and during extreme situations these forces
censure do so discreetly in the Midstreets and can be mobilized to help should the Tower Guards and
Farring neighborhoods, or in the safety of their Ashborn fail.
own temples.
History & Current Events
crossroads of each of the Latticeways woven into a great
ring-road around the center of the City. Strong-willed The oldest of all of Hyraeatan’s Districts, the Seraph’s
travelers can make use of its braided configuration to Ring is not truly one of them. Fade myth says that they
hastily move about its circumference within the City. found the Lattice and followed it to the Radia. The
perimeter of the old settlement that was first built there
Wingshadow by fetchlings seeking to flee their dark masters and seek
Balance, the true age of the Ring and its elder structures
Wingshadow (or Towers as the neighborhood is often is unknown. Beneath the magical storm gathered a
called) is the outer rim of the inner-city, connected strange quiet of magical potential and safety from the
unsurprisingly by the Seraphs themselves. While Occlusion. The Fade declared it a holy place and took
generally made of massive blocks of Inner Worlds stone, shelter there. They clearly lived there under the Radia
the Seraphs were constructed at a scale much larger than for some time before the Groves that would become the
the amount of stone suggested by the Church of Parity. Orchard began to bloom.

158

Jacob Cinciripini (Order #18219176)

Seraph's Ring

Sometime thereafter the Fade called out to the fey and Faith Devoured from encircling the Fade’s first temple.
their druid allies to take stewardship over the strange While home to numerous priests of gods and powers of
woods. After the arrival of the newcomers, the Fade commerce, acquisition and coin, the facility generally
noted the changes in Balance and the reactions of the serves as a transaction point for the most secure business
Occlusion. They sought ways to balance the tides of conducted by the Parity. The guards on the temple are
change and met the planar travelers called the Circle of only rivaled by the golem armies surrounding their
Six. They invited these mages and adventurers to settle Tradetemples in the Pacts District.
near the planar phenomena they wished to study. Priests
went into the Temple of Parity each passing day and came The Grand Orrery (Blackwreath): The Foreseen’s
forth making strange requests and organizational changes Grand Orrery is considered by many to be the most
to the City, as well as inviting other select groups to live powerful divinatory and clairsentience aid crafted by
their across the multiverse. mortal hands. Drawing energy from the Radia itself the
edifice is rumored to grant such overwhelming expanded
In time the Balance grew ponderous and needed more consciousness to those who enter its central chamber that
powerful supernatural aid in maintaining balance. The sorting through the experience of even a moment within
holymen of the Fade called for the Resolution, an act it can take a psychic the remainder of their lives. Rumors
codifying fourteen organizations that would structure swirl around the building including that its heightened
and maintain the magical symmetries that kept the perceptions become strong—strong enough for the
Occlusion in check. A period of rapid reorganization and observer to bias the viewed timelines and that there is a
combination followed and the modern Parities emerged chamber where one may discretely end their own life after
from the edict. As part of the Resolutions scope, each peering into the tides of tomorrow and else-when.
District was given to the stewardship of two of the
organizations in an effort to prevent any one Parity from The Hall of Thorns (Blackwreath): Technically called
gaining dominance. Council Hall, the “Hall of Thorns” earned its name as
the Blackwreath’s most vexing locale. The Parity Council
A cross-Parity force was created protect the City and meets here to discuss general city legalities, direct the
its only entryway from the Shadow Plane, the Lattice and Wardens, and to mediate civic disputes between the
its corridors through the Occlusion. After the Runeweb Parities themselves. Their findings and conclusions
attack they formally became the Wardens of the Lattice. are often baroque affairs bearing concessions and
This organization also grew to be a representative and compromises that can cause plaintiffs to question the
diplomatic purpose entrusted with the Anchors and value of their settlements. The massive structure features
their placement in the multiverse. To mirror the wings failed attempts to shape the lattice into new roadways
of the Seraphs an ideal Warden patrol of six members, that instead made the nearly indestructible spiny looking
three favoring the Radia or Light, and three favoring arches of ebon that support the Hall. Some claim these
the Occlusion or Dark was instituted. While the strict black “thorns” are the source of the Halls name but most
balancing has fallen out of vogue outside of Anchor people know better.
placement, the tradition is still generally preferred. As the
Seraphs rose so too did the Great Walls, enclosing each The House of Ceradon (Temples): The first Eternal
Latticeway and the circling the inner city of the Seraph’s of the House of Heights has another of the great temples
Ring. in the Holies. Most often wide-eyed acolytes struggling
to accept the nature of their masters are seen stumbling
The Eternals soon were welcomed into the Ring as around the area and contemplating the truths of reality
the Fade recognized the ascendant beings as part of the after arriving in a City beyond their worlds. Ceradon’s
sacred nature of the City. They rose up their own temples clergy are among the most powerful divine casters of the
alongside the Temple of Parity and the heart of the Temples but even Aphos is seen more frequently than the
Radia’s calm became as a City of Gods. First Eternal.

Seraph's Ring Locations Registry of the Freeschools (Blackwreath): As
a collaborative effort between the Descendants of
The Agora (Temples): A vast open air temple to the Dream and the Steamwalkers, the Freeschools and the
collected Divinities of Olympus, the Agora is among the greater educational institutions of the Colleges District.
greatest expressions of Outer World influence in the City. Stationed right outside the Gateway to the Seraph of
The servitors of the Gods of that pantheon are allowed the Burning Tree the Registry holds the office of the
to mingle freely with the Eternals in ways that suggest a Minister of Education and his staff. The squat building
long-standing familiarity only surpassed by the Blood of has more records of the passing generations of citizens
Aesir, Ogdoad, and the Myali Divinities. than either the Bookbinders or Icegrave but only for those
who have benefited from the City’s impressive education
The Bank of Prayer (Temples): The Temple of Coins system.
principle house of worship prevents the Church of the

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Chapter 2" The Districts

The Temple of Parity (Temples): It is unclear whether The wizards efforts to blend magic with his vampiric
or not the ancient Fade temple in the heart of the City abilities are said to have made his feeding one of the most
is in use any longer. The Sanguine Sovereignty and pleasurable experiences known in Hyraeatan. He has
Church of the Faith Devoured maintain a guard around gathered a devoted throng of willing chattel that have
the structure but no one has been reported entering or begun to worship him and driven him to the attention of
exiting the building in decades. Given the expansion the House of Heights.
of the Temple of Blood through much of the rest of
Hyraeatan’s central ruins, the demolition of the structure Dantim Goldgoss (Steamwalkers CG male gnome
was nearly a given after the Grand Consumption. Some aethernaut† 14): Dantim’s family has held a long-
say that a purloined insight into the future allowed Aphos time rivalry with the gnomish PonPon clan. Hoping
to seize the Temple of Parity in advance of the loss of the to reinvest the energies of the petty squabbles of the
original House of Hunger to the Breachway fractures of families, Dantim convinced his aging relatives that the
the Crowns. Historical records from both the New Reign elitist schools of the Academies were detrimental to the
temporal fissure and the Lightbearer fissure counter this future of the City and that they should fund a champion
claim. the Freeschool initiative providing basic education to all
children of the City. His efforts have earned him the title
The Temple of the Faith Devoured (Temples): of Minister of Education and he now spends his days
The primary temple of the Faith Devoured has only in managing the effort to support a rapidly expanding yet
recent times come to eclipse its lost sister in the Crowns underfunded effort to run the schools while Academies
District (see the House of Hunger in the Crowns often recruit his students for their own.
Section). Looming over the Temple of Parity like a
gaping maw, the edifice is a constant reminder of the Epris Ulgon (Hands of Onus LN female half-elf
Grand Consumption. The facility has slowly incorporated nexus 18): Epris is the most senior of the Unar Circle
the other temple’s out-structures into its own central of the Wardens, making her in effect the most powerful
buildings. woman in the City. She does not see it that way. While
she can exert nearly any amount of pressure needed to
Unar Command (Blackwreath): This structure is the gain the support of the Parity Council and resources as
primary organizational hub of the Wardens of the Lattice. needed, she finds even among her own Parity memories
The Unar Circle is formed of the six highest ranking are long and favors do not go unaccounted. She is often
Wardens who have served in no less than one circle at at odds with the Ashborn over the differences between
every level of Warden duty. Appointed by the Parity the Warden’s duties as peacekeepers and the Ashborn’s
Council for indefinite terms, the Hexagonal structure standing armies.
only alters when a new Unar Warden is selected to replace
one who retires or has fallen. Five of the current Circle Iphantus of the Many (Descendants of Dream CG
were appointed in the wake of the Lightbringer incursion male human bard 5/cleric 4/hand of eternity† 9): This
and the deaths of the majority of the Warden high colorfully dressed celebrant is often accused of being lost
leadership during the conflict. when seen wandering the streets of Temples. Others are
confused by realizing what they take for motley is in fact
Warden Barracks (Wingshadow): In the divide small fabric representation of every Eternal and Divinity
between the Parity Towers and their support structures worshiped in the Seraph’s Ring and dozens that are not.
there are a several large buildings housing the daily living People struggle to place Iphantus as that he appears to
quarters of the Wardens of the Lattice. Each complex sincerely worship ALL of these divine powers and in turn
lies between each District and stands flanking the inroad is imbued with powers and miracles seeming to back his
lanes of the Lattice. Each Barracks and campus is named claim. Some say he's just a gifted charlatan or priest of a
after the corresponding Latticeway road (Pageway god of deception, while others claim he is involved in a
Campus, Coinsway Campus, etceteras). strange and lengthy performance piece or satire. No one
seems to know for certain.
Personae of the Ring
Oxiar the Wreathed (Foreseen N male half-
Alshoma the Drinker (House of Heights male elf psion [seer] 12/overmind 3 ): Oxiar is always
LN vampire human wizard 14): This ancient vampire found walking barefoot on the interlaced roads of the
was invited to the City by emissaries of the Sanguine Blackwreath, often making elaborate courses and abrupt
Sovereignty centuries ago. The creature was so stunned shifts of lane and direction. Peers have commented
by the refusal of the Radia’s light to burn his flesh that his circuits and journeys act as a focusing ritual for his
he was said to wander the Seraph’s Ring for weeks. precognitive and clairvoyant abilities. Utilizing his
telepathy, he contacts the Tower of Vision when he feels

160

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his insights are of merit and calls for a scribe, telepath, Rumors of thSeerRapihn'sgRing
or another member who can take the information
down. Similarly, Parity servitors are often seen baring The heart of the city teems with the intrigues
cognizance crystals and other vessels of psionic energy to of the Parities and the locations throughout
keep his abilities of repletion fueled. Creation that interest them. Yix-Nix and other
information brokers of the Ring (“the Ring”)
The Seer of Worlds (Unaffiliated N female human might drop the following morsels for right price:
commoner 12): Perched on a box underneath a marble
plinth near the center of Temples sits a woman who calls The Tower of Blades: Whispers abound about
herself the seer of worlds. She is lively and vivacious, a the origins of the Blackblades. It is well-known
transplant from the Material Plane, and she is happy to that they replaced a Dark Parity early in the
tell passers-by that she knows nothing of this strange founding era of Hyraeatan. Both the Parity’s
City or its many and varied travelers. She is, she admits, a Tower and the Seraph of Ebon Ice itself were
rube—entirely clueless. Yet those who sit and share some changed when this replacement occurred. All
coin with her, or better yet food and a story from their references to the elder parity of the Dark have
homeworld, discover that she is something altogether been struck from the records of the City and
more than she claims. For when she touches something only the barest hints of its skull-based symbol
from their homes, she can see the place, and tell the exist in the oldest Bookbinder libraries. The only
traveler of what transpires there. She has even been seen true history that may still exist is said to be in
to open a doorway through which that world can be an ossuary deep within the lower levels of the
seen through, whether it leads to the place pictured or Tower of Blades.
someplace altogether different is open to conjecture.
Lightshadow Command: Some City histories
Semiurse the Wishmaker (Temple of Coin LE claim that the Warden command structure
female human conjurer 12/genie binder 8): This was originally housed in two distinct buildings.
powerful conjurer is well-esteemed of the Parity council One dedicated to the Light Parities and one
as that her bound genies have been instrumental in to the Dark. According to these texts the
solving a large number of the Cities most complicated Wardens of Light command was destroyed in
problems. Her services come at astronomical prices the Lightbringer’s exodus from the City. Agents
and the Temple of Coin considers her to be among the of the fleeing Parity unleashed a corrosive
topmost of its earners. miasma that dissolved the structure to its
foundation. Reports are being made of strange
Sunshira of the Veils (Foreseen CN female activity near the supposed location. At current
samsaran psychic 10): The pale countenance of the Unar Command denies these rumors while
Sunshira is not always welcome. Called “the Meddler,” recruiting outside eyes to inspect the possibility.
the samsaran takes efforts to make sure strangers she
feels are destined to meet do so. The self-proclaimed Relshide’s Journal: A journal seems to manifest
“Matchmaker of Fate” does her best to make certain regularly in the Septar Warden barracks often
that her arranged meetings have a lasting bond formed appearing in one of the assigned footlockers
between the persons in question. Some have even accused of a new recruit. It details the life of a Warden
her of engineering dangerous incidents or staging recruit from Issovohl that sought Hyraeatan to
attacks under cover of Radia storms but as of yet she has escape the dracoarchy of her homeworld. The
continued her efforts unhindered. journal’s pages seem to shift, stories or entries
appearing to alter over the passage of time.
Yix-Nix (Temple of Coin CN male ratfolk rogue The contents of the book appear to stabilize
11): An information broker, fence, and messenger somewhat when a reader begins to explore
known throughout the Blackwreath, Yix-Nix claims its contents. Some speculate the journal is a
to be the most knowledgeable ears in the City. He is temporal artifact of the Schism in the Crown’s
also notoriously willing to sell the secrets he encounters district. Others say it is all that remains of a girl
which in turn has led some of the Parities to make use lost to the Protean invasion of her home.
of him to spread misinformation or casual secrets to
implement plans. Yix-Nix is aware of the layered games The Zenith Blades: In the Temples, many of
and in fact enjoys the intrigues immensely. He often picks the seers of Divinities allowed in the City have
individuals to display loyalty to, seemingly at random, begun to have visions of great swords of power.
who become his favored customers and who secrets he These blades are supposedly remnants of Zenith
seems to keep. powers’ divine states against the possibility of
becoming divergent or being destroy by the
Medikkari or other deicidal predators. More
than one has sought an audience with the
Salvis Zorbenson of the Foreseen in regards to
his own blade Elshien but the Parity has refused.

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Chapter 2" The DisTtarbiclets2-4: Hand of the Eternal Class Features

Base Spells Known
Attack
Lvl Bonus Fort Ref Will Special 1st 2 3 4nd rd th 5th
1st Save Save Save eternal power, magic of eternity +3 —
2nd +0 +1 +1 +1 aligned spellcasting, metamagic feat +2 ——— —
3rd +1 +1 +1 +1 aligned spellcasting, eternal power — —
4th +2 +2 +2 +2 expanded patronage, expanded reach — +2 — — —
5th +3 +2 +2 +2 aligned spellcasting, eternal power — +2
6th +3 +3 +3 +3 aligned spellcasting, metamagic feat +3 +2 +2 — —
7th +4 +3 +3 +3 eternal power, expanded patronage +2 —
8th +5 +4 +4 +4 aligned spellcasting, metamagic feat — — +2 +2 —
9th +6 +4 +4 +4 aligned spellcasting, eternal power — —
10th +6 +5 +5 +5 eternal power (2), vessel of eternity — — — +2 +2
+7 +5 +5 +5
———

+2 — —

+2 +2 —

— +2 +2

— — +2

New Game Mechanics Special: Must be affiliated with an Eternal or the
House of Heights.
The following section details a new prestige class for
characters and creatures from the Seraph’s Ring. Class Skills

Prestige Class: Hand of Eternity The hand of eternity 's class skills (and the key ability
for each skill) are Acrobatics (Dex), Diplomacy (Cha),
Some mortals make deals with the Eternals of the City Knowledge (nobility) (Int), Knowledge (planes) (Int),
to increase their personal abilities. The Eternals, not Knowledge (religion) (Int), Ride (Dex), Sense Motive
requiring faith from their followers, may choose to grant (Wis), and Spellcraft (Int).
such abilities to those who do not otherwise serve them.
Many of these individuals serve as intermediaries or living Skill Ranks at Each Level: 4 + Int modifier.
pacts between Eternals. Spontaneous casters at the end
of or frustrated by their potentials and clerics of Eternals Class Features
with limited capacity to grant spells are most often those
who become hands of eternity. All of the following are class features of the hand of
eternity prestige class.
Role: Diverse as the Eternals they represent, the hand
of eternity is often a specialist of sorts blending their Weapon and Armor Proficiencies: The hand of
divine gifts into a singular whole. Some among their eternity doesn't gain proficiency with any weapons or
numbers form themselves into diverse aids and helpmates armor.
to their Eternals and allies while others gain a focused
body of gifts allowing them to serve as spies, warriors, or Eternal Power: The hand of eternity gains one choice
diplomats. of a domain power or oracle revelation appropriate to an
Eternal they serve. If the domain power of the Eternal is
Alignment: While not strictly required to do so, the chosen then they must select the 1st level domain power
hand of eternity generally shares an alignment with one the first time they select that domain. The selection must
of their patron Eternals. Occasionally the Eternal simply be from a domain or mystery appropriate to the chosen
imbues an agent regardless of their ethical commonality. Eternal or Eternals the hand of eternity serves. At 3rd
level and every additional odd level, the hand of eternity
Hit Die: d8 may select a new Eternal or continue to be empowered
by an existing one. Domain powers selected in the same
Requirements domain after the 1st level power may be of any level.
Oracle revelation may be selected from separate mysteries
To qualify to become a hand of eternity, a character must if all are appropriate to the Eternal. Their effective level
fulfill all the following criteria. for these abilities equals their class level (see Vessel of
Eternity). At 10th level they gain two more eternal powers.
Skills: Any 2 of Knowledge (arcana, planes, or religion)
5 ranks. Magic of Eternity (Su): The hand of eternity may add
their levels in this prestige class to all caster levels they
Spellcasting: Must be able to cast 2nd level spells. have. This does not grant them increases to spellcasting
in any other way.

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Seraph's Ring

Spells Known (Ex): The hand of eternity is 163
granted power and knowledge by the Eternal or
Eternals they serve. They gain new spells selected
in partnership with the GM to represent those that
the Eternal had access to. These should be chosen
from the Eternal’s domains or spells known when
possible. These spells are considered divine when
cast regardless of the hand of eternity’s qualifying
class they belonged to before joining this prestige
class. If a spell is gained that the hand of eternity
cannot yet cast, they become available to the hand
as soon as they gain the ability to cast spells of that
level from other class progressions or the expanded
reach ability.

Aligned Spellcasting (Ex): At all levels other
than 1st, 4th, 7th, and 10th the hand of eternity gains
spells per day and known as though they had
gained a level in whatever class they belonged to
before joining this class. If a character had more
than one spell casting class, they must choose
which to advance at each level of aligned
spellcasting.

Metamagic Feat (Ex): The hand
of eternity can select one metamagic
feat as a bonus feat.

Expanded Reach (Su): At 4th level
the hand of eternity gains one spell
slot above their current maximum level.
They gain one spell from one of their
Eternal patrons of that level as per the
Spells Known feature above. They do not
gain bonus slots for that level until they
gain access to that spell level from aligned
spellcasting or another class. They may
still prepare or cast lower level spells with
metamagic feats in this slot as well. Upon
gaining the spell level of an expanded reach
slot, it moves up in level to the next spell level
available at one level higher. For example a 5th level
sorcerer/9th level of hand of eternity gaining a 6th
level of sorcerer would gain a new 7th level spell
slot and one 7th level spell known from their
patron Eternal.

Expanded Patronage (Su): At 4th and 8th
level, the hand of eternity may select an
additional patron from among the eternals
to gain bonus spells known from. They
may also instead select a class list that a
current patron is served by (inquisitor,
paladin, etc.) to add spells known from
instead of a new patron.

Vessel of Eternity (Su): The hand
of eternity may now count their entire
character level for their domain powers and
revelations. Oracle revelations gained at this
level can be selected from any level equal to the
character’s total level.

Jacob Cinciripini (Order #18219176)

Parities of Hyraeatan

Jacob Cinciripini (Order #18219176)



The fourteen Parities of Hyraeatan are ”We number The fourteen Parities are:

organizations possessing deep theoretical both Symmetry and RR The Ashborn: The caretakers
understandings of the nature of reality, of the great Orchards, the Ashborn

their own relationship to those forces, Infinity… we are charged also staff the city walls providing
and what potential the City has to an aggressive first line of defense—

shape the greater tapestry of existence. to Balance all things.” praising the need to Destroy to clear
Tight balances exist between the the way for new Creation.

groups to ensure no one group can ever RR The Blackblades: The guards

outweigh the powers of another while —Aphos to the Parity of the Prisons, this Parity takes pleasure

allowing each a measure of access to the in Endings. It is little wonder that so

special powers afforded by the Radia and Council after the Grand many “reform” under their care joining

Occlusion. While this balanced state is their ranks rather than facing their

never quite perfect, it does generally hold Consumption “ justice.”

well enough for the well-being of the City. RR The Bookbinders: The keepers of

The Resolution of Parity was required the Archives and curators of many private

by the ancient Fade of the City to stabilize collections are precisely that, keepers. They

the shifting energies of the Radia and Occlusion. often value books above their own lives and almost

Growing population had caused the volatile and morphic certainly above those of others.

energies to enter a state of destructive expression which RR The Chrysalis Covenant: The advocates of healing

culminated in the shadowtide that created the Bay of and personal transformation—enlightenment,

Shadow. After calming the energies with the collective shapechanging, or more lasting evolutions. They also

will of the followers of Duxandus and Aphos, the Fade manage the Grand Hospice.

threatened the magical orders that would become the RR The Descendants of Dream: Artists and

Parities with two choices: Separate into balanced pairs or philosophers debating the nature of reality. They

leave. sponsor public Debate Kivas, Theatres and Art

It is unclear if this mandate required two paired Collectives.

philosophies to become a single Parity, as some RR The Eternal Dawning: A crusade from the Prime

historians posit, or if each was required to pair against Worlds finding a new home, the Dawning strives to

an initial rival. Perhaps both. Each Parity also received bring light to darkness•.

a ceremonial designation as to whether it favored the RR The Foreseen: A psionic and psychic collective

energies of the Occlusion which were called Dark Parities that focuses on precognitive insight. They are often

or Radia which were named Light. They were required to accused of manipulative and self-fulfilling prophecy.

select a representative to the Council of Shadow or more RR The Hands of Onus: The Hands or Obliged, as they

commonly called Parity Council. Detailed below are the are often called, believe that burden is sacred. They

Parities as they currently stand. Some have changed as serve as civic authorities and magistrates for the City

time passed over the ages (such as the Eternal Dawning as well as maintaining the Wellness Houses of the

replacing the exiled Lightbringers) but for the most part City.

the Parities have endured since the Resolution. RR The House of Heights: These gods in the making

Despite the Church of Parity’s destruction during often act the part even founding churches and in

the Great Consumption, Aphos’ followers do not take some cases, granting spells to worshipers.

the Law of Parity any less seriously and regularly visit RR The Icegrave Enclave: Morticians of the metropolis,

leaders to affirm the health of the fourteen principle the ferrymen of the Parity boat the dead from the

organizations. Docks to the iceberg island of the Icetomb.

Each organization is detailed on the following pages RR The Steamwalkers: This Parity focuses on the need

with their current leadership structure, important NPCs, to innovate. The way to the future is paved with

and game mechanics to help players wishing to join one experimentation, collaborative conflict, and risk.

of them. If you are using the reputation, prestige points RR The Sanguine Sovereignty: This vampiric Parity

(PP), and fame rules from Pathfinder Roleplaying Game: espouses the power of generational entitlement and

Ultimate Intrigue and the Pathfinder Roleplaying Game’s hungers of all kinds.

campaign setting intrigue book, there are suggested RR The Temple of Coin: This Parity’s brokers value

rewards and rank advancements listed for each Parity. forbidden secrets, indulge in usury and simony,

Parity rank generally follows a pattern of member and have accrued a fortune described as virtually

(Rank 1), officer (Rank 2), commander (Rank 3), and limitless.

advisor (Rank 4) though each has their own titles as RR The Thunderchildren: Thunderchildren study

described below. Current leaders are identified for each of strength and weakness, seeking to master the perfect

the Parities below, but the means of each Parity’s selection Strike–a balance of force and discipline measured to

process vary over time. the task of the destruction–sublime efficiency.

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Chapter 3" Parities of Hyraeatan

The Ashborn (L ight) hazard or guardian with a CR higher than your
level satisfies this special task.
NG preeminent organization Defend Life (1 Favor/2 Fame) Once every two
Leaders the Orchard Ring (Kennala months, you can increase your Fame score or
of the Stone, Mergri of the Flame, take a step toward raising your influence with the
Sewinyl of the Ash) Ashborn by defending a force of Life or Renewal
Values defending life, protecting the Radia’s Grove that required overcoming a hazard or guardian
Nicknames: “Ashers,” “Burners,” “Coalseeds,” with a CR higher than your level satisfies this
“Sootswords” special task.
Public Goals to staff and defend Hyraeatan's
walls, to cultivate the foodstuffs of the Orchard Benefits
and feed the City, to maintain the boundaries Passive Benefits (Fame Awards)
of the Glarewood, to cleanse Hyraeatan from
dangerous corruptions, to protect Life itself RR “Earthspark”—Rank 1 (5 Fame): You can
Private Goals to preserve Hyraeatan against an access the Ashborn’s networks of naturalists,
ultimate loss of Balance; to destroy the City itself soldiers, and spiritualists. When within 100 miles
should a power take hold that will threaten Life; of Hyraeatan, a portal to Hyraeatan, or the
to drive back the Occlusion and make way for Lattice, you pay half as much as normal for
Hyraeatan to grow NPC services involving guides and healers.
Allies among fellow Parities, the NPC spellcasting is reduced 10% for abjuration
Chrysalis Covenant shares or conjuration (healing) spells.
watch over the Orchard, the
Thunderchildren and the RR “Stoneburner”—Rank 2 (20 Fame): You burn
Eternal Dawning; outside the with the light of Life itself, and can
Parities, the Shadow Fey of draw the Radia into your own
House Underleaves and House being. When within 100 miles of
Windwhisper, and various Hyraeatan, a portal to Hyraeatan,
factions of the Bright Lands or the Lattice, you gain 1 point of
Enemies within the Parities essence.
historical enmity with the RR “Emberseed”—Rank 3 (35
Sanguine Sovereignty, Fame): You are entrusted with the
Bookbinders, and Icegrave cleansing and renewing fires of
Enclave. Entropic Eternals have the Ashborn. You can cast flame
soured them on the House of strike and reincarnate as spell-
Heights; outside of the Parities, like abilities once per day at your
the vampires of Cricozarn are considered character level.
dangerous enemies RR “Ashcrown”—Rank 4 (50
Membership Requirements trained in Knowledge Fame): You become an influential
(nature), Profession (farmer), or Survival leader of the Parity and gain a
Influence Limitations Each time the adventurers
wish to reach a new rank, they must cleanse a +4 circumstance bonus on Diplomacy and
corruption or protect a powerful force of Life or Intimidate checks against those familiar with
Renewal significantly more noteworthy than the the Ashborn. In addition, you can retrain
last. Succeeding at a special task more frequently without expending money or favors (or PP).
than described below still gains you 1 favor (2 PP) Favors (Prestige Awards) New benefits are
but does not advance you toward the next rank marked with an asterisk (*). All other benefits are
of influence (or increase your Fame). described in the Mastering Intrigue chapter of
Pathfinder Roleplaying Game Ultimate Intrigue or
Special Tasks campaign setting intrigue guide.
Cleansing Corruption (1 Favor/2 Fame) Once every RR Rank 1 (5 Fame, 1 PP): borrow resources (100
gp), case (+15), gather information, sage
two months, you can increase your Fame score (nature, local, or planes +15)
or take a step toward raising your influence with RR Rank 1 (10 Fame, 2 PP): abundance I*,
the Ashborn by cleansing a corruption from the skill specialization (Knowledge [nature],
multiverse. Defeating a creature or force that Knowledge [planes], Profession [any])
unnaturally spawns, is contagious, and/or is RR Rank 2 (20, 5 PP): abundance II*, borrow
inimical to Life itself that required overcoming a resources (1,000 gp), command team (1 1st-
level druid or radiant), put in a good word,
retrain (locate trainer), renewing fire*
RR Rank 3 (35 Fame, 2 PP): cleansing fire*

166

Jacob Cinciripini (Order #18219176)

The Ashborn (Light)

RR Rank 3 (35 Fame, 5 PP): abundance III*, borrow damage.

resources (5,000 gp), command team (1 RR Sage (5 Fame, 1 PP): You

4th-level radiant, 1d4 3rd-level druids, or 3d4 1st- consult a sage, who makes

level rangers), reciprocal benefits one Knowledge check on your

RR Rank 3 (35 Fame, 15 PP): retrain (no gp cost) behalf.

RR Rank 4 (50 Fame, 25 PP): borrow resources Ashborn Views &
(15,000 gp), command team (1d4 6th-level Beliefs
druids or radiants; or 5d4 3rd-level rangers or
fighters [reborn]), lifeseed*

New Benefits The Ashborn hold to the ideal of a perfected Creation.

RR Abundance (10, 20, or 35 Fame; 2 PP or 5 PP): Each member carries the truth of this in their heart, often

The Orchard’s trees learn to hear you through called the Seed. Their philosophy states for the Seed to

shadows and return the care the Ashborn give grow to the promised perfection, the multiverse must be

them growing through shadow to sustain. At cleared of the Flaw. Burning away the Flaw is then the

Rank 1 (5 Fame), You may use goodberry as a path to their goals and the Parities primary occupation.

spell-like ability once per day. At Rank 2 (Fame Not to be dismissed as raving pyromaniacs (though

20), you may increase this power to also use they have an ample supply) the Ashborn pursue the Flaw

create food and water as a spell-like ability with a deep and abiding passion. Manifestations of the

once per day. At Rank 3 (Fame 35), you may Flaw needn’t be purely physical either. Any obstacle

increase this power to also use heroes’ feast to perfection’s Seed—be it an unjust law, a rusted

as a spell-like ability once per day. You must breastplate, or a corrupt organization—should be fed to

have each the flame. The

prior level of other Parities have

abundance seen fit to give the

to take the “Let them burn what they do not Ashborn charge
next. for protecting

RR Cleansing understand, our flaws will die and Hyraeatan from the
Fire (35 Flaws of Creation

Fame, 2 PP): our seeds will rise anew!” and they oversee
You add the standing army

flame strike —the Daughter of Ash of the city.
to your class Fire is their

spell list as Radiance and they

a 4th-level claim it fiercely

spell and deriding other

add it to your spells known. You must be able Parities for their fear or misuse of it. Particularly they eye

to cast 4th-level spells to gain this benefit. the Steamwalkers who they see as diluting the cleansing

RR Lifeseed (50 Fame, 25PP): The members of the power of the element with their endless churning of

Ashborn cultivate a special radiant-druidic arcane experiments and needless drains on resources.

item called a lifeseed. You are attuned to this Resources the city could be using to defend itself (and

item, and reincarnate as per the spell if you reinforce the strength of the Ashborn).

are slain while the seed is planted in fertile Ashborn History & Current
earth. If the seed is maintained in the soil of Events
the Orchard district they may roll twice on the
reincarnation table and take the preferred

result. You also may invest essence in the We called her the Daughter of Ash.

lifeseed no matter where it is, for each point It is said that in the early days Hyraeatan was naught

invested in the lifeseed you gain another re-roll but the light in the dark. And in that light fell the first

on the reincarnation table. Seed. A Seed destined to grow were none had, where

RR Renewing Fire (20 Fame, 5 PP): Once a day, none should. A chance at a new perfect thing. The Fade

when you deal flame and/or divine damage watched but did not dare move to claim the Seed for the

with any effect, you may select a number of Law of Parity that bound them to act neither as keeper or

creatures targeted by the attack or effect destroyer.

equal to or less than your Wisdom modifier. As they watched, that seed was joined by others, a

These creatures instead heal half the amount rampant swell that would become a forest. At the heart

of the damage and take no fire or divine of a strange wood growing in the midst of darkness, born

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of an uncommon light, a grove grew. It was she who showed the Darkness the Flame.
A reflection of the wood-hearts of the The Fade censured her demanding she act in
Prime Worlds. The Radia would make accordance of Parity lest her grove and their City come
that grove strong, a force of Life rarely to ruin. Some say she called to the Wanderers who
seen and seldom challenged. But as the would join her Circle. Some say they found her with
light pushed back darkness so too did the spells of seeking. Others say that she passed the duty to
grove need room to grow. Hyandil. But come they did and Six they were—a sign
Perhaps it was then that the First of the Circle arrived. of Union and Symmetry.
A druid of surpassing skill and a vision to cleanse The Circle, now Six, closed as they welcomed the
the Flaw that hid in the Shadow’s darkness. She was Daughter of Ash. And she showed them the secrets of
nameless they say but her voice called to the Glarewood the Radia’s light she had mastered thus far. But ever did
and reached out to the Bright Lands beyond. It was they see the Flame and not the Seed. Aphora learned
she who held Hyandil’s hand as she first stepped into its shining power. Aphos claimed its endless hunger.
Shadow and showed her the Radia’s light. Ceradon took in the endless light. Duxandus the
desolation of its passage.
Blitz And Hyandil took the secret to burn anew.
These were the Daughter’s gifts to give, not theirs.
Nevertheless, did they gather disciples and teach of
these secrets. And as all who learn with only listening,
they taught half-truth and broken wholeness. And those
who followed the daughter were alone whole in the
knowledge of Flaw and Flame, Sowing and Seed.
Still, under Parity for many seasons did the Circle
flourish, gathering students, allies, and even worshipers.
The City grew to embrace the grove. But in the shadows
of Hyraeatan, the Flaw took hold. One among the
Parities grew ripe with corruption and hate. Some say
it was the Kyton’s and others the whispers of some fel
power like Nexalla or the Beast of Forms. But the Flaw
was so great and the danger so real that the Daughter
went into a cavern below the Miridia, now called
her Shield, to call forth the Children of Flame. The
Daughter did not return.
The onslaught was brutal. What remained of the
Tower of the Forgotten Parity was bathed in flame and
magma. All that was left behind was a husk of ash and
cooling black glass.
When confronted with the weight of their sins
against Parity, the Ashborn denied them saying the
Seed has sprouted, revealing a new Parity standing in
the ashes of the old. Some say this was the true birth of
the Thunderchildren, born of the Earth. Others claim
this was the Steamwalker’s first day though they claim
Aphora’s fire. And still others say that this was the
Blackblades rose to power.
Whatever this truth, the Parities did not move against
the Ashborn and instead gave over the armies of the
City to them for they had showed their understanding
of Parity and defending the City—from within and
without. The Ashborn took to the Walls, guarding
the whole of the City and in so doing the Seeds of the
future.
Over time a young mystic would arrive and bear
a quirk or smile too familiar to the Eternals of the
City. A way with loam, or a dance taught only by the
Glarewood’s eldest and it would be clear that the Ash

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Daughter had returned. Through crises and upheavals did not match her calling, but in the
a familiar hand of reassurance seemed to settle on the falling ash and screams, clutching a
Ashborn, only to vanish during the last days of the young child to herself and calming fears,
struggle, always leaving a fresh start or cleansed path she knew then who she was. Seeking
before the Parity. the Ashborn after the battles ended and
the children were safe, she convinced
The long held allegiance between Hyandil and the them to use the magic of rebirth on her
Ashborn came to an end when the Flowered Queen put again and again. Some say that it took dozens of deaths,
the worth of her fallen son above that of the City. When destroying her form over and over, but eventually was
Hyandil rose up her Lightbringers against the Parities, herself. Devhani runs the largest orphanage, called
she expected the Ashborn to aid her cause. They did the Kindlehome, in the Verge, and prides herself on
not. Indeed when the Flowered Queen turned to the sheltering those children who have lost their families.
Bright Lands and the Elders for aid, it was the Ashborn
who rose to bar the Orchard to them. This choice was Hashuhsah (N female mirrorkin druid (feylighter†)
no simple affair and many of the Ashborn question the 9/radiant 9): Forming all of their bonds with members
Orchard Circle’s choice to side with vampires and other of the Ashborn, the mirrorkin Hashuhsah has become
undesirables over their own fey allies. a fiery advocate of battling the Flaw. She blends
veilweaving and druidic magic to strike corrupted targets
Personae of the Parity whenever possible and has served as a Warden of the
Trinar Circles often sending subordinate Wardens to
As-One-Asks (CN male shadow fey druid 15): target “threats to the City” that mirror Ashborn concerns.
The fey entity As-One-Asks is a known provocateur Her reflective bond with another Parity member
and sympathizer with the Lightbringer cause. Due to (Hairshirt “Blitz” Akaien warlockUI 7/rogue 3/arcane
his differences of opinion and open animosity with the trickster 10/trickster 4MA) allows them to switch places to
Mithral Throne, he is one of the few Ashborn no longer confuse enemies. Nomus Rhen thinks she should take the
allowed to set foot in the Glarewood or Verge. Thanks vacant Parity Council seat but she in turn supports him as
to Maelwyn’s hands off approach, As-One-Asks is a candidate.
frequently seen testing the second ban on his person and
often a large black crow is seen outside the more settled Nomus Rhen “The Bladefire” (CG human male
areas of the Verge watching the comings and goings evoker 13): Rhen is the commander of the Swordway
of celebrants and harvesters both. He has been known Garrison. His barracks are considered some of the more
on more than one occasion to offer aid to Ashborn or lively and raucous among the Army of the Wall. Most of
Wardens who need help making their way to and from his forces boast high morale and reputations as trouble
the Glarewood without raising Maelwyn’s attentions and for Irons District teahouses, bars and the pleasure dens
seems to enjoy dancing right up to the line of the Prince’s of the Verge. Some of his troops have adopted his name
patience. and “Bladefires” are often found at the heart of brawls
or in a Warden’s shackles. However, what he lacks in
Ahsaghul Jemai (N female fetchling shaman 12): discipline, Nomus makes up for in tactical genius and
Ahsaghul runs a guild of shepherds and herdsman that has fended off more than one Kyton assault and held
provide what little of the City’s meat stores that are native true during the Incursion. This heroic stand has earned
outside the hunted game of the Glarewood. They mostly him the attentions of the Harvest Hill Academy in the
cling to the outer edges of the Glarewood where the Colleges for a guest instructor, he is being considered for
Bright Lands influence on the City is strong enough to the Ashborn’s currently vacant Parity Council seat, and
buffer from negative Radia weather and fallout. Even still the House of Heights has suggested he may find more
particularly strong planar bleeds or energetic phenomena purpose in leading initiates in his own order of mysteries
can lead to devastating losses of livestock. She holds and have enticed him with a store of golden apples.
services for the harvests of flesh for the beasts when it
comes time to take in a herd. She has come under fire Thestial Manymen (NG human female fighter
for benefiting from the death of so many creatures. Not [reborn†] 12): Thestial is one of the most vocal of the
all Ashborn understand the complexities of Ahsaghul’s warriors known as Reborn. She has recollections and
relationships with the bestial spirits of the Orchard and verified knowledge of no less than three incarnations as
she suffers the critique of her peers, reinvesting her profits a defender of Hyraeatan. The Hands of Onus led a case
in procuring stock from across the Lattice that is living in to the Parity Council to reinstate her prior rank and titles
poor conditions. in multiple Parities and the Wardens of the Lattice. The
Parity ruled against her claiming that her knowledge was
Devhani “Mother Groveborn” Sesh (NG female fragmentary and not tantamount to the work she had
ifrit oracle 9): Devhani first felt as herself when she accomplished before. She has reclaimed her vassalage to
gathered the orphans of the Incursion, saving them even Maelwyn and has begun an active recruitment of other
as the behemoths raged and the dead walked. Her form Reborn to serve the Mithral Throne.

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Ysmal the Unseared/The Silver essence you may change as per fey form I, at
Sword (NE male aasimar kineticist 4/ 3 invested essence you may change as per fey
vigilante 9): Among a small but growing form II, At 4 invested essence you may change
minority of the Ashborn that sees the as per fey form III, and at 5 invested essence you
Sanguine Sovereignty as out of control may change as per fey form IV. Your wild shape’s
and overextended, Ysmal publicly pursues duration is unaltered but your essence is tied to the wild
a line of legalistic sanctions and strictures shape and may not be removed from this ability until you
meant to force separations between the Church of the resume your normal form.
Faith Devoured and the Sovereignty itself. A particularly
ardent response from one of the blood-priests of Aphos, Luminous Flame (Su): You can invest essence into your
benefited him with a Warden security detail which he ability to cast spells with the fire or light descriptors. For
enjoys flaunting publicly in the Seraph’s Ring. A member each point invested in this ability the next time you cast
of the Sovereignty seems to always find themselves a fire or light spell it deals 1d6 extra damage if it deals
assigned with a Circle to this detail though as to whose damage. If you invest your essence in this ability equal
request, no one has admitted. As the Silver Sword, he to or greater than the level of a fire spell you may change
has begun taking increasingly bold actions against all its damage to untyped light damage. If you invest at least
the vampires of Hyraeatan and may be responsible for no 4 essence in this ability, your light spells act as natural
small number of deaths on the Lattice itself where the sunlight on any plane where light spells are not inhibited.
burden of proof prevents solid affiliations and Warden’s Upon casting a spell empowered by this ability you take
patrols run thin. essence burn equal to the invested essence.

Ashborn Game Mechanics Rage of the Guardian (Su): You can invest essence into
your form and attacks. You may invest 2 or more points
Feylighter (Druid Archetype) of essence into your current form as either earth aspect
or fire aspect. For every 2 points invested in earth
Some druids are specifically trained in the Groves of the aspect you deal +1d4 acid damage with your attacks,
Verge, initiated by the fey mystics of the Glarewood, and gain a +2 enhancement bonus to Constitution, and
finely attuned to the power of the Lifemount as defenders a +1 enhancement bonus to natural AC. For every
of the Orchard Groves and the City. They are vessels 2 points invested in fire aspect you deal +1d6
of the fey light of the Bright Lands and may bring the fire damage with your attacks, gain a +2
cleansing fires of the Ashborn to bear on Hyraeatan’s enhancement bonus to Dexterity, and a +1
enemies. insight bonus to AC.

Radiant Bond (Su): The feylighter gains the ability This ability replaces natural bond.
to draw in essence from the Bright Lands and the
Radia itself. You gain an essence pool equal to half your Reborn
druid level (minimum 1). You may invest essence in the (Fighter Archetype)
following abilities:
During the history of Hyraeatan the tenders of the Elder
Bright Children (Su): As a swift action, you can invest Grove have often found themselves lacking for warriors,
essence into your ability to spontaneously cast summon they visited old battlefields and using the magic they
nature’s ally spells. If you invest 1 essence into this ability learned from Hyandil and implored the souls of the fallen
creatures summoned by your summon nature’s ally I–III warriors to return to defend the City. These warriors have
become fey-touched creatures. If you invest 2 essence returned time and time again to defend the Grove and
creatures summoned by your summon nature’s ally I–III then the Orchard.
become fey animal creatures or your summon nature’s
ally IV–VI become fey-touched creatures. If you invest Awakened Lifetime (Ex): At 1st level, the reborn is
3 essence creatures summoned by your summon nature’s incarnated with memories of a single lifetime slumbering
ally IV–VI become fey animal creatures or your summon in their mind. This identity can be of any race, gender,
nature’s ally VII–IX become fey-touched creatures. If you and alignment. The identity is always one of a skilled
invest 4 essence creatures summoned by your summon fighter or martial classed character that fought on behalf
nature’s ally VII–IX become fey animal creatures. Upon of the City, its Parities, or otherwise perished within
casting the summoning spell you take essence burn equal reach of the Ashborn or the Elder Grove. The character
to the invested essence. should select a class skill that belonged to the identity
that is not normally a class skill, while channeling that
Form of the Bright Ones (Su): You can invest essence identity (see below) the reborn gains access to that skill.
into your ability to wild shape. This allows you to change At 3rd level, 7th level, 11th level, 15th level, and 19th level the
instead into fey as per the fey form spell. At 2 invested reborn gains another awakened life.

This ability replaces armor training and armor mastery.

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Memory
of What
Was (Ex): A reborn
may make Knowledge
(History) checks untrained.
They add a +2 bonus to these checks as
memories of ancient battles and old lives
inform their thoughts.
This bonus increases by +2 at 6th, 10th,
14th, and 18th levels. This ability replaces
bravery.

Soulfire
(Theurge Archetype)

Mastered Knowledges (Ex): At 1st level, a reborn Those who study magic without
selects one combat feat for each awakened lifetime they bias as to source often come to
have. This feat is one known to a specific awakened serve as intermediaries between
lifetime. At 2nd level, and every even level thereafter
each awakened lifetime gets another bonus combat feat. the traditionalists and more
When using the channel lifetime ability the reborn gains radical elements. The
access to these feats. This ability can be used to take soulfire is no exception
feats from other Parities but no more than one Parity per to this phenomena.
awakened lifetime. Standing as both
student revolutionaries
This ability replaces all bonus feats. and natural wardens,
Channel Lifetime (Su): At 1st level, by meditating for these natural specialists of
fifteen minutes, the reborn can bring a previous lifetime theurgy try to moderate
to the front of their memories. This gives them access the Ashborn’s druidic
to that lifetime’s skill bonus and mastered knowledges
for 1 hour per reborn level. The reborn can activate this militarism and the arcane realities of the City and its
ability once per day and an additional time at 5th level relationship with the Radia.
and every 4 levels thereafter.
This ability replaces weapon training and weapon Spells: A soulfire may select cleric/oracle, druid, or
mastery. psychic as one of their spell lists instead of only cleric/
oracle. The other spell list must be sorcerer/wizard. If
you are using Source OriginBoB mechanics, they may cast
cleric/oracle spells as a Primal Origin if they so choose.
Alternatively, the druid spells may be resolved as either
Divine or Primal Origin. If they select psychic spells
they may choose to consider them Divine or Primal
Origin instead of Mental. These choices once made
cannot be changed.

Bonus Languages: Druidic. Ignan, and Terran
are options for a 1st level soulfire in addition to other
languages.

Kindlestave (Su): The soulfire grows a special staff
in the soil of the Orchard that serves as prayerbook,
spellbook, and divine focus (if any). The staff stays
living even after cut and grows new branches that

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are regularly trimmed as part of the per day the shaman may deal 1d6 + 1d6/2 levels to a
process of learning new spells. Special creature within 100 feet that has hurt an animal, fey,
materials (roughly equal to standard plant or magical beast within the past day. They may use
costs to scribe a spell) are prepared to this ability to inflict damage an additional time at 11th
“plant” the kindlestave and cause it to level.
grow new branches. Each cut branch
reveals a pattern of rings that encodes Roar of Flame (Su): As a standard action, you can
the understanding of magic to the soulfire. Only casters unleash a terrifying roar of primal anger. All enemies
who understand Druidic can understand spells scribed in within 100 feet must make a Will save or suffer a -1
a kindlestave. morale penalty on attack rolls, skill checks, and saving
This ability replaces both spellbooks and prayer books. throws. All weapons (manufactured or natural) of allies
Soulfire Spells (Su): The soulfire gains the ability to within 100 feet who hear your roar gain the flaming
select a number of non-arcane spells that target a single magic weapon quality. Both the penalty and weapon
creature and designate these spells as soulfire spells. property last for a number of rounds equal to your
The soulfire can cast a sorcerer/wizard spell that deals Charisma modifier. At 10th level, this increases to a -2
energy damage as a full action to add the effects a soulfire morale penalty and the flaming burst weapon quality. You
spell to any target that fails its saving throw against the can use this ability once per day, plus one additional time
damaging arcane spell. Each soulfire spell you know can per day at 5th level and for every five levels thereafter. This
only be applied once per day in this way. You gain a 1st ability counts as a fear effect.
level soulfire spell at 5th level and an additional spell of
one level higher ever 3 levels thereafter. Whispers of Vengeance (Su): When the shaman
This ability replaces Innate Spell. first wakes or finishes resting each day they may
name a creature type from the ranger favored enemy
Shaman Spirit: Ashborn lists. This choice may not be deferred. They gain a +1
bonus on Bluff, Knowledge, Perception, Sense Motive,
A member of the Parity who has fallen has become a and Survival checks against creatures of the selected
spirit you may call upon to protect the Orchard, the type. Likewise, they get a +1 bonus on weapon attack
Radia, and the City. Their magics are you own while they and damage rolls against them. A shaman may make
share their link with you. Knowledge skill checks untrained when attempting to
identify these creatures. These bonuses increase by +1
Spirit Magic Spells: burning hands (1st), stone callAPG at 5th level and every five levels thereafter. This choice
(2nd), fireball (3rd), fire shield (4th), stoneskin (5th), fire seeds counts as a ranger favored enemy bonus for purposes of
(6th), fire storm (7th), incendiary cloud (8th), clashing rocksAPG feats, spells, and other rules considerations. This hex lasts
(9th) for 24 hours.

Shaman Hexes Spirit Animal: The shaman’s spirit animal appears to
have a mark of the fallen spirit’s original form upon it. It
A shaman who chooses the Ashborn spirit can select from might bear human-like eyes or the flaming corona of a
the following hexes. fallen ifrit. The spirit animal gains a +2 on saving throws
made against death effects.
Earthblood Armor (Su): The shaman may touch a
willing creature (including herself) and grant it a thin Spirit Ability: A shaman who chooses the Ashborn
armor of molten stone. The next time the warded creature spirit as her spirit or wandering spirit gains the following
is struck with a melee attack, the damage is reduced by 5 ability.
and the attacker takes 1d6 of fire damage from sprays of
molten stone. This ward lasts for 1 minute, after which Rising Spiritfire (Su): As a standard action, the shaman
it fades away if not already expended. At 8th and 16th can touch an ally (including themselves) and cause their
levels, the ward prevents up to 5 more points of damage lifeforce to burn brighter. They gain temporary hit points
and deals another 1d6 of fire damage when triggered. A equal to 1d6 + 1 point for every 2 shaman levels she
creature affected by this hex cannot be affected by it again possesses. These hit points last for 1 minute per shaman
for 24 hours. level. While any temporary hit points remain, the target
sheds bright light at 5 feet and dim to 10 ft. In areas of
Retributive Fire (Su): The shaman can sense those suppressed lighting this light never drops below 5’ft. The
who have harmed nature. The shaman may make a shaman can use this ability a number of times per day
special Perception check to sense a creature that has hurt equal to 3 + her Charisma bonus.
an animal, fey, plant, or magical beast within the past day.
The Perception DC to sense it is 20 minus 2 per instance Greater Spirit Ability: A shaman who chooses the
of harm in the past 24 hours. They perceive a burning Ashborn spirit as her spirit or wandering spirit gains the
blood red aura around such creatures. In addition, once following ability upon having access to the greater version
of that spirit.

Renewing Destruction (Su): The shaman gains acid and
fire resistance 5. In addition, as a standard action the

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shaman may heal a creature within 60 feet of her. When or supernatural ability you use. If
they do so, that creature unleashes a destructive wave of you choose to also take this damage
earth and fire at all creatures within 15 feet of them. The yourself, the damage dealt ignores energy
healing is 1d4 points of damage per shaman levels and the resistance of creatures impacted by the effect and deals
explosion does 1d4 each of both piercing and fire damage half damage to creatures with immunity.
for every two shaman levels. A shaman may use this
ability three times per day but never on the same creature Focused Purification
more than once in a 24 hour period.
Prerequisites: Member of the Ashborn, Con 13+ or
True Spirit Ability: A shaman who chooses the Wis 13+, Favored enemy class feature or Creature Focus,
Ashborn spirit as her spirit or wandering spirit gains the Knowledge (Nature) 3 ranks.
following ability upon having access to the true version of
that spirit. Benefit: You may call on the elements to purify the
enemies of the City and the dangers who seek to corrupt
Soulfire Form (Su): As a standard action, the shaman the Elder Grove and the Orchard. You may use a swift
sheds her body and becomes an incorporeal shimmering action to add +1d6 of a chosen energy type to attacks
creature of light similar to an insubstantial fire elemental. against your favored enemy to all attacks made with
In this form, you gain the elemental type and give off manufactured or natural weapons for 1 round. You may
a warm, welcoming light that increases the light level activate this feat a number of times equal to once a day
within 10 feet by one step, up to normal light. Any plus once a day per four levels. This damage stacks with
undead creature striking you with its body or a hand-held damage of the same type from another source such as a
weapon deals normal damage, but at the same time the flaming weapon enchantment or aethernaut rift edge for a
attacker takes 1d6 points of positive energy damage + 1d6 Fire aligned plane.
per 2 shaman levels. Creatures wielding melee weapons
with reach are not subject to this damage if they attack Fury Spell [Metamagic]
you. If you grapple or attack an undead creature using
unarmed strikes or natural weapons, you may deal this Prerequisites: Member of the Ashborn, Cleansing
damage in place of the normal damage for the attack. Fury, Favored enemy class feature or Creature Focus.
Once per round as a free action you may take at any time ,
if you pass through a living allied creature’s square or the Benefit: You may transform spells you cast into divine
ally passes through your square, it heals 1d6 hit points + cleansing energy. When resolving a fury spell against
1d6 per 2 shaman levels. You may instead use this ability a creature that would be subject to your favored enemy
to heal yourself as a move action. You choose whether or or Creature Focus, you may remove energy descriptors
not to heal a creature when it passes through your space. from the spell and instead deal untyped divine or primal
You may return to your normal form as a free action. You damage to them. The spell deals half its normal damage
may remain in soulfire form for a number of rounds per against creatures who are not subjects of a favored enemy
day equal to your shaman level. or Creature Focus. A fury spell takes a spell slot one level
higher than normal to prepare or cast.
Manifestation (Su): Upon reaching 20th level the
shaman becomes a living agent of renewal and cleansing. Power of Purification
Once per day as an immediate action, the shaman can use
a reincarnate effect to return to life. Prerequisites: Ashborn, Favored enemy class feature
or Creature Focus, Knowledge (Nature) 3 ranks, Power
Feats Attack.

Cleansing Fury Benefit: Your reckless fury to cleanse enemies of the
Ashborn causes your weapon to burst into cleansing
Prerequisite: Member of the Ashborn, Wis 13+. flame. When you take a penalty on attack rolls to deal
Benefit: Once per day, plus one time per 10 Fame more damage with Power Attack you may instead choose
you have achieved with the Ashborn, you can maximize to deal 3 points of fire damage instead of 2 points of extra
the numeric results of a damaging power, spell, veil, weapon damage per -1 you take on the attack. This bonus

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New Magic Items PURIFYING, GREATER +2 BONUS

Aura strong transmutation CL 7th

Three times per day as a swift action, a greater

PURGEBLADE 20,315 GP purifying armor can emit a blast of supernatural

Aura strong evocation and transmutation flames to cleanse its wielder. This can damage and

CL 8th remove conditions as the purifying special armor

Slot none Weight 4 lbs. ability, or instead deal 4d4 fire damage to remove

Description the bleeding condition and one of the following:

The blade of this +1 greater purifying longsword the exhausted, frightened, or nauseated conditions,

features engravings of embers just above its 2d2 ability damage, or 1d2 ability drain. Preventing

crossguard. It possesses the greater purifying special or absorbing the purifying ability’s fire damage

ability despite being a weapon and the former negates the condition removal affect. Note that a

being an armor special ability. frightened or nauseated wielder can still activate

The blade ignites in black flames when the wielder their weapon’s greater purifying ability.

uses the weapon’s greater purifying ability, dealing Construction

an additional 4d4 points of fire damage for 1 minute Craft Magic Arms and Armor, heat metal,

afterwards. restoration

Additionally, once per day when the purgeblade’s New Occult Ritual

wielder is subject to an effect that would cause a

condition removable by the greater purifying ability,

black flames erupt to metaphysically purge the Awaken the Eyes of the Old

effect and gird the wielder’s physiology. The wielder School Transmutation; Level 9th
Casting Time 9 hours
is immune to the triggering condition until the end of Components V, S, M (an item of great personal

their next turn, and the blade deals additional fire meaning to a past-life, alternatively this can
be fulfilled by the blood of a loved one or
damage as if the wielder had activated its greater descendant of the prior life, SC (at least 12, rarely
more; the casters must be an even split between
purifying ability. While immune to the condition, those who can create under their own power a
[fire] descriptor effect or an [earth] descriptor
ash flakes emerge and float from the wielder’s skin; effect. When participating in the casting, a caster
must be dedicated to one of these elements even
coupled with a purgeblade’s black flames, this has if they are capable of doing both)
Skill Checks Craft (carving or tattooing) DC 36, Heal
given rise to the word “sootsword” as a derogatory DC 36, Knowledge (arcana) DC 36, Knowledge
(nature) DC 36, Perform (dancing) DC 36,
word for members of the Ashborn Parity. Perform (percussion instruments) DC 36, Perform
(singing) DC 36, Spellcraf DC 36, Additionally all
Construction 10, 315 gp participants must have the Perception occult skill
unlock or be benefiting from aura sight or similar
Requirements Craft Magic Arms and Armor, heat magic or powers.
Duration instantaneous
metal, restoration Saving Throw Will negates (harmless); Spell
Resistance yes
New Armor Special Abilities Backlash The primary caster is exhausted, becomes
afflicted with a lesser madnessHA, becomes
Developed and primarily employed by the Ashborn, vulnerable to [emotion] effects taking double
the purifying and greater purifying armor special abilities the penalties inflicted by such effects, and suffers
furthers members’ focus on cleansing the Flaw to allow 1 point of Constitution drain; the primary caster
their Seed to grow, scouring the wearer’s body with may have this drain restored with magic as
cleansing tongues of flame. normal or by participating as a secondary caster
in this ritual at a later time. If a caster participates
PURIFYING +1 BONUS in this ritual seven times (once as primary caster,
and three times as a secondary caster fulfilling
Aura faint transmutation CL 3rd each of the elemental aspects of earth and fire)
they gain the benefits of the ritual for themselves
Three times per day as a swift action, a purifying

armor can emit a blast of supernatural flames that

deal 2d4 fire damage to the wielder, but cleanse

them of the bleeding condition and one other of

the following: the fatigued, shaken, or sickened

conditions, or 1d2 ability damage. Preventing

or absorbing the purifying ability’s fire damage

negates the condition removal affect.

Construction

Craft Magic Arms and Armor, heat metal, lesser

restoration

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and reincarnate immediately upon being slain Incarnate, Water for Time, Air for
the next time they die. Magical beasts (with a CR Mind, and Fire for Pyre. These
equal to the subjects) are called toward the area elements are then systematically
of the ritual and are angered by its energies. destroyed, fouled, or otherwise
Failure The primary caster immediately is afflicted taken from their pure state to a state
with a greater madnessHA and must make a magically unrecognizable from their
successful Will save against the DC of the ritual original.
or attempt to slay all other creatures that were
involved (assuming the madnesses acquired The mask or tattoos ignite below the surface of the
allows them to act) while suffering the effects earthen tomb. Radia-infused fire seeps into the mind
of the madness. So great is the feeling of hatred and soul of the being and ignites a link between the
for those participating that the primary caster life that was and the one that is. All casters observing
increases any attack or damage bonuses to harm the ritual monitor the lifeforce, aura, and body of the
them by a +2 circumstance modifier. The primary subject to make certain that the ritual does not kill
caster will hold the secondary casters and subject them and that the intended past-life is brought forth.
in emnity even after cured of the madness
unless a separate instance of miracle or psychic The ritual concludes with the primary caster
surgeryOA is used to remove the feelings of reaching an outstretched hand to the entombed
antipathy and hatred. The subject is overwritten subject who bursts forth to grasp the offered hand
by an unintended past-life and is lost until healed and return to the realm of the living. It takes 1d12
via miracle or psychic surgeryOA. days for the subject to reconcile the flood of new
information they are remembering and processing
Effect and until that time passes they are considered to
This ritual may only be cast on a target with a verified have the staggered condition whenever forced into
past-life or ancestral memory (GM determination) combat or stressful situations.
The ritual’s subject must either be tattooed with or
wear a mask with a countenance evocative of their It is whispered that the ritual can be used more
prior life’s existence. This ritual may only be cast by a than once on the same subject but that the difficulty
living creature. of doing so increases by a terrible degree (Increase
all skill requisites by 10). The past-life awakened by
By means of this ritual, the caster may awaken the backlash is instead an unwholesome creature from
previous memories of the subject’s earlier existence. a forbidden realm or lost reality that is inimical to
They are granted one feat that their prior self had all Life and an enemy to the Ashborn. The magical
access to and they still qualify for. They gain a beasts called by the ritual are considered mythic
second such feat if they are already or when first and have the advanced template applied. Rumor
reaching 10th level. They gain a +2 circumstance has it that this ritual was attempted on a prominent
bonus to any Knowledge skill or other Skill check Ashborn leader when the kaiju called the Suneater
directly connecting to a previous lifetime. was summoned into the Docks District.

The ritual begins with the primary caster setting the “This isn’t
subject with an elaborate mask or anointing tattoos
with oils harvested deep within the Glarewood. the first time I have seen
When this is done, the subject is lowered into an
open grave by the casters of the rite which is then foolishness such as this,
filled in covering the body of the subject save for a
small space allowing them to breathe. but those who live only once

The secondary casters then take sides forming seem doomed to repeat it.”
two crescents flanking the entombed subject. Those
attuned to fire dance wildly to evoke the power —Thestial Manymen
of life and flame from the Radia infused soil of the
Orchard. Those tuned to earth beat two frenetic
patterns of drum beats similar in rhythm to the timing
of beating hearts. The beats are brought in and
out of synch with one another to draw the ancient
consciousness toward the one currently living within
the subject.

At the subjects extremities are placed an amount
of Elemental matter (no less than 7 pounds). Each
element corresponds to marked limb: Earth for

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The Blackblades score or take a step toward raising your influence
(Dark) with the Blackblades by killing or defeating
a preserving force. Defeating a preserving
CE preeminent organization force can include destroying the target of
Leaders Mestesio Avledine their preservation. Any conflict that required
Values accepted entropy, the overcoming a hazard or guardian with CR higher
destruction of static things, nihilistic thought than your level satisfies this special task.
Nicknames “Enders,” “Breakers,” “Entrophs,” “Holes”
Public Goals to remove threats to the City by force Benefits
or incarceration, to maintain Prisons for the City’s Passive Benefits (Fame Awards)
criminal populace, to execute the guilty and
enforce the will of the Parity Council, to destroy RR “Ender”—Rank 1 (5 Fame): You can access the
rogue Eternals, to facilitate the end of things Blackblades' extensive contacts with weapon
Private Goals the prepare for the day when the merchants, demolitionists, and militaries. When
Occlusion and Radia collide and bring the Final within 100 miles of Hyraeatan, a portal to
End of All Hyraeatan, or the Lattice, you may purchase
Allies among fellow Parities, Sanguine Sovereignty, weapons and destructive magic items at 10%
Steamwalkers, Hands of Onus and the discount.
Thunderchildren. They alternate in conflicts and
partnership with the Ashborn; RR “Breaker”—Rank 2 (20 Fame): You gain a
outside the Parities, they find dreadful mien associated with those of the
some ground with the Apaths Blackblades Parity. When within 100 miles
of the Vile Geometries and the of Hyraeatan, a portal to Hyraeatan, or the
Ravening Maw of the Abyss Lattice, you gain a +2 bonus on
Enemies House of Heights, Intimidate checks.
Chrysalis Covenant, Eternal RR “Nihil”—Rank 3 (35 Fame):
Dawning, Temple of Coin and You are initiated in the mysteries
Foreseen; outside of the Parities, of the Final End. You can cast
the Moon Queens of Lunera and disintegrate as a spell-like ability
the Inevitable Pillars once per day at a caster level
Membership Requirements trained equal to your character level.
in Craft (Alchemy), Knowledge RR “Finality”—Rank 4 (50
(arcana), or BAB +1 Fame): You become an influential
Influence Limitations Each time leader of the Parity and gain a +4
the adventurers wish to reach circumstance bonus on Diplomacy
a new rank, they must destroy a preserving force and Intimidate checks against
or destroy an enduring creation of value to the those familiar with the Blackblades.
Parity significantly more noteworthy than the last. In addition, you can retrain without
Succeeding at a special task more frequently expending money or favors (or PP).
than described below still gains you 1 favor (2 PP)
but does not advance you toward the next rank Favors (Prestige Awards) New benefits are
of influence (or increase your Fame). marked with an asterisk (*). All other benefits are
described in the Mastering Intrigue chapter of
Special Tasks Pathfinder Roleplaying Game Ultimate Intrigue or
Destroy Enduring Creation (1 Favor/2 Fame) Once the campaign setting intrigue guide.
RR Rank 1 (5 Fame, 1 PP): borrow resources (100
every two months, you can increase your Fame gp), case (+15), gather information, power of
score or take a step toward raising your influence the destroyer*, sage (arcana, local, or planes
with the Blackblades by destroying an enduring +15)
creation. This can be an object, building, or RR Rank 1 (10 Fame, 2 PP): shattering blow*,
organization. Destroying an enduring creation skill specialization (Craft [any], Knowledge
that required overcoming a hazard or guardian [planes], Perform [any])
with CR higher than your level satisfies this special RR Rank 2 (20, 5 PP): borrow resources (1,000 gp),
task and an object or creation resulting from a command team (1 1st-level eclipse or nexus),
Skill check of 10 + twice your level. put in a good word, retrain (locate trainer),
Defeat Preserving Force (1 Favor/2 Fame) Once reaper’s harvest*, tides of doom*
every two months, you can increase your Fame RR Rank 3 (35 Fame, 2 PP): blood of the destroyer*
RR Rank 3 (35 Fame, 5 PP): borrow resources (5,000
gp), command team (1 4th-level eclipses,
1d4 3rd-level nexus, or 3d4 1st-level cryptics),

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reciprocal benefits check against a creature you are

RR Rank 3 (35 Fame, 15 PP): retrain (no gp cost) aware of and believe to be within

RR Rank 4 (50 Fame, 25 PP): borrow resources 100 miles of Hyraeatan, a portal

(15,000 gp), command team (1d4 6th-level to Hyraeatan, or the Lattice. If

eclipses or nexus; or 5d4 3rd-level aethernauts successful the first time you meet

or cryptics), final end* that after 1d4 days creature they

New Benefits are subject to the results of the Skill

Blood of the Destroyer (35 Fame, 2 PP): You may as soon as they become aware of your identity. If

bind veils to the (blood) chakra as though you the creature is not within range this ability fails.

were a daevic. You must be able to shape veils to

gain this benefit. The Blackblades promise no hope or salvation. All things

Final End (50 Fame, 25PP): The Parity opens the end, they claim, and the enlightened can recognize when

power of the Void within you. If you drop a a creature or object is in its Last Moment, and prepared

creature to 0 hit points you may use an immediate for its Final State of nothingness. Called bleak nihilists

action to declare the blow as a final end. The or opportunistic sadists by the rest of Hyraeatan, the

creature instantly dies and cannot be targeted Blackblades simply stand and wait, their hands on their

by resurrection magic or abilities until a wish or well-used weapons, for their critics to meet their own

miracle is used to undo the effects of this ability. ends. The Enders’ philosophy is grim, all-encompassing,

You must be mythic to use this ability on a mythic and dreadfully final.

creature. Most Blackblades work in professions philosophically

Power of the Destroyer (5 Fame, 2 PP): You become aligned to the end of things. Although the popular image

infused with of the Blackblades

the power is as grim guard of

to harm and the Prison and the

destroy. All “We are our own lesson, the pitiless executioner
weapons and of the condemned,

natural attacks multiverse is broken and whispers Blackblades can
you wield are be found across

considered for release.” Hyraeatan. Many
magical for Blackblades

purposes of —Mestesio Avledine serve as common
DR and at 10 mercenaries,

Fame they although they

gain a +1 prefer specific,

enhancement short-term goals

bonus if they possess none. (such as engaging in a military action against their

Reaper’s Harvest (20 Fame, 5 PP): You gain 1 point employer’s rival) over long-term duties such as guard

of temporary essence when you bring a creature work. Blackblades receive excellent training in their

to 0 or lower hit points. This temporary essence Tower of Blades and evince a flagrant disregard for

fades after 1 minute. You may have no more than their own well-being, allowing them to command high

1 temporary essence from this ability per 10 Fame wages for difficult mercenary work. They have a keen

you have with Blackblades. eye for quality weapons and armor; although they rarely

Sage (5 Fame, 1 PP): You consult a sage, who makes create tools of war, they understand how to employ them

one Knowledge check on your behalf. effectively. Those Blackblades unsuited to combat often

Shattering Blow (10 Fame, 2 PP): As a member of the work in low-paying, unappreciated professions related to

Blackblade you may use a swift action to make destruction, such as demolition, garbage collection, or

one attack per day ignore the hardness of an pest extermination.

object or damage reduction of a creature, if you Curiously, for a group that eschews creation and revels

miss with the attack this ability is wasted. For every in destruction, Blackblade philosophers have recently

10 Fame beyond 10, the Blackblade can use this engendered new fields of metaphysical scholarship.

ability again. Most Blackblades are existential nihilists, arguing

Tides of Doom (20 Fame, 5 PP): You gain the ability that individual existence—and perhaps, existence as a

to make an Intimidate check against a creature whole—contains no intrinsic significance. Considering

that carries a promise of death before you ever Hyraeatan’s close proximity to the vastness of the infinite

meet in person. While speaking to any group of planes, they say, theirs is a provable truism. Entire schools

10 or more creatures you may make an Intimidate of philosophical thought have evolved around the concept

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of the Last Moment, the ultimate end Bookbinders have received these personal visits, or have
of all things. The few good-aligned met with accidents that, not coincidentally, destroyed
Blackblades admit the pendency of the their research into the Blackblades. Despite this effort,
Last Moment, but argue for elevating Hyraeatan has several ageless citizens who remember the
overall social betterment before this Blackblades’ founding, or historians with sufficient power
inevitable end. or protection to ignore the Blackblades’ threats. These
records illuminate an origin that is relatively banal for all
Blackblade Views & Beliefs the effort the Blackblades put into suppressing it.

Things exist to cease existing, so says the only scripture During the early days of the city, its executioners were
the Blackblades recognize. Life is then a journey to the members of a loose union called the Headsmen. The most
Last Moment. A perfect end for all things and all things influential organizer among the Headsmen was a zealot
made perfect in the end. A Blackblade always presides known as the Black Blade. The Black Blade—whom
over each Tribunal for crimes in Hyraeatan, not as judge histories variously describe as a female fade or a male
or bailiff but rather a swift executioner’s blade should it half-elf—exhorted the executioners to a higher calling,
be deemed needed. Each Tribunal consists of the five dealing out a just finality as a service of a universal law.
Parities of the Council most wronged by the criminal Black Blade had close connections with several powerful
and is presided over by three of the Parities least. The daemons, and these daemons served as the initial muscle
Blackblades consider their executioner’s presence enough for the group. Black Blade disappeared on the eve of a
and rarely request any additional representation. significant meeting to incorporate the city’s jailors into
the executioner’s union—which would require a more
As that all life is the journey toward the end, so-named expansive name than the “Headsmen”—and the group
the Last Moment, the Blackblades see themselves as elected to take the name Blackblades instead. Once
purifiers and declarers of the Final State. The Final State the jailors, executioners, and talented soldiers banded
is the recognizable form of thing or person that requires together, the Blackblades rose in influence sufficient to
the Last Moment. Generally, the Blackblades claim that become a Parity of the city.
their members instinctively recognize the Final State and
sense the coming of the Last Moment. The Jailers of the This rapid growth was fueled by a short treatise of
Blackblades then also claim to be keeping prisoners for dubious authorship. A cabal of daemons claiming to be
in trust for the perfection of their Final States. This fact Black Blade’s closest confidantes released a pamphlet
that makes their Prison one of the most feared places in called “The Justice of the Final State,” which they
Hyraeatan. claimed to have been penned by Black Blade personally.
As many early rumors describe Black Blade as proudly
It should be noted that outside of the Tribunal illiterate, this authorship is doubtful. Regardless, this
and Prison, the Blackblades don’t receive any special treatise—which described how to recognize the Last
protections legally unless specifically bestowed Moment of persons and things in order to deliver the
by the Parity Council. This doesn’t stop members Final State—became popular among the Blackblades,
from “recognizing the Last Moment” and facing uniting the Parity more than Black Blade ever did. Most
the consequences of their killings, arsons, and other copies of this treatise have been destroyed, making extant
destructive “Crimes of Perfection” outside their Tower or copies exceedingly rare and incredibly valuable.
Prison. Other members just smile and nod as they haul
their new charge back to the Prison. Each violent conflict that wracks Hyraeatan causes
a surge in Blackblade membership. When the Orchard
Blackblade History & District was overrun by the Flowered Queen, desperate
Current Events farmers flocked to the Blackblades for well-tested arms
and brutal but effective training to repel the attack.
For a philosophy centered on endings, the Blackblades Although these hopefuls gained the skills and tools to
have expended a suspicious amount of effort toward fight back, they also gained firsthand experience in the
masking their beginnings. Libraries with information horrors of war and witnessed the brutal ends of friends,
about the Blackblades’ early history have burned down farms, and fields. Although they found victory, these
in suspicious fires, and civic records about the Parity’s soldiers also became students of nihilism and dedicated
formation have mysteriously disappeared. Historians adherents to Blackblade teachings.
who study civic history have learned that focusing on
the Blackblades’ origins invites frightening visits from Personae of the Parity
grim, heavy-handed bruisers who suggest, none to
gently, that the scholar cease asking the wrong sorts of The following personae are well-known among the
questions. The Bookbinders and the Blackblades have Blackblades.
no love lost between them, but many sages among the
Anders Ravarka (LE male human slayer [moment
bringer†] 16): The foremost executioner of the

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Blackblades, Ravarka sees no value in any activity other
than ending mortal lives. He is a pitiless executioner
and a keen judge of the best way to kill even unusual
creatures with a single, heavy strike. Now in his early
50s, with over a thousand executions in his career,
Ravarka has never failed to kill a condemned being with
a single blow. Among the Blackblades, a small cadre
of fanatic adherents worship Ravarka as the ultimate
executioner, but Ravarka considers this attention
puerile, insisting he is only doing his job. Ravarka is a
rigid proponent of law and order, refusing to execute
anyone that hasn’t been lawfully sentenced to death,
but once punishment is decreed he is disturbingly
methodical in carrying out the sentence.

“Armageddon” Cally (N female half-elf
commoner 3): A chubby girl with a bright smile and
a love of floral patterns, Cally has borne a powerful
curse since her mysterious birth sixteen years ago. Cally
is what Blackblades lore calls a “bridgebreaker,” a rare
creature whose very presence causes structures to fail
catastrophically. When Cally walks down a street,
cobblestones pop out of the ground, foundation-stones
crumble, and water pipes burst. None of these events
ever harm Cally directly, as her curse also affords her
supernatural protection. Cally doesn’t take any action
to cause these disasters, but she’s dimly aware that she’s
the cause. The Blackblades keep Cally in an isolated,
undisclosed location, but she gets lonely and aches for
companionship. When the Blackblades want to make
a statement or cause widespread destruction, they set
loose their bridgebreaker for a stroll in the area. Cally
spends these rare excursions trying to make friends or
learn more about her condition, but the Blackblades
want to keep their engine of destruction wholly under
their control.

Eshika Vem (CE female judow eclipse† 9/
mediumOA 11/hollow oneMPoLS 4): The eclipse-vessel
Eshika spends most of her day channeling the spiritual
tatters of Blackblades slain before their duties to enact
the Final End were complete. She takes on the specters
completing terrifying acts and reviving the patterns of
long dead arsonists, serial killers, and others gifted with
the truth of Ending. Many of her acts are completed
by her occultation leaving Wardens, Brownfists, and
Golden Constables searching crowds for the source of
villainous acts of destruction.

Jul Azam (CG male mirrorkin† psionUP [telepath]
17): Julamazamaluj’s name was the first of many things
it broke and destroyed. The shardborn mirrorkin’s
ability to form bonds was severely limited at birth and
he always struggled to fit among his people or their
hosts. It wasn’t until he listened to Mestesio’s oration
about the Final Moment he understood his own place.
Now the shattered bondless edges of his mind shear
unwanted thoughts from those who come to him and
he unburdens them of trauma, fears, or other mental

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Chapter 3" Parities of Hyraeatan

phenomena. He hesitates to verify Blackblade Game Mechanics
his customers are certain they wish to
remove their defining traumas only long Members of the Blackblades have access to the following
enough for their certainty. Some say archetypes and alternate class features.
he can make other alterations should a
customer or the Parity request it. Apocalypse Shaper
(ShifterUW Archetype)
Mestesio Avledine (CE male
human graveknight magus 18): The leader of the Shifters represent all aspects of nature, and apocalypse
Blackblades for the past 300 years, Mestesio Avledine shapers reflect nature as a force of wanton destruction.
had a long, strange path to the top of the organization. They are naturally drawn to the Blackblades, as they are
Originally a brash human mercenary with a keen eye brutally efficient in bringing about their enemies to their
for tactics and a gift for magic, Avledine accepted the Last Moment. The apocalypse shapers of the Blackblades
Rite of Migration and joined the Blackblades while congregate in Ragehome, a combination dormitory and
incarcerated in the Prison for manslaughter. Upon his training hall hidden away in the Orchard District. Here,
early release, Avledine became a fervent follower of the the shifters hone their skills and study the doctrines of
Blackblades’ philosophy. He organized attacks against the Blackblades.
the Parity’s rivals, declaring their “Final State” at hand
and spurring other Blackblades to action. Facing charges Alignment: An apocalypse shaper cannot have a lawful
at the Tribunal for mass murder, Avledine escaped and alignment. An apocalypse shaper who becomes lawful
led a purge of prophets of the Foreseen, who had recently cannot gain new levels as a shifter but retains all her class
used their foresight to prevent a dire calamity. Avledine abilities.
perished in the attack—which the Foreseen knew about
well in advance—and the city thought themselves free of This ability alters the shifter’s alignment.
the criminal’s headstrong attacks. Avledine returned from Apocalyptic Aspect (Su): An apocalypse shaper does
the dead years later, his spirit inhabiting his trademark not assume aspects of animals, but instead takes on the
black armor. Avledine was much changed, however, essence of natural calamities that end lives and destroy
and had shed his mortal bravado. He now takes a much ecosystems. At 1st level, an apocalypse shaper chooses
longer view of the inevitability of destruction, patiently one apocalyptic aspect (see below) rather than a shifter
guiding others in the Blackblades to a pivotal role in the aspect. This ability otherwise functions as shifter aspect.
multiverse’s Last Moment. He was granted the Ebony As the apocalypse shaper gains levels, she selects further
Staff, symbol of the leadership of the Blackblades, by its apocalyptic aspects rather than shifter aspects.
prior holder three centuries ago, and he seems to have This ability alters shifter aspect.
no intention of relinquishing it any time soon. Though a Devastating Claws (Su): An apocalypse shaper’s claws
member of the Parity Council, his will is usually carried ignore the hardness of objects rather than overcome
to them by proxy. damage reduction. At 1st level, she ignores 5 points of an
object’s hardness. This increases to 10 points at 5th level,
Sochiel Narethian (CN middle-aged human 15 points at 10th level, and 20 points at 15th level.
expert 14): A prolific and outspoken professor at the This ability alters shifter’s claws.
Pillar of Edaiho, Narethian is one of the Blackblades’ Apocalyptic Form (Su): At 4th level, when an
most intellectual members. Narethian’s seminal treatise, apocalypse shaper uses wild shape, she instead assumes a
“The Facts of the End of Things” has created significant major form of one of her selected apocalyptic aspects, as
controversy despite its obvious brilliance, and Narethian if by the spell indicated in the major form of that aspect.
has suffered several death threats due to the incendiary The apocalypse shaper gains only the benefits listed
nature of his work. Although Narethian didn’t consult in her apocalyptic aspect, and not the form abilities or
(and in fact, hasn’t ever seen) the incredibly rare pamphlet dependent abilities of the indicated spell. An apocalypse
“The Justice of the Final State,” comparisons between shaper can speak any language she knows while she is in
the two works abound. The university currently seeks an apocalyptic aspect’s major form.
bodyguards to protect Narethian from his academic This ability alters wild shape.
enemies, but Narethian revels in his role as an erudite
contrarian; he secretly aims to bring down the field of Apocalypse Shaper Aspects
higher learning by pitting its foremost scholars against
each other. Apocalypse shapers assume aspects that represent
calamitous events rather than animals. These aspects are
intended for the apocalypse shaper archetype; they can

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be selected as aspects by other shifters only with GM Major Form: You appear as an
approval. unnaturally gaunt version of yourself,
with bony features and long claws. You
Conflagration gain low-light vision, scent (30 feet),
two natural claw attacks using your
You take on the form of a living flame, consuming all in shifter claws damage, compression (as
your path and setting opponents alight. the universal monster rule), a +4 natural
armor bonus, and the Endurance feat. At 8th level, you
Minor Form: You gain a +2 enhancement bonus to gain the Diehard feat. At 15th level, you gain a rend attack
your Dexterity score. This bonus increases to +4 at 8th that deals extra damage equal to that of your shifter claws
level and to +6 at 15th level. attack plus 1-1/2 times your Strength bonus when you hit
with two of your normal shifter claws attacks.
Major Form: Your shape changes to that of a Medium
fire elemental, as with elemental body II. While you are in Tempest
this form, your base speed changes to 40 feet and you gain
immunity to fire, vulnerability to cold, and a +2 natural Your shape becomes a field of swiftly roiling clouds and
armor bonus. You also gain the burn special attack (as blasts of electricity, inflicting devastation around you.
the universal monster rule), dealing damage equal to
your slam attack whenever a creature fails its Reflex save Minor Form: You gain a +2 bonus on initiative checks.
against that ability. At 8th level, you deal fire damage This bonus increases to +4 at 8th level and to +6 at 15th
equal to double your slam damage against opponents that level.
fail their saves against your burn ability. At 15th level, you
deal triple your slam damage against opponents that fail Major Form: Your shape changes to that of a Medium
their saves against your burn ability. lightning elementalB2, as with elemental body II. While
you are in this form, you gain a fly speed of 60 feet (with
Predator average maneuverability) and you constantly create rain in
your space and in squares adjacent to you, extinguishing
You become a vicious predator, able to track your prey nonmagical fires (including flames on creatures that have
over incredible distances and snatch them up with your caught on fire) in those squares. Your slam attacks deal an
terrible jaws. additional 1d3 points of electricity damage. At 8th level,
your slam attacks instead deal an additional 1d6 points
Minor Form: You gain a +4 competence bonus on of electricity damage and you gain the metal mastery
Survival checks to track creatures that you have damaged ability of lightning elementals, granting you a +3 bonus
in the past 24 hours. This bonus increases to +6 at 8th on attack rolls if your opponent is wearing metal armor,
level and +8 at 15th level. is wielding a metal weapon, or is made of metal (such as
an iron golem). At 15th level, you gain a +10 bonus on bull
Major Form: Your shape changes to that of a Large rush, disarm, overrun, and trip attacks when you charge a
animal similar to a wide-mouthed wolf or a shark, as creature against whom your metal mastery ability applies.
with beast shape II. You can choose your predator form
each time you change your shape. In wolf form, you gain Tsunami
a speed of 40 feet; in shark form, you gain a swim speed
of 40 feet and the ability to breathe water as well as air. You assume the form of a crashing wave of immense
In either form, you gain low-light vision, scent (30 feet), power, pushing away all in your path.
a +4 size bonus to your Strength, a –2 penalty to your
Dexterity, a +4 natural armor bonus, and a bite attack Minor Form: You gain a +2 enhancement bonus to
with the grab ability. At 8th level, you gain the Improved your Strength score. This bonus increases to +4 at 8th level
Natural Attack feat with your bite. At 15th level, your and to +6 at 15th level.
speed increases to 60 feet and your scent ability increases
to 180 feet. Major Form: Your shape changes to that of a Medium
water elemental, as with elemental body II. While you are
Starvation in this form, your base speed changes to 20 feet, you gain
a swim speed of 60 feet, and you can breathe water as well
You take on a pallid, cadaverous form, as though you as air. Your touch automatically extinguishes nonmagical
haven’t eaten in weeks and are near to death. Despite your fires of Medium size or smaller. At 8th level, you gain
gaunt form, you have the incredible resilience of truly Improved Bull Rush and Improved Overrun as bonus
desperate creatures still clinging to life. feats. At 15th level, you gain the Improved Natural Attack
feat with your slam.
Minor Form: You gain a +2 enhancement bonus to
your Constitution score. This bonus increases to +4 at 8th
level and to +6 at 15th level.

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Winter

You become a fearsome beast of
ice and snow with a frigid grip.
You are able to freeze your foes to
the core.
Minor Form: You gain a +2 bonus
to your natural armor and a +2
competence bonus on grapple combat
maneuver checks. These bonuses
increase to +4 at 8th level, and +6 at
15th level.
Major Form: Your shape changes
to that of a Medium ice elemental,
as with elemental body II. While
you are in this form, your speed is
not reduced by snow and you can
move across icy surfaces without
penalty; you do not need to make
Acrobatics checks to run or charge
on ice. You gain immunity to cold
and vulnerability to fire. Your

slam attacks deal an additional
1d3 points of cold damage.
At 8th level, you gain the
Improved Natural Attack
feat with your slam, and
your slam attacks instead
deal an additional 1d6 points

of cold damage. At 15th level,
when you deal cold damage to
a creature, that creature must
succeed on a Fortitude save
(DC 10 + one-half your shifter

level + your Constitution
modifier) or be staggered for
1 round.

Blackblade
Breaker
(Soulknife
Archetype)

The Blackblades are masters of destruction
and have studied nearly every art to achieve
this end. The blackblade breaker is a specific
specialty among their ranks combining a latent
psionic power and arcane potential to form a deadly
tradition.
Destroyer of Spheres (Su): A blackblade breaker
becomes a mid-casterSoP, gains a spell pool and uses
Wisdom as their casting attribute, and gains the

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destruction and telekinesis spheres plus the energy blade While raging, the flesh of a fell-
talent as their starting talents. They also must have their handed juggernaut’s flesh flows over her
mindblade summoned to use their spherecasting. If this is weapons, keeping them in place. A fell-
the character’s first martial class they also gain a martial handed juggernaut cannot be disarmed of
tradition. These abilities replace psychic strike and the held melee weapons while in a rage, and
bonus feat gained at 1st level. cannot be forced to drop, throw, or stow
a held melee weapon while in a rage by
Skills of Destruction (Su): The blackblade breaker can any effect, including compulsion effects or the frightened
select martial and magical spheres and talents from both or panicked condition, unless she chooses to do so.
the Spheres systems instead of a blade skill. Additionally,
they may use their psionic focus as though it was martial This ability alters rage.
focus for martial sphere effects. They may choose to take Blood for Iron (Su): At 2nd level, a fell-handed
blade skills as normal. This alters blade skill. juggernaut can absorb damage that would be dealt to her
weapons. Whenever a weapon held by the fell-handed
Multiwield (Su): At 5th level, when using the juggernaut takes damage, as a free action in reaction to
destruction sphere for area effects, the blackblade breaker the damage, the fell-handed juggernaut can sacrifice any
can pay 1 additional spell point to choose to manifest number of hit points she has without. Each hit point
thrown mind blades targeting any target in the area and sacrificed in this way prevents 1 point of damage dealt to
may make an attack roll as part of the area of effect. If the the weapon.
attack hits any creature in the area they take mind blade This ability replaces uncanny dodge.
damage in addition to the destruction effect and take a Heart for Iron (Su): At 5th level, if an effect would
penalty to any Reflex save against the effect equal to the destroy a weapon held by a fell-handed juggernaut other
mind blade enhancement bonus. If the attack roll misses than hit point damage, such as the rusting grasp spell,
against that creature they automatically succeed any the fell-handed juggernaut can negate the effect as an
Reflex save for the area attack. This replaces quick draw. immediate action by taking 1 point of Constitution
damage.
New Bladeskill This ability replaces improved uncanny dodge.

Entropic Power (Su): Any enhancement bonus from Mindbreaker
your mind blade can instead be applied as a bonus to any (Mesmerist Archetype)
of your caster or manifester levels for effects that deal
damage instead of to hit and damage. You may choose Many of the Blackblades inflict physical destruction, but
which effect the bonus has as a free action once per turn. mindbreakers are dedicated to mental devastation instead.
Consummate interrogators and torturers, mindbreakers
Fell-Handed Juggernaut most often apply their talents in the Blackblades’ Prison,
(Barbarian Archetype) extracting confessions from prisoners and leading the
condemned to a new understanding of the truths the
A barbarian with a weapon in his hands is a threat; Blackblades offer. Many members of the Blackblades
a barbarian whose weapon has become a part of him who joined through the Prison’s “Rite of Migration” did
is a terror. Fell-handed juggernauts are members of so under the brutal tutelage of a mindbreaker. Skilled
the Blackblades who take their connection with their mindbreakers learn to affect even inanimate objects with
implements of war to extremes, making their weapons their psychic powers, unlocking the inner drive toward
a part of them when they rage. The Blackblades most entropy within inert matter.
often deploy these fearsome killers for urban cleansings,
although generally the mere threat of sending in a fell- Skilled Interrogator: A mindbreaker gains a
handed juggernaut is sufficient to cause citizens to flee. bonus equal to 1/2 his mesmerist level (minimum
Some of the Blackblades’ executioners are fell-handed 1) on Intimidate checks. Even if a mindbreaker fails
juggernauts as well; these brutes relish the feeling of an Intimidate check made against a single target by
a flesh-fused blade slicing through the neck of the 5 or more, the target will not attempt to deceive the
condemned. mindbreaker or hinder his actions.

Armed Rage (Ex): A fell-handed barbarian cannot This ability replaces consummate liar.
enter a rage without holding a melee weapon in at Hypnotic Stare (Su): The penalty for a mindbreaker’s
least one hand. If the fell-handed barbarian is ever hypnotic stare ability gives a -3 penalty on Will saving
without a melee weapon in hand during a rage, her rage throws. This penalty changes to -4 at 8th level and -5 at
immediately ends. She can switch hands on a melee 15th level.
weapon without ending her rage, so long as it remains This ability alters hypnotic stare and replaces the 15th
held in at least one hand. level bold stare.

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Urge to Destruction (Su): A Swift Death (Ex): At 14th level, once per day, a moment
mindbreaker can bring forth entropy bringer can attempt to assassinate a foe without studying
inherent in inanimate objects with his foe beforehand. He must still succeed at a sneak attack
a touch. By touching an object as a against the target. At 19th level, he can make two such
standard action and expending one use attacks per day.
of his mesmerist tricks class feature,
the mesmerist lowers the Break DC of This ability replaces quarry and improved quarry.
the object by an amount equal to his mesmerist level (to Slayer Talents: The following slayer talents (and rogue
a minimum of 0) for 1 minute. The mindbreaker must talents) complement the moment bringer archetype:
have the mesmerist tricks class feature to use this ability. bleeding attack, fast stealth, powerful sneakAPG, slowing
At 14th level, the mesmerist may also reduce the object’s strike, and surprise attack.
hardness by half his mesmerist level (to a minimum of 0). Advanced Slayer Talents: The following advanced
This ability replaces touch treatment. slayer talents (and advanced rogue talents) complement
the moment bringer archetype: deadly sneakAPG,
Moment Bringer evasionUC, and hunter’s surpriseAPG.
(Slayer Archetype)
Blackblade Spells
More than mere assassins, moment bringers believe
themselves to have a supernatural insight into the Although the following new spells were developed by
Last Moment of creatures they see. Although a the Blackblades, their use has spread throughout the
moment bringer undertakes other missions as befits Hyraeatan for others that delight in destruction.
his personalities and interests, honing his skills in
investigation and combat, he becomes a single-minded curse of confessor’s isolation
instrument of death when he identifies a creature as
entering its final moments of existence. All moment School necromancy [curse]; Level cleric 5, sorcerer/
bringers know their own end is coming—and soon—and wizard 6, witch 5
are therefore more in tune with the approaching end of
other creatures like them. Moment bringers believe this Casting Time 1 standard action
closeness is a mercy, allowing creatures reaching their end Components V, S
to have kin nearby. Although others believe that moment Range close (25 ft. + 5 ft./2 levels)
bringers merely invent their premonitions or seize upon Target one creature
opportunities to kill whenever they arise, moment Duration 1 minute/level
bringers understand their knowledge comes from a higher Saving Throw Will negates; Spell Resistance yes
source.
This spell inflicts the soul-draining isolation of the
Close Kin (Ex): At 1st level, a moment bringer’s studied oubliettes in the Blackblades’ Prison. The target is
target bonuses and the DCs of his slayer abilities increase blind, deafened, and paralyzed. The target may breathe
by 1 against creatures of the same creature type as the normally; it may also speak, but only to confess to crimes
moment bringer (and subtype, if the moment bringer is an it has committed. Each round that the target confesses
outsider or a humanoid), but decrease by 1 against other to a crime as a full-round action, it may attempt a Will
targets. saving throw to end the effect; targets of this spell area
aware of the benefits of confession, but are not compelled
This ability alters studied target. to confess if they do not choose. A target that ends
Sudden End (Sp): At 6th level, a moment bringer can the effect prematurely is blinded and deafened for the
use death knell as a spell-like ability at a caster level equal following 1d4 rounds.
to his slayer level. This ability can be used only against
a creature dealt sneak attack damage by the moment death knell, lesser
bringer within the previous round. The saving throw
against this effect is 10 + 1/2 the moment bringer’s class School necromancy [death, evil]; Level antipaladin
level + his Intelligence modifier. 1, cleric 1, inquisitor 1, spiritualist 1, witch 1
This ability replaces the slayer talent received at 6th
level. This spell functions like death knell, except you gain
Assassinate (Ex): At 10th level, a moment bringer must 1d8 temporary hit points plus an additional number of
select the assassinate advanced slayer talent. temporary hit points equal to the HD of the subject
This ability alters the advanced slayer talent received at creature, and you do not gain an enhancement bonus to
10th level. Strength or an increase in your effective caster level.

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death knell, greater occupied) and takes 2d10 points of
Wisdom damage from the existential
School necromancy [death, evil]; Level antipaladin horrors of the multiverse’s non-existence.
3, cleric 4, inquisitor 3, spiritualist 3, witch 4
The Blackblades often use this spell
This spell functions like death knell, except that instead of on each other—or upon new recruits—to
a +2 enhancement bonus to Strength, you can choose to experience the sublime non-existence
gain a +4 enhancement bonus to your Strength, Dexterity, of the Last Moment. A creature that
or Constitution. At the time you cast the spell, you may voluntarily foregoes the saving throw for this spell does
elect to forego the bonus to your effective caster level; if not take any Wisdom damage upon its return from
you do, the enhancement bonus provided by this spell is a beyond the Last Moment.
profane bonus instead.
wrecker’s aspect
death knell, true
School transmutation (polymorph); Level alchemist
School necromancy [death, evil]; Level antipaladin 4, druid 5, ranger 4, shaman 5
4, cleric 8, inquisitor 6, spiritualist 6, witch 8
Casting Time 1 standard action
This spell functions like death knell, except that instead Components V, S, DF
of the usual enhancement bonus to Strength and increase Range personal
in your effective caster level, you may choose to either Target you
increase your effective caster level by 2 and gain a +4 Duration 1 minute/level
enhancement bonus to your Strength, Dexterity, and
Constitution, or to increase your effective caster level by 1 When you cast this spell, you become a juggernaut of
and gain a +2 profane bonus to your Strength, Dexterity, destruction. You sprout small, sharp knobs of bone from
and Constitution. In addition, the target creature your skin and your muscles become larger and denser.
becomes more difficult to bring back from the dead. You gain a +4 enhancement bonus to Strength and
Spellcasters attempting to bring a creature back from Constitution, a +2 enhancement bonus on disarm and
the dead using resurrection or similar magic must make sunder attacks, and can make a disarm or sunder combat
a caster level check with a DC equal to the save DC of maneuver as a swift action. Your disarm and sunder
this spell or the spell fails and the material component is attacks do not provoke attacks of opportunity.
wasted.
Blackblade Magic Items

ecstasy of the last moment BLACKBLADE’S SCABBARD 5,000 GP
School conjuration (teleportation); Level sorcerer/
Aura moderate abjuration CL 6th
wizard 7, witch 7
Casting Time 1 standard action Slot none Weight 4 lbs.
Components V, S
Range close (25 ft. + 5 ft./2 levels) Description
Target one creature
Duration 1 round/level This sleek black scabbard is completely devoid of
Saving Throw Fortitude negates; see below; Spell
any decoration or ornamentation, save perhaps
Resistance yes
a simple monogram of the bearer to differentiate
You cast the target forward to an instant beyond the
multiverse’s Last Moment, when nothing exists any it from others. Though this item is not limited to
longer. If the target fails its saving throw, it vanishes
completely for the duration of the spell. No magic or members of the Blackblades, it is popular among
divination can detect the target during this time, as it
exists outside of time and space—in effect, the target members of that particular Parity, as they limit
ceases to exist. At the end of the spell’s duration, the
target reappears in the space it last occupied (or the purchases of magic items outside of weapons and
nearest possible space, if the original space is now
armor.

After drawing a bladed weapon from the

scabbard, the bearer may, as a swift or immediate

action, apply a resistance bonus equal to the

enhancement bonus of the weapon to a single

saving throw. The bearer must activate this ability

before the saving throw is attempted. The blade

must be returned to the scabbard before the bearer

can use this ability again.

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The Bookbinders Special Tasks
(Dark) Recover Rare Knowledge (1 Favor/2 Fame) Once

LN preeminent organization every two months, you can increase your Fame
Leaders Quantal Molean (Parity score or take a step toward raising your influence
Council Speaker), Drave Mussentis with the Bookbinders by recovering or discovering
(Tower of Pages) rare knowledge. This requires a successful
Values controlling dangerous knowledge, Knowledge check against DC 10 + twice your
organizing secrets and information level.
Nicknames: “Bookers,” “Dustjackets,” “Grimspines” Secure Lost Archive (1 Favor/2 Fame) Once every
Public Goals to collect and regulate knowledge two months, you can increase your Fame score
dangerous to Hyraeatan, to catalogue the or take a step toward raising your influence with
collections and private libraries of the City’s the Bookbinders by securing a lost archive or new
nobility and leadership, to provide sage services repository of knowledge. Securing an archive that
and family tutoring to Hyraeatan's elect, to record required overcoming a hazard or guardian with
the knowledges of Infinity CR higher than your level satisfies this special task.
Private Goals to control the distribution of the
knowledge of the universe, to shape the minds Benefits
of the young, to organize the Passive Benefits (Fame Awards)
collections of the Parity in the
most effective manner possible RR “Clasp”—Rank 1 (5 Fame): You can access the
Allies among fellow Parities, Hands Bookbinders expansive networks of subject
of Onus, the House of Heights, matter experts and sages. When
and the Temple of Coin align within 100 miles of Hyraeatan, a
with both the collection and portal to Hyraeatan, or the Lattice,
expansion of the archived you pay half as much as normal for
secrets of the Bookbinders; the services of Sages.
outside the Parities the Elders of RR “Binder”—Rank 2 (20 Fame):
Thaon, the Emperor Haddrikai of You gain some fame as a scholar
Meddikar, and the Mapmakers and researcher affiliated with the
of the Deep Gray. Bookbinders. When within 100
Enemies the Ashborn and miles of Hyraeatan, a portal to
Blackblades advocate the Hyraeatan, or the Lattice, you gain
destruction of knowledge found an additional +2 circumstance
to be dangerous and work bonus to research checks at
against the Bookbinders desires for control. The libraries and facilities within those
Steamwalkers and the Descendants of Dream areas.
lack explicit lore controls and advocacy of RR “Sealer”—Rank 3 (35
public education set them at odds; outside of Fame): You are connected to the
the Parities, the Zeian Empire’s (see Worlds of the secret network of deep extraplanar archivists
Lattice in Chapter 5) efforts to collect and control belonging to the Bookbinders that may access
information to further their imperialistic and secret lore on your behalf. You can cast
expansionist agenda make them rivals. commune once per day as a spell-like ability
Membership Requirements trained in Craft (books), at your character level.
Knowledge (arcana), or Knowledge (History)
Influence Limitations Each time the adventurers RR “Secreter”—Rank 4 (50 Fame): You become
wish to reach a new rank, they must make a an influential leader of the Parity and gain a
recovery of rare knowledge or securing a lost +4 circumstance bonus on Diplomacy and
archive or achieve some task of value to the Intimidate checks against those familiar with
Parity significantly more noteworthy than the last. the Bookbinders. In addition, you can retrain
Succeeding at a special task more frequently without expending money or favors (or PP).
than described below still gains you 1 favor (2 PP)
but does not advance you toward the next rank Favors (Prestige Awards) New benefits are
of influence (or increase your Fame). marked with an asterisk (*). All other benefits are
described in the Mastering Intrigue chapter of
Pathfinder Roleplaying Game Ultimate Intrigue or
the campaign setting intrigue guide.
RR Rank 1 (5 Fame, 1 PP): borrow resources (100
gp), case (+15), gather information, mnemonic
mastery I*, sage (arcana, history, or planes +15)
RR Rank 1 (10 Fame, 2 PP): understand subject*,

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skill specialization (Knowledge [arcana], 3, you may purchase the ability

Knowledge [planes], Spellcraft) to add legend lore to your spells

RR Rank 2 (20, 5 PP): borrow resources (1,000 gp), known. You must be able to cast

command team (1 1st-level theurge or wizard), 6th-level spells to gain this benefit.

mnemonic mastery II*, put in a good word, Vault of Shadows (50 Fame; 25 PP):

retrain (locate trainer), suppress knowledge* The Parity uses its resources to

RR Rank 3 (35 Fame, 2 PP): understand subject II* create a specialized Shadow

RR Rank 3 (35 Fame, 5 PP): borrow resources (5,000 Plane variant of mage’s magnificent mansion

gp), command team (1 4th-level theurge, for you that functions as a personal library. This

1d4 3rd-level aegises, or 3d4 1st-level wizards), pocket reality may be opened once a day and is

mnemonic mastery III*, reciprocal benefits staffed with shadow librarians that can maintain

RR Rank 3 (35 Fame, 15 PP): retrain (no gp cost) your personal collection. Books and other written

RR Rank 4 (50 Fame, 25 PP): borrow resources material persist when you leave the space and

(15,000 gp), command team (1d4 6th-level are present when you reactivate it. Once a day

theurges or arcanists; or 5d4 3rd-level aegises or a shadow copy of any nonmagical text can be

wizards), vault of shadows* created by the magic of the place, but these

New Benefits copies may never leave the vault.

Mnemonic Mastery (10, 20, or 35 Fame; 2 PP or 5 Bookbinder Views & Beliefs
PP): The Parity uses its knowledge of mnemonic

techniques to train you in expanded magical

knowledge. The current

The PCs can leadership of the

purchase this Parity claims

benefit for 1 “The Past must be kept. Let others an ambiguous
favor (2 PP) per timeline,

Rank effect. chase the words of the Future… asserting that the
At Rank 1 (5 Bookbinders were

Fame), the Truth does not expire.” there when Aphos
bookbinder first researched

gains a —Giltharian Denlur his post-vampiric
special spell Ascension. They

knowledge claim this as they

slot. A spell claim to have been

can be present at every

memorized into that slot with 15 minutes of study. event of import to

Prepared spell casters may treat the memorized Hyraeatan. Some more radical Bookbinders go further

spell as though they had selected it with the Spell claiming that the Parity has been present at nearly every

Mastery feat. Spontaneous casters may treat it as event of significance ever in Creation, though almost

an additional spell known. At Rank 2 (Fame 20), exclusively these are Xenthis Cypher radicals. While most

the Bookbinder may buy two more such slots. At find the claim ridiculous, any who have locked gazes with

Rank 3 (Fame 35), the PCs can purchase three a high-ranking Bookbinder’s eyes aren’t always so sure.

such slots. The Bookbinders assert that all Knowledge must be

Sage (5 Fame, 1 PP): You consult a sage, who makes kept, and that which is Kept must be Protected. The whys

one Knowledge check on your behalf. and hows of these edicts very from member to member

Suppress Knowledge (20 Fame, 5 PP): Bookbinder and are not made simpler because of the various eras of

agents actively collect written word, hide organizational structures they have used when organizing

evidence, and spread disinformation regarding their multitudinous book-hordes. These systems are often

one subject in one settlement or district within abandoned mid-implementation only leading to more

100 miles of Hyraeatan or the Lattice. Gather confusion.

Information or research related Skill checks must Whispers speak of the Bookbinders’ resources and

roll twice and take the lower result. passions going to incredible lengths to gather Knowledge,

Understand Subject (10, and 30 Fame; 2 PP or 5 PP): including maintaining a massive espionage network

The Parity grants you supernatural resources into stretching through the other Parities and far beyond

studying new texts. You may cast comprehend Hyraeatan itself. This system of spies has led the common

languages once a day but the target must be a people of Hyraeatan to romanticize a group of stodgy

book, scroll, or other form of written text. At Rank scholars as often being far more than they appear. Some

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claim they even employ strange magics separation of lore and libraries into secret locations
ranging from forbidden divinations throughout the depressed neighborhoods of what would
and temporal alteration to secure the become the Archives district. The construction of grand
knowledges that they crave. vaults like the Spinehold Labyrinth (now simply called
“the Labyrinth”) and Gregor’s Deep were conducted
Bookbinder History during this time.
& Current Events
This lead to the formalization of the Archives
The Bookbinders’ origins are about the least secretive Revitalization project and the partnership of the Hands
piece of knowledge they are associated with. Duxandus of Onus with the Bookbinders. Major structures
the Everchill, who would later go on to found the were mirrored with Anchors into the Nearing of the
Icegrave Enclave had with him in the early days of Archives to create exciting new destinations and a
Hyraeatan’s expansion a number of apprentices. One of new age of socialization and upward mobility among
these was Aldun Pescolarrae. The Bookbinders claim that the Bookbinders curator-scholars. Forbidden magical
Aldun discovered the lore of the Mausoleum Pit of Ynxilli knowledge that left the secret vaults of the order allowed
which would later allow Duxandus to attain lichdom as the Steamwalkers to craft the Orbs of Wonder. These
an ice lich and lose all connection to humanity. artifacts would lead shortly to the Parity conflicts and
kyton attacks known as the Wonder Wars.
After this reckless choice Aldun became obsessed with
the process of systematically cataloguing, registering, and It was also this brief age of success that probably led
sequestering the knowledge of his order. Soon, Aldun to the darkest moment in the Bookbinders’ history,
found his suspicions had come to pass and his master the Antolethes were revealed to be agents of the
had wandered into the Bay of Shades and disappeared. Steamwalkers and in the uproar the Parity nearly tore
So shocked were they by the abandonment, the other itself to pieces. The elderly couple were publicly executed
apprentices expressed nothing but relief when Pescolarrae in the streets of the Archives district and a radical group
declared himself chief among their order and immediately of arcanists and theurges seized the Tower of Pages and
set about gathering more knowledge. Early efforts of burned the master copies of the Antolethes Codex while
the former apprentices included deep research into the securing as much of its lore as possible. These archivists,
vampiric lineages of the Sanguine Sovereignty that calling themselves only the Xenthis soon became the only
earned them their first major group of patrons. centralized power in the Bookbinders tower and would
begin scrambling the knowledges of the Archives so
Soon, their reputation for discretion, comprehensive thoroughly that no hope of casually recovering knowledge
knowledges, and responsibility in aiding the researches from the secret libraries existed.
of the Sovereignty made the House of Heights approach
the order to consider chronicling the lives and ascensions Rumors of a master collection of the new organizational
of its Eternals—a task the newly named Bookbinders structure of the Archives persisted and many newcomers
were all too happy to set themselves to. Each Eternal joining the Parity asked their masters about the Xenthis
was assigned a chronicler or “book-binder” to record Cypher. Others refused to acknowledge the structure
their knowledges, history, and maintain their libraries. instead defaulting to smaller Pescolarrae-format libraries
Each Bookbinder took an apprentice who was taught under new or renewed patrons or forming lose affiliates
the role for their Eternal and the maintenance of each still using variants of the Antolethes. Those coming
private library collection. Soon this practice was en vogue under the care of the Xenthis faction find that the
with the Sovereignty and Temple of Coin as well. These masters of the Tower of Pages have taken to the strange;
windows into the exclusive lore of the City’s mightiest indulging in the usage of vast quantities of greyroot and
creatures and richest families elevated the order into a violent Archives raids that seem to progressively have less
formidable organization in time for the Resolution to to do with recovering the lore of other factions and more
name them among the Parities of Hyraeatan. on destabilizing the neighborhood completely.

Shortly thereafter the lore of the Eternals and the Using lost records of secret passages, Antolethes
recording of their extensive life experiences began to take adherents who have the backing of partners of the Temple
a toll on the membership of the Parity and even Aldun of Coin have begun a secret campaign to reclaim portions
himself was drawn into the mysteries of an entropic of the Tower of Pages, slowly utilizing sections of servant
Eternal named Artaea, eventually dying by her hand stairway and serving passages to create a second set of
in a dark ritual. The leadership of the young Parity chambers within the tower.
found itself at odds with what to do about the mounting
issue versus the need of the House’s Eternal Patrons. A Increasing fractionalization has led to a large number of
revolutionary idea was proposed by the couple of Ridar Bookbinders claiming to be “Unaffiliated.” While these
and Molin Antolethes resulting in a numeric coding agents are often viewed with distrust, they do provide
system (The Antolethes Numeric) and the systematic some small measure of communication between the
various sects and present something of an outward facing
presence that other Parities and the citizens of Hyraeatan

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can get a sliver of stability from while Giltharian arrived in the City

interacting with them. Officially, the Xenthis after a long exile within the

Cypher currently has the seat on the Parity “Of course the Void where he encountered
Council (though the representative denies truths that nearly broke

this) and are the recognized leaders Antolethes founders him. Finding a new
in most official circles. Pescolarrae generation of auri’kiir

adherents often exert influence were traitorous spies, no sorcerers awaiting
through patrons in the House of him on his homeworld he left them to

Heights or Sanguine Sovereignty. one is arguing that! But their machinations in favor of a fresh
their system of subject start in Hyraeatan. Realizing that the
Personae of the Bookbinders were in possession of the
Parity organization was same lore that he found so troubling
he allied himself with them to make
Atsashu the Spinelock (LN certain some secrets never escape their

agender voidangel (rune)† theurge† superb…” Archives.
20/overmage 4MPotLS): When Atsashu Inturutni (LN female mirrorkin

arrived in the City the House of Heights echo† 14): The mirrorkin Inturutni

sent a delegation of Eternals to welcome —Inturutni, Pescolarrae has long served the bookbinders, seeing

it sensing a kindred spirit. The voidangel themselves as a sort of eternal apprentice.

instead drifted above the Archive district Apprentice A strict adherent to the Pescolarrae

for four days and then vanished. It materializes tradition, they tie themselves to an aging

from time to time, most often in the Tower of bookbinder in an inversive manner as to present

Pages to receive a tome or scroll and then once more a younger protégé version of themselves. Inturutni

vanish into the Ether. It displays no favoritism among believes this breeds a more confident layer of leadership

the various sects and traditions. When it has been for the curator-scholars and helps them survive the

seen intervening it is almost always to protect at risk predations of the Xenthis Cypher sect. Currently they are

knowledge but preserving life after knowledge and never inversing the aged master Cantiou Astimsis (LN male

recklessly endangering either. undine wizard 12) and have assumed the appearance of a

Bessin Argmal (LE male fetchling wizard 3/ young ifrit girl.

aethernaut† 5/eldritch knight 1): Bessin left the Khol Bheric (LE male dhampir theurge† 7): This

Steamwalker Parity with a cache of research notes he illegitimate child of a scion of the Bheric vampire clan

declared had no right to be understood by anyone. Losing and the house-curator of their libraries, Khol was recently

the trust of his old Parity, he has yet to earn much with recognized by the spawn of his father as a true member

the Bookbinders. He begged Uxarra to wipe all memory of the family after his research provided an unusual piece

of the experiments from his mind and served as their of lore. Since revealing this information, rumored to have

apprentice for many years before the ceptu declared that something to do with the rise of the Hungerer himself,

Bessin should take an apprentice of his own and now Khol has recently begun to sense something watching

continues with his apprentice Nuce as the house curator him and is seeking someone willing to defend him and

of the primary Vezrigard vampire clan library in the investigate the source of the strange magic.

Crowns District. Bessin also has a strange tattoo stained Mukri Gnomos (N female sylph fighter [reborn†]

in his flesh he has no memory of gaining. 12): The sylph Mukri stands over the Runeway

Drave Mussentis (NE male tief ling vizierAM 14): main gates for the Ashborn. Flooded with conflicted

Mussentis is among the most radical of the Xenthis knowledge from several lifetimes defending the City, she

Cypher adherents in the Tower of Pages. Known for has aided the sects of the Bookbinders in keeping tabs

relentlessly interrogating new recruits for loyalty to any on their rivals comings and goings and is responsible

other Parity or sect of the Bookbinders, Drave has often for countless clashes between factions within the Parity.

been seen in the Archives District escorting patrols of Partially this is due to Mukri’s prior lives as Bookbinders,

undead that he has “inducted” into the Parity to secure both as a Pescolarrae apprentice and a Xenthis Cypher

newly liberated caches of knowledge. He is suitably rebel. Additionally, her role as an Ashborn has been to

resistant to critique of his methods and has little issue encourage the Parity’s in-fighting. Ultimately, she is

forcing conversions with just enough discretion to avoid considered a member of both Parities by those Parities

leaving enough evidence of his illegal activities. Some leadership but is conflicted as to her own feelings of

speculate that this has to do with the sizable cache of loyalty.

magic items his essence empowers. Quantal Molean (LN agendered rhyzala† theurge†

Giltharian Denlur (LN male human wizard 10/ 16): The rhyzala called Quantal serves as a representative

guildmage 10/overmage 3MPotLS): The Thaonic wizard of the Bookbinders on the Parity Council. They claim

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to represent the Unified faction of future is more sound than most, but this has often
the Bookbinders and only stare when turned out to be an effect of Quantal’s specializations in
confronted with the fact that no such light and divinatory spells and the circuits they make of
faction is present elsewhere in the City. the Eternal’s temples listening for rumors or gossip in
After awkward pauses they tend to smile the Seraph’s Ring.
and change the subject. Policy wise,
very few in Pescolarrae, Xenthis, or Uxarra Inkblood (LE carrier ceptu† theurge†
Antolethes factions have found issue with their policy 17): Uxarra is one of the few openly Pescolarrae master
choices though none have felt particularly championed Bookbinders that remains in the City. They use their
either. Rumors abound that the rhyzala’s link to the massive mental magics to maintain a network of
curator-scholars throughout the City. Some people call
Giltharian Denlur Uxarra the Master of the Invisible Tower because as
much Parity business flows through the tentacles of the
ceptu as does through the Xenthis controlled desks of
the Tower of Pages itself. Uxarra is also negotiating an
exchange of hidden knowledge with the Kraken gang in
the Archives and the unseen forces behind them.

Bookbinder Game Mechanics

Animating paper into living libraries, sealing forbidden
spells away from casters, and blurring lines of magic
itself are only the barest fraction of the secrets the
Bookbinders possess and battle to keep.

Papyrukineticist
(Kineticist Archetype)

There is power in the written word, which
churns inside the soul much deeper than most
sane beings will ever dare to dive. Some fall
down that rabbit hole completely…only to
emerge as living gods, masters over libraries
and the eternities they contain.
Ink-Stained & Invisible Hand (Su): A
papyrukineticist may only use wild talents
she possesses with the [aether] descriptor
to affect objects made of, connected
to, or composed primarily of paper,
parchment, ink or other printed
material; likewise, she may only
Gather Power if she is in an
area wherein books are present
(such as a small library carried
with her). A papyrukineticist
may only use her basic telekinesis wild
talent to manipulate or move books, ink
and other printed material, and she may
only use the kinetic healer wild talent
to heal creatures (such as inkflesh
initiate creatures; page 196)
composed primarily of
paper, ink or text; likewise,
she may only use foe
throw, pushing infusion, self telekinesis

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or touchsight if her target is holding, clothed-in or Tomeseal
composed-of books, ink or printed material. (Sorcerer Archetype)

In addition, the force ward defense wild talent of a The Bookbinders took advantage of
papyrukineticist always manifests as a floating “halo” of their relationship with the Sanguine
pages and books, which orbit around her; these objects Sovereignty to curate bloodlines of highly specific
fall harmlessly to the ground again if she dismisses her magical ability creating lineages such as golemspine
force ward as an immediate action. A papyrukineticist artificers and other exotic bloodlines. Among these are
must have ready access to a substantial number of books the tomeseals, mystics whose talents rely on sealing away
in order to use this ability, usually 100 gp worth of the magical abilities of other spellcasters while gaining in
reading material per character level. raw power with each spell they sequester.

The Library Moves (Su): At 3rd level, the Weapon Proficiency: A tomeseal can select two
papyrukineticist may accept a point of burn as a standard martial or one exotic weapon proficiency in addition to
action to use lesser object possession or make whole as a those normally available to sorcerers. This alters sorcerer
spell-like ability. weapon proficiency.

The Library: All constructs animated by the Class Skills: All Knowledge skills are class skills for
papyrukineticist through use of this class ability must tomeseals.
be composed primarily of paper, ink and other printed
material; creatures created in this way gain vulnerability This feature replaces bloodline class skills.
to fire. Spells: A tomeseal casts psychic spells regardless of
their original spell list. If a spell’s components line lists a
Whenever the papyrukineticist uses make whole somatic component, that spell instead requires an emotion
as a spell-like ability, her effect always replaces the component when cast by a tomeseal, and if it has a verbal
damaged components of her target object or construct component, it instead requires a thought component when
with magically-summoned wraps of paper. Any objects cast by a tomeseal. Spells beyond the limits of Eschew
repaired by use of this ability which were formerly Materials can be paid with alternate materials as usual for
composed of glass, brick, stone, steel, treated wood or psychic magic. They use the standard Spells per Day table
other non-flammable materials thereafter suffer full of a sorcerer and may cast any spells they know without
damage from fire: instead of the normal half damage preparing them.
suffered by objects: and constructs repaired in this way Tomeseals lose access to standard sorcerer spells known
gain vulnerability to fire, as above. beyond 0 level, instead gain access to the spell consume
magic I at 1st level. At 4th level and every two levels after
This ability functions as normal upon objects made-of that they gain the next respective level of the consume
or composed primarily of paper or untreated wood. magic spell. They may still use the Expanded Arcana feat
to gain additional spells known. Other tomeseal class
Twists of Power and Ink: At 5th level, the features may add spells to their spells known.
papyrukineticist gains the ability to read scrolls and to This ability alters sorcerer spells known.
cast arcane spells from a scroll as if she had a caster level Spellseal (Sp): At 1st level the tomeseal gains the
equal to her kineticist class level -4. She can decipher ability as an immediate action to sacrifice a spell slot to
all scrolls, using her Use Magic Device skill in place create a spellseal whenever they successfully dispel a spell
of Spellcraft, and she does not need to cast read magic or spell effect with consume magic or another effect. The
in order to decipher a scroll. Furthermore, she gains spell slot sacrificed must be equal to or lower than the
a +1 bonus to her Intelligence score for purposes of spell dispelled and is an additional spell slot cost beyond
determining the level of spell she can cast from a scroll; the dispelling effect. The caster of the effect or spell
this bonus increases by +1 at 10th level and every 5 levels must make a Will save against 10 + ½ the tomeseal’s
thereafter (to a maximum of +4 at 20th level). level + their Charisma modifier. If they fail the spellseal
is created. A spellseal is a special kind of necromantic
The papyrukineticist may choose at any time to accept curse that lasts 1 day per tomeseal level, a remove curse is
one point of burn as a free action; if she does so, she adds successfully used against it, or until the tomeseal dispels
a +10 bonus to all of her Use Magic Device skill checks it. While the spellseal is in effect, the dispelled spell is
until her burn is removed normally. removed from the target caster’s spells known. They are
not allowed to prepare, cast, or scribe scrolls of that spell
This ability replaces the Infusion gained at 5th level. until the spellseal is broken. The spell lost to the target is
The Greater Library: At 7th level, as a standard action, added to the tomeseals spells known as long as they have
the papyrukineticist may accept two points of burn to use their focus on hand. Spells become psychic magic when
object possession (usable only upon objects constructed at
least partially of paper, ink and other printed material).
At 9th level, the papyrukineticist may additionally
accept three points of burn to use animate objects (see The
Library, above) as a standard action or to use quickened
make whole (as above) as a swift action.

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the tomeseal casts them regardless of effects equal to one half the spell slot sacrificed to
their original type. While the spellseal maintain the spellseal (minimum +1) or a bonus on
is in effect, the tomeseal cannot regain a single Charisma-based skill check equal to the
the sacrificed spell slot. The remove spell slot sacrificed to maintain the spell seal. An
curse spell and other similar effects may additional enchantment seal can have the other bonus
remove spellseals as normal. type or impact a different skill.
1. Evocation: The tomeseal gains their choice of an
This replaces the bloodline power enhancement bonus to attack and damage rolls equal
gained at 1st level. to one half the spell slot sacrificed to maintain the
spellseal (minimum +1) or bonus damage to attacks
Shatterseal (Su): At 1st level, as an attack action the requiring an attack roll (this damage is of a type
tomeseal can shatter a spellseal to unleash a blast of raw matching the energy descriptor of a the sealed spell
magical power as a ranged touch attack with close (25 ft.+ equal to the spell slot sacrificed to maintain the spell
5 ft. per caster level). This blast deals force damage equal seal.) Damages and enhancement bonuses of the
to 2d6 + 1d6 per level of spell slot sacrificed to create the same type overlap. Additional damage bonuses can
spellseal. Using shatterseal instantly destroys the spellseal be gained by additional evocation seals.
ending its curse and benefits (if any). RR Illusion: The tomeseal gains their choice of a 5%
miss chance (negated by true seeing or similar effects)
This replaces bloodline arcana. for attacks against them per level of the spell slot
Focus (Su): The tomeseal begins play at 1st level with sacrificed to maintain the spellseal or a bonus on
a special focus item such as a spellbook, tattoo needle, a single Dexterity-based skill check equal to the
or bundle of scrolls. The focus helps the tomeseal shape spell slot sacrificed to maintain the spell seal. An
their seals to bind spells away from other casters. Creating additional illusion seal can have impact a different
a seal involves a dramatic action by the focus as clasps and skill or grant a miss chance if not yet chosen.
chains fall away from a shackled spell book to reveal a RR Necromancy: The tomeseal gains their choice of
blank page where the spell of an enemy is transcribed or a immunity to the dazzled, fascinated, or shaken
bottle of tattoo ink animates sending streams of luminous conditions. If the spell slot sacrificed to maintain
dye into the flesh of the tomeseal. This item must be the spellseal was 3rd level or higher, they can choose
present on the person of the tomeseal to cast spells known to be immune to the confused, dazed, frightened,
from spellseals or to create new spellseals. If the focus is or sickened conditions. If the spell slot sacrificed to
destroyed they can create a new one by expending 50 gp maintain the spellseal was 5th level or higher, they can
per level and 8 hours of uninterrupted work. choose to be immune to the cowering, nauseated,
Secrets of the Seal (Su): Starting at 3rd level, the tome panicked, paralyzed, or stunned conditions. An
gains power from each seal they currently have in effect. additional necromancy seal can have additional
Effects with more than one benefit must be selected when immunities.
a new seal is created and may not be altered. The power RR Transmutation: The tomeseal gains their choice of an
gained is determined by the strength of the spell slot enhancement bonus to natural armor equal to one
sacrificed to create it and the school of the spell sealed by half the spell slot sacrificed to maintain the spellseal
the spellseal: (minimum +1) or enhancement bonus to an Ability
Score equal to the spell slot sacrificed to maintain the
RR Abjuration: The tomeseal gains their choice of armor spellseal. An additional transmutation seal can grant a
bonus or deflection bonus to AC equal to the spell bonus to a different ability score.
slot sacrificed to maintain the spellseal. An additional RR Universal: The tomeseal gains a bonus to caster
abjuration seal can have the other bonus type. level for spellseals to resist remove curse and the Will
save DCs to resist them equal to half the spell slot
RR Conjuration: The tomeseal gains their choice of a fast sacrificed to maintain the spellseal (minimum +1).
healing equal to one half the spell slot sacrificed to
maintain the spellseal (minimum fast healing 1) or a This ability replaces the bloodline power gained at 3rd
resistance bonus to Fortitude saves equal to the spell level.
slot sacrificed to maintain the spellseal. An additional
conjuration seal can have the other effect. Bonus Feat (Ex): At 7th, 13th, and 19th level the
tomeseal gains a bonus feat which may be any combat feat
RR Divination: The tomeseal gains their choice of an or selected from the following list: Great Fortitude, Iron
insight bonus to AC equal to one half the spell slot Will, Lightning Ref lexes, Toughness, or Twin Seal†.
sacrificed to maintain the spellseal (minimum +1) or a
bonus on a single Wisdom-based skill check equal to This ability alters bloodline feats.
the spell slot sacrificed to maintain the spell seal. An Zeal of the Sealed Ones (Su): At 8th level, when you
additional divination seal can have the other bonus are benefiting from temporary hit points and have at least
type or impact a different skill.

RR Enchantment: The tomeseal gains their choice of a
morale bonus to attack and saving throws vs. fear

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one spellseal in effect, you gain an additional attack at your magic items for 1d4 rounds as per dispel
highest bonus each round. This attack does not stack with magic. The spells, spell effects, or item’s
those granted by the haste spell and similar abilities. prerequisite spells must be of equal or
lower level than consume magic to be
This ability replaces the bloodline power gained at 8th targeted. If successful the transfer of raw
level. magical energy grants you 5 temporary
hit points. These temporary hit points
Eternal Seal (Su): At 15th level the duration of your fade in 2 hours if not lost to damage.
spellseals becomes permanent. Spellseals can still be
removed with remove curse and similar effects or dispelled This spell counts as a dispelling effect for class abilities,
by the tomeseal. You do not regain spell slots sacrificed to feats, and other mechanics that interact with dispel
create spellseals while they remain in effect. checks or dispel magic spells. The flat modifier to the
dispel check is treated as though it was the caster level of
This ability replaces the bloodline power gained at 15th the dispelling effect in these instances.
level.
consume magic II
Master of Seals (Su): At 20th level you become a true
master of spellseals. You may spend a full-round action to School necromancy; Level psychic 2, tomeseal 2
grant existing seals you possess to another creature. They
gain the benefits of the spellseal while it is in effect. You As consume magic I with a check of 1d20+5 versus 11 + the
still do not regain use of spell slots sacrificed to create a caster level of the spell or effect to dispel or suppress the
spellseal until the spellseal is removed via remove curse or effect. If successful the caster gains 5 temporary hit points
you choose to dispel them. per spell level dispelled or suppressed and these points last
up to 4 hours.
This ability replaces the bloodline power gained at 20th
level. consume magic III

Bookbinder New Feats School necromancy; Level psychic 3, tomeseal 3

Twin Seal As consume magic I with a check of 1d20+7 versus 11 + the
caster level of the spell or effect to dispel or suppress the
You have learned to combine the power of your seals into effect. If successful the caster gains 5 temporary hit points
greater seals of synergized power. per spell level dispelled or suppressed and these points last
up to 6 hours. If you gain temporary hit points, you are
Requisites: Spellseal class ability, tomeseal level 9th or also cured of fatigue or exhaustion.
higher.
consume magic IV
Benefit: Select one school of magic you can create
spellseals of. You may stack two seals of the same bonus School necromancy; Level psychic 4, tomeseal 4
type together. You may only have one set of seals stacked
in this manner per instance of this feat. As consume magic III with a check of 1d20+9 versus 11 +
the caster level of the spell or effect to dispel or suppress
Special: You may select this as a bonus feat with your the effect. If successful the caster gains 5 temporary hit
bonus feat class feature. You may select this feat more points per spell level dispelled or suppressed and these
than once but no more than twice at 13th level and a third points last up to 8 hours. If you gain temporary hit points,
time at 19th level. you may immediately save against any temporary negative
levels you have if you wish.
Bookbinder Spells
consume magic V
consume magic I
School necromancy; Level psychic 5, tomeseal 5
School necromancy; Level psychic 1, tomeseal 1
Casting Time 1 standard action As consume magic IV with a check of 1d20+11 versus 11 +
Components V, S, M (see text) the caster level of the spell or effect to dispel or suppress
Range close (25 ft. + 5 ft./level) the effect. If successful the caster gains 5 temporary hit
Effect see text points per spell level dispelled or suppressed and these
Duration Instantaneous; and see text points last up to 10 hours. If you gain temporary hit
Saving Throw none; Spell Resistance no points, you are healed of ability damage as though you
rested a full night.
Drawing out the raw magic of a spell effect or spell being
cast you attempt to consume it. You may make a check
to dispel a spell effect or counterspell a spell being cast
rolling 1d20+3 against DC 11 + the caster level of the
spell or effect. This effect can also be used to suppress

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consume magic VI arcane magic be observed through the lens of divinity.
The Cosmic Decretalists are an order of planar scholars
School necromancy; Level psychic 6, who seek out harmony in magical laws, in the process
tomeseal 6 unlocking powerful secrets about the nature of magic.

As consume magic V with a check of Cosmic Decretalist is a class template suitable for the
1d20+13 versus 11 + the caster level of cleric and witch classes. When converting a character to
the spell or effect to dispel or suppress a Cosmic Decretalist, the character loses or changes the
the effect. You may also make your consume magic check following class features:
against curses as though casting remove curse. If successful RR Cleric: The cleric gains one fewer domain than
the caster gains 5 temporary hit points per spell level
dispelled or suppressed and these points last up to 12 normal.
hours. If you are below 50% of your hit point total you RR Witch: The witch does not gain hexes at 1st, 6th, and
may apply this amount as magical healing instead of
temporary hit points. 16th levels, but may select arcane discoveries in place
of witch hexes
consume magic VII Dweomer Affinity: At 1st level, the Cosmic Decretalist
becomes adept at creating and utilizing magical items.
School necromancy; Level psychic 7, tomeseal 7 They treat all spells on the cleric, witch, and wizard spell
lists as being on their spell list for the purpose of using
As consume magic VI with a check of 1d20+15 versus 11 + spell trigger and spell completion items.
the caster level of the spell or effect to dispel or suppress Magical Lore: The Cosmic Decretalist may select
the effect. If successful the caster gains 5 temporary hit arcane discoveries in place of feats, using their Cosmic
points per spell level dispelled or suppressed and these Decretalist level in place of their wizard level and their
points last up to 14 hours. If you gain temporary hit spellcasting ability score modifier in place of their
points or are healed, you may regain a spell slot of 3rd level intelligence modifier.
or lower. Synthetic Spellcraft: At 6th level, the Cosmic
Decretalist learns to combine magical energies to replicate
consume magic VIII spells for the purpose of crafting. The Cosmic Decretalist
can bypass the normal restrictions for spell prerequisites
School necromancy; Level psychic 8, tomeseal 8 on spell trigger and spell completion items by adding 3 +
the spell level to the Craft DC.
As consume magic VII with a check of 1d20+17 versus 11 + Root Spellcasting: At 16th level, as a swift action
the caster level of the spell or effect to dispel or suppress number of times per day equal to their casting Ability
the effect. If successful the caster gains 5 temporary hit modifier, the Cosmic Decretalist taps into the
points per spell level dispelled or suppressed and these fundamental order of magic itself to cast spells without
points last up to 16 hours. If you gain temporary hit binding themselves to any particular form. For these
points or are healed, you may regain a spell slot of 4th level spells they may ignore any components except for material
or lower. and focus components when casting spells as well as any
spell resistance or immunity that targets possess.
consume magic IX
Bookbinder Mythic Path Ability
School necromancy; Level psychic 9, tomeseal 9
The following mythic path ability is available to members
As consume magic VIII with a check of 1d20+19 versus 11 of the Bookbinder Parity.
+ the caster level of the spell or effect to dispel or suppress
the effect. If successful the caster gains 5 temporary hit Tier 3 Universal Ability
points per spell level dispelled or suppressed and these
points last up to 18 hours. If you gain temporary hit Eternal Name (Su): You may spend a use of mythic
points or are healed, you may regain a spell slot of 5th level power to inscribe your name within a book or other
or lower. written work. You may have your name so inscribed once
per tier. You do not regain that use of mythic power so
Class Template: long as the book or work remains inscribed. You may
Cosmic Decretalist reclaim your mythic power from the inscription by
touching it or when the work is destroyed. So long as
While many scholars exist who pursue the mysteries those books are intact, you gain the effect of the Immortal
of both the divine and the arcane, there are some who 9th tier base mythic ability. At 6th tier, you return to life
seem to harmonize the two. Just as the power of the gods even if you were killed by a mythic creature or weapon of
can be interpreted through planar patterns, so too can epic quality as long as even one book remains. At 9th tier,

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you may ignore death even from artifacts. At 10th tier only
the destruction of all books inscribe with your name will
make you vulnerable to death. Spells and abilities similar
to legend lore and vision can give hints as to the location of
the tomes inscribed with this ability.

Bookbinder Magic Items

Bookbinders are renowned for their reverence of GOLEMSPINE CLASPS MINOR ARTIFACT
knowledge and immense collection of works; they are
equally known for their difficulty accessing these vast The massive clasps of this tome: along with the
stores of information. Much of this is a result of poor solid hinge, centerpiece and corner-pieces of
filing and storage systems, and various efforts have been the ancient book: are smooth: forged of an icy,
taken over the Parity’s long life to address this problem. lusterless iron that can be seen beneath the
One of the most successful were the screedshrouds, detailed ornate gilt, painted over the iron long ago, which
below. Issues arose, however, when screedshroud users has begun to fleck away with advanced age.
lost track of the item’s various parts, or when librarians
failed to maintain a system of standardized sigils and Aura Strong (abjuration) CL 21st+ (the magic to create
keywords for screedshrouds linked to similar works. Still,
screedshrouds are still in use, and there are whispers of these unique objects has been lost)
winding, serpentine scarves linked to whole libraries and
possessing rare abilities. Slot None Weight —

Description

These heavy iron book-clasps can be secured to

any high-quality hardcover tome or bound codex

SCREEDSHROUD 24,000 GP (whether constructed of pasteboard, velvet,

Aura faint divination CL 5th leather or calfskin over rosewood). Securing a

Slot none Weight 5 lbs. book with these magically-flexible clasps requires

Description one full day’s worth of uninterrupted work, basic

This length of coarse, pale yellow cloth has a broad, knowledge of the bookbinder’s art and access to

shallow pocket sewn onto one end that usually holds a craftsman’s studio.

a short quill and stout seal. The shroud, quill, and seal A book bound with these clasps is immune to

all bear the same sigil and keyword, and are usually fire and to all spells that allow spell resistance;

kept together as a set. the bearer of the book may voluntarily lower this

When placed against a book, scroll, or other spell-resistance as a move action. In addition,

work with no more than 100 pages’ worth of text, it any magical attack or effect that would deal

inscribes its sigil and keyword, as arcane mark, and fire damage to the book instead heals 1 point of

links the work to the screedshroud. When a user holds damage to the book for each 3 points of damage

the quill above the screedshroud and speaks the that the attack would otherwise deal. In this way,

command word, the shroud magically joins into a a book secured with golemspine clasps may

single round strip. The quill then animates to scribe be restored to pristine, mint condition by direct

the shroud with the contents of the linked work. The exposure to magical fire.

quill scribes text at a rate of 1 page per minute, and If a book bound with golemspine clasps has full

writes in illusory ink that fades over 2 minutes. The hit points when it is exposed to magical fire, the

shroud floats and spins to keep pace with the quill. A protection afforded by the golemspine clasps

screedshroud responds to simple commands such as additionally extends to cover all books within a

stop, continue, or reproduce page 3. twenty-foot radius. If a book has spent at least

Finally, a screedshroud’s seal can leave its mark on one week within the twenty-foot radius aura of

a spellbook, familiar, or similar component required protection provided by a fully-healed book bound

for a prepared spellcaster to prepare their spells. As with golemspine clasps, this protection from

long as the screedshroud is linked to the component magical fire further extends for one full month after

and in the spellcaster’s possession, they may prepare the golemspine clasps depart the area.

spells as if they had the component with them. By the creative use of the golemspine clasps

A screedshroud cannot reproduce text or enable and a bit of careful planning, a book bound in

spell preparation unless it is within 2 miles of, and on golemspine can be rotated through the collection

the same plane as, its linked work, and cannot be of a large library and thereby grant protection

linked to more than one work at a time. against magical fire to a huge number of books

Construction Requirements 12,000 gp left within its aura.

Craft Wondrous Item, clairaudience/clairvoyance

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Bookbinder Family the Initiation of Inkflesh occult ritual, below (referred to
Trait: hereafter as the base creature).
Golemspine Artisan
Challenge Rating: Base creature’s CR + 1.
The rarest and most valuable substance in the universe Alignment: An inkflesh initiate usually has the same
is symbolic intelligence: the decipherable recordings of alignment as the base creature; none of these creatures are
a social animal, made to hold memories in a way that good-aligned and most tend toward evil and law.
another living mind can then access and replay the stored Type: The creature’s type changes to construct. Do not
information. Books are, simply put, the ultimate evolution recalculate base attack bonuses, saves, or skill ranks.
of our most ancient oral traditions, cave paintings and Armor Class: An inkflesh initiate gains a bonus to its
dances: they represent power over time itself, holding natural AC based on its HD, as noted in the following
forever our lives, histories, songs, poetry and horror. table.

This symbolic intelligence must be carefully curated. HD Natural Armor Bonus
Protected. Ensured against the flames of ignorance, war 1–4 —
and darkness. 5–8 +1
9–12 +2
Prerequisite: Ancestral membership in the Bookbinder 13 –16 +3
Parity. 17+ +4

Benefit: You possess a set of golemspine clasps and the Hit Dice: Change all of the creature’s racial hit dice
means to employ them. These artifacts are bound to you to d10s. All hit dice derived from class levels remain
and you alone, by magic that is still poorly understood: if unchanged. As constructs, an inkflesh initiate gain a
your bound set of golemspine clasps are ever lost or stolen, number of additional hit points as appropriate for its
the set returns to you the next time you wake; if you size (+10 hit points for Small creatures, +20 for Medium
are killed, your golemspine clasps vanish and cannot be creatures, +30 hit points for Large creatures, etc.). In
recovered until you are returned to life or are raised as an addition, an Inkflesh initiate uses its Charisma score in
undead or construct creature (see the Inkflesh Initiate place of its Constitution score when calculating hit points,
template, below). All members of the Bookbinders Parity due to its written in blood and bold prose extraordinary
have their attitude toward you shifted one category ability (see page 197).
toward the positive, if their attitude was not initially
hostile; this shift can be further modified by your actions, Defensive Abilities: An inkflesh initiate gains the
or it might change over time naturally. A member of the standard immunities and traits of construct creatures. In
Bookbinder Parity must know your identity as a keeper of addition, it gains vulnerability to fire and rejuvenation.
lost & powerful magic to be affected by this Family Trait.
Rejuvenation (Su) When an inkflesh initiate creature
While in an area that contains magical libraries, you is destroyed, it reforms 2d4 days later as text within its
may earn money each day as per the Perform skill except chosen tome. The only way to permanently destroy an
that you employ your Craft (bookbinding) skill. inkflesh initiate is to destroy the tome containing its
essence before the creature reforms.
If you learn of the existence of a set of golemspine clasps
that are outside the control of the Bookbinders, you are Attacks: An inkflesh initiate retains all weapon
expected to retrieve them and pass them to a superior proficiencies and natural weapons. It also gains use of
within your Parity. a single masterwork melee weapon, for which it must
possess proficiency, which it may draw from its chosen
New Template: Inkflesh Initiate tome at will as a free action; the inkflesh initiate may
only draw one such weapon at a time. This weapon gains
Many among the elders of the Bookbinders Parity appear an enhancement bonus (or equivalent weapon special
mortal. They are not: beneath their skin pumps not abilities) when wielded by the inkflesh initiate; the bonus
blood, but ink; instead of bones, they possess only infinite is based on the hit dice of the inkflesh initiate, as noted in
layers of yellowed parchment. Their tongues are merely the table below. A weapon created in this way melts into a
tattoos reading “taste” and “speak”...and their pitch-dark puddle of non-magical ink and coils of burned parchment
eyes can read in the depths of unfathomable blackness when the inkflesh initiate creature is destroyed, or when
without a candle. the weapon is released by the inkflesh initiate for more
than one round.
“Inkflesh initiate” is an inherited template that can be
added to any corporeal creature who has an Intelligence
score of 3 or higher and who has successfully performed

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The Bookbinders (Dark)

HD Weapon Enhancement Bonus Enter Book (Su) While she is in her
become text state, the inkflesh initiate
1–3 — may enter any book she touches. When
she does so, her physical body disappears,
4–6 +1 and she immediately appears within the
text of the book: either as an editor (in
7–9 +2 the case of poetry and non-fiction) or as a
character (in the case of fiction or prose).
10 –12 +3
The inkflesh initiate can use her normal senses upon
13 –15 +4 the outside world while within a text and may attempt
Perception checks to notice anything occurring near
16+ +5 the book that she has entered. While within a text, the
inkflesh initiate can move anywhere within the book,
Abilities: An inkflesh initiate has no Constitution hiding within the pages as a background character
score. or ducking behind a stray comma, and she may even
temporarily alter it (such as by killing the main character
Skills: An inkflesh initiate gains a +10 racial bonus on on the first page or by editing the text directly so that she
Stealth checks while within a library or bookstore while may “speak” directly to a reader). The inkflesh initiate
using her become text ability. In addition, an inkflesh cannot use any spells or other abilities while within a
initiate may always pass as a living member of her species book. The inkflesh initiate can leave a book that it has
with no Disguise check required when she is not using entered at any time as a move action; once it leaves the
her become text ability. text, the book immediately reverts to the state it had
before the inkflesh initiate entered. If someone destroys
Special Qualities: An inkflesh initiate gains the or damages the book while it is occupied, the inkflesh
following special qualities: initiate is unharmed but immediately exits the book.

Written in Blood and Bold Prose (Ex) An inkflesh New Occult Rituals
initiate uses its Charisma score in place of its Constitution
score when calculating hit points, Fortitude saves, and any Initiation of Inkflesh
special ability that relies on Constitution (such as when
calculating a breath weapon’s DC). School Transmutation; Level 9th
Casting Time 9 hours
Become Text (Su) As a standard action, an inkflesh Components V, S, M (an accurate but flattering
initiate can transform into a cloud of floating words in
the vague shape of her former self, gaining many of the biography of the primary caster, as she wishes to
benefits of the swarm subtype. While in this state, the be remembered, worth at least 4,000 gp; exotic
inkflesh initiate is immune to any physical spell or effect & toxic inks mixed with powerful drugs, worth
that targets a specific number of creatures (including at least 4,000 gp.), F (thirteen full-length mirrors,
single-target spells such as disintegrate, but not including fifteen pedestals, a darkwood chalice, heavy
mind-affecting effects that target a single creature), velvet curtains suitable for use in a library and
with the exception of spells and effects generated by the a high-quality source of music, worth a total of
inkflesh initiate, which always treat the inkflesh initiate 28,000 gp), SC (minimum zero; a maximum of up
as a single creature if she so chooses. She also takes 50% to twenty secondary casters may assist with this
more damage from area effects (such as fireball and splash ritual)
weapons). While in this state, she is also susceptible Skill Checks Craft (tattooing) DC 33, 2 successes;
to high winds: she is treated as a Fine creature for the Knowledge (arcana) DC 33, 2 successes; Perform
purposes of determining wind effects. (singing or string instruments) DC 33, 1 success;
Perform (oratory) DC 33, 1 success; Profession
While in this form, an inkflesh initiate suffers no (writer) DC 33, 2 successes; Spellcraft DC 33, 1
penalties for squeezing and can move through spaces success
as if she were a creature of Fine size. Any nonmagical Range self
attack she makes deals half damage; magic attacks are Duration instantaneous
unaffected, and the inkflesh initiate can still use her Saving Throw Will negates (harmless); Spell
magic items and other equipment as normal. The inkflesh Resistance no
initiate cannot retreat inside solid objects nor truly fly— Backlash The primary caster is exhausted and
though weightless, she must start her turn adjacent to immediately falls to -1 hit points, bleeding out and
something that is both solid and of Small size or larger dying (if still a living creature); the primary caster
(such as the ground or a wall). She may not enter any also suffers a permanent -4 penalty to one ability
liquid, but she may walk upon the surface as if it were
solid. Anyone attacking the inkflesh initiate while she is
in this state must either take a -4 penalty on their attack
roll or resolve the attack against both the inkflesh initiate
and the surface to which she is immediately adjacent.

An inkflesh initiate can restore herself to her mortal-
seeming guise at any time as a standard action.

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Chapter 3" Parities of Hyraeatan

score (selected by the primary caster). The caster creature templateAB. The primary caster gains
may choose to reduce her Constitution score with sustenance only from consuming the flesh of the
this Backlash: if the ritual is successful, this penalty ritual’s secondary casters, although she may
is obviated. mistakenly attempt to gain sustenance from other
Failure The primary caster immediately suffers the members of her own species or from books in her
effects of feeblemind and gains the ravenous bestial fury. If the primary caster is ever slain by
violence or other mishap (rather than dying of
her accursed starvation), she returns to life in 2d4
days (as per true resurrection) and gains either
the advanced simple template, the giant simple
template or another appropriate +1 CR template
(such as the earth-infused template); these

special templates always stack.

Effect
This ritual may only be cast on the primary
caster’s birthday. It must be cast indoors,
within a library, near windows, during

daylight hours while the sunlight is blocked
by curtains; the ritual must be completed
after the sun is set, bathed in near-total
darkness (lit only by candles, if at all). This ritual
may only be cast by a living creature.
By means of this ritual, the caster may apply
both the advanced simple template and the
inkflesh initiate template to herself.
The ritual begins with the primary caster placing
an accurate but flattering biography herself, as
she wishes to be remembered, upon a curtain-
draped pedestal; this book will become
her chosen tome if the ritual is successful.

The primary caster then stands upon a
matching pedestal; she gazes at this
book: and at the surrounding mirrors:

near-exclusively for the duration of
the ritual. The primary caster is then
tattooed, head-to-toe, with the

text of her book as it is read aloud,
becoming lost in the reflections
around her as the drugs set in. She

sings in-time with the provided
music until she cannot tell which
image is her, becoming the book:
an elaborate, shadow-draped
fantasy.
If any mirror is damaged or destroyed
during the course of this ritual’s casting, or if
the primary caster’s chosen tome is harmed in
any way, the ritual automatically fails.
The ritual concludes with the primary caster
receiving an unholy “baptism” from a darkwood
chalice full of drug-laced ink, drinking deeply &
becoming reborn. If the ritual is successful, the
primary caster vanishes: she appears within her text
within 2d4 days, as normal.

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The Bookbinders (Dark)

Binding of the Braided Tale Effect

School Transmutation; Level 8th This ritual breaks down the

Casting Time 8 hours “We fight barriers between two
Components V, S, M (Twin works of poetry beings allowing them to

or prose describing a theoretical the fight that blur knowledges and
hybrid character bearing attributes understanding. It may

of both subjects penned in a matters. Not to be cast on any day
ink derived from their mixed that anniversaries the subjects first

blood, favorite beverages, dominate the Radia or meeting, or any significant date
and 24 potions [8 potions of from before they met that is held

fox’s cunning, 8 potions of shape the Prime Material in common between the subjects
owl’s wisdom, and 8 potions of and/or a parent of each (one

eagles splendor), F (4 portraits to our own image. We subjects father’s birthday if it is also
[one of each subject as a child the day the other’s parents were

and one as they are now], an fight for future of married or so on). The ritual must
elaborate tête-à-tête with mithral begin precisely four hours before

filigree, a pair of wine bottles with Knowledge itself.” sunset (or the 8th hour Outwise if cast
masterwork quality wine from the in Hyraeatan). This ritual may only be

birth year of each subject, and —Drave Mussentis cast on creatures that are vulnerable
another set of the same amount to mind-affecting effects.

of the same potions, 444 feet of By means of this ritual, the subjects

cord woven from planar spider silk, SC are bonded on a psychic level sharing

(minimum two; while there is no theoretical fundamental skills and abilities. For every odd

maximum of secondary casters to this ritual, level the lowest level or hit die subject has, both

they must always be added in multiples of 2.) subjects may select and gain either one spell, feat,

Skill Checks Craft (painting) DC 32, 1 success; psionic power, or sphere talent and a up to a single

Knowledge (arcana) DC 32; Perform (percussion class skill that the other has. The subjects must still

instrument) DC 32, 1 success; Perform (oratory) qualify for any of the abilities gained (this may cause

DC 32, 1 success; Profession (vintner) DC 32, 1 shared spells or powers to shift levels). Additionally,

successes; Profession (weaver) DC 32, 2 successes; because of the ongoing psychic link both subjects

Spellcraft DC 32, 1 success will immediately gain any condition the other has as

Range two subjects in close range soon as the other subject gains it (including dead).

Duration instantaneous The same is true for any mental ability damage,

Saving Throw Will negates; Spell Resistance no mental ability drain, or negative levels. Neither of the

Backlash The primary caster is exhausted and subjects may speak without the other allowing it.

suffers a reversal of their alignment if not true The ritual begins with the primary caster attuning

neutral; the primary caster also automatically the potions to the magically inked works of fiction

fails any Bluff skill checks against the subjects extolling the shared attributes of the subjects as

or secondary casters as that they can always though they were a single being. The secondary

slightly sense the caster’s emotions after the rituals casters sound out an elaborate timing of drums to

bonding energies are released. sequence the ingestion of each of the potions by the

Failure The primary caster immediately suffers subjects. Should the order be incorrect or the timing

the effects of energy drain. The subject’s suffer off between the subjects the ritual fails. The subjects

volatile miscibility in their bodies (roll on the must also make a Constitution check (DC 20) to hold

Radia effects table 1d8 times for each subject down potions after the first ten.

at 1d8 Intensity). The imagined entity from the A pair of secondary casters uses a single length

works manifests two copies as though each was of cord to weave an elaborate criss-cross around

created by a mirror of opposition with the GMs the four paintings of the subjects and the subjects

choice of levels from each of the subject and themselves. After the nesting of cord is complete, the

intent on destroying each subject and all casters subjects drink the entire bottle of wine from the other

involved in the ritual. The hybrid entities possesses subject’s birth year.

all of the intended abilities of both subjects The ritual concludes with the primary caster

regardless of its final level composition. igniting the written works and imbuing the essence

of the co-mingled entity with the subjects. If the

ritual is successful, the subjects are bonded and

experience a profound shared understanding.

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Jacob Cinciripini (Order #18219176)


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