Chapter 4" New Character Options
of essence are invested in this ability, large shrubs illusions of creatures, objects, or forces from within
and other plants spring up, and the affected area the folds of your cloak as a standard action, as
though casting the shadow conjuration spell with a
extends upward 20 feet, entangling flying creatures caster level equal to your veilweaver level.
and causing them to treat the area as difficult terrain Darkholds
(even though they would normally be immune to Descriptors Conjuration
Class Daevic, Eclipse
the effects of difficult terrain). If at least 6 points Slot Wrists
Saving Throw None
of essence are invested , a mighty oak tree with a
base equal to this ability’s normal effect springs up
stretching 60 feet into the air. Any creatures in the
area the tree occupies that fail their Reflex save
are thrust upwards to the top of the tree and are
entangled; creatures who successfully save are Bottomless darkness covers your wrists, allowing you
to reach through it and grasp what you most need.
instead moved directly away from the tree into the
nearest unoccupied space. While this veil is shaped you gain a pair of weightless
Chakra Bind (Hands) [R3, V2] bracers that act as doorways to a nondimensional
While this veil is bound to your Hands chakra, you space, similar to a bag of holding. You can put an
may maintain one additional instance of the veil’s object into this space or remove it as a swift action.
primary effect indefinitely, creating trees or other This space can contain up to 10 cubic feet and 50
shrubbery that entangle foes and last until you lbs. worth of objects and materials.
dismiss the effect (a free action). Essence
In addition, you may heal a touched wooden object For each point of essence invested in this veil, the
or creature of the plant type for 1d8 + veilweaver available space increases by 10 cubic feet and
level points of damage, plus 1d8 for each point
the maximum weight it can hold increases by 25
of essence invested in this ability. This healing can pounds. If essence is moved out of this veil and it no
only be used on a particular creature a number of longer has the capacity to store the objects currently
times per day equal to 1+ your primary veilweaving contained within, all items in excess of its current
modifier. capacity are immediately ejected into the nearest
Chakra Bind (Belt) [R15, V16] open square. You may choose which items are
In addition to the benefits of the Hands bind, binding ejected when this occurs, as long as the final tally
this veil to your Belt chakra allows you to use tree of stored items does not exceed the veil’s current
stride as an at-will spell-like ability with a caster level storage capacity.
equal to your veilweaver level Chakra Bind (Wrists) [D7, E12, N8]
Embodiment of Darkness Binding this veil to your Wrists chakra allows you to
deflect attacks into the nondimensional space within
your gauntlets (this does not affect any items stored
Cloak of Darkness within the Darkholds). When you would be hit by
Descriptors Darkness an attack that targets you directly (but not attacks
Class Eclipse, Nexus, Vizier
Slot Shoulders that affect an area, such as a fireball spell), you
Saving Throw None
may make an Acrobatics or Stealth check with a DC
equal to the attack’s attack roll (or 15 + the attacking
creature’s CR in the case of targeted attacks that
Congealed shadow settles about you like a fine don’t require an attack roll, such as a magic missile)
cloak, shrouding you in protective darkness.
as an immediate action to negate the attack and
Shaping this dark veil shrouds you in a protective treat it as a miss.
cloak that grants a +1 shield bonus to AC and a +2
insight bonus to Stealth checks. In areas of dim light Darkness Dragon
or darkness, the shield bonus increases by +1 and the Descriptors Darkness, cold
Class Eclipse, Vizier
insight bonus to Stealth checks increases by +2. These Slot Feet, Belt
Saving Throw None
effects are suppressed in areas of bright light.
Essence
For each point of essence invested in this veil, the
shield bonus to AC and insight bonus to Stealth Scales like midnight, teeth like shadow, breath that
saps light and life.
checks increase by +1.
While this veil is shaped strands of shadow and
Chakra Bind (Shoulders) [E15, N10, V10] darkness weave around your legs, lightening
your step and granting you a +2 insight bonus on
Binding this veil to your Shoulders chakra allows you
to take 1 point of essence burn to unleash quasi-real
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Acrobatics and Fly checks. Whenever you succeed Class Eclipse, Vizier
Slot Head
on an Acrobatics check to avoid attacks of Saving Throw None; see text
opportunity from a threatening opponent, your body
partially transforms into a shadowy state, allowing
you to ignore non-magical difficult terrain and “Was it a cloak? A mask? A hood? It shrouded
his face, but also everything else. We only knew
preventing you from provoking any further attacks of where he was by looking for what we couldn’t see.”
—Bortus the Broken, who lost his arm and his mind
opportunity due to movement until the end of your on the Night of Long Shadows
turn.
Essence
For each point of essence invested in this veil the Shaping this veil covers you in a hood of supple
insight bonus to Acrobatics and Fly checks increases umbral cloth, granting you a +2 insight bonus to
by +1. Perception and Sleight of Hand checks.
Chakra Bind (Feet) [E6, V4] Essence
While this veil is bound to your Feet chakra you gain For each point of essence invested in this veil the
the ability to conjure a Large, quasi-real, draconic insight bonus to Perception and Sleight of Hand
creature that can be used as a mount (the exact checks increases by +1. As long as you have at least
coloration can be customized as you wish) as a 2 points of essence invested in this veil, you gain the
standard action. It can be ridden only by you or by benefits of a constant see invisibility effect whenever
one person for whom you specifically created it. The you are in an area of dim light or darkness. If you
shadow dragon has a telepathic connection to its have at least 5 points of essence invested in this veil,
rider and follows any commands instinctively, using you gain a constant true seeing effect as long as
its own actions to do so. Animals shun it and refuse you are in an area of dim light or darkness.
to attack it. You cannot have more than 1 darkness Chakra Bind (Head) [E9, V6]
dragon created in this manner at a time, plus an Binding this veil to your Head chakra allows you to
additional 1 dragon per 3 points of essence invested; see weaknesses darkness would normally conceal.
you must conjure each dragon individually. As long as you and the target of your attack
The dragon has AC 16 (–1 size, +2 natural armor, +5 are in an area of dim light or darkness, you add
Dex), 10 hit points, and a base speed and fly speed your veilweaver level as precision damage on all
of 20 feet with average maneuverability while flying. damage rolls. For each point of essence invested in
It can bear its rider's weight plus up to 10 pounds per this veil, you deal an additional 2 points of precision
veilweaver level. For each point of essence invested damage. In addition, you gain a +2 insight bonus on
in this veil the dragon increases its natural armor all Knowledge checks made to identify a creature or
bonus by +2, gains an additional 10 hit points, and its weaknesses, +1 per point of essence invested.
increases its base and fly speeds by 10 feet.
Chakra Bind (Belt) [E18, V16] Sable Shots
In addition to the benefits of the Feet chakra, Descriptors Darkness, teleportation
Class Eclipse, Vizier
binding this veil to your Belt chakra grants the Slot Hands, Body
Saving Throw None
darkness dragon a bite primary natural attack
dealing 1d8 damage + 1d8 negative energy
damage per point of essence invested, and two
claw primary natural attacks dealing 1d6 damage Finely made crossbows crafted from perfect
darkness allow you to steal the light and spread
+ 1d6 cold damage per point of essence invested. darkness with each pull of the trigger.
If you have the enigma class feature, the darkness When you shape this veil you gain the ability to
manifest a pair glossy black hand crossbows. This
dragon’s attacks may benefit from any enigma weapon-like veil acts as up to two hand crossbows
sized appropriately for you. These hand crossbows
you know. The darkness dragon gets no additional never need to be reloaded; after a shot is fired a
new bolt made of akashic energy automatically
damage from bonuses to Strength and has a reforms as the hand crossbows redraw themselves.
You may choose to use your veilweaver level in
bonus to hit equal to your veilweaver level + your place of your base attack bonus when attacking
with this veil.
veilweaving modifier + the number of points of
Essence
essence invested in this veil. The darkness dragon If you have at least 1 point of essence invested in this
veil, bolts fired from these hand crossbows lower the
also has a breath weapon that can be used every
1d4 rounds, dealing 1d6 negative energy damage
per veilweaver level to all creatures within a 60 foot
cone.
Darkwalker Hood
Descriptors Darkness
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light by one step in a 5 ft. radius around the target Chakra Bind (Wrists) [D7, E12]
after each successful attack; this area of reduced
Binding this veil to your Wrists chakra allows you to
light moves with the target and lasts for 1 round. propel yourself on your darkness jets, granting you
For each additional point of essence invested, the a fly speed of 20 ft. with average maneuverability.
radius of the area of reduced light increases by an You must have at least one hand free to fly in this
additional 5 feet. As long as you have at least 4 manner. If you have two free hands while flying in this
points of essence invested, successful attacks made manner, your fly speed increases by an additional 20
against a creature who is already in an area of total ft. and your maneuverability becomes perfect. For
darkness create a deeper darkness effect and
each point of essence invested in this veil, your fly
obscure even darkvision. speed increases by an additional 10 feet.
Chakra Bind (Hands) [E3, V2] Chakra Bind (Belt) [D13, E18]
Binding this veil to your Hands chakra grants your Binding this veil to your Belt chakra allows you to fly
hand crossbows a +1 enhancement bonus per on jets of darkness with a 60 ft. fly speed and perfect
point of essence invested (maximum +5). As long maneuverability. As long as you are in an area of
as your weapons have at least a +1 enhancement dim light or darkness, this fly speed increases by 40
bonus, you may also use any invested essence to
feet. If you have at least 3 points of essence invested
gain a +1 effective enhancement bonus you can in this veil, you gain 20% concealment against
spend towards any of the following weapon special ranged attacks for 1 round whenever you fly at least
abilities: corrosive, corrosive burst, cunning, distance, 10 ft. during your turn. If you have at least 6 points
frost, huntsman, icy burst, seeking, speed, or unholy. of essence invested in this veil, you instead gain 50%
Chakra Bind (Body) [E20, V20] concealment against ranged attacks for 1 round
In addition to the benefits granted by your Hands whenever you whenever you fly at least 10 ft. during
chakra, binding this veil to your Body chakra grants your turn.
you the ability to teleport yourself (including any
carried or worn gear and equipment) and up to Ebon Stars
one willing creature adjacent to you up to 60 ft. Descriptors Cold, darkness, death
Class Daevic, Eclipse, Vizier
as a move action, though the teleportation must Slot Hands, Body
Saving Throw None; see text
begin and end in an area of dim or darker lighting.
In addition, whenever you successfully attack a
creature or object with one of the hand crossbows
granted by this veil, you may use an attack of Twin moons of utter blackness spin about, acting as
shield and mace and grasping hands.
opportunity to teleport yourself and up to one
willing creature adjacent to you to an open square When you shape this veil you gain the ability to
adjacent to the target. manifest up to two spinning flails made of akasha
Eternal Black reinforced with the crushing weight of a black hole.
This weapon-like veil acts as up to two flails sized
appropriately for you. As long as you attack with no
Ebon Blaze other weapon, these flails count as light weapons
Descriptors Darkness and the penalties for two-weapon fighting with
Class Daevic, Eclipse
Slot Belt, Wrists these flails are reduced by half (minimum 1). You
Saving Throw None
may choose to use your veilweaver level in place of
your base attack bonus when attacking with this veil.
Essence
Darkness is your vehicle and your tool. Ride it to For each point of essence invested in this veil, the
victory.
flails gain additional abilities; one flail deals an
While this veil is shaped you gain a +2 insight bonus
to Acrobatics and Climb checks as jets of darkness additional 1d6 bludgeoning damage per point of
propel you. In addition, you gain a climb speed of 10
feet. essence invested, and the other grants a +1 insight
Essence bonus on sunder and trip attempts per point of
For each point of essence invested in this veil, the
insight bonus to Acrobatics and Climb checks essence invested. If you only have 1 flail manifested
increases by +1, and your climb speed increases by
10 feet. with this veil, it gains both benefits.
Chakra Bind (Hands) [D4, E3, V2]
Binding this veil to your Hands chakra grants your
flails a +1 enhancement bonus per point of essence
invested (maximum +5). If you have at least 5 points
of essence invested, the critical threat range for the
flails increases to 18-20. If you have at least 7 points
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Veils
of essence invested, their critical multiplier increases gear and equipment to another location within 100
ft. as a standard action. For each additional point
to x3. of essence invested in this veil, the distance you can
teleport increases by 50 ft. and you may transport 1
Chakra Bind (Body) [D12/20, E20, V20] additional willing creature currently adjacent to you.
You may attempt to transport an unwilling creature
In addition to the benefits granted by your Hands in this manner, but they are entitled to a Will saving
throw to resist the effect; on a successful saving
chakra, binding this veil to your Body chakra imbues throw you teleport as normal but the target creature
is not transported.
the flails with the ability to create miniature black
Grasping Black
holes. Whenever you confirm a critical hit with one of
Descriptors Darkness
your your flails against a creature, they must succeed Class Daevic, Eclipse, Nexus, Vizier
Slot Shoulders
at a Fortitude saving throw or take an additional 3d6 Saving Throw None
bludgeoning damage and 3d6 cold damage as a
miniature black hole is briefly opened inside of them;
this ability works on constructs and undead, though
damage reduction and immunities apply as normal.
The bludgeoning and cold damage from this effect
are increased by 1d6 each per point of essence
invested in this veil. Creatures reduced to 0 or fewer
hit points by this additional damage implode and all
traces of their body are utterly destroyed. Creatures Reaching tendrils of empty blackness writhe and
lash about grasping and pulling at the foolish and
slain in this manner can only be returned to life by a unwary.
miracle or wish spell, or a similar effect. This ability is
a death effect. Shaping this night-black veil makes your grasp
practically inescapable, granting you a +2 insight
Empty Maw bonus on disarm and grapple combat maneuver
checks. You do not provoke an attack of opportunity
Descriptors Cold, teleportation for performing disarm or grapple maneuvers while
Class Eclipse, Vizier this veil is shaped.
Slot Head
Saving Throw Fortitude, Reflex, see text Essence
For each point of essence invested in this veil
The emptiness within draws all towards extinction. the insight bonus to disarm and grapple checks
increases by +1.
Shaping this veil covers your mouth and lower face
with a dark shroud that acts as an entryway into the Chakra Bind (Shoulders) [D10, E15, N10, V10]
heart of a crushing black hole. As a standard action, Binding this veil to your Shoulders chakra causes
you can unleash this power to create a massive the tendrils of black energy around you to writhe
suction that draws all creatures within a 30 foot cone into terrible life. Your natural reach is increased by
10 feet directly towards you unless they succeed at a 5 feet plus 5 feet per point of essence invested for
Fortitude saving throw. Creatures whose movement is the purposes of attempting a disarm or grapple
stopped by a physical object or creature other than combat maneuver; you can even make attacks
yourself take 1d6 bludgeoning damage and deal of opportunity within this expanded reach, but
that much damage to the creature or object that you can only use these attacks of opportunity to
blocked their movement. attempt a disarm combat maneuver. If you have
If an affected creature is adjacent to you when this at least 5 points of essence invested in this veil,
effect is used, they must instead succeed at a Reflex you may attempt a grapple check as an attack
saving throw or fall prone, taking damage as though of opportunity 1/round, including with attacks of
they had collided with another creature or object. opportunity made with the extended threatened
Essence reach of this veil.
For each point of essence invested in this veil the
size of the cone increases by 5 ft. (so a 30 ft. cone Pooling Black
becomes a 35 ft. cone), increases the distance Descriptors Darkness
Class Eclipse, Vizier
creatures are moved by the effect by 5 ft., and Slot Feet
Saving Throw None; see text
increases the bludgeoning damage dealt to
creatures whose forced movement is prematurely
stopped by an additional 1d6.
Chakra Bind (Head) [E9, V6] Viscous darkness oozes from your pores and slowly
pools around your feet, spreading outward in an
Binding this veil to your Head chakra grants you the umbral pool.
ability to draw yourself into the black hole within your Weaving this inky veil creates a pool of viscous
veil and use it to teleport yourself and all your carried
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Chapter 4" New Character Options
darkness that spreads in a 15 foot radius aura around concealment (20% miss chance) against ranged
you, lowering the light level in the pool’s radius by attacks until the start of your next turn; if you have
5 or more points of essence invested in this veil you
one step and hiding the ground’s contours while instead gain total concealment (50% miss chance)
against ranged attacks. For each point of essence
clinging viscously to the feet of anyone who passes invested in this veil, the granted fly speed increases
by 10 feet.
through them. Any creature other than you who
Efreeti’s Brass Scimitar
falls prone in this area must succeed on a Strength
Descriptors Fire
or Escape Artist check made as a move action to Class Daevic, Nexus, Vizier
Slot Hands, Wrists
stand up. Failing this check means the move action is Saving Throw None
wasted and the target remains prone. The DC for this
check is equal to your normal veil saving throw DC.
Essence
For each point of essence invested in this veil the
radius of the aura increases by an additional 5 feet
and you may exclude 1 creature from its effects.
Chakra Bind (Feet) [E6, V4] This curving sword of jagged brass seethes with
roaring essence of pure elemental fire.
Binding this veil to your Feet chakra allows you
to move instantly to any point within your pool of Shaping this fiery veil grants you a scimitar made
darkness, teleporting to any unoccupied square of pure flame molded into shape with akashic
within the radius of this veil’s base effect as a swift energy. This weapon-like veil acts as a scimitar sized
action. appropriately for you, but instead of dealing slashing
Genie’s Ambitions (Elemental) damage like a normal scimitar, the damage dealt
by this weapon is fire damage. You may choose
to use your veilweaver level in place of your base
Djinni’s Turban attack bonus when attacking with this veil.
Descriptors Air Essence
Class Guru, Nexus, Vizier
Slot Head For each point of essence invested in this ability,
Saving Throw Reflex
the weapon deals an additional 1d8 points of fire
damage.
Chakra Bind (Hands) [D4, N2, V2]
Shimmering folds of magical cloth cover your head, Binding this veil to your Hands chakra grants your
moving in a breeze that only you can feel.
Efreeti’s Brass Scimitar a +1 enhancement bonus
Shaping this unusual veil grants you minor control per point of essence invested (maximum +5). For
over the powers of elemental air, allowing you to each point of essence invested in this veil beyond
levitate yourself and up to a medium load, or an 5, any creature attempting to sunder or disarm this
object or willing creature you can see that weighs weapon takes 1d6 points of fire damage, regardless
no more than 50 lbs., up to 10 ft. directly up or down of whether or not the attempt was successful (so a
as a move action. You or the target of this ability creature attempting to disarm a veilweaver with
remain in this position until the end of your next 8 points of essence invested would take 3d6 fire
turn, at which point you or the target immediately damage per attempt). In addition, you may choose
fall. You can end this effect as an immediate to manifest the Efreeti’s Brass Scimitar as either a
action; if a creature is directly below the levitated falchion or scimitar, chosen each time you manifest
creature or object when this effect ends they must the weapon.
make a Reflex saving throw or take 1d6 points of Chakra Bind (Wrists) [D7, N8, V8]
bludgeoning damage per 10 ft. the levitated target Binding this veil to your Wrists chakra grants you
falls and fall prone (levitated creatures may be all the benefits of binding it to your Hands chakra,
subject to falling damage as normal). and whenever you confirm a critical hit with your
Essence Efreeti’s Brass Scimitar you roll d12s instead of d8s for
For each point of essence invested in this veil, the the additional damage dice granted for invested
maximum weight you can lift with this veil’s ability essence. Creatures slain by an attack from this
increases by 50 lbs. and the distance you can move weapon are instantly reduced to ash and cannot be
the target up or down increases by 10 feet. returned to life by spells that require the body to be
Chakra Bind (Head) [G8, N6, V6] intact, such as the raise dead spell.
Binding this veil to your Head chakra grants you
a fly speed of 30 ft. with perfect maneuverability. Heart of the Efreet
Whenever you move at least 20 ft. in a single round Descriptors Fire
the air warps and distends around you, granting you Class Guru, Nexus, Vizier
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Veils
Slot Body
Saving Throw None; see text
Veins of molten flame pulse beneath your skin as
you become one with elemental flame.
Shaping this veil imbues your essence with the
power of elemental fire granting you fire resistance
5 (or increasing your existing fire resistance by 5)
and causing any creature that grapples you,
damages you with a non-reach melee attack,
or otherwise comes into direct physical
contact with you (such as when delivering
a spell with a range of touch), to take 2
points of fire damage.
Essence
For each point of essence invested
in this veil the granted fire resistance
increases by 5 and the fire damage
dealt to creatures that come into
direct physical contact with you
increases by 2.
Chakra Bind (Body) [G20, N20, V20]
Binding this veil to your Body chakra
makes you one with elemental flame,
granting you fire immunity. Creatures
who damage you with any melee attack
(not just nonreach attacks) are splashed
with the pure flame coursing through your
veins, taking 1d6 points of fire damage, plus
an additional 1d6 points of fire damage for
each point of essence invested; this stacks
with the fire damage granted by this veil’s base
ability. If you have the Shaitan’s Earthen Armor
veil bound or are under the effects of a similar
ability that transforms your body into stone or
metal, such as a stoneskin spell, the flames
pulsing through your body transform into
viscous lava and half the damage dealt by this
veil is dealt as bludgeoning damage instead of fire
damage; creature who take bludgeoning and fire Flowing water whirls and dances around
your feet and ankles, buoying your step and
damage from this effect take half that damage propelling you forward at surprising speeds.
again on the following round and are entangled by
the cooling lava unless they spend a move action While you have the Marid’s Sanadils shaped, you
create a pair of sandals made of pure elemental
to scrape the lava off. In addition, you can breathe water that grant you a swim speed of 30 ft. and a
+2 insight bonus to your CMD against trip attempts.
lava and fire like air and never drown for being
submersed in lava, never take nonlethal damage
for conditions of extreme heat, can see clearly Essence
even in heavy smoke, and can breathe in heavy For each point of essence invested in this veil the
smoke without consequence. granted swim speed increases by 10 ft. and the
bonus to CMD against trip attempts increases by +1.
Marid’s Sanadils Chakra Bind (Feet) [G5, N4]
Descriptors Cold, water Binding this veil to your Feet chakra causes the
Class Guru, Nexus
Slot Feet sandals to dissolve into a swirling tidal wave of
Saving Throw Fortitude; see text
cascading water. You may use your swim speed
in place of your land speed when moving and
are not impeded by nonmagical difficult terrain.
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In addition, you gain an insight bonus to your CMB command. While this veil is shaped, you may call
equal to 2 + 1 per point of essence invested when
attempting a trip combat maneuver and never forth a quick burst of water as a standard action
provoke attacks of opportunity for doing so. If a
creature lands prone in a square adjacent to you, that blasts into one creature or square within Close
they must succeed at a Fortitude saving throw or
immediately begin drowning; this effect ends if the range (25 ft. + 5 ft. per veilweaver level). You can use
creature is no longer prone or is moved to a square
that is no longer adjacent to you. Creatures who do this blast of water to make a bull rush against any
not need to breathe or who can breathe water are
immune to this effect. one creature or object, using your veilweaver level
Pasha’s Crushing Gauntlets plus your veilweaving modifier in place of your base
Descriptors Earth attack bonus and Strength when determining your
Class Daevic, Nexus
Slot Wrists combat maneuver bonus. This effect extinguishes
Saving Throw Fortitude; see text
any normal fires on a creature, object, or in a single
5-foot square which it is targeted against and
deals 1d6 damage to stone and metal surfaces or
unattended objects within the affected area when
used to target a square; this damage is not halved as
normal when dealing damage to an object.
Essence
When you invest your first point of essence in this veil,
you may target one additional creature or square
Shaitan pashas are callous beings, casually each time you use its base ability; for every two
swatting aside those who get in their way... If the
foolish being who obstructed their path is lucky. points of essence invested thereafter, you may target
an additional creature or square. For each point of
While you have this mighty veil shaped, you gain essence invested the damage dealt to stone and
a +2 insight bonus to your CMB and CMD when
performing or resisting a bull rush or overrun and metal surfaces or objects when targeting a square is
never provoke an attack of opportunity when
attempting such maneuvers. increased by 1d6.
Chakra Bind (Shoulders) [D10, N10, V10]
Binding this veil to your Shoulders chakra amplifies
Essence your accuracy and power when using its base
For each point of essence invested in this veil the
insight bonus to your CMB and CMD for bull rush and ability. You may now use your bursts of water to
overrun maneuvers increases by +1.
make sunder attempts against objects within their
range and gain a +2 insight bonus to your CMB on
Chakra Bind (Wrists) [D7, N8] such attempts, +1 per point of essence invested.
Binding this veil to your Wrists chakra grants you the Whenever you deal at least 15 points of damage to
fell power of the shaitan’s stone curse. Whenever a solid stone surface using this veil’s base ability, that
you win a bull rush attempt by 5 or more and push surface is turned to oozing mud as though targeted
your target into a stone barrier or surface, they are by a transmute rock to mud spell with a caster level
forced into the barrier as though they had cast meld equal to your veilweaver level.
into stone. Unlike a normal casting of this spell, the
duration of this ability is 1 minute per veilweaver level Shaitan’s Earthen Armor
you possess and the target cannot willingly leave the Descriptors Earth
Class Daevic, Nexus, Vizier
barrier, though they may attempt a Fortitude saving Slot Chest
Saving Throw None
throw each round at the beginning of their turn to
escape the effect.
Shahzada’s Dissolution Gleaming plates of polished stone surround your
flesh, protecting you from harm.
Descriptors Chaos, water
Class Daevic, Nexus, Vizier Shaping this veil covers you in plates of solid stone
Slot Shoulders
Saving Throw None molded into shape by akashic energy that increase
your natural armor bonus by +1 and grant you DR 2/
bludgeoning or piercing.
Paired whirlpools of crystalline water spin in the air Essence
above your shoulders like weightless mandalas,
creating corruscating rainbows wherever the light For each point of essence invested in this veil your
touches them.
natural armor bonus increases by an additional +1
Shaping this exotic veil creates vortexes of watery
energy that hover just above your shoulders and the granted damage reduction increases by 1.
launching bursts of highly pressurized water at your
Chakra Bind (Chest) [D19, N18, V18]
Binding this veil to your Chest chakra causes the
earthen armor protecting you to fuse to your skin
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and encase your entire body, granting you an While the suli-jann are not even true genies, their
enhancement bonus to Strength and Constitution ability to serve as conduits for elemental energy is
equal to 1 + 1 per point of essence invested and still quite impressive.
making you immune to critical hits. In addition,
you gain the earth glide universal monster ability, While you have the Suli’s Sash shaped, you gain the
allowing you to pass through stone, dirt, or almost ability to store elemental energy and convert it into
any other sort of earth except worked stone and physical speed and strength. Whenever you succeed
metal as easily as a fish swims through water. If on a saving throw against a spell or effect with
protected against fire damage, you can even glide the acid, air, cold, earth, electricity, fire, or water
through lava. You glide at your full base land speed. descriptors, or against any spell, spell-like ability,
While gliding, you breathe stone as if it were air (you or supernatural ability cast by an outsider with a
do not need to hold your breath). subtype matching any of those descriptors, you gain
a +2 insight bonus to all Strength and Dexterity based
Spectacles of the Sheikh ability and skill checks for a number of rounds equal
to your veilweaving modifier.
Descriptors Divination
Class Nexus, Radiant, Vizier Essence
Slot Headband For each point of essence invested in this veil the
Saving Throw None insight bonus granted when succeeding on a saving
throw against an elemental effect increases by +1.
Chakra Bind (Belt) [D13, G17, N16, R15, V16]
Lenses of air, fire, and water bound together in rims Binding this veil to your Belt chakra enhances your
of earth allow even dim-eyed mortals to see with
the keen insight and vision of a janni noble. ability to channel the elements into physical power.
Whenever you succeed at saving throw against
While you have this veil shaped, you may use detect a spell or effect with the acid, air, cold, earth,
magic as an at-will spell-like ability with a caster
level equal to your veilweaver level. While detect electricity, fire, or water descriptors, or against any
magic is active, you gain a +2 insight bonus on all
Perception and Sense Motive checks. In addition, spell, spell-like ability, or supernatural ability cast by
once per day you may take a point of essence burn
to use augury as a spell-like ability with a caster level an outsider with a subtype matching any of those
equal to your veilweaver level.
descriptors, you gain a number of temporary hit
points equal to 5 + 5 per point of essence invested;
these temporary hit points last for one minute per
veilweaver level you possess. Whenever you fail a
Essence saving throw against any such effect, all movement
For each point of essence invested in this veil the
insight bonus to Perception and Sense Motive checks speeds you possess are increased by 5 ft. + 5 ft. per
increases by +1. If you have at least 5 points of
essence invested in this veil, you may use augury as point of essence invested.
an at-will spell-like ability without taking a point of
essence burn, and you may take a point of essence Voice of the Janni
burn to use divination as a spell-like ability once per
day. Descriptors Compulsion, mind-affecting
Class Guru, Nexus, Vizier
Slot Neck
Saving Throw Will; see text
Chakra Bind (Headband) [N12, R9, V12]
Binding this veil to your Headband chakra grants you The janni may be the least of the genies, but their
ties to the planes allow them to beg favors of all the
keen perceptive abilities and the ability to thwart elements.
attempts to magically spy on you. You are always
aware of any attempt to observe you or a creature Shaping this veil creates a necklace composed of
air, earth, fire and water that grants you a +2 insight
within 30 ft. of you by means of a divination spell bonus on all saving throws against effects with
the acid, air, cold, earth, electricity, fire, or water
or similar effect and may attempt to dismiss such descriptors, and against spells, spell-like abilities, or
supernatural abilities cast by outsiders with a subtype
effects as an immediate action as though using matching any of those descriptors.
a targeted dispel magic. In addition, you gain
blindsight out to 15 feet.
Suli’s Sash Essence
For each point of essence invested in this veil the
Descriptors None insight bonus to saving throws increases by +1.
Class Daevic, Guru, Nexus, Radiant, Vizier
Slot Belt Chakra Bind (Neck) [G14, N14, V14]
Saving Throw None
While this veil is bound to your Neck chakra, you may
use charm monster as a spell-like ability with a caster
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Chapter 4" New Character Options
level equal to your veilweaver level a number of Diplomacy checks.
times per day equal to 1 + your veilweaving modifier.
This ability can only be used against creatures with Essence
the air, earth, fire, or water subtypes, but works
against all such creatures, including mindless For each point of essence invested in this veil, the
elementals that would otherwise be immune.
insight bonus to Perform (comedy) checks increases
L ightbringer’s Garb
by +1.
Chakra Bind (Headband) [G11, R9, V12]
Binding this veil to your Headband chakra gives you
unique insight and luck when it comes to providing
your allies with assistance. Whenever you successfully
Banelight Vortices aid another creature’s skill check, that creature
Descriptors Light gains a +1d4 insight bonus on the skill check instead
Class Radiant, Vizier
Slot Hands of the normal +2 bonus. For each additional point
Saving Throw None
of essence invested in this veil, the granted insight
bonus increases by +1d4.
Chakra Bind (Neck) [G14, R12, V14]
Face the whirlwind. Face the light. Life is dark, but Binding this veil to your Neck chakra grants you the
death is bright.
ability to counter spells and abilities with verbal
This brilliant veil allows you to launch a whirling components by taking a point of essence burn
vortex of light as a standard action. You may make and shouting a distracting phrase as an immediate
a ranged touch attack against a creature within action. You must have line of sight to the spellcaster
60 ft.; on a successful hit this vortex deals 1d8 points and succeed at a dispel check (1d20 + your
of damage to most targets, but deals 1d6 points veilweaver level) and compare that to the spell to
of damage to constructs and inanimate objects, be countered (DC = 11 + the spell's caster level).
2d6 points of damage to undead, and 2d8 points Creatures who are immune to charm effects cannot
of damage to creatures specifically vulnerable to have their spells countered by this ability.
sunlight or bright light. This damage bypasses all
damage reduction, hardness, and energy resistance. Luminosity of the Lurker in Light
Essence Descriptors Light
Class Guru, Radiant, Vizier
For each point of essence invested in this veil the Slot Body
Saving Throw None
damage to most targets increases by 1d8, the
damage to constructs and objects increases by 1d6,
the damage to undead increases by 2d6, and the
damage dealt to creatures specifically vulnerable to Shadow is not the only force capable of subtlety.
The Light can hide just as many secrets.
sunlight or bright light increases by 2d8.
Chakra Bind (Hands) [R3, V2] Shaping this luminous veil grants you a +1 insight
While this veil is bound to your Hands chakra, you bonus to Stealth checks; this bonus is doubled in
gain the ability to launch more vortices as part of areas of bright light.
the same standard action. When you have at least 1 Essence
point of essence invested, you may target up to two For each point of essence invested in this veil the
creatures with vortex attacks, making a separate insight bonus to Stealth checks increases by +1. If
attack roll for each target. For every 2 additional you have at least 4 points of essence invested in this
points of essence invested, you may target up to 1 veil, you can use the Stealth skill even while being
additional creature with a vortex attack each time observed or without having anything to hide behind,
you use this ability. as long as you are in an area of normal or brighter
light.
Liminal Repartee Chakra Bind (Body) [G20, R18, V20]
Descriptors Charm Binding this veil to your Body chakra grants you
Class Guru, Radiant, Vizier
Slot Headband, Neck the benefits of a constant improved invisibility
Saving Throw None
effect. Creatures attempting to observe you with
a divination spell or effect such as see invisibility
or true seeing must succeed on a caster level
Light infuses your tongue and mind, lending magic check (or veilweaving or manifester level check
to your voice and quickness to your wit.
as appropriate) with a DC equal to 10 + 1/2 your
Shaping this veil grants you a +2 insight bonus to
Perform (comedy) checks and allows you to make veilweaving level + the number of points of essence
a Perform (comedy) check in place of your Bluff or
invested in this veil or the spell simply fails to detect
you and you remain invisible to the caster.
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Veils
White Rider’s Sash Saving Throw None
Descriptors Light This pitchfork appears to be made of translucent
Class Guru, Radiant, Vizier blackened iron and seethes with infernal energy,
Slot Head, Belt seeming both bitterly cold and unbearably hot.
Saving Throw None; see text
A brilliant sash of white silk is wrapped about your Shaping this foul veil grants you a pitchfork forged
waist, filling you with a light that spills out from your of hell-touched iron molded into shape and made
eyes and mouth with every blink and spoken word. safe to wield by akashic power. This weapon-like
veil acts as a trident sized appropriately for you.
While this veil is shaped your entire body is filled Whenever you score a critical hit with this weapon,
with light that spills out from your mouth and eyes, the target is sickened for a number of rounds equal
creating bright light in a 60 ft. cone in front of you. to your veilweaving modifier; if the target is already
This light is highly disconcerting and grants you a +2 sickened when this effect is triggered, they are
insight bonus to Intimidate checks. instead nauseated for 1 round. You may choose
to use your veilweaver level in place of your base
Essence attack bonus when attacking with this veil.
For each point of essence invested in this veil the
cone of bright light you shed increases by 5 ft. and Essence
the insight bonus to Intimidate checks increases by If you have at least 1 point of essence invested in
+1. this veil, it is treated as cold iron for the purposes
of overcoming damage reduction. For each
Chakra Bind (Head) [G8, R6, V6] additional point of essence invested beyond the
first this weapon deals an additional 1d6 cold or fire
While this veil is bound to your Head chakra any damage; for every even numbered point of essence
add 1d6 fire damage, and for each odd numbered
attack that breaks your skin unleashes a brilliant point of essence add 1d6 cold.
burst of blinding light. Whenever you take at least 5
points of damage from a single injury you may take
a point of essence burn to unleash a blinding blast
of light; all creatures within 30 ft. must succeed at a Chakra Bind (Hands) [D4, N2, V2]
Fortitude saving throw or be blinded for 1d4 rounds, Binding this veil to your Hands chakra grants your
plus 1 additional round for each point of essence Blackened Pitchfork a +1 enhancement bonus per
invested in this veil. point of essence invested (maximum +5). As long
Chakra Bind (Belt) [G17, R15, V16] as this weapon has at least a +1 enhancement
While this veil is bound to your Belt chakra you gain bonus, you may also use any invested essence to
the ability to expand the veil into a brilliant white gain a +1 effective enhancement bonus you can
steed composed of pure light as a standard action. spend towards any of the following weapon special
This steed has AC 18 (–1 size, +4 natural armor, +5 abilities: axiomatic, bane (good or chaotic outsiders
Dex), 7 hit points + 3 hit points per veilweaver level, only), flaming, flaming burst, frost, icy burst, keen,
uses your saving throw values, and sheds bright unholy, vicious, or wounding.
light in a 100 ft. radius. It cannot be charmed or Chakra Bind (Wrists) [D7, N8, V8]
compelled to disobey you. If it loses all its hit points, Binding this veil to your Wrists chakra grants you all
the light steed disappears. A light steed has a the benefits of binding it to your Hands chakra, and
land speed of 60 ft., a fly speed of 40 ft. with good increases the weapon’s critical threat range by 1;
maneuverability, and can bear your weight plus up this is applied first and stacks with abilities like keen
to 10 pounds per veilweaver level. The steed can be or the Improved Critical feat. Whenever you slay a
dismissed as a free action. For each point of essence creature whose Hit Dice are greater than or equal to
you invest in this veil the light steed gains a +1 half your own with this weapon, their soul becomes
deflection bonus to AC, a +1 insight bonus to saving trapped within the weapon. Creatures whose souls
throws, gains 5 temporary hit points, and increases are trapped in this weapon cannot be returned to
both its land and fly speeds by 10 feet. life except by true resurrection, miracle, wish, or a
Reliquaries of Infernal L aw similar effect. You may consume a trapped soul’s
(Hells)
energy as a swift action to regain hit points equal
to 1d8 + 1d8 per point of essence invested, at which
point the soul can be returned to life normally,
though any negative levels it gains as a result of
Blackened Pitchfork being returned to life are increased by 1. You can
Descriptors Evil only contain a number of souls in the Blackened
Class Daevic, Nexus, Vizier
Slot Hands, Wrists Pitchfork equal to 1 + your veilweaving modifier. If
this veil is sundered or suppressed, any captured
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Chapter 4" New Character Options
souls are immediately freed. saving throws increases by an additional—1.
Bloodeater’s Belt Chakra Bind (Neck) [N14, V14]
Descriptors None Binding this veil to your Neck chakra greatly
Class Daevic, Guru, Nexus, Vizier
Slot Belt increases its destructive power, increasing the
Saving Throw None
damage dice for its base ability to d8s instead of
d4s.
In addition, you may take a point of essence burn to
attempt to counter any spell within your line of sight
Scarlet bands of akashic energy gird your waist, that includes a verbal component as an immediate
filling you with an infernal energy that causes
wounds you inflict to bleed uncontrollably. action. Unlike a true counterspell, however, this
ability may not work; you must make a dispel check
Shaping this fearsome veil causes any wound you as if using dispel magic (1d20 + your veilweaver level
inflict with a manufactured or natural weapon
(including weapon-like veils) to deal 1 additional + 1 per 2 points of essence invested) to counter the
point of bleed damage.
spellcaster's spell.
Essence Devil’s Barbs
For each point of essence invested in this veil, your
attacks with manufactured and natural weapons Descriptors None
deal 1 additional point of bleed damage. Class Daevic, Nexus, Vizier
Slot Chest
Chakra Bind (Belt) [D13, G17, N16, V16] Saving Throw Reflex
Binding this veil to your Belt chakra allows you to
feed on bleeding wounds by drawing the blood into Barbed devils and dire porcupines don’t have a
monopoly on being less than cuddly.
your belt and diffusing its vital energy into your body.
Activating this ability is a move action that heals you Shaping this veil covers you in the wicked spurs of a
for 1d8 points of damage for each creature taking barbed devil. Whenever a creature strikes you with
bleed damage within 30 ft. of you, and causes a non-reach melee attack, they must succeed at
1d8 points of damage to each bleeding creature. a Reflex saving throw or take 1d6 points of piercing
Affected creatures are entitled to a Fortitude saving damage from the barbs.
throw to resist this effect, which also prevents you Essence
from gaining any healing from them. For each point For each point of essence invested the barbs
of essence invested you gain 1d8 additional points of granted by this veil deal 2 additional points of
healing per affected creature (maximum 20d8) and damage.
bleeding creatures take an additional 1d8 points of Chakra Bind (Chest) [D19, N18, V18]
damage. Binding this veil to your Chest chakra causes your
flesh to harden and sharpen. The base damage
Cry of the Erinyes of your barbs increases to 1d8 + your veilweaving
Descriptors Sonic modifier, no longer grants a Reflex saving throw to
Class Nexus, Vizier
Slot Neck avoid the damage, and this damage is now dealt
Saving Throw Fortitude
to any creature that grapples you, damages you
with a melee attack, or otherwise comes into direct
physical contact with you (such as when delivering a
The spiked collar around your throat has a hissing, spell with a range of touch). In addition, you gain DR
echoing quality, as though the distant screams of
hell-bound souls cry out in time to your voice. 15/good and silver; this damage reduction increases
Shaping this veil allows you to unleash a piercing by 1 for each point of essence invested in this veil.
screaming that deals 1d4 sonic damage to all
creatures in a 15 ft. cone (Fortitude half). Creatures Gelugon’s Talons
who fail their save against this ability take a—1
penalty to Will saving throws for a number of rounds Descriptors Cold
equal to your veilweaving modifier. This ability drains Class Daevic, Nexus, Vizier
much of the energy of the veil and requires 1d4 Slot Feet
rounds to recharge before it can be used again. Saving Throw Fortitude
Essence The frigid veil shrouding your feet resembles the
For each point of essence invested in this veil, the insectile extremities of a fearsome ice devil.
damage dealt increases by 1d4. For every two points
of essence invested in this veil, the penalty to Will Shaping this gelid veil surrounds you in a 5 ft. aura.
Any creature who enters this aura must succeed on a
Fortitude saving throw or take a—1 penalty to attack
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Jacob Cinciripini (Order #18219176)
Veils
rolls, AC, and Reflex saving throws and have its of points of essence invested in this veil.
speed for all movement modes it possesses reduced Iron Crown
by 5 feet. This effect lasts as long as the creature Descriptors Compulsion, mind-affecting
Class Guru, Nexus, Vizier
remains in the aura and for 1 round thereafter. Slot Head
Saving Throw Will; see text
Essence
For each point of essence invested in this veil the
granted aura increases by 5 ft., its effects last for
1 additional round after an affected creature
leaves the area of effect, and affected creatures’ Forged in hellfire for a cruel god, even poor copies
of the Iron Crown of Asmodeus have the power to
movement speeds are reduced by an additional 5 command lesser creatures.
feet. If you have at least 4 points of essence invested,
creatures who fail their Fortitude saving throw are Wearing this authoritative veil lends you the
overwhelming presence of a devil lord, granting
staggered for the duration of the effect. you a +2 insight bonus to Diplomacy and Intimidate
checks.
Chakra Bind (Feet) [D2, N4, V4]
Binding this veil to your Feet chakra grants you a
pair of talons that can be used as secondary natural Essence
For each point of essence invested in this veil,
attacks. These talons deal 1d4 slashing damage increase the insight bonus to Diplomacy and
Intimidate checks by +1.
when used by a Medium veilweaver (1d3 Small).
For each point of essence invested in this veil these
talons deal an additional 1d4 cold damage. In Chakra Bind (Head) [G8, N6, V6]
addition, you gain the icewalking special ability; this Binding this veil to your Head chakra gives you the
allows you to climb and traverse icy surfaces with a ability to command mortal creatures and makes
climb speed of 20 ft. while keeping your hands free, you resistant to the commands of others. You may
and allows you to move across icy surfaces without cast hold person as a spell-like ability a number of
penalty. You do not need to make Acrobatics times per day equal to 1 + your veilweaving modifier.
checks to run or charge on ice. In addition, you become immune to compulsion
effects and gain a bonus to saves against charm
Imp’s Eyes effects equal to the number of points of essence
Descriptors Darkness, divination invested in this veil.
Class Nexus, Vizier
Slot Headband Mantle of Infernal Dukedom
Saving Throw None
Descriptors Evil, law
Cat-like lenses cover your eyes, granting you the Class Guru, Nexus, Vizier
ability to sense poisons and see in utter darkness. Slot Body
Saving Throw None
While you have this veil shaped, you may use detect
poison as an at-will spell-like ability with a caster The infernal power of a hellish duke suffuses you,
granting you power beyond that of any mere
level equal to your veilweaver level and you gain mortal.
darkvision out to 60 ft. or increase your existing
darkvision by 30 feet. In addition, you may take a Shaping this veil grants you immunity to poison and
spell resistance 8. Against spells with the chaotic
point of essence burn to lower the light level in a 20 or good descriptors, as well as spells and spell-like
abilities cast by any creature with the chaotic or
ft. radius around yourself by two steps (bright light to good subtypes, this spell resistance is increased by 5.
dim light, normal light to darkness) for 1 minute. This is
considered a darkness effect with a spell level equal
to 1 + the number of points of essence invested that Essence
For each point of essence invested in this ability, the
can dispel light effects of equal or lower equivalent granted spell resistance increases by 3.
spell level.
Essence Chakra Bind (Body) [G20, N20, V20]
For each point of essence invested in this veil Binding this veil to your Body slot grants you the
increase the range of your darkvision by 10 feet. deathmastery power of an infernal duke. Whenever
Chakra Bind (Headband) [N12, V12] you slay a humanoid creature, you can transform
Binding this veil to your Headband chakra allows the slain creature's soul into a ghost under your
you to see perfectly in darkness of any kind, control (see the ghost template in the Pathfinder
including that created by deeper darkness or similar Roleplaying Game Bestiary). You can only control
effects. As long as you are in an area of dim light or a number of ghosts in this manner equal to your
darkness, you gain fast healing equal to the number veilweaving modifier, and the total Hit Dice of
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ghosts under your control cannot exceed twice as a swift action. Unless the target succeeds at a
your veilweaver level. If you have a soul trapped in Reflex saving throw, they are bound in place and
a container such as the Blackened Pitchfork or a cannot move from that spot for 1 minute unless
magic jar, you may use this ability to transform the they succeed at a Strength check or Escape Artist
trapped soul into a ghost as well. check to slip the chains as a standard action (DC
15 + your veilweaving modifier + the number of
Pit Fiend’s Shroud points of essence invested). Fey, chaotic-aligned, or
good-aligned creatures takes 1d6 + 1d6 per point
Descriptors Evil, fear, mind-affecting of essence invested points of piercing damage at
Class Eclipse, Nexus, Vizier the end of your turn each round they are bound by
Slot Shoulders these chains. You can only have a total number of
Saving Throw Will creatures equal to your veilweaving modifier bound
at once with this ability; if you bind a new creature
Wings of flame and shadow wrap themselves in excess of that amount, the creature who has
around you, striking fear into the hearts of lesser been bound by this ability the longest is immediately
beings. released.
Shaping this fearsome veil surrounds you in a 10 Trappings of Chaos (Abyss)
ft. aura. Any creature who enters this aura must
succeed on a Will saving throw or be shaken for Babau Skin
as long as they remain in the aura and 1 round
thereafter. Descriptors Acid
Class Guru, Nexus, Vizier
Essence Slot Body
For each point of essence invested in this veil the Saving Throw None; see text
aura increases by 5 ft., you gain a +1 insight bonus
to saving throws against fear effects, and the DC to A leathery layer of slime-coated flesh oozes with
demoralize you with the Intimidate skill increases by magic as it forms around your body.
1.
Chakra Bind (Shoulders) [E15, N10, V10]
Binding this veil to your Shoulders chakra causes Shaping this veil coats your skin in akasha infused
creatures who fail their saving throw against with the power of a babau demon, granting you
your aura to be frightened instead of shaken. In acid resistance 5 (or increasing your existing acid
addition, you gain a pair of fearsome, bat-like wings resistance by 5) and causing any creature that
that grant you a fly speed of 40 ft. with average grapples you, damages you with a non-reach melee
maneuverability; for each point of essence invested attack, or otherwise comes into direct physical
in this veil the granted fly speed increases by 5 feet. contact with you (such as when delivering a spell
with a range of touch), to take 1d4 points of acid
Shackles of Perdition damage and an additional 1 point of acid damage
Descriptors Evil, law on the following round.
Class Daevic, Eclipse, Nexus, Vizier
Slot Wrists Essence
Saving Throw Reflex; see text
For each point of essence invested in this veil the
granted acid resistance increases by 5 and the acid
damage dealt to creatures that come into direct
Heavy iron shackles encase your wrists, while physical contact with you increases by 1 (both on the
dangling chains fade to translucence before
disappearing from sight entirely. initial exposure and on the following round).
Chakra Bind (Body) [G20, N20, V20]
Shaping this veil encases your forearms in thick Binding this veil to your Body chakra fuses it to your
shackles of akasha forged to resemble black iron.
These shackles grant you a +1 shield bonus to AC; flesh, granting you acid immunity. As an immediate
this bonus is doubled against attacks made by fey,
chaotic-aligned, or good-aligned creatures. action whenever you take damage from an attack,
you can unleash a corrosive burst around yourself,
dealing 10d4 acid damage to all creatures in a 15 ft.
Essence radius burst centered on you (Reflex half). Creatures
For each point of essence invested in this veil the
granted shield bonus to AC is increased by +1. who take damage from this attack take half that
damage again on the following round. Once you’ve
Chakra Bind (Wrists) [D7, E12, N8, V8] used this ability it cannot be used again for 1d4
Binding this veil to your Wrists chakra grants you rounds as the acid accumulates. For each point
the supernatural ability to conjure up spiked black of essence invested in this veil, the damage for this
iron chains around any creature within 60 feet attack increases by 1d4 and the radius of the burst
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Veils
increases by 5 feet. Saving Throw None; see text
Balor’s Whip Your chest ripples and swells with gnawing energy
even as your belly and waist seem to shrivel and
Descriptors Chaos, evil, fire dessicate.
Class Daevic, Nexus, Vizier
Slot Hands, Wrists Weaving this baleful veil gives you a gnawing hunger
Saving Throw None that eats away at even iron and steel. Whenever
you are successfully attacked with a manufactured
A coiling length of foul, smoking flame writhes in weapon, the weapon takes 2 points of damage and
your grasp, eager to be loosed upon your foes. any damage it would deal to you with that attack is
reduced by 2.
Shaping this hungry veil grants you a balor’s flaming
whip. This weapon-like veil acts as a whip sized Essence
For each point of essence invested in this ability,
appropriately for you. Unlike a normal whip the increase the damage dealt to manufactured
weapons by 1 and reduce the damage dealt to you
Balor’s Whip does not have the nonlethal property by manufactured weapons by 1.
and the damage is always treated as lethal
regardless of the target’s natural armor bonus. You
may choose to use your veilweaver level in place of Chakra Bind (Chest) [D19, N18, V18]
your base attack bonus when attacking with this veil. Binding this veil to your Chest chakra allows you to
Essence devour souls. As a standard action, you can take
For each point of essence invested in this veil, it 1 point of essence burn and attempt to inhale the
deals one additional die of damage. Against good- soul of a living creature within 30 feet. The target
aligned creatures, the additional damage dice are must make a Fortitude save or die. If you successfully
d8s, against creatures who are neither good nor slay a creature whose Hit Dice are less than or
evil the additional dice are d6s, and against evil- equal to your own with this ability, you instantly heal
aligned creatures the additional dice are d4s. Half a number of points of essence burn equal to 1/2
of this additional damage is fire damage and the your veilweaving modifier. Once a creature has
other half results directly from unholy power and is succeeded on a saving throw against this ability,
therefore not subject to being reduced by resistance they cannot be affected again for 24 hours.
to fire-based attacks.
Chakra Bind (Hands) [D4, N2, V2] Dretch Flesh
Binding this veil to your Hands chakra grants your Descriptors Chaos, poison
Class Daevic, Nexus, Vizier
Balor’s Whip a +1 enhancement bonus per point Slot Wrists
Saving Throw None; see text
of essence invested (maximum +5). As long as this
weapon has at least a +1 enhancement bonus,
you may also use any invested essence to gain a
+1 effective enhancement bonus you can spend Viscous energy seething with slime and pustules
encases your arms in a foul but protective embrace.
towards any of the following weapon special
abilities: anarchic, bane (good or lawful outsiders Shaping this hideous veil gives you fire resistance 5
only), flaming, flaming burst, ghost touch, keen, (or increases your existing fire resistance by 5) and DR
mighty cleaving, unholy, vicious, or wounding. 2/ cold iron or good.
Chakra Bind (Wrists) [D7, N8, V8] Essence
Binding this veil to your Wrists chakra grants you all For each point of essence invested in this veil the
the benefits of binding it to your Hands chakra, and the granted fire resistance increases by 5 and the
it allows you to threaten every square within the damage reduction increases by 1.
whip’s reach. For every 2 points of essence invested Chakra Bind (Wrists) [D7, N8, V8]
in this veil, increase its reach by 5 feet. In addition, Binding this veil to your Wrists chakra causes your
you may use the Balor’s Whip to attempt a grapple arms to seethe and drip with poison. Whenever a
against any creature within its reach, drawing the creature grapples you, damages you with a non-
target of your grapple into an adjacent square on reach melee attack, or otherwise comes into direct
a successful attempt. You do not gain the grappled physical contact with you (such as when delivering
condition while grappling in this manner. a spell with a range of touch), they must succeed at
a Fortitude save or take 1 point of Strength damage.
Demon Lord’s Hunger For every 3 points of essence invested in this veil,
Descriptors Chaos increase the Strength damage dealt by 1. This is a
Class Daevic, Nexus, Vizier
Slot Chest poison effect.
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Chapter 4" New Character Options
Glabrezu’s Gaze to Bluff and Diplomacy checks.
Descriptors Divination, fear Essence
Class Nexus, Vizier
Slot Headband For each point of essence invested in this veil,
Saving Throw None; see text
increase the insight bonus to Bluff and Diplomacy
checks by +1.
Chakra Bind (Head) [G8, N6, V6]
Eyes that shine with the cruelty and intelligence of a Binding this veil to your Head chakra gives you the
powerful demon distort your eyelids and leak tears
of dark power. ability to drain energy from a mortal you lure into an
act of passion, such as a kiss, as a standard action.
While you have this fearsome veil shaped, you An unwilling victim must be grappled before you can
gain the ability to see any objects or beings that
are invisible within 10 ft. of you, as well as any that use this ability. Your kiss bestows one negative level.
are ethereal, as if they were normally visible. Such
creatures are visible to you as translucent shapes, The kiss also has the effect of a suggestion spell,
allowing you easily to discern the difference
between visible, invisible, and ethereal creatures. In asking the victim to accept another act of passion
addition, your enhanced vision allows you to more
easily discern the flow of magical forces, granting from you. The victim must succeed on a Will save to
you a +2 insight bonus to Knowledge (arcana) and
Spellcraft checks. negate the suggestion effect.
Essence Pincer Arms
For each point of essence invested in this veil
increase the range at which you can see invisible Descriptors None
and ethereal creatures and objects by 10 ft. and the Class Daevic, Nexus, Vizier
insight bonus to Knowledge (arcana) and Spellcraft Slot Belt
checks by +1. Saving Throw None
A wicked pair of arms ending in giant pincers and
pulsing with lethal intent spring forth from your waist.
Shaping this fearsome veil gives you a pair of pincers
that can be used as secondary natural attacks
Chakra Bind (Headband) [N12, V12] dealing 1d6 bludgeoning damage for medium
Binding this veil to your Headband chakra fills your veilweavers (adjust for other size categories as
vision with unholy power, allowing you draw out normal, 1d4 Small and so on). In addition to using
weaknesses in other creatures. As a swift action, you these limbs as weapons, you can lean forward
may force a single creature within 60 ft. to make a and use them as secondary legs, increasing your
Will save or become shaken for a number of rounds base speed by 10 ft. and giving you a +4 bonus to
equal to your veilweaving modifier. Creatures your CMD against trip attempts. You cannot make
who are already shaken become frightened, and attacks with your pincers in the same round you use
creatures who are frightened become panicked. them to increase your speed.
In addition, if a creature who fails their saving throw Essence
against this ability is taking bleed damage, that For each point of essence invested in this veil the
bleed damage is increased by an amount equal to granted pincers gain a +1 enhancement bonus. As
the number of points of essence invested in this veil. long as your pincers have at least a +1 enhancement
If a creature who is dazzled fails their save against bonus, you may also use any invested essence to
this ability, they are instead blinded for a number gain a +1 effective enhancement bonus you can
of rounds equal to your veilweaving modifier. If a spend towards any of the following weapon special
creature who fails their saving throw against this abilities: anarchic, bane (good or lawful outsiders
ability is fatigued, they instead become exhausted only), flaming, flaming burst, ghost touch, keen,
for the same duration. mighty cleaving, unholy, vicious, or wounding.
Chakra Bind (Belt) [D13, N16, V16]
Mask of the Succubus Binding this veil to your Belt chakra greatly enhances
Descriptors Mind-affecting the power of your pincers. Your pincers gain the
Class Guru, Nexus, Vizier
Slot Head grab special ability, allowing you to make a free
Saving Throw None; see text
combat maneuver check that does not provoke
attacks of opportunity to grapple a creature when
you successfully attack with them. When using your
Porcelain energy smooths your imperfections and pincers as legs, your base speed increases by an
leaves your countenance surreally perfect.
additional 10 ft. and your bonus to CMD against trip
Wearing this seductive veil lends you the beguiling
visage of a succubus, granting you a +2 insight bonus attempts is increased by a number of points equal
to the essence invested in this veil. In addition, your
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Veils
pincers can be used to grab and cling to almost any Shaping this loathsome veil allows you to unleash a
surface, granting you a climb speed equal to your
base speed. You cannot use your pincers to make fearsome cloud of spores around yourself as a swift
attacks while climbing.
action. These spores last for a number of rounds
Ruin Treads
equal to 1 + your veilweaving modifier. While these
Descriptors Electricity
Class Daevic, Nexus spores are active, any creature that ends their
Slot Feet
Saving Throw None; see text turn adjacent to you, or whom you end your turn
adjacent to, take 1d8 piercing damage (Fortitude
half). Creatures who fail their saving throw take an
additional 1d4 damage at the start of your next turn
and are entangled as thorny vines sprout from their
flesh. The vines can be destroyed and the entangled
Darksome talons of destructive energy sprout from effect ended by casting bless on the affected
your feet, cracking the ground and shattering earth.
creatures, by sprinkling them with holy water, or with
Shaping this destructive veil grants you a pair of a Strength check made as a full round action to
talons that can be used as secondary natural dislodge the vines (DC 10+ 1/2 your veilweaver level
attacks. These talons deal 1d4 slashing damage + the number of points of essence invested in this
when used by a Medium veilweaver (1d3 Small). As a veil).
move action, you can stamp the ground with these Essence
talons to create an area of difficult terrain in a 10 ft. For each point of essence invested in this veil the
radius burst around you. damage dealt by this ability (both when the initial
Essence effect is triggered and on subsequent rounds
For each point of essence invested in this veil the following a failed save) increases by 2.
granted talons gain a +1 enhancement bonus and Chakra Bind (Shoulders) [D10, E15, N10, V10]
the radius of difficult terrain you can create increases Binding this veil to your Shoulders chakra gives
by 5 feet. As long as your talons have at least a +1 you a pair of solid and powerful vulture wings
enhancement bonus, you may also use any invested that grant you a fly speed of 40 ft. with average
essence to gain a +1 effective enhancement bonus maneuverability; for each point of essence invested
you can spend towards any of the following weapon in this veil the granted fly speed increases by 5 feet.
special abilities: anarchic, bane (good or lawful In addition, as a standard action you may take a
outsiders only), flaming, flaming burst, ghost touch, point of essence burn to target all creatures in a 30 ft.
keen, mighty cleaving, unholy, vicious, or wounding. cone as though they had triggered this veil’s primary
Chakra Bind (Feet) [D2, N4] ability.
Binding this veil to your Feet chakra allows you to
emulate the vrock’s fearsome dance of ruin. As a Vrock’s Screech
full-round action you can begin a mad caper that Descriptors Chaos, sonic
Class Nexus, Vizier
causes a crackling wave of energy to explode out Slot Neck
Saving Throw Fortitude
from you, dealing 1d6 points of electricity damage
to all creatures within 10 ft. (Reflex half); using this
ability drains much of the power from this veil, so
you must wait 1d4 rounds before you can use it A choker of feather and bone manifests around
your throat pulsing wildly lending your words a
again. For each point of essence invested in this vibratory pitch.
veil, the damage increases by 1d6 and the radius of Shaping this veil allows you to unleash a devastating
screech as a standard action, staggering all
the effect increases by 10 feet. If you have at least creatures in a 30 ft. cone originating from you for
1 round unless they succeed on a Fortitude saving
4 points of essence invested in this veil you may throw. Creatures who succeed on a saving throw
against this effect cannot be affected by it again for
perform this ability as a standard action, and if you 24 hours.
have at least 7 points of essence invested you may Essence
For each point of essence invested in this veil the
use it as a move action. size of the cone increases by 5 ft. (going from a 30 ft.
cone to a 35 ft. cone, for example). For every 2 points
Spore Wings of essence invested in this veil, the duration of the
staggered effect increases by 1 round.
Descriptors Chaos, evil
Class Daevic, Eclipse, Nexus, Vizier
Slot Shoulders
Saving Throw Fortitude
Greasy energy cloaks you in a filthy cloud of spores
and vulture feathers.
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Chapter 4" New Character Options
Chakra Bind (Neck) [N14, V14] Any friendly creature within the aura gains a sacred
bonus to AC and saving throws against attacks
Binding this veil to your Neck chakra enhances the or effects created by evil creatures equal to 1/2
the bonus you are receiving from the veil’s base
disruptive power of your screech. You may choose effect (rounded down, minimum 1) (for example,
a veilweaver with 4 points of essence invested in
for creatures who fail their saving throw against this veil would gain a +4 sacred bonus to AC and
saves against attacks or effects created by evil
this ability to be stunned for 1 round instead of creatures and all other friendly creatures within the
aura would gain a +2 sacred bonus). In addition,
staggered; the duration of the stunned effect is not any evil-aligned creature who attempts to enter
the area of this aura must succeed at a Will saving
increased by invested essence, and once a creature throw or be rebuffed, unable to enter the affected
area. Creatures may attempt a new saving throw
has been affected by this ability they cannot be to enter the affected area each round. Creatures
affected again for 24 hours. Creatures who are who are unwillingly forced into the area, such as
by the veilweaver willingly moving near to them,
grappled or entangled when they fail a saving throw automatically succeed at this saving throw.
against this effect are instead paralyzed for the Sparkling Alicorn
duration of the effect. You must declare whether you Descriptors Good, healing
Class Guru, Nexus, Radiant, Vizier
are using this ability to stagger or stun at the time the Slot Head, Neck
Saving Throw None
ability is activated.
Unicorn’s Caparison
Criniere Of Warding
Descriptors Good
Class Guru, Radiant, Vizier
Slot Headband, Neck
Saving Throw None
Pearlescent armor girds your neck and temples,
surrounding you in a potent protective ward.
Shaping this holy veil grants you a +1 sacred bonus A shimmering halter of magical energy cascades
across your face and down your neck from a
to AC and on all saving throws against attacks or prominent spiral horn that promises danger to your
foes but bestows its blessing at your behest.
effects created by evil creatures.
Essence
For each point of essence invested in this veil, the Shaping this beautiful veil creates a beautiful,
sacred bonus to AC and saving throws against sparkling horn that grants you a gore primary
attacks or effects created by evil creatures increases natural attack dealing 1d8 piercing damage (1d6
by +1. small). Whenever an undead creature is struck by
Chakra Bind (Headband) [G11, R9, V12] this attack, they take an additional 1d6 positive
Binding this veil to your Headband chakra grants energy damage. You may choose to use your
you the ability to breathe life into a touched willing veilweaver level in place of your base attack bonus
creature or recently slain ally a number of times to determine your bonus to hit and any other abilities
per day equal to 1 + your veilweaving modifier. or uses of this veil. Alternatively, you may touch this
This ability cures 1d8+1 points of damage plus an horn to a willing adjacent creature to grant them
additional 1d8+1 per point of essence invested. 1d6 temporary hit points that last for 1 minute.
Unlike other effects that heal damage, this ability Essence
can bring recently slain creatures back to life. If used For each point of essence invested in this veil the
on a creature that has died within 1 round, apply the positive energy damage dealt to undead and the
healing from this effect to the creature. If the healed temporary hit points granted to touched creatures
creature's hit point total is at a negative amount less increases by 1d6. For every two points of essence
than its Constitution score, it comes back to life and invested in this veil, the gore attack gains a +1
stabilizes at its new hit point total. If the creature's enhancement bonus.
hit point total is at a negative amount equal to or Chakra Bind (Head) [G8, N6, R6, V6]
greater than its Constitution score, the creature Binding this veil to your Head chakra allows you
remains dead. Creatures brought back to life to conjure a half-celestial unicorn as a standard
through this effect gain a temporary negative level action (use the statistics for a half-celestial unicorn
that lasts for 1 day. Creatures slain by death effects presented in the Pathfinder Roleplaying Game
cannot be saved by this ability. Bestiary). You can only have one unicorn conjured
Chakra Bind (Neck) [G14, R12, V14] in this way at a time. For every point of essence
Binding this veil to your Neck chakra allows you to invested in this veil, the unicorn gains an additional
extend its effects out in a 20 ft. aura around yourself. 5 hit points and a +1 insight bonus to attack rolls,
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Jacob Cinciripini (Order #18219176)
Veils
armor class, damage rolls, and saving throws. If you end. You may take 2 points of essence burn to
have at least 4 points of essence invested in this veil, use this ability as an immediate action, and may
the unicorn gains the advanced simple template. attempt to counterspell a spell with the fear or
The half-celestial unicorn’s gore attack benefits from emotion effect when using the effect in this way.
essence invested in this veil just like the gore attack Chakra Bind (Body) [G20, R18, V20]
granted to you. In addition to the effects granted by the Belt bind,
Chakra Bind (Neck) [G14, N14, R12, V14] binding this veil to your Body chakra doubles the
In addition to the effects of binding this veil to your radius of the aura granted by its base ability and
Head chakra, binding this veil to your Neck chakra grants you and all friendly creatures within the aura’s
sharpens your horn and that of your half-celestial radius immunity to fear effects. In addition, all hostile
unicorn companion and fills them with holy energy creatures who start their turn within the aura must
that explodes outward on particularly vicious succeed at a Will saving throw or be staggered for
attacks. The gore attack granted by this veil and that 1 round; while staggered by this effect affected
of the half-celestial unicorn it conjures now threatens creatures cannot charge or activate the bloodrage,
a critical hit on a roll of 18–20 for x3 damage. rage, or raging song abilities.
Whenever you or your unicorn companion confirm
a critical hit with your gore attacks, all friendly Unicorn Feathering
creatures in a 60 ft. radius are healed for 1d8 points Descriptors Healing
Class Guru, Radiant, Vizier
of damage, +1d8 per point of essence invested in this Slot Hands
Saving Throw None
veil. In addition, the half-celestial unicorn’s fly speed
increases by an additional 10 ft. per point of essence
invested in this veil.
Unicorn’s Barding Delicate ivory hair cascades down from your
forearms and dances across your hands and
Descriptors Emotion, good fingers.
Class Guru, Radiant, Vizier
Slot Belt, Body This gentle veil grants you the ability to enhance a
Saving Throw None creature’s natural healing. As a standard action,
you may touch one willing creature adjacent to you
Silken sashes bedecked with bells and silvery and give them fast healing 3 for 1 round. Constructs
charms criss-cross your torso and tie about your and objects gain no benefit from this effect. Since
waist in an elaborate knot before trailing off into this ability enhances the natural resources of the
sparkling light. affected creature, a given creature can only benefit
from this ability a number of times per day equal to
While this veil is shaped you exude an aura of peace your veilweaving modifier.
and calm out in a 30 ft. radius. All friendly creatures Essence
For each point of essence invested in this veil the
within the area of this effect gain a +2 sacred bonus granted fast healing increases by 1 and lasts for 1
additional round.
on all saving throws against spells and effects with
the fear or emotion descriptors. Psychic casters
within the area of this effect are always able to Chakra Bind (Hands) [R3, V2]
provide the emotion components of their spells as While this veil is bound to your Hands chakra its
long as they are within this area, regardless of what healing capabilities are greatly enhanced. The fast
other conditions may be affecting them. healing granted by this veil is increased to 5 + 3 per
Essence point of essence invested. As long as a creature
For each point of essence invested in this veil the is benefiting from the fast healing granted by this
sacred bonus to saving throws increases by +1. ability, they gain a +1 morale bonus on attack
Chakra Bind (Belt) [G17, R15, V16] rolls and on saving throws against fear effects, as
While this veil is bound to your Belt chakra you gain though affected by a bless spell. Using this ability
the ability to dispel negative emotion effects and on a creature dispels the effects of a bane spell in
calm raging opponents. As a full round action you addition to its normal effects.
can create a burst of calming energy that attempts Void’s Embrace
to dispel every non-harmless fear or emotion spell
or effect as though with a targeted dispel magic,
treating your veilweaver level as your caster level. In Gauntlets of the Void
addition, any hostile creature in the area currently Descriptors Cold
Class Daevic, Eclipse, Nexus
using bloodrage, rage, or raging song must succeed Slot Hands, Wrists
at a Will saving throw or have the effect instantly
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Chapter 4" New Character Options
Saving Throw None you are for a brief moment. Once per round as an
immediate action when you would take damage
A seething pair of black gauntlets formed from from an attack, spell, or other effect, you may make
frigid energy seem to pull light and heat from the a Stealth check with a DC equal to the attack roll (or
air around you. 15 + the effect or creature’s CR if there was no attack
roll) to negate the damage and treat the attack as
When you shape this veil you gain cold resistance a miss. Each time you use this ability, the light level
5. This stacks with any cold resistance you currently in a 30 foot radius around your current location is
possess. In addition, you gain the ability to manifest reduced by 1 step for 1 round + 1 round per point of
a pair of gauntlets made of akasha infused with the essence invested.
power of darkness. This weapon-like veil acts as a
pair of spiked gauntlets sized appropriately for you. Void Countenance
Essence Descriptors Cold, darkness
For each point of essence invested in this veil, Class Eclipse, Vizier
the granted cold resistance increases by 5 and Slot Head
the spiked gauntlet granted by this veil deals an Saving Throw None; see text
additional 1d6 cold damage.
Chakra Bind (Hands) [D4, E3, N2]
Binding this veil to your Hands chakra grants you “Where it’s face should have been was nothing
but emptiness! Empty black…. Empty…”
the ability to wield a two-handed weapon sized —A report on the assassination of Baron Drucheim
from the attack’s only survivor.
appropriately for you as though it were a one-
handed weapon. In addition, for every 2 points of
essence invested in this veil the spiked gauntlet it Shaping this veil masks your face in a featureless
grants gains a +1 enhancement bonus. well of inky darkness that hides your intentions and
Chakra Bind (Wrists) [D7, E12, N8] devours certain harmful effects. You gain a +2 insight
In addition to the benefits granted by the Hands bonus to Bluff checks and a +1 insight bonus to Will
chakra, binding this veil to your Wrists chakra saving throws against effects that target you directly
improves the rate at which your spiked gauntlets (but not auras or effects that affect all creatures in
benefits from invested essence. Your spiked gauntlets an area).
now gains a +1 enhancement bonus per point of Essence
essence invested, instead of per 2 points. As long as For each point of essence invested in this veil the
the gauntlet has at least a +1 enhancement bonus, insight bonuses to Bluff checks and Will saving throws
you may also spend these points to gain equivalent increase by +1.
weapon special abilities from the following list: Chakra Bind (Head) [E9, V6]
defending, frost, ghost touch, vicious, icy burst, Binding this veil to your Head chakra allows you
unholy, wounding, or speed. to exhale a corruscating cloud of darkness as a
standard action that deals 1d6 cold damage and
Nothingness Shroud 1d6 negative energy to all living creatures in a 30 ft.
Descriptors Darkness cone (Fortitude half) and lowers the light level in the
Class Eclipse, Vizier
Slot Shoulders cone’s affected area by 1 step for 1 round + 1 round
Saving Throw None
per point of essence invested. Unliving creatures,
such as constructs and undead, must instead make
a Will saving throw or become staggered and take
“Nothingness is your shield, not nothing. Surround a –1 penalty on attack rolls, AC, and Reflex saves for
yourselfinthelackofyourself.Donotbewhereyouare.”
—Lessons from Alsama Laylana, the first eclipse. 1 round; creatures who are already staggered are
instead dazed. For each point of essence invested
Shaping this veil shrouds you in an empty nothingness in this ability, the cone deals an additional 1d6 cold
that makes it hard for others to follow your
movements. You gain a +2 insight bonus on Sleight of and 1d6 negative energy damage, or the duration
Hand and Stealth checks.
of the staggered condition and penalties to attack
rolls, AC, and Reflex saves are increased by 1 round
Essence (creatures who are dazed by this effect are still only
For each point of essence invested in this veil, the
insight bonus to Sleight of Hand and Stealth checks dazed for 1 round, but the staggered condition and
increase by +1.
other penalties will continue for the full duration of
the effect). This ability drains much of the energy of
Chakra Bind (Shoulders) [E15, V10] the veil and requires 1d4 rounds to recharge before it
Binding this veil to your Shoulders chakra allows can be used again.
you grants you the ability to simply not be where
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Veils
Voidblade creatures and creatures that are neither living or
dead, such as constructs and animated objects, are
Descriptors Cold, darkness, death subjected to accelerated entropy and decay, and
Class Daevic, Eclipse, Nexus, Vizier must succeed at a Fortitude saving throw or take
Slot Hands, Body an additional 10d6 negative energy damage, while
Saving Throw None; see text undead creatures must make a Will saving throw
(adding their turn resistance, if any) or be destroyed.
Hungry emptiness shaped like a blade devours light
and life, leaving nothing behind. Voidwalkers
When you shape this veil you gain the ability to Descriptors Darkness
Class Eclipse, Guru, Vizier
manifest a deadly blade made of akasha tempered Slot Belt, Feet
Saving Throw None
by the crushing emptiness of the endless void.
This weapon-like veil acts as a greatsword sized
appropriately for you. Whenever you successfully
damage a creature with this weapon, they are
subjected to feelings of intense chill and crushing See the void. Be the void. Walk the void.
ennui, taking a—1 penalty on attack rolls for 1 round. Shaping this veil shrouds your feet in an aching
Whenever you confirm a critical hit with this weapon, emptiness that is hard to look upon. You gain a
the target of the attack is staggered for 1 round. You +2 insight bonus to Acrobatics checks. This bonus
may choose to use your veilweaver level in place of is increased by an additional +2 in areas of dim
your base attack bonus when attacking with this veil. or darker lighting. Whenever you succeed on an
Essence Acrobatics check to move through a threatened
For each point of essence invested in this veil, the space without provoking an attack of opportunity,
weapon deals an additional 1d6 points of cold or to move through an opponent’s occupied space,
damage. For every 4 points of essence invested, you may teleport the remainder of your
the penalty to attack rolls inflicted movement, ignoring all difficult terrain and
by the voidblade increases by an hazards between you and your destination.
additional—1, and the duration of Essence
the staggered effect on a critical hit For each point of essence invested in this veil the
increases by 1 round. insight bonus to Acrobatics checks
Chakra Bind (Hands) [D4, E3, N2, V2] increases by +1.
Binding this veil to your Hands chakra Chakra Bind (Feet) [E6, G5, V4]
grants your Voidblade a +1 Binding this veil to your Feet chakra
enhancement bonus per point of allows you to step on darkness as
essence invested (maximum though it was firm ground. As
+5). For each point of essence long as you are in an area of
invested in this veil beyond 5, dim light or darkness, you
you gain a +2 competence and any creature you are
bonus to your CMB and mounted on benefit
to your damage rolls from a constant air
when performing a walk effect.
sunder attempt with this Chakra Bind (Belt) [D13,
weapon. E18, V16]
Chakra Bind (Body) [ D 1 2 / 2 0 , In addition to the
E20, N20, V20] benefits granted
In addition to the by binding this
benefits granted by veil to your Feet
your Hands chakra, chakra, binding it
binding this veil to to your Belt chakra
your Body chakra increases your base
makes the blade movement speed by
utterly lethal. an additional 20 feet,
Whenever you plus an additional
confirm a critical 10 feet per point of
hit with this essence invested.
weapon against
a creature, living
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Jacob Cinciripini (Order #18219176)
Planar Cosmology & theChapter 5" Planar Cosmology & the Multiverse
Multiverse
520
Jacob Cinciripini (Order #18219176)
The City of 7 Seraph’s place in the multiverse nearly Planar CoPslmanoarloCogsimeosl:ogy
guarantees a campaign full of adventures journeying the Vaguery and Flaws
Planes of Existence to strange vistas and alien worlds.
Still, this product was created with the idea that the GM The City of 7 Seraphs is written with the idea that
of a campaign is probably already using an established it might fit into several existing Cosmologies as
cosmology and planar reality. However, it is possible portrayed in various versions of the Pathfinder
that some groups only have this book and the Pathfinder RPG and its ancestral system. However, the
Roleplaying Game Core Rulebook. possibility exists that a GM or gaming group
might find their way to this book without a
This section presents a basic planar cosmology to use defined or dominant planar cosmology in
for games that don’t have one, but also serves to portray mind. This chapter presents the Planes as the
in-world planar theory for the sages of planar cartography natives of Hyraeatan understand them.
and energetics theories who trained in Hyraeatan.
Additionally, the section introduces a few other Prime We invite GMs to challenge, belie, or alter the
Worlds that are of current interest to the City. narrative presented herein as the needs of their
games require. Future books that reference this
Planar Cosmology product will generally speaking conform to the
cosmology presented here so a GM is advised
The citizens of Hyraeatan are all taught a general to be aware of it enough that should they
understanding of the planes of existence as early as the intend to use them the alterations or deviations
children attending the Freeschools. The realities of a GM chooses present a coherent whole.
the City’s origins make it beneficial for each citizen to
understand the potential hazards to the City from outside However, Infinity is quite large and the
and the energies occasionally bled by the Radia into the variations of it should have no difficulty
City streets. Knowing what to take serious helps the accounting for as many interpretations of it as
Wardens maintain order and keep the Districts of the we can deduce.
City safe.
into the question the nature of the imprecision of the
Many scholars claim the Planes (even the plane of the spells as to their relative ease of casting.
Prime Worlds, or Prime Material Plane) are infinite.
This concept muddies the methods of representation each Terminology
society aware of the Planes develops. When dealing with
the nature of the infinite it could be said that every plane Plane: Generally defined by an overarching Unity, a
is in reality layered over one another, all being infinite an plane is distinct from its neighbors in Trine or Axes by
expanding in all directions at nearly the same rates. its variance from that same Union. The Trine of Fire
all bear the elemental dominance of Fire, but each vary
It can also be said that the Planes vary as per the in purity and energetic bias. The Outer Worlds’ Trines
ways they relate to one another. This correlation is the and Axes are instead gradations of Ethos and Order.
method by which the arcanists and sages of Hyraeatan Each central Plane of Alignment forms a sort of focal
have organized their understanding of the Planes. The point for its Trine or Axis. Other systems of coalescence
concept of power and source being tied to one and three occur but codifying them would likely comprise the work
respectively the planes have been organized into trinities of generations and more books than most libraries can
of connection and separation. casually maintain. Planes generally have limited tangency
with one another.
These trinities are grouped by the core theme of
their planar natures (generally the most pure concept Layer: A Layer is generally a gradation with in a plane
or elemental resonance). Trinities that favor a singular that is defined physically. Magically speaking the most
expression are referred to as Trines and those favoring a obvious qualifying attribute is that it counts as its own
balanced expression are called Axes. The concepts of the mystic distinction and destination for a plane shift spell
planar groupings beyond that are generally recognizable (and is generally the most specific target for it without
to those educated to the nature of the Planes, particularly specific permission to enter a Realm or demiplane) in
the elemental Trines. contrast to its neighboring Layers. These vast expanses
are thought by some to be collapsed Realms that were
The Axes are a concept that many not native to shaped by nascent Divinities that failed, died or merged
Hyraeatan struggle to understand. The idea that into another entity. Others posit the gradation is a more
somehow Elysia and Abaddon have more in common subtle thing with a few key factors distinguishing it from
than Elysia and the Heavens is in fact intensely upsetting other layers within the same plane.
to many Prime World-born. Whether by bias of
expectation or magical reality, mages of the City have Realm: A Realm is a segment of an adjacent planar
illustrated these relations via the trine shift and axial matter to a specific Layer of a Plane. This adjacency
ladder magics. Opponents of these spells as proofs call
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seems to vary in the presence of one or more Divinities Demiplane: An emergent Realm, these planar
that have taken an active role in defining its physicality. tangencies are generally created artificially through the
These Realms are much more difficult to enter unaided will of a being of sufficient power and skill. These planes
and most attempts to plane shift to them result in being are not yet solely under the province of a singular will
transported to the Layer of its adjacency. Some special beyond their relative anonymity and tend to display limits
power components such as holy symbols or blessed planar based on those relative to their creator. Prime World
keys allow trusted agents to enter and exit a Realm freely. manufactured demiplanes tend to exhibit attributes
Those that acquire such keys without the blessing of similar to those of the Material Planes, while one created
the overseeing power are often targeted by its agents for in the Trine Libria would likely display both mutability
reclamation or worse. Realms are generally inaccessible and celestially biased-ethoreaility.
via plane shift or similar magics with such attempts either
bringing a traveler to a close-by Layer or failing utterly. Splinterplane: Most often a remnant Realm or
untethered Demiplane, Splinterplanes (or simply
Sphere: A Sphere is a collection of Material space Splinters) exhibit abnormal realities and often harbor
defining a shared supernature in the Prime Worlds. phenomena vulnerable or dangerous to standard planar
Usually this is representative of a group of Divinities realities. Entities residing in such realms are often
or Eternals (sometimes both) that have an accord over incomprehensible, hostile, or threaten life in other planes
that space. Often (but not always) such a distinction by their mere existence. Most Splinters exist in the
mirrors the physical space of a single star or starmass shattered between-spaces of the multiverse collectively
and its orbitals. Divine entities may restrict or alter the called the Void.
supernature of a plane to present the appearance and
function of reality to those of variant cosmologies other The Void: The spaces between Spheres and the Planes.
than that presented here. Some spheres are bounded by Thought to be damage from the War of Creation, the
physical barriers that present as crystal or glass. Void represents dissolving or unresolved realities were
no emergent will has attempted to assert itself. Without
Tangency: A point of contact between two Planes. the divine influence the Void has no manifest Union and
Often accompanied by a manifest aperture like a portal, cannot present consistent reality. This expanse is ancient
physical arch, or gate. This is not always the point, and nebulous, often inimical to unprotected life. Ships
especially in the case of particularly large or subtle with magical augmentation can sail this space between
tangencies. Layers nearly always have tangencies to other worlds and stars but rarely present consistent accounts of
nearby Layers in the same plane but conformation tends their experiences.
to vary from Plane to Plane.
The Tree of Forever
Trine: The nature of the Planes as far as understood
in Hyraeatan gravitates toward Trinity. Following this The Great Tree, the Green Forever or Yggdrasil. It has
general rule, the natives of the City tend to group Planes many names, but the Tree was at one point thought to be
into “Trines.” Each Trine tends to have a “Pure” Plane the metaphor for planar traverse, the path of energy from
and its relative “Connective” and “Dissolving” aspects. Source to the Beyond. It wasn’t until later that Hyandil
What each trinity means to its own inhabitants is often confirmed to her earliest apprentices that the Tree Itself
quite different from a Hyraeatan native but most dismiss was indeed an object. Speculation as to whether it was
these perspectives as tainted with energetic or ethical bias. created by the expectation of the metaphor or a form of
life that simply grew into the space between things has
Vacuole & Vesicles: More common in the Inner never led to definitive answers. It simply is.
Trines but not unheard of in the Outer, a Vacuole is a
Void-space within the Layer of a Plane while a Vesicle Some scholars state its environs exhibit behaviors
is an extruded body of planar matter present in a foreign similar the nature of the Ethereal Plane. This seems
plane. A Vacuole may or may not demonstrate attributes plausible save its crossings in the Outer Worlds from
of a different Layer or Plane entirely. If a Vacuole does direct sky to sky of the Trines with little regard to nature
not bear attributes belonging to another Realm, Layer, of either Correlation or Opposition. It simply goes where
or Plane it is often present as a sort of an interior world it seems it wants to grow. This behavior exhibits the
sometimes being home to various creatures along its inner cognitive thrust of the Astral Realm.
surface. Vacuoles and Vesicles are generally sought out
as offering more moderate or altered variants of a single Its qualities suggest a sort of liminal state or even that
planar homogeny. Fire-dominant Vesicles can act as it is a Transitive Plane itself. However the susceptibility
miniature suns or Air Vesicles that render solid masses of of it to local realities of the Outer Worlds or Elemental
True Earth to become habitable. Targeting Vacuoles or Spheres it touches are evidence that this is a poor match
Vesicles with plane shift and similar magics can be more as well. The dominate theory of most importance to
difficult than targeting their Layer of occupation (they Hyraeatan is of course that Yggdrasil has a relationship
should be considered rare or unique planar components) with the Lattice. The two do seem to exhibit many signs
due to their dual or non-Planar natures. of linkage save the coming of the Aldran Apocalypse
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which damaged the Lattice with little impact on the Tree. “biased” flow then resolves in a finality that creates the
Perhaps as the source of reflection, as many assert is the aspected realms of the Outer Planes. Most residents of
case, it is inviolate regarding the fate of its Shadow. Hyraeatan are highly cautious when dealing with these
Planes and Realms as that they are seen as hopelessly
General L aws of the Planes contaminated with intention and agendas.
Balance Connective and Dissolving
Aspects
The multiverse seems to crave Balance, or at the very
least, be bound by it. The Elemental Planes come in It is illustrated in the Inner Worlds that the Prime
opposed parings and with preferred allegiances. The Aspects of the Elements (Fire, Earth, Air and Water)
Ethical Axis pits Good balanced against Evil, the Axis exhibit both a Connective (Positive Influenced) and
of Balance weighs Law against Chaos. Each ethical Trine a Dissolving (Negative Influenced) secondary Aspect
bears an antithesis. All the motion of creation seems to Realm. These three realms (True, Connective and
reflect this concept. This law is especially held sacred in Dissolving) are the basis of the Elemental Trines. Oddly,
Hyraeatan where imbalance can have dire consequences the same logic applies to Ethos and Balance in the Outer
for the City. Worlds each Connective Aspect serving as the Dissolving
Aspect of the other. Some go so far to try and envision a
Witness larger relationship between Trines (Infernal Mirroring
Fire for instance) but these individuals encounter
Very few places do not know Witness. Even the most difficulty sustaining their theories in the greater model
pure planes of destructive flame and the endless death where the similarities end.
of the Negative Energy Plane have some sort of life (or
unlife) that watches their progress through eternity. The Planes
Some scholars insist that this is a requisite for reality and
distinctly required for the Definition that matter and Areas of Definition from Source collect or are gathered
energy experience on their path to the Prime Worlds and into what mystics and sages call a Plane. For lack of
beyond. a better measure a true Plane is said to have achieved
an infinite state—one where in the expansion of being
Inner Trines & Axes exceeds the expansion of awareness. Or simpler it grows
faster than it can be explored. A child in the Freeschools
The Inner Worlds are generative and radiant. They may posit that this seems silly, for what rate can exceed
appear to represent the division of the infinite into the the expansion of Life? But then that child would have
resolution of the Prime World. Generally they are the to understand the enormity of what is to grasp the
purest expressions of energy, matter and essence. These consequence of even a single increment of radial growth.
Planes are considered by those in the City to be the
Origin of All. They tend to refrain from crediting the Note: Each Plane or Trine has a descriptor for visiting
gods overmuch with Creation citing the relative mindless characters of the aethernaut class.
nature of the Inner Worlds. They consider the Shadow
Plane the Dark Jewel in the crown of the Inner planar The Elemental Trines
structure. A reflection of regret before the matter of
the Prime World becomes hopelessly tangled with the The Peoples of the Multiverse have argued that the
spiritual energies of its inhabitants. Elemental Planes are not real. They state that in fact
they are expression of Negative Energy acting on Positive
Outer Trines & Axes source to render specific results. A place where fire
happens most or earth crusts up fastest. It is unlikely that
If the Planes of the Inner Trines and Axes are the Origin these people have seen the Maw of the Everburning Pyre
of All, then some would say the Outer Trines & Axes are or fell breathless in a cavern so large as to be mistaken for
the Destination of All. While this is both reductive and the night sky. The Elemental Planes are most certainly
simplifying, the fact that the Prime Worlds fuse liminal real. Most travelers to these realms are confused as
energy and consciousness to matter is undeniable. This that the places they visit are dots of impurities in nearly
endless seas of uniform elemental energy and matter.
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of those that holds relatively little matter. Diminished
areas of “weaker” light are often flooded with rainbows
of prismatic energy and some speculate connection with
the common spells like prismatic sphere or color spray, and
those locations.
The Trine of Fire [Fire] The Trine of Air [Air]
The Triad of Fire is generally found to be inhospitable Mistaken are the travelers that assume the Trine of Air is
to all but the most elementally pure of primal beings. naught but empty space. Even Void has its share of objects
Efreeti, dragons, and fire giants have been known to hurtling from their point of entry. From floating islands
wander its ever-burning contours. The legendary City of to the cloud castles of giants, one can find a place to stand
Brass joins other kingdoms that stand as small points of if they have the skill and determination.
safety from the dangers of the True Flame. Whether that
safety extends to the motives of its inhabitants is another True Air
matter.
Often affiliated with boundless imagination and
True Flame wonder, the horizonless sky of Air is a thing of joy to
many a first visitor. They clearly are unaware of those
The source of fire itself, many confuse it with its origins who have starved to death falling through its majesty.
in the Axis of Source. Nearly as many attribute its nature Cloud giant keeps and djinni cities are welcome reprieves
solely to the Positive Plane. Nearly all extraplanar visitors and necessary navigation aides to find one’s way in the
who visit this plane visit the City of Brass, home of the Endless Winds. Experienced navigators have been known
Embershod Princes of the Court of Flame. Each cycle of to take a skyship from such places, skirt the Shoals of
rule a grand High Prince is risen among them seconded Dream and descend into the Sea of Shadows.
by his chief rival to serve as Vizier. The clashes of these
egos have fueled the epics of worlds as far away as the The Vacuous Realm
Frosted Caps of Inglia in Phyllia.
When the Winds of Air falter and cease, one has reached
Plane of Ash the edge of Void. The thinning of breath and coldness
of the air are often the only warning for a flying vessel
Swirls of lightless choking ash and softly glowing ember, or creature before plummeting into the airless hell of
the Ashen Realm is considered the Negative marked the void. While directionless and shapeless, the average
(Dissolving) analog of True Flame. The presence of of time and distortion mean one of two things in the
twisted genies bent on murder, corruption and darker Place that Is Not, death from collision with some other
vices seems to confirm this. Their great Cities war with (probably larger) object or a plunge into the boundaries of
one another, each trying to rival not one another but the the Negative Energy Plane (likely long after breath and
efreeti’s City of Brass. Inroads from Abaddon, and the sanity have fled).
Hells have been made to corrupt this plane of singular
power due to its somewhat tainted nature. With fiendish Plane of Storm
support, the day may come when one of these City-States
of Ash rises to dominate the others and set their sights on The Connective Aspect of Air is anything but
another Great City beyond the Plane’s choking skies. Harmonious. Thought to be a volatility caused by the
The Endless Light
The Plane of Radiance, Ayra or simply the Endless Light
is often confused with the Positive Energy Plane to the
novice planeswalker. Its ambiance is blinding to the vast
majority of creatures that find it and most creatures need
special protections survive unhindered. The plane is one
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Vesicle Moons
relative disparity of mass and energy of the connective
The actual number of mines within the Plane space, the force of air seems to make up for this lack in
of Earth are likely without number but three savagery. Arcs of Lightning span lengths longer than
in particular of great importance to the City most Prime World sky lines and the wind carries shrapnel
of Seven Seraphs. These sites were sundered with force sufficient to flay ancient wyrm.
with powerful elemental energies to free
moon-sized masses that hover in permanent
tangency to the City, while leaving Vacuoles
behind in the True Earth. Portals linking each still
exist between “Moon” and Vacuole and each
are still thought of as a single mine. Collectively
called the Vesicles Moons and Vesicle Mines
they are individually: the Quarry, the Mintmake
and the Annex of Avarice.
RR The Quarry is a vast granite deposit where
over have of the “truestone” of Hyraeatan
was dug from. This material has value as
that under the Radia’s light it is predisposed The Trine of Earth [Earth]
to maintain its own reality as opposed to
the whims of Shadow’s reflective nature.
RR The Mintmake is the source of the common It is common to dismiss the Dense Deeps as resolute and
metals of the city including the Iron District’s impenetrable, an inexplorable mass of stone. While this
namesake deposits of iron. Originally fused is true of countless tracks of solid stone, buried within its
to the City by Aphora the Pyre, the Vesicle’s depths are countless vacuole worlds and geode towns that
presence was believed to be a deterrent to rival the Spheres of the Prime Worlds.
the fey kinfolk of Hyandil. True Earth
RR The Annex of Avarice is thought to be the
capital of a Shaitan empire. Centuries of
earth magic brought irregular and unlikely Many struggle with the concept of Earth as an energetic
juxtapositions of metals and stones to plane. The Thunderchildren will demonstrate the
shape the massive metropolis. Though potential of a boulder to fall and crush those below it or
abandoned, the presence of its earth the seething batholith of pressure contained by the weight
magic in tangency to City is believed to and magnitudes of stone simply being. Potential energy
have much to do with the oread births so and strength are the hallmarks of this Layer and its genies
common in the Irons District. exemplar both.
Plane of Gem
“Do The formation of greater structures and crystalline
the rocks of our forms is indicative of this planes Positive influences and
moons cry for the Earth its proximity toward the Defining motion of the Prime
they left behind? Or do Worlds. Gems of sufficient size are easy to use as foci to
they fly free, envied by the enter in the Sparkling Forever. The creatures of these
stone that remains?” Layers are frequently found poised with the patience one
—Ursihiria, Descendants might expect of stone. Studying the first glimmers of life
matched to physicality they often experience powerful
of Dream psionic or psychic epiphanies. While affiliated with True
Earth some say that the strange creatures called xiomorn
hail from this Plane.
Plane of Dust
A perpetual midnight dark desert, the Plane of Dust
is the Dissolving Aspect of Earth. Its interjectory
promontories collapse slowly and are called the
Everending Stones. These darkened, crumbling
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mountains of irregular stone are often home to homes
of dark djinn and assassin spirits. Rumors persists of
exiled air elementals who where banished to this dread
desolations and now live in the command of the Sons of
Thunder who call them the Hunting Winds.
The Trine of Water [Water]
The Blue Beyond is often thought of as the most
simplistic of the Elemental Realms. While in some
ways this may be true, that simplicity is said to cause
the medium of water to have unique properties, its place
in the nature of creation making it hold the power of
fluidity itself. This may be somewhat romantic a notion
but magical researchers have verified on more than one
occasion that certain magics, particularly the discipline
of Chronotheurgy has an easier time functioning in the
Shoreless Sea. This may explain the mysterious artifacts
sometimes encountered sinking within its Trine.
True Water
The Depthless Deep, the purity of Water is strangely
among the most violated of the Elemental planes. But
despite these countless denizens infiltrating its depths
travelers have claimed to journeyed for weeks on end
and still never seen another living thing in the trackless
surges. Strange currents seem to sweep the sunless sea
often speeding the way of travelers wise to their ways. As
many travelers say that the careless are spilled by these
currents from the plane to drown in the depths of Ooze
or cast into Storm.
Plane of Ice
The Endless Ice is known to many to be a sort of planar
boneyard. From lost galleons to strange clockworks,
wreckage seems to freeze into layers of similarity in
the layers of Ice. Strange gaps in these formations have
often become the heart of wreckage-towns and salvage-
cities deep within the Frozen Hearts. Among these the
Steamwalker-allied Cracklecog and the Mausoleum Pit of
Ynxilli are both significant destinations to Wardens and
others traveling the Lattice.
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Cracklecog
This strange conglomeration of wreckage was The Axis of Source
made from the hulking remnant of a great
submersible which had become home to a The Axis of Positive and Negative Energy planes is
plane-lost group of adventurers. In time the generally a theoretical discussion with them and their
vehichle, originally modified to melt and propel hypothetical plane of balance being very difficult to visit
itself for use in rescue operations, grew through and survive. Most information the scholars of the City
additions and other attached vehicles into a have attained for the Negative Plane came from undead
type of mobile salvage station. Now powered explorers from the Parities, the Bookbinders and Icegrave
by microvesicles from the Trine of Fire and the for the most part. The other Parities tend to keep the
Plane of Storms, the settlement’s become a costly fruits of such explorations to themselves.
leading starting point for many forays into the
Dissolving Aspect. Positive Energy Plane [Positive]
The Mausoleum Pit of Ynxilli The flood of infinite light that is the heart of life itself,
some scholars say that the Positive plane is simply an
Many citizens of Hyraeatan think Duxandus ocean of nascent souls in various states of formation.
quite clever. The Icetomb was an ingenious Others say that the energy of life is more complex citing
solution for a city that needed stable land to native creatures and resolved realms of proto-matter.
build more than to bury the dead. A massive The House of Heights refers to the origins of souls as the
excavation of ice cut tombs, the Masoleum proof of sovereign self and the fallacy of the Vengeant
Pit is not just where Duxandus discovered the Gods the call Divinities.
frozen necromancies to preserve the dead, but
also, if rumor is to be believed where he learned Negative Energy Plane
necromancy in the first place. As a Dissolving [Negative]
Aspect of Ice, the plane is precariously tangent
to the Negative Energy Plane. This fact was not
lost on the cabal of necromancers that trained
at the Pit. A single shard of Ice said to touch the
Door to Death draws a dark stream of power
to a single needle-like point. Rumor states that
a single prick of the ice will change the living
to the living dead and that it was here that
Duxandus shed his mortality to join the Circle
of Six forever.
Plane of Mist The devouring hunger of the Negative Energy plane
has long frustrated scholars and mystics. Its energies
Often difficult to distinguish from the calmer portions seem antithetical to Life yet follow similar patterns of
of the Plane of Storm, the Plane of Mist is mostly organization, allowing for negative images of spirit to
thick, sightless fogs. The composition, color, and other be shaped in the hollow of the dead or by the lingering
qualities of vapors seem to vary greatly. Sylph separatists psychic imprint. Some attribute this to merely being the
fleeing their ancestral Djinn masters sought out the intake of the energetic pull, a calling of Life to return.
Mist to found Vaporhome. An enormous earth vesicle Others point to the ease with which it binds to material
that was carved, mined and worked for generations, this objects and strengthens them as counter to this theory.
floating fastness is now a center of artificery and magical
fabrication. The Source [All]
Another controversial concept, even the scholars of
Hyraeatan do not agree on the nature of Source. Some
see this plane as a simple reactive boundary between the
Positive and Negative Energy Planes, a sort of liminal
zone where newer demiplanes of pure essence resolve and
then dislodge when they reach some critical state. Pro-
Source theorists claim that even the Elemental Planes
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were (or are) part of this plane. Extremists maintain that The Shadow Plane [Shadow]
the Positive and Negative Energy Planes themselves are
emanated by the Source itself being resolved and split Shadow is perhaps the most misunderstood of all planes,
from some other state. The mystery is made less clear or at least the citizens of the City of 7 Seraphs would have
in that traveling to Source is said to require movement the multiverse believe. Its complexity is the silhouette of
“against the flow of magic” requiring special preparations all things and arguably itself is as difficult to understand
that often diminish the chances of return. as the whole of reality all by itself. Focusing on the
simple truth that all things cast themselves to one level
Axis of L iminus or another in Shadow. The Lattice, oft thought to be
the Shadow of Yggdrasil, is then the path to everywhere
The Axis Liminus is the collective term for the Transitive but yet solely exists in the Shadow Plane. Each coil
Planes. Each plane seems to mirror the Prime Worlds terminating where a world was, is or perhaps one day
with slight variations of energetic themes. All of these will be. (For more on the Lattice see Chapter 1 and the
planes seem evident in Prime World magics of travel and Worlds of the Lattice section of this Chapter.)
summoning. Energies passing into the Prime Worlds tend
to flow through the tides and currents of the Ethereal That said there are vast infinities of the Shadow that do
Plane, where energy leaving the Prime Worlds tend to not know the Lattice and many places where the negative
traverse the Shining Void of the Astral. The Shadow then aspect of Source boils beneath the shifting gloom like
is shaped by the reversive elements of these passages. cysts and tumors riddling a body that never quite dies.
Other courts of kytons, allips, and shadow fey fill these
The Ethereal Plane [Ether] bleak expanses.
Flows in the Ethereal tend to follow the path of Outstar
Definition from the primal Trines and Axis of Source to
the resolved state of the Prime Worlds. While tangent Before they discovered the City of 7 Seraphs, the Eternal
to multiple planes of existence, the Ethereal is primarily Dawning had already become familiar with the Lattice
known for its elemental tangency, its demiplanar Vesicles, and the flexibility it offered when crusading on behalf of
and its bordering of the Prime Material Plane. their fallen homeworld. While many sought worlds like
Aldra as new homes from which to seek a cure for the
The Astral Plane [Astral] magical plague that befell their own origin, others took a
pragmatic approach and built an outpost along the edges
The Shining Void is also called the Plane of the Mind. of one of the greatest of the portal plazas the dawning
Thought to be the energetic space within the cognitive had secured.
process of Prime World (and other) beings is made
manifest. Its silvery shimmers may well be the connecting This settlement, called Outstar by the Dawning, was
lines of minds to bodies throughout all of manifest designed by the Daestari in partnership with Xo psions
physical thinking creatures. The plane is mostly empty to shape a pale luminescence in the Endless Gloom.
save for swirling walls of color reflecting the perceptions Meditation chapels filled with gifted mentalists drive
of the multiverse’s consciousness, the congealed masses back the dark and allow for the training of new trinity
of failed divinities, and the matter forcible shunted into knights and angels in the tradition of the crusaders.
the thought-scape by mentalists in the Physical Realm. While many of the Eternal Dawning leadership prefer
Species of psionic raiders are said to make easy prey of this outpost to the Tower of Jewel in Hyraeatan, few can
travelers who do not take adequate precautions. deny the growing cases of children born with touch of the
Shadow and many baring traits similar to the Fade of the
Old City. Pressure to commit to Hyraeatan or find a new
homeworld has begun to mount and the Jeweled Lords
are finding accord more difficult than ever.
Outer Trines & Axes
The Post-Prime Worlds are inextricably linked to the
spiritual biases of the people who live there. Sages
speculate that this is due to the effect of the Prime
Worlds as a filter on the energies and matter flowing
from the Inner Worlds through their spectrum of
experience and further defined as it resolves in the Outer
Worlds. Thus the affairs of men are ever the affairs of the
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Outer Worlds. Similarly, the formation of vengeant
Divinities requires constant attention and meddling
with the Prime Worlds to maintain.
Trine Celestis [Good, L aw]
When the people of the Prime Worlds think of the Good
Place where souls of the worthy and dutiful are bound
upon death, it is likely they think of the Trine Celestis.
There are many reasons for this. The messengers of
Celestis are bound by many Laws within the multiverse.
Such Laws lend them a consistency many other creatures
and places of the Outer Worlds do not have. The angelic
figure while not exclusive to the Heavens has become the
hallmark of Celestis and people trust and accept these
creatures as agents of Order.
The Heavens
The Seven Realms of the Heavens have earned no
small enmity from the City. Crusaders have shown
up on more than one occasion seeking to punish
Hyraeatan for its “hubris” in emulating the angels
of the Seven Mounts. The assumption that Shadow
is an Evil and not a Balance has lead to endless
acts of bias and intolerance by the Citizens of
the Seven Rewards. Failed early attempts to
secure places with the Heavens by the House of
Heights has led many to believe there is ill intent
between the Eternals and the Divinities there.
Most Eternals explain that this is a simple
misunderstanding that will be resolved in the
fullness.
Heaven of the Singular, Luneria
Said to the be the Heaven of those who did good despite
Duty, Luneria is said to be a Layer of pale spheres given
over to the souls of those who took upon them the Lonely
Good. Each of these spheres is said to hold a perfected
palace of specific, sculpted beauty tailored to the soul who
earned their place. Each orb is said to be kept as a seed,
to hold in keeping should creation need a new order not
of the one before. Below rolls the surface of the Astral
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Plane, looking to those in the Heaven of the Just Warrior,
Orbs of Luneria like a vast Martia
ocean of silver.
Those who died in war consecrated by the Heavens may
Heaven of the enjoy their storied Reward here. The Palaces of Blessed
Swift, Mercuria Excess are said to bear fruit so scandalous that demons
would pale at the satiety of wanton pleasure and appetite.
The Rivers of Mercuria are said These warriors take reprieve as only those who have lived
to carry the “Lifeblood of Good in denial can, and if this time does not cool their souls
Itself.” A more scholarly view hunger there is said to be a canyon beyond the Palaces
would be that a particular form of that will lead them Below to Nullus and Concordia where
Astral-congealing results is rivers of they may pursue Reward forever should that be their
near gravity defying liquid of silver need.
hue said to grant the Layer its name.
Many mistakenly assume there is Heaven of the Crowned Servant,
but a single winding river when they Soveria
first arrive but those spending any
time along the shore or on the Golden The Gilded Heaven is said to hold the souls of those who
Barges of the Worthy quickly learn took office or served justice in the worlds before. These
this to be false. These rivers swiftly souls walk bejeweled streets of platinum, silver and gold.
carry the just and true fallen of the Each community there structured around grand towers
Prime Worlds to countless Realms where the souls of the dutiful can be refined, impurities
of Divinities sworn to valor. At some burned away and then embellished to join the ranks above
points these Rivers are said to connect as Archons, Angels and Deva.
to those in other Planes, drifting
between the Twins of Lumina, the Heaven of the Prudent, Tempria
Fields of Elysia, and finally rushing free
in the Trine Libria and its Planes. Few who have entered Tempria have ever left its height
but those who have describe a curious place. A township
Heaven of the or village of smaller size yet no definite bounds where the
Beloved, Venuria agents of a great force of good plan their actions. They
claim the residents who are empowered there, those who
This Heaven is for those who put can see truth understand that this simple place is but a
Love before all things living by vows thin veil to the eyes of those humble souls who deserve
of the heart, the rings of binding the Reward but are not yet sufficient to its spiritual glory.
or promises of intent. The Layer is
rolling and expansive predominantly Heaven of the Angels, Throne
characterized by gardens and
Here sit the High Archons watching over Heaven’s
topiaries that intersect as much or endless bounty. A Realm of impossible peaks and floating
as little as the vows of intention cloud-borne palaces of light and gold drifting through a
allow. While gardens and mazes are sky of perfect blue. The moment one forces the Archons
common there are also regions of to act is said to sound like thunder a thousand times over
the plane said to be wide pavilions, and the motions of the Glorious are as to suns aflame.
grand buffets, or enormous corridors
of shared passage. Lumina
Heaven of the The Realm Radiant is divided between the Shining
Harmonious Joy, Solaria Sister and Brilliant Brother. These two god-lands rotate
in perfect orbit with one another. Casting light the other
Rings of living light dance across the skies of the reflects or perhaps sharing only what they were given in
Solaria. Each is said to be a chorus of souls locked in the creation of the Dawn Serpents. Some think they are
song, debate, or lively storytelling. These souls are like- the seed of a new creation, sleeping until the day they are
minds allowed at least to see each other from disparate required to begin anew. A great river floats, ribbon-like in
times, worlds, and Layers. These perfect balances take the space between them, brushing each in turn, some say
their theses from life and refine them into divine truths,
celestial hymns, and languages of liquid light and miracle.
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it flows from Heaven, others the Roil, whatever the Truth Globus
it both divides and joins the two lands.
This endless void of darkened moons, the skies of the
Secanna the Shining Sister Layer are so choked by razors of black metal and ice as to
render those that travel them into naught but shredded
Each of the Sleeping Twins radiate the power of Life meat and frozen remains. The moons themselves seem
Itself, giving rise to majestic forests that covered the to orbit one another in time to eerie choral emanations
start beauty of their sleeping forms. Scholars claim that that are thought to be the cries of the Kyton Archesty
each has its own life and they say, those who keep such thrashing in their tortured cages at the hearts of their
opinions that is, that Secanna’s flora and fauna are more lunar prisons. Of all the Geometries, only Globus
exotic. They possess complex adaptations that while seems to relate to other Outer Worlds beyond simple
seeming to bare nothing but function at their heart favor adjacencies, its moons seeming to share some timing with
striking and dramatic morphologies. On her form males those above Nyctus.
are born slightly more often than females.
Quantus
Bythos the Brilliant Brother
While Bythos shines brightly in the sky of Secanna, there An inevitable experiment or kyton trap, Quantus arose
are those that claim its stark beauty and savage creatures from the Tangency of the Trine Infernal and the Grand
are the fairer twin. The creatures favor function over Machine. The cubic landscape is constant flux between
grace and even the most frivolous seeming anatomies conflicting organizational structures that cause them to
are deadly weapons or cunning defenses. It is rumored reorganize at different intervals, bringing disparate planar
that on Bythos’ shoulder one can find the seedlings of civilizations into contact and escalating hostilities. The
Yggdrasil, a forest of new World Trees waiting to stretch only aspect of Quantus that seems resolutely locked are
beyond into the skies of a new creation. the confines around the kyton Realm of the Black Pits,
home to the Apaths and their nihilistic designs. Sages
have posited that this is either a prison or a defense but
none are certain save perhaps the Apaths themselves.
Trinus
Trine Infernal [Evil, L aw] The prevalence of triangular geometry in this plane
is seemingly symptomatic of the Geometries ties to
The Planes of the Infernal Trine principally rely on the the Grand Machine and the power of Law itself. The
imposition of will on another earning this second name energetic discharges in the plane resemble lightning but
of the Trine of Tyranny. The planar homes of the kytons, seem to be predominantly psychic energy. The Kyton
the devils, and the asura are found in these hard realms. courts of Trinus tend to be particularly interested in
psychic phenomena related to pain and have been known
The Vile Geometries to interface captives with the energetic emissions.
Ancestral home to the kytons, the Geometries are Isonus
thought to be the spiritual realm of those who interpret
the Edicts of Order to their own benefit. This might be The harsh geometrical aspects of the other Layers are
best typified kytons obsession with natural law and their completely in evidence in Isonus, but as border, wall, and
endless attempts to exploit their own potential evolutions. barrier. Isonus itself has been described by visitors as a
massive metallic labyrinth in varying states of corrosion
and disrepair with occasional spaces as fresh as new
blooded surgical steel. Murmurs, whispers, and hissing
choirs seem to echo this ancestral domain of the Kyton.
Rumors persist that some of the most powerful artifacts
in the Planes can be found within Isonus often at the
heart of diabolical puzzles and traps
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The 9 Pits of Hell bone white with marks of crimson. Maidens under the
watch of a pale goddess are dispatched to find these
Given the devil’s efforts to recruit and exploit the mortals flowers at full bloom before battle tramples them to
of the Prime Worlds, the Prime Worlds often find among oblivion.
Hell the most popular or well-known of the spiritual
realms. Differentiated as those who command Order Dis, the Iron City
for their own benefit and change the shape of it to suit
their needs, the rigid hierarchy of the Pits appeals to the Oddly, the City of this Infernal Layer seems to far and
organized mind and are often romanticized by the foolish. away outpace its brothers when it comes to popularity
The truth, as such it may be called, is that the devils of and interplanar commerce. The smoldering roadways and
Hell are lies made flesh, the false intent of true words, fastnesses have a cruel order that inspires many minds
and the edge of Law without the hand of mercy. While keen on Law. Visitors from Hyraeatan have occasionally
these Layers are presented in “order” not even a freeschool remarked on the haunting familiarity with some key
child in Hyraeatan would count their order for meaning structures and waypoints through the Duke’s Dominion
or rank among evils so absolute. and more than one sage has speculated that the Circle
of Six or an early group of Wardens may have placed
Asphodel, the Bloodbloom Fields Anchors in the Iron City. Whispers place this domain
once in the grasp of the Vile Geometries and its denizens
Also called the Honest Hell, Asphodel is the marshaling but control has clearly left their hands were this ever
field of the devils. As like to be a lethal training exercise, truth.
the remains of incursions from other Trines can be found
littering the grounds so thick as to stain the earth of Plutus, the Golden Hell
the Layer a blood red. In the still moments on stretches
of ground too far away from a current conflict fields of The gilded streets of Plutus seem to overrun with
blossoms rise strong from the blood of the fallen, stark opportunities to profit, sudden windfalls, and barely legal
schemes to reap absurd amounts of money (often from
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the suffering of another). So happy are the inhabitants at Anviolus
these gains and “blessings” they usually fail to note that
each fat golden coin seems a little heavier than the last. In this terrible damnation, the chained ranks of fallen
Soon their new found fortunes settle like weighted collars souls await the opening of a large stone door said to lead
around their progressively sluggish movements, pockets into tomorrow. When the door opens, the damned can
sagging to the point of tearing. Most petitioners soon find witness what comes after them in the Material Worlds.
lodges to protect their gains. Beyond the moment when Tomorrow’s Door is open,
the denizens are blind, eyes blackened and shriveling to
The Stygian Marsh naught from so desperate being opened to see a glimpse of
what is to come. While the door is closed, the blind souls
Sinking structures choked with slime provide what make for easy torture and sustenance for wandering devils
small reprieve this Hell grants from muck and rot. as the clamor to see the next view of the future they left
These vanishing remnants are the sites of violent turf behind.
wars and escalating raids to claim what little safety and
relief there is. Stories have it that when a decisive victory Malashiem
seals possession of one of the sinking ruins that another
grander City-husk appears, sometimes violently rupturing Here lies Malashiem, a Hell of broken ruins and burning
the surface of the bog, or more dramatically crashing lakes, steaming mountains shattered in the punishment
from far above to crack and snap before slipping beneath of the Wicked. For each great act of Evil, a monument
the slime to join the older remains. The black waters of of Sin is cast down to this place, shattered and wracked.
the bog are said to be the headwaters of the Styx and And the damned here fight violently to reclaim the glory
draw away the memory of failing to encourage the battles of these cast down kingdoms. Among them the lost
to renew each day. wonders of a thousand twilight empires are there for the
taking assuming one can survive the natives long enough
Malbolge to make a proper search of things. Warden teams are
occasionally dispatched here to search for signs of ancient
The Giants of Malbolge brace its namesake between artifacts of interest to the Parity Council.
their mighty hands elevating its masses above the
Stygian Marsh. Chains strain to support the craggy Cocytus, the Four Treacheries
city’s mountains and link the isles one to the next,
many vanishing upward to anchors unseen. Few can say Said to be among the deepest of Hells, the frozen block of
whether or not the ancient bedrock is being thrust upward Cocytus is reserved for those that break the most solemn
from the depths to be spared some further damnation or of oaths. The Traitor’s Hell is believed to be as dark as it
if in fact the titans struggle to bring it down among them is unfaithful. Somewhere in the black below all sheets of
to destroy the damned souls seething its walls. Perhaps ice and endless cold, four citadels mark the resting place
factions among them do each. Scheming archdukes have of the souls of those worst of traitors.
thought to reflect the titans into the City, but thus far
only the great shadows of the creatures have been seen The Mounts of Muspell
flailing before the forces of the Occlusion rent them
asunder. Thought to be the broken body of a giant so great not
even the titans knew the whole of it, the Layers of
Ph legethon Muspell represent the evils that must be contained for
Order to prosper, and to serve as a “built-in” end should
The River of Blood that gives this hell its name is so hot Order fail itself. Surtur and his burning children are
with the evil of sin that it burns. Many mistake it for thought to reside in the deepest shadowed mount of
magma and some say it can melt stone. The channels of Muspell’s broken peaks.
molten blood have cut deep canyons and canals through
the basalt of the plane and provide the light the fiends Helheim
illuminate their tortures from those unfortunates in their
care. Legend holds that the Blood of Phlegethon can The first of the Three Great Underworlds, the Mount of
elevate a fiend to a higher ranking morphology should its Helheim is where Hela’s Realm and many of the other
acts of evil render it sufficient to be smelted into a greater gods of the Sovereign dead reside. The Cold Crowned
form. The Chrysalis Covenant has sponsored more dispassionately rule over what must be and keep their
than one expedition to collect samples of the blood to vigil over mounds frozen and black. Many believe that
investigate its transformative powers.
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Duxandus keeps open communication with this kingdom between its three Planes, each shifting slowly through
but if so it is a secret the Icegrave Enclave alone possess. extremes of Chaos and Good.
Nifh lheim Asgard
Here stride the giants of Frost and Fel. The old children Scholars argue if Asgard is an orbit of floating islands
of Thrmm and the lost sons of Jotunheim. The Citadels shaped chaotic matter manifest around the divine Realm
of Ice and Steel watch remorselessly for the moment when of Valhalla or if Asgard simply calls to the bloodied
the cause of Order has failed to become one of the Twin battlefields of the other Realms. However the actual
Dooms. The ice giants are often accused to trying to truth may lie, the two kingdoms seem to functionally
hasten this end and are frequently censured by the lords of be the same with the Valkyr riding or flying the breadth
Asgard. of a Plane so large no Eternal or Divinity could master
its entirety. The Gods of War from many Pantheons
The Throne of Surtur [Fire] and Realms are all in evidence but some find more
comfortable homes in places like Muspell or Lumina.
Also known as Deep Muspell or Muspelheim, the
Throne of Surtur is where the Fire Giant god-king waits Valhalla
with his burning blade to stride to the Liminus and cleave
the Lattice from Yggdrasil and shatter all of creation. The Endless Fields of Valhalla are the shining reward of
Surtur’s Realm is only one of numerous Divinities of the Eihnar—the glorious dead who fought for passion and
apocalypse, foretold doom, and earned destruction. These freedom, falling as they defended their homes and loved
entities are known to be restless in their charges and ones on their own terms. An idyllic mountain paradise,
many can be bartered with for even casual diversions. the valleys of the Realm are full of hot springs, cool mist,
and abundant food. This place is also the home of the
The Hollow Homes Valkyr. These creatures are among the primary counters
in the ancient tome Enseraphio, contending the authority
The Realms of Dead Gods host another threat to of Celestis and the ownership of the Seraphic Form. They
creation—the asuras. These broken aspects of failed have come to the defense of the City on more than one
creation still retain much of their near perfection and are occasion when the Crusades of the Just have strove to
driven toward dark deeds in the shadows of their fallen attack Hyraeatan. This tension increased among Libria
dominions. Strong tangencies between these cavern and Celestis is but one more reason for Heaven and her
realms to Hell lead many to think of them as part of that allies to despise the City of the Lattice.
Plane rather than Muspell.
Prima
Trine L ibria [Chaos, Good] Prima is both the name of the Plane and its first layer.
The primal Layer is where most of those who find the
The Trine Libria is the resolution of energies that place plane end up
the individual over the whole and freedom over Order.
These Layers include the homes of the azata and elven The ideal heart of purest nature and the Definition of
hierarchies and many divine families that hold their Life in its various forms, Prima is the land of the Wild
thoughts close and wear their emotion on their sleeves. Hunt and Gods of the Forest. People often mistake it for
A strange aspect of this Trine is that unlike its Abyssal some of the Layers of Concordia or vice-versa forgetting
counterpart, the “heart” of the Trine seems to shift that Prima is an ideal of the natural world rather than
the balanced view. Prima’s animals reach their potentials
faster and find ways to defy natural limits and checks
and balances. Some are sentient, can speak, and can work
spells of magic.
An sos
Rarely seen and less so visited, Ansos is a realm of
twilight. Some merely assume it is a transition between
the first Layer of Prima and its darker aspect Nyctus.
Those who have traveled the Layer have discovered
otherwise. Baying howls in the dusky light signal the
beginnings of a hundred hunts. Souls who have not
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reached their potential may find themselves lost and Venuria one might argue endlessly which bore a more
stumbling in the gloom. The Hunt seems to hone in on true nature of love. The Isles of Aglia are thought to be
these individuals, forcing them to find new capacities formed from a unique expression of a manifestation of
or face the maws of whatever beasts have taken to their a divine bond of mutual love. They are rich rainforest
scents. Survivors of the plane split evenly between those paradises with strange blooms and new creatures to
who found new strengths or skills, and those who stopped behold from each one to the next. Some believe some
to help another escape. Mother gods travel these Isles experimenting with new
forms of creation. Alchemists and healers from the
Nyctus Chrysalis Covenant have been known to search the lush
islands for new cures and discoveries as well.
A night teaming with endless hunts and whispered
secrets, Nyctus is most often seen as a Layer of cautious Olympia (Rhi-Azana)
revelation and sly stalkers. Sometimes the moons of
the Layer come into alignment and the passions of the The home of many deific pantheons this Layer is a
Layer’s inhabitants are driven to a wild blood-frenzy. This collection of primordial forests and majestic mountains. It
convergence is seen as the apex of lycanthropic energies is said that one must trust to their hearts to navigate the
of the Outer Worlds and is claimed by various gods of deep woods of the Layer and that trackers attempting to
change as their own sacred event. Most scholars agree ply the lore of the Prime Worlds or to seek after trails find
that the phenomenon is more likely to have predated all themselves hopelessly lost. The impossibly tall mountains
but the most ancient of Divinities. The moons’ wild orbits can be navigated better by those brave of heart over those
still do seem to share timed convergence with the pattern strong of arm. Those of evil hearts often find themselves
of those found in Globus on the Vile Geometries. in far greater danger than being lost as that natives of
the Plane seem to be able to scent sin as though it was an
Phyllia odor. The Realms of the Olympian Eternals and their
splintered Divinities can both be found here, as can many
Each of the Layers of Phyllia is said at their heart to Azata Rulers.
revolve around Passion, Love or another Great Emotion.
Many pantheons find themselves having a presence in the Trine Abyssal [Chaos, Evil]
hills and woodlands of this celestial paradise as that the
love felt by the divine is more than sufficient to shape the Some speculate that in the earliest days the Trine Abyssal
plane to the needs of those passionate souls. To further was simply one giant homogeneous mass. A cluster of
confuse the mortals of the Prime Worlds, some pantheons worlds bound by madness, passion and evil. This may
have called Phyllia by the name Elysium, much to the even still be somewhat true in that natural portals and
consternation of the residents of the Axis of Ethos’ benign tangencies have a higher rate of occurrence in this Trine
Plane and the anger of the Azata who find it offensive to than anywhere else in Creation. It might also be argued
be compared to those who champion mercy before action. that these Layers are defined by their breaking of rules,
laws, and traditions and the numerological skew could
Inglia simply be an expression of these axioms. Whatever the
reason it is quite easy to move through them and into the
The Snowy Slopes of Inglia are rife with pleasant next (except the Layer of Incarsis in Tartarus.) The nature
opposition. Warm sun seeps bone deep above glimmering has caused people to wonder if the Trine is actually a
fresh-fallen snow. White clouds drift, emptied of burdens remnant of an earlier version of the Void or the beginning
that must surely have fallen before a travelers arrival of a new massive wound in Reality.
while stark skies of blue sparkle between promises of a
new day. Below flooding valleys find impromptu rivers
moving over firm terrain free of choking mud or silt.
Each incongruence of the moment finds unlikely pairings
and attracted oppositions exemplared in the world around
them. Circles of Norns find their way here at sunset or
sunrise and read the fates of men under stars and sun
alike.
Aglia
The Golden Ocean is one for those who live by the
dictates of their hearts. Oft contrasted to the Heaven of
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The Pandemonia kingdom goes on much as it did before—the power drunk
Eternal playing the part of a Prime World queen and
Pandemonia is defined by many things. Some would glutting her priests and sycophants with the dark power
say motion is first among them, others impermanence. of the plane.
The “place of demons” is known for its difficulty in
settling and requiring even powerful demons to relocate. Belsaggul
Collapsing tunnels, maddening storms and ooze filled
chasms seem to constantly mire the workings of those The Realm of Belsaggul belongs to the Slug Queen. On
who seek to achieve anything lasting in this dark place of the dark Abyssal plains, every step in the open air is a
suffering. Most enduring settlements are sank deep into threat. Those who crawl across the thirsting dusts invite
the stone below its surface. attack from the air and across the land. The safest way
to travel, then, is beneath the earth. But in the Abyss, no
The Abyss place is truly safe. The best one can do is try to even the
odds. And that’s where the Slug Queen comes in. She
Once thought to number 666 layers, the true depths of holds court in a dank and festering cavern, attended by
the Abyss are thought to be without limit. It is comprised vicious sycophants eager to curry her favor. Every gesture
of Layers and an intensive shifting array of Realms. of her vestigial arms prompts a rush of activity, every
Scholars speculate that creatures of the Roil drawn too word treated as a blessing from on high. She is a corpulent
strongly to the lure of destruction could not help but worm who demands tribute from all who seek shelter or
begin to slide from simple Chaos and into something guidance—coin, souls, fleshy pleasures—she will show
more resolute and terrible. These creatures are likely travelers passages that will lessen the danger. Those who
forgotten but in time were replaced by qlippoth and barter with her only know if their tribute was sufficient if
then later the demons of the recent millennia. The they reach their destination alive.
Abyss seems to grant Realm-sovereignty to the creature
currently perceived to hold the most power which can Ishalgol
cause rapid successive transferences.
This Realm is more of a functional fissure in the
Ssybellis boundaries of other layers where an abscess of qlippoth
remnants festers. It is one of the few Outer Trine
This Realm is the home of the serpentfolk God Yssirys. locations to bear Void-Fissures. Some speculate this fact
A foul and corruptive creature, many are confused by the has relation to the linkage of the Abyss to many Splinter
near paradisaical nature of the Realm. Soft golden light Realms in the Deep Void. Others state is a simple
seems to pour from an unseen sun and a vibrant rain- manifestation of a malignant will and unbridled chaos.
forest is nearly choked with beautiful flowering vines
and creepers. The nature of Ssybellis becomes clearer Tartarus (Taurtarous)
should a creature wish to leave without the permission
of Yssirys. The creepers hold fast with an entangling Said to be the Prison of the Gods, the Layers of Tartarus
grip that exudes a dimensional anchor effect and prevents or Taurtarous (a disputed title) seem to feed deeply on
many if not all visitors from ever leaving the Scaled God’s jealousy. So hungry for that which belongs to others, the
courts. Some people assert that Yssirys is related to or an plane itself seems to conspire to keep visitors within its
incarnation of the Elder God Yig, but no conclusive proof confines against their efforts and desires. Others claim
has ever been offered. its jealousy is so infectious that those it contains simply
rationalize their “imprisonments” as opportunities to gain
Axu-Refli ownership of the things they come to covet.
This abyssal Realm worships an Eternal named Refli. Baelsion
It is said that she was so cruel and evil as to flood her
world with magic to serve her will, regardless of the cost Some speculate that Tartarus is a Chaotic analogue to the
to her subjects. The Sphere became so saturated with her Vile Geometries, a collection of cast-off forms cast out
dark power that the Material World could no longer bear of the Roil for being too evil to remain in the Collapsing
the weight of the spiritual investiture and the world slid Emergence. If this was so than Baelsion is perhaps the
wholecloth through the Planes to settle in the Abyss. The greatest proof. A yawning absence of darkness and chill
citizens of the nations have long since begun to transform only the Void itself surpasses in abandonment. Those who
into demons, but any who present themselves unveiled find imprisonment here most often become insensate or
to the Eternal Queen face a swift destruction and so the freeze from long periods of frigid isolation.
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The Triad Flows
These Layers exist in a twisted spiral
of rivers, oceans and swamps where no
reprieve can be found. The view from any
one inspires only envy and desire for the
next. Those who struggle against the mires
and vines of the Tangle Jungle romance the
open seas of the skyward Layer above while
the sailors of Salted Seas crave the shores
of the Twisted Rivers who never quite reach
their destinations or can be tracked to their
sources.
Erakin the Relentless
Beyond being another prison of the Tartaran
Depths, the savage lands of Erakin are
ceaseless and abrupt transitions. Dangers
each shear the tatters of the next with broken
jagged cliffs clashing into tumultuous acid
oceans. One of the most dangerous places to
live and yet, some say the fallen find their way
back reincarnated without memory or skill to
face their terrors anew. A drama of ill-fated
survival that is cast without end.
Axis of Ethos [Neutrality]
The Axis of Ethos is potentially the most divisive concept
embraced by the academia of Hyraeatan at large. The
philosophy holds that it is not that the Planes hold the
purest essence of Good and Evil. No scholar from the
City will argue against that, but rather that they and the
realm called Nullus are devoid of significant bias from
Law and Chaos. This allows them to reflect the ethical
spectra of the worlds in a pure representative state.
Elysia [Good]
Called the High Home of Mercy, the Layers
called Elysia represent Good at balance with
itself. The Realms of Elysia tend to be subtle in
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presentation. Golden fields or white sand covered miles the creation of the xodai and their subsequent rebellion.
of tranquil landscape. The storms of the lands seem to be The betrayal of Nexalla by her first children caused her to
entirely absent save should an impure heart set foot in the take more drastic measures fusing fiends to one another
Plane. This awakens the fury of the world, unleashing and eventually to herself. One of the first evil Eternals
surprisingly selective natural catastrophes. Witnesses have to follow the Path of Union, she has crafted Akaton to
confirmed that only a short distance from these raging be her new home from whence she plans vengeance. Her
storms of a vengeant fury, one will find the lands tranquil ire is focused on the Eternal Dawning and she plans
peace is undisturbed. to take over their adopted home, claiming the Loci of
Eternity as her own. Akaton now hovers between Nullus
Abaddon [Evil] and Abaddon and can be seen from each like a distant
crimson moon.
The Kingdom of Daemons is avoided by most wise
people of Hyraeatan. Thought by the common planar The Axis of Balance
adventurer to be lesser next to the corruptive whispers [Neutrality]
of devils and the mad passions of demonkind, daemons
are seen for what they are in Hyraeatan: Evil for its own As debated as the Axis of Ethos or the Plane of Source
sake and the darkest threat the Outer Worlds have to itself the Axis of Balance seems at least to bare a more
offer. Abaddon exists simply as a name in the Freeschools relatable nature to the inhabitants of the City of 7
and its actual nature is generally avoided before a second Seraphs. The notion that the designed clarity of the
year in Academy. The Eternal Dawning blames Nexalla’s Grand Machine and churning mass of the Roil are
final fall on this dark place and hold it in the deepest of balanced by a third Layer resonates with those that see
enmity. the Astral and Ethereal planes as balanced by Shadow.
Given the day-to-day infusion of the Law of Parity and
Nullus the value of Balance most don’t struggle as long with
understanding this theoretical Axis.
The Six Layers of Nullus are said to orbit the Great
Tree itself. Each of these kingdoms hold first Balance The Grand Machine [Law]
before all things. For the most part they are realms
of contemplation. Some of them take active roles in The great court of the Inevitables presides in this
balancing the Prime Worlds to achieve a consistent flow perfected clockwork world. Thought to be a combination
of defined energy that harmonizes with the various of celestial calendar and underpinning architecture it is
worlds. The Gallowspines in particular have identified hard to say when the Machine is the cause or the observer
the City of Hyraeatan as relevant in its efforts and has of phenomena in reality. The ancient mass abduction of
begun to take efforts toward controlling its influence on the judows ancestral stock still sent shockwaves through
the Planes at large. It is likely that Nexalla’s attentions the populace as that to many of the rules of the Grand
and the damage she did to Nullus by creating Akaton Machine, the two species are indistinguishable. Some
caused these changes. fear that judow may be able to enter the grand cosmic
machines and alter the shape of creation.
The Gallowspines
The Roil [Chaos]
One of the Great Underworlds, the Gallowspines are
endless Realms of ossuary architecture correlated to Also called the Collapsing Emergence, a mad sphere
the unclaimed souls of the dead. Mostly belonging to of forming and collapsing reality many who encounter
the Prime Worlds’ divinities, a smaller number of these
realms are devoted to the courts of Eternals. The House
of Heights frowns on this trend claiming it weakens
the stance of the ascendant immortal by appropriating a
behavior of the divinities.
Akaton
The Union of the Dark, Akaton is the Realm of the
Eternal Nexalla. Originally founded as a research
facility to study evil outsiders, the ward of the Daestari
came to the conclusion that evil could only be defeated
through spiritual energy of Union. This in turn led to
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the Roil and its native creatures (currently proteans are control afforded small demiplane’s creators as evidence of
dominant) seem to attribute it a disproportionate power the parallel.
in the universe. Creatures assign the chaotic swells and
divides a significance as the heart of Creation and the The Splinter & Void Realms
ultimate keeper of the death of All. While this notion
is understandable it is far from likely given the shifting These worlds are considered by many to be the templates
balances of power and matter there. Some mischievous of creation. The Divinities’ testing grounds and proofs
or bored natives have convinced some Prime Worlds that of concept to their peers. Others nervously whisper that
this entire plane is blue and citing it as such will earn a no one still awake remembers who made these places
traveler know shortage of mockery, torments, and other of for what purposes they exist. A few of the creatures
forms of strange attentions. populating these realms might remember their origins but
if so few seem to be interested in explaining them.
Concordia
The Broken Realms
Concordia is much like Nullus in that its Layers seem to
orbit the Great Tree itself. Many of these Realm-worlds What the Broken Realms are is something of a point
present possible extremes of Balance that often times after of contention. Most believe that they are the remnants
too far extrapolated for a denizen of the Prime Worlds of a prior state of creation. Some contend that the
to relate to at all. Others seem to be nearly inert in their Prime Worlds may actually be the only remnant of that
stillness. In these Realms neither Law or Chaos allowed configuration. All of these realms are treated as Void-
dominance for long but either are justifiable in the control Sealed (see below).
of Ethos’ extremes. Any polar alignment is viewed as
stagnation or imbalance and those who cannot tolerate an All parties can agree however that the Broken Realms
inclusive reality are seen as enemies. are outside the Lattice and the Tree Forever, beyond
what is casually traversable. These collected Kingdoms
Kingdom of the Five Emperors of Formless bear a series of distinctions more than a true
resolution of place. Plane shifting magic fails not only
This layer of Concordia is home to many of the divinities to reach a location with any accuracy, but also fails to
collectively addressed as the Celestial Bureaucracy. Often leave it. This is hardly the only failing law in the Broken
perceived by those visiting it as an exaggerated version Realms. Rather, the singular commonality between these
of the Prime Worlds—its mountains more majestic, forgotten realms is the consistent and flagrantly differing
and colors nearly too vibrant. The divine creatures of governance of their realities from the Cosmology of the
its Realms serve in the Five Great Courts: Pearl, Gold, Greater Multiverse.
Crimson, Jade, and Violet. Each of these realms is said to
hold a sacred city from whence it is ruled. Maintaining Here sit the Undreamt, faceless lords outside of
the Balance of all things is the paramount edict of the Creation, plotting the doom of All.
Kingdoms though each pursues this mission in their
own way. If Wardens ever managed to secret Anchors in The Heart of It All
these divine kingdoms is not clear, many records of the
Bureaucracy being purged by the Xenthis faction of the Legends tell of a bubble at the exact confluence of all
Bookbinders during their ascension. the Elemental Planes. It shimmers and crackles with
the restrained and potential force of creation, throwing
Quasiplanes, Demiplanes, & energy through the planes and drawing it back. This is a
Splinterplanes nexus, the heart of matter itself. Some speculate that it is
the first and possibly only layer of Source.
Regardless of Source’s true nature it does seem to have
been the origin of many demiplanes of pure concept. A plant that writhes around itself, flowering and
Many scholars of the City tend to dislike the term rotting, evolving and unpredictable with disaster, spits a
“demiplane” to the preferred “protoplane” or skew such cluster of seeds the size of a fist once every millennium.
terms all together using more directly descriptive terms Powerful beings come from around the planes to gain
like “Plane of Dreams.” These planes are generally a chance at these seeds, traveling across the elemental
thought to be younger than the rest of the Inner Worlds. planes in search for this bubble—for it is said that holding
They seem to be a consequence of the resolution of the such a seed imparts the essence of the creature throughout
Outer Worlds though the exact correlation is not clear. the Material Plane.
Some researchers claim that these are the analog of the
Realms of the Outer Worlds and name the morphic A wave of elementals is born in the wake of the
explosion. Few seem to mind that they are destroyed in
the process—for they will be immortalized in the very
threads of reality.
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Quasiplanes, Demiplanes, & Splinterplanes
Plane of Dream desert touching the edges of many lost Materialities
and Splinter Planes. The Web of Runes, home to the
Said to be woven from the dreams of all sleeping aranea who struck at early Hyraeatan, is said to be lost
creatures, the nature of the Plane of Dream and its somewhere in this terrible domain.
Origin are the topics of heated debate. It is said to be the
breaking point between the magical tradition that gave Demiplane of Nightmare
rise to the Bookbinders and the Descendants of Dream.
Sometimes called the Dreamlands, it is sometimes It is arguable that the so-called Plane of Nightmare is
confused for lesser realms dancing around the Leng just shoals of Dream touching the darker psyches of the
Plateau or other Splinters. The Demiplanar nature of multiverse. Due to that or the proximity of many Splinter
Dream makes one consider that while proximal to Source Realms or Elder Realms, the nature of the Demiplane of
it seems it would be a phenomena more akin to Astral Nightmare seems distinct enough to call its own. Sages
constructions or divine Realms. This decidedly is not the of the Bookbinders claim that there is in fact a Trine of
case, rather the Plane behaves much like an origin for Dream including the Demiplane of Dreams, Nightmare,
dreams. Pair this with an inverse current and its and warped shifting place often called the Dreamlands or
nature becomes more peculiar than ever. Some
psions claim that it is the mind’s link to Source
and the Positive Energy Plane that causes the
unconscious to bend against the tide of Source
and shape this great realm.
The Demiplane of Dreams is a hotly debated
proto-reality. Seeming to share qualities of
both Ethereal and Astral Realms but it is in
fact neither. The plane of Dreams seems to be a
loosely affiliated strand of psionic and psychic
manifestations passed from the unconscious of
one group of dreamer to another. Sites and locales
stabilize rarely and generally only in response
to the presence of a traveler who remains. Such
creatures include fey from the Bright Lands,
outsiders who hunt sleeping souls such as hags,
and unique dream-feeding entities.
Allialla
Allialla, the City at the End of Dream is said to
be among the most beautiful things in creation.
The poets of Lumina and Phyllia strive to
remember its shimmering towers and eternal
sunsets to the point of Falling in frustration.
Each night its unseen ruler calls a lover to reign
by his side. This Queen is crowned in a ceremony
of surpassing glory and splendor. Visitors in
Allialla may find that they are swept up in the
preparations for this celebration. Or perhaps they
will sit, fresh-crowned beside the Empty Throne
of the King of Dreams and rule beside him,
forever and a night.
Leng
Leng has haunted the edges of waking and
nightmare from before the days of the first
humans and when elves knew only but starlight.
The horrors of that stretching land are a cold,
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Chapter 5" Planar Cosmology & the Multiverse
“There are Sarros
those who will say Often mislabeled the Demiplane of Mirrors, Sarros’
origins are believed to be even stranger. Sarros is thought
to you the Void is not to be the name of a legendary planar cartographer who
attempted to make the most powerful magical map ever
a place. But, I tell you they enchanted. The research went astray and the result was
a wildly erratic silver storm of reflective and replicative
have not traveled the Place magic that copies reality in an expanding jigsaw tapestry.
Sometimes replacing and abducting originals, other times
Between Places. All those echoing the creatures as well as the landscape.
forgotten by reality still The Splinter has come to be controlled by the Eyes, five
aberrant creatures who embody similar magic. The plane
remember and watch us.” even has a silvery storm that some claim is a reflection
of the Radia. Others claim it is the heart of the magic
—Portalna, Coinclock of the Broken Map. The Eyes created the creatures that
would come to be known as the mirrorkin in an effort to
Aethernaut master the powers of the “Map of Mirrors” but like the
plane’s creator failed in their intent. Sarros is believed
Waking Dream which encapsulates the aspects of entities to be dead now, but some speculate that the Eyes keep
in contact with Dream while still aware of the experience. copies of the mapmaker for themselves to aid their strange
experiments.
Plane of Fear
The Void
More likely than not a collection of associated Splinters
that feeds off of the negative aspects of sentient psyches. As close to a non-Plane as there is, the Void is a rupture
Locales such as Xibalba, the Dread Dominion, and or vacuum swimming between the Inner Trines and Axes,
the Wandering Ships of the Moon Dark Sea congeal and the Material Worlds. Some say that it is the remnant
in a hazy ring around the edges of Nightmare, the damage from a great war in the earliest of Creations days.
Dreamlands, and the Demiplane of Dream proper. Planar Others say it is a natural expression of the difference
cartographers site its separation as a magical target that between various cosmologies and the need to insulate and
despite its proximity to Dream and Nightmare, the Plane isolate otherwise incompatible reality. Those that travel
of Fear appears to be its own distinction. the void often speak of shattered Materialities where the
rules of the Prime World’s aren’t quite fully manifest or
The River of Days enforced. Many of these void worlds assume and operate
with the understanding that they are the “true” Prime
The River of Days is one of many metaphors for the Plane Material, and that other incongruous realities cannot be
or Demiplane of Time. Often argued to be another axial more or differently correct than their own.
representation of the Void, the River seems to be a far
more benign representation of traversing temporal aspects Essarria
in a manner dangerous to linear existence. Many Eternals
claim that the River is only accessible to those who serve This tight knit group of worlds was strung together by an
Time as its protectors and that those who wish to exploit Eternal and her children in the wake of a massive pan-
temporal magic instead walk a terrible path called the systemic war in the Prime Worlds. While it is unclear
Shattered Road. Some of those same Eternals explain as to whether the worlds were shattered at the Sphere’s
that the Crowns District has been “ravaged by the River” Age of Creation is clear that it has since gathered at least
in a way that suggests that it may be key to restoring the one world from beyond the Sphere inside the Void. The
District to its original timeline. world, called Telmoru is said to be strangely layered in a
manner similar to that of the Planes themselves and has
doubled the populace of the already crowded Sphere.
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Quasiplanes, Demiplanes, & Splinterplanes
Worlds of the L attice
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Chapter 5" Planar Cosmology & the Multiverse
Along the lengths of the Lattice, numerous portal vestigial beings are powerful enough to maintain
plazas link not just the Outer Worlds of the Beyond but these broken Spheres. In time some are engulfed
countless Prime Worlds of the Material Plane. Many of by Splinter Planes or slide into other Elder Realms.
these worlds are Void-touched or Void-scarred and have Voidships are among the only reliable ways to reach
lost their original planar cosmological connections. This these locations. Spells like plane shift and similar
can make the Lattice the sole point of contact between magic often fail.
them and the rest of the multiverse or at least the safest. RR Sealed: This type of Sphere is surrounded by a
complete or near-complete pocket of the Void
This section offers the barest glimpse of the which seals its supernature away from the standard
multitudinous Worlds of the Lattice. Each entry offers a cosmologies. Depending on the length of separation,
summary of the world, adventuring hooks, and entries of these worlds can develop their own cosmological
key locations in a gazetteer. realities or suffer from spiritually stunted existences.
Voidships often require special pathways between
The Prime Worlds & these realms.
Material Planes RR Standard (Divinity-Dominant): These worlds will
have consistent cosmology but favor the Divinities
Called the Prime Worlds by the natives of Hyraeatan, the influence. Such Spheres bear great Outer Planar
Prime Material Plane is also called the Great Tangency or influence and bear religions structured to create
the First Nexus. The Prime Worlds stand at the balance reliance on and sustaining belief for the pantheon of
point of the multiverse from an energetic standpoint. gods structuring them. These worlds often bear the
They are equally primal and ethical, balanced between intrigues and schemes of their divine masters.
extremes and elements. This state makes the Prime RR Standard (Eternal-Dominant): This world will
Worlds the battleground for many planar entities and display a standard cosmology but favor Eternal
forces. It is the first place to experience shifts in its nature influence. Generally this means that Inner Planar
(though rarely for long) and is as close to an achievable influence is greater and religions tend to be social
theatre for dominance as most viewpoints can have. constructs of individuals empowered by an Eternal
often times without any oversight by them. These
Primal reality suffered a period of divine warfare after worlds tend to interest outsiders wishing to pursue
the emergency of Divinities when they struck back at their own causes and agendas.
their Eternal progenitors. This period of war damaged
the Prime Material plane and divided it with the Void. The Prime Material’s unique situation makes it an ideal
An aplanar space of non-Euclidean law, incongruent source for Anchor stabilization and the vast majority of
Splinter Planes, and breaches into other multiverses, the the Seraph statuettes the City has created are secreted in
Void is in some ways the defining aspect of the Prime the relative balance of the Prime. This in turn makes the
Material. Its presence and relative distance from a Sphere Parities as invested in the fate of those worlds as any other
impacts the metaphysical reality of the Prime Worlds extraplanar force and often causes patrols of Wardens to
within. Common types of Void interaction are: spend much of their terms of service in relatively obscure
lands.
RR Void-Scarred: This type of Sphere is only mildly
subject to fractures from the War of Creation. These Connectivity Types
fissures provide small quirk to local supernature but
generally are harmless without the intervention of Each world in this section will identify the world in
an internal agent. Many Void-entities are outside relation to exhibited Planar Traits, Lattice portals, and its
the authority of the Prime Material and have limited relationship to the Void. Planar traits can be referenced
options to interact with the Prime Worlds. Voidships in the Pathfinder Roleplaying Game: GameMastery Guide.
are generally reliable for transport. Lattice connectivity will denote who if anyone claims
ownership of the planar access point. Void attributes also
RR Void-Engulfed: This type of Sphere is deeply include what (if any) access voidships have to the world
swallowed into the Void. It is often only sustained and its Sphere.
by the fragile cosmic laws that balanced it or the
presence of Eternals inside the Sphere. Without
natural supernature and spiritual connection the
world provides little energy to Divinities. Some
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Jacob Cinciripini (Order #18219176)
Aldra: The Dancing World
Aldra: The Dancing and shift through
World time and space manifesting
seemingly at random throughout the
The Dancing World was not always so, once a multiverse. The Riftwall also appears to protect Aldra
simple and vibrant world residing in a Void-scarred from environmental instabilities that should result from
sphere. Voidship using cultures and creatures such as its shifting state. Visible to outsiders as a opalescent
outer dragons came to recognize the world as being planet with wildly pulsing borealic auras, the world
heavily influenced by the Positive Energy plane. rarely remains in any one place for long. Voidships have
Arguments about potential indigenous populations crashed into the world on occasion only to find that they
place the world as belonging to alternatively elves or could not leave it.
dragons in its formative years but no clear answer
exists as that records place both species on the world Efforts to study the Riftwall magically often end up
as its recorded history begins. Legend holds that the with negative effects on the viewer or the minds of those
dragons drove the elves from the world in an epic
war. When the elves left the world it is said
they cursed it with a form of magical
overabundance. This in turn
made the travelers who visited
it come to desire a lasting
presence there.
Aldra holds a position
of historical tragedy and
menace to the people
of Hyraeatan. An
example of convergent
development, the
world of Aldra
came to rely on the
Lattice and its portals
heavily building gates
at dozens of plazas.
Each visiting culture
created or copied the
portals and gates that
linked it over and over
to the Shadow Plane and
other Transitive forces. These
interlocked portals began to strain
the fabric of magic around the world
and those places it touched. This pressure
was only heightened as a branch of the
Eternal Dawning came to clash with the Dark
Alliance of Xegga over the resource-laden world.
It is assumed that this war was what triggered what
is now known as the Aldran Apocalypse. Few can say
what the cause was for certain. What is known is that
at a catastrophic point in the worlds history, it tore free
from space and time causing untold damage to hundreds
of Lattice portal plazas, interplanar byways, and other
Transitive planar mediums.
Aldra is now surrounded by a shimmering glow visible
even in the daylight, called the Riftwall. Most scholars
on and off the world suspect the Riftwall is the result
of damage from the world’s displacement. A curious
side effect of the phenomena causes the world to flicker
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Chapter 5" Planar Cosmology & the Multiverse
trying to interact in other ways. Even more dangerous is RR Lattice Portals: Locked. The world has various
the magic of teleportation. Due to the world’s constantly portals along the Lattice at multiple portal plazas.
shifting nature, the effort of teleportation is incredibly These are almost all flooded with the strange
difficult to execute successfully. Casters and psychics borealic lights of the Riftwall and those who draw
often find themselves torn at by the energies of the close enough can hear soft choral notes and swells as
Riftwall and emerge wounded physically or mentally. if songs clash beyond the light. Rare individuals are
Specialists spend lifetimes mastering even small distance said to know the secrets to bypassing them.
jumps like dimension door and similar magics. Most
people regardless of supernature rely on walking, vehicles, RR Planar Connectivity: Impeded. Standard magical
or magical mounts. means fail to reach Aldra. The Shadow, Astral, and
Ethereal Planes have internal analogs within the
Another fact of importance to the people of Hyraeatan Riftwall but none of them function as standard in
is that the Eternal Dawning’s leaders, the Jeweled linking the world to others.
Lords, were said to be in part present on Aldra when the
Dancing World tore free from the Lattice. If true, this RR Void Traits: Erratic. It is possible to reach Aldra
would mean that the current rulers of the Daestari in via voidship but its erratic spatial location makes
Hyraeatan are in fact only placeholders for those trapped this nearly impossible to do on purpose. Despite
on the time-lost world. Whatever the truth, should the the visible aura of the Riftwall, it does allow ships
existence and return of these lost Eternals ever come to to descend through it. Leaving on the other hand is
pass, the Eternal Dawning and all of Hyraeatan would no impossible in this manner.
doubt come into a new age of conflict.
Adventuring
Only a handful of individuals keep the secret of how
to force the shining portals that once led to the world to Getting to Aldra can be an adventure in and of itself. The
function normally but most efforts result in distortions Dancer’s standard portals have all become flooded with
of mind and body as severe as those of the Occlusion. the prismatic light of the Riftwall. These portals exhibit
These individuals seem to vanish as often as they surface a magnified version of the teleportation magic distorting
and many fear that some force wants the world to remain effects sometimes placing individuals in random time
hidden. periods, civilizations believed to be dead, or even the
unknowable reaches of the future. Some travelers find
Planar Traits: Aldra has the following traits ( defined themselves spread through reality or mentally shattered.
as above or in the Planar Adventures chapter of Pathfinder
Roleplaying Game: GameMastery Guide). As much as the magical resources, ancient dragons,
and mysteries of the Eternal Dawning draw people from
RR Normal Gravity the City to seek Aldra, so too does the promise of a way
RR Erratic Time Time flows inconsistently on Aldra, to travel the River of Time itself. Mysterious figures
throughout the history of the City of 7 Seraphs have
sometimes even shifting the world far forward or been attached to the Dancing World. Whispers that the
backward in time. In addition to checking for erratic Daughter of Ash traveled to settle the City from some
time the GM should determine if the world has distant time pass ears from the Walls to the shadow
shifted drastically in time when adventurers leave of the Grand Orrery. And New Reign strategists have
it. Often leaving by the same portal one uses to gathered intelligence to lead them to consider access to
enter the world is a way to emerge at a temporally Aldra to be vital in cementing their temporal anomaly
consistent point in the flow of time elsewhere. as the dominant timeline. Rumors persist that one of the
RR Enhanced MagicSpells, veils, and powers that original anchor sets of the City may be secreted in the
restore hit points restore 1 point more per die than ruins of Mennathus or the war-torn City of Omran.
normal. Creatures receive a +1 circumstance bonus
to all saving throws versus diseases, negative-energy, Beyond the temporal mutability of the world is
or death effects. Aethernauts can count Aldra as a the Druidic power of its primal essence. Many of the
Positive Plane instead of a Material Plane if they House of Heights among their Eternals of Incarnation
choose. claim to have gained their first awakening to immortal
RR Impeded MagicSpells of the (teleportation) energy in the depths of the caverns of Aldra, and others
subschool and psychoportation psionics are impeded. among their number seek the mythic energies of the
Casters moving through space supernaturally must site to invigorate their burgeoning powers as infinite
make a Will save (DC equal to a spell of that level beings. The sums of gold offered as retainers for those
for the user) or take 1d6 damage per spell level and willing to commit to securing access to locations like the
be forced to make a Fortitude save. If they also Worldblood Cavern (see below) have made Wardens,
fail the Fortitude save, the GM is encouraged to Ashborn, and other armed forces desert their posts for a
inflict random effects similar to a bestow curse or the chance at them.
Occlusion dissolution tables in Chapter 1.
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Aldra: The Dancing World
“The words
to the Riftwall’s
Gazetteer Song are Names. If you
Below are a few important know enough of them, you to supernatural resources tied to
the city’s ley lines the Xeggan
locations on the world of Aldra. can gain and grant Freedom. Alliance and Daestari ruling
The Great Vale a massive the nearby territory of Pronithus
valley in the northern hemisphere If you know too many, you have never ceased battling over
of the World, the Great Vale the location for more than a year
of Imnur is one of the largest will find only Death.” or two. The Opal Lady, a Daestari
spawning grounds of true dragons Lord, refuses to let her vengeance
in the multiverse. Speculation —Words Etched on the go unfulfilled. Her passion for
that the dragons of Aldra may war may soon break the peace of
have gone on to populate other Portals of Menathus the Division if left unchecked.
worlds such as Issovohl and Lottaia Mercenaries are recruited by both
seem likely with many worlds still sides and the western lands of
referencing the Great Vale. Dragons the Lord Diamond regularly send
have willingly stranded themselves on reinforcements that are as much diplomats
the Dancing World to find this ancestral as warriors trying to diffuse the situation
homeland and sages would pay princely fortunes before the world again plunges into mass-scale war.
for verified samples and information about its current The Vast Collapse is a nation-sized valley rift
state. Myth holds that magic bindings prevent dragons where it is said a single land of mystics resisted the call
from battling one another in the Vale’s environs and many of the Dance that claimed Aldra. What became of the
dragons of great power have settled the area with priceless civilization and the truth of its survival of the Riftwall’s
hoards of treasure. More than one ill-fated expedition has violent manifestation is unknown. Rumors of strange
been lost seeking the Scaled Cliffs of this sanctuary. artifacts and magical treasures defying reason can be
Mennathus is a vast-metropolis built on the shores of found along the periphery of the borders that remain of
an even larger inland ocean. The City is believed to have the broken region. Those rumors prove hard to verify due
been risen on the site of the Arrival, when the Daestari to the presence of twisted creatures of warping form and
first found their way to the ancient plains of the silver-fleshed humanoids said to haunt the ruins that
world before it learned to Dance. The War of dot the massive canyon-crater’s cliffside edges.
Arrival exacted a toll on the forces of the The Worldblood Cavern is the site
Eternal Dawning, the Dark Alliance, of a massive confluence of the Positive
and the world’s ancient dragons. But “I left Aldra before Planar energies that infuse the world
the greatest toll of all it took was of Aldra. Legend holds that the
on the Dawning’s massive capital I was born, and I will elves imbued the earth magic of
city. The city and surrounding their people into the hotsprings and
lands were cursed with a rotting not return until after I magma vents of the volcanic cavern.
miasma that weakens magic and To the modern day it resonates with
renders life barren and sickly. The am dead. Do not seek the some of the most powerful primal
Daestari of the Arrival fear they magic in the worlds of the Material
brought the ancient plague of Dancing World lightly, lest Plane. Dragonkin druids used the
their lost homeworld with them. site to cast the ritual that called to
The dragonkin of the world you become lost before your the Daestari to aid them in their
have instead tried to combat the war of independence from their
phenomena with primal magic own Memory.” dragon masters. Some speculate
causing the surrounding area to that these powers have only
violently erupt with fey-touched —Gurs, Foreseen Aegis intensified since the manifestation
plant life and to spawn mega-fauna of the Riftwall. Sages state that the
that are bent to efforts to reclaim the barrier may trap energies in a similar
ruins of the great city. manner as it does creatures and some
Omran is one of the few sites where the speculate at the implications of such
Division of Accord was not accepted. Due entrapment on the spiritual planes.
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Chapter 5" Planar Cosmology & the Multiverse
The Bright L ands, Home of Lands is one of countless fey realms, but its traits apply to
the Fey many nearby fey worlds as well.
The Bright Lands is a vast and beautiful island in a RR Light Gravity
shining sea. The realm is something of a crossroads, RR Normal Time: While the Bright Lands always sees
with flying fairy ships across the sky sailing over the
surrounding seas to trade and magical portals in the time pass at the same rate as in Hyraeatan, nearby fey
highlands at its center leading to mountains and plains in realms often do not.
several fey realms. RR Highly Morphic: spells and abilities that alter the
terrain or weather of the Bright Lands affect an area
Five major fey courts vie for control of the Bright of twice the usual dimension (so a 5-mile radius
Lands: the Lightbringers (led by Hyandil), the Court of would become a 10-mile radius); efforts to move
Dancing Flames (led by Lord Xiaoran), the Hourstitchers' earth or build here take one-quarter the usual time.
Guild (led by the unusually mercenary and disillusioned RR Minor Positive-Dominant Trait Additionally,
vtakonivik Irafala), the Amethystine Court (led by the aethernauts can count the Bright Lands as a Positive
Shattered King), and the Green Moon Alliance (led by Plane instead of a Material Plane if they choose.
a council of centaurs, giant lycanthropes, and the glaistig RR Enhanced Magic: Spells and abilities with the light
High Queen Keruni). descriptor, as well as those that use or make light, are
enhanced. The radius of illumination created by all
One of the colorful and unpredictable fey realms, the light sources are doubled (or tripled if they benefit
Bright Lands was one of Hyraeatan's first and most idyllic from the Widen Spell feat).
of trade partners by way of the natural rifts connecting RR Impeded Magic: Spells with the darkness descriptor
the two. Although the fey were capricious and fractious are impeded.
allies, one faction or another was always willing to trade RR Lattice Portals: Many. It is likely that each Court
in commodities the city found useful. This changed when of the Bright Lands has at least one portal to the
the half-fey Hyandil the Flowered Queen fled to her Lattice. Many of these however are unnecessary
fey family with her Lightbringers. She used every bit of due to the naturally occurring planar relationships
influence she had, turning her allies away from the City between the world and the City of 7 Seraphs which
and intimidating her enemies into steering clear of the causes multiple Tangencies in the Orchard District.
City of 7 Seraphs. RR Planar Connectivity: Enhanced. Naturally
occurring rifts and tangencies form and collapse
When isolating the City from fey trade and between the Bright Lands and other locations in the
withdrawing her Lightbringer followers from serving the multiverse, especially the Shadow Plane.
City proved insufficient to bring Hyraeatan low, Hyandil RR Void Traits: Standard. The Bright Lands exhibit
took more drastic steps. She expended every resource and controlled links to the Void and have their own
connection she had to coax over a dozen powers of the defined spaces in relationship to it. Properly equipped
Bright Lands and other fey realms to enter the Orchard voidships can navigate between the two.
District and besiege the city. While her alliance was not
sturdy, she was able to convince the fey, linnorms, and Adventuring
other creatures that this city was a prize such that it was
worth their while to ignore each other for a time. The terrain and weather of the Bright Lands is dramatic
and colorful. Soaring cliffs and salt marshes flank fjords
When the Flowered Queen's alliance cracked with on its coasts surrounding rolling inland hills rising into
the defection of her lieutenant Maelwyn, she was forced lush alpine forests. Storm clouds are never thick and
to retreat. Although she remains a vigilant enemy of always flash with blinding displays of lightning. The
the City, the Bright Lands is too interesting to other moon here never changes, and night comes with dim
fey factions for her to maintain total control of the area. illumination due to its bright fullness. Thin clouds in
Her fellow elder fey agreed to banish Maelwyn for his the day shimmer with rainbows. The climate is generally
betrayal, but they refused to bar the way between worlds crisp and clear, like spring or summer in a temperate
and many have resumed active trade with the City of 7 or sub-arctic climate. Occasional squalls of sudden and
Seraphs. beautiful autumnal and wintry storms skirt the edges of
the region every few years, but never last more than a few
Settlements are primarily inhabited by light elves days.
(cousins of Hyraeatan's shadow fey), gnomes, gathlains,
naiads, and skinwalkers. Fetchlings and a few other The food of the Bright Lands is exquisite, so much so
immigrants from the nearby Shadow Plane can also be that the first time a creature eats of it they risk becoming
found here. trapped by the beauty of the land. This is similar to
exposure to a feastlayer's disease ability(see page 584).
The Bright Lands has the following traits ( defined as
above or in the Planar Adventures chapter of Pathfinder
Roleplaying Game: GameMastery Guide). The Bright
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Jacob Cinciripini (Order #18219176)
The Bright Lands, Home of the Fey
Further consumption thereafter doesn't require further Eventide Mire: A dark corner in a sunny landscape,
saving throws unless the character finds a particularly Eventide Mire is a tangle of dark plants that seem to
intense flavor. absorb light. The level of illumination is never above
normal light here, and at night it is always dark. The
Some regions of the Bright Lands feature pockets of cause is also one of the reasons the Bright Lands is
slow or fast time, where time might pass dozens of times hotly contested—it is a rare stable portal to a good trade
as quickly or dozens of times slower. These pockets are partner: Hyraeatan. There are many paths through
famously common in the Pit of Five Suns, but they can the Eventide Mire, but none are reliable. Traders and
form in other areas, generally near the lair of one or more trailblazers from Hyraeatan know to bring wagons that
fey with a very different perspective of time. can double as boats so that they can cut a straight path
over deep swamp as well as rolling hills rather than get
Hazards of the Bright Lands include many magical lost in the roads between that change even as they are
phenomena and fey creatures. Inhabitants include many of trod. Travelers must beware the cause of all this twisting:
the same creatures as the Orchard District's Glarewood, fey lords and ladies who wish to trap interesting wayfarers
as well as unicorns, nymphs, dryads, hamadryads, lurkers as prizes to lord over their peers or to sell at a premium
in light, twigjacks, erlkings, fauns, satyrs, atomies, to the Flowered Queen. Only the swan maidens are not
huldras, sprites, korreds, leprechauns, swan maidens, dangerous to meet, and they only help those they deem
nixies, grigs, muses, oceanids, fossegrim, zomok, worthy.
lycanthropes, nereids, pixie, leanan sidhe, brownie,
linnorms, imperial dragons, grodairs, faerie dragons, Geodium: Once the great hall of the Amethystine
norns, glaistigs, irminsul, firbolg, and ichthyocentaurs. Court, the elaborate dungeon-palace of Geodium is
now overrun by jealous and squabbling linnorms. These
Gazetteer linnorms are survivors of a clutch of linnorms who
attacked Hyraeatan during the Lightbringer Incursion;
Below are a few important locations in the Bright Lands. they decided that betraying Hyandil's allies was easier
Caer Aillen: Also called the Dancing Castle for than conquering the surprisingly resilient City of 7
Seraphs. Thus did Lord Amethyst (not to be confused
the strange silhouette it casts over Eventide Mire, Caer with the Amethyst Lord of the Eternal Dawning) become
Aillen is home to the elegant Court of Dancing Flames. the Shattered King.
Its current Lord Xiaoran (CN sovereign dragon) stole it
from Hyandil's ally Aillen, Prince of Sleeping Flames, The Library of Trees: This vast forest is made up of
when her alliance collapsed. Xiaoran prefers to hold court endless varieties of trees. Every tree whispers secrets when
in the form of an alluring man in fine silks. His doting the wind blows, but wind is strictly prohibited except
courtiers, many who abandoned Aillen for supporting at the invitation of the forest’s guardians, storm giant
Hyandil for so long, include kitsune and huldra bards wererocs that hunt down storm hags, zephyrs, and other
whose songs blend illusion and flame. He came from wind fey who dare trespass.
another realm far to the west, parallel to a mortal nation
ruled by a pantheon called the Celestial Bureaucracy, The Pit of Five Suns: Five elder vtakoniviks, sun-
where he fled the court of Queen Xi Wangmu for a birds, died in the Pit of Nine Suns after the Hildolei of
reason he refuses to share. Deep within is an imprisoned the Descendants of Dream unleashed a time-ripping
vtakonivik who knows a secret Lord Xiaoran cannot weapon against them and Hyandil. The dragon Lord
allow to escape. Xiaoran slew them to prevent the Bright Lands from
burning in their temporally-compressed heat. The
Eremerith Lodge: A summer home for light elf impact of their fall created a deep furrow in the Bright
royalty of Line Gembrow and their house spirit and Lands, a blackened ravine where time does not pass as it
vtakonivik allies, Eremerith Lodge stands on a mountain should. The Hourstitchers' Guild organizes quicklings
pass above Geodium. It guards the gate to a winding to send messages into the recent past at exorbitant fees on
shadow road at the opposite end of the Bright Lands from account of the extraordinary danger. The curling ravine is
Eventide Mire. This road leads to a distant Elfhame, plagued by many magical dangers and areas of wild magic
home to many elven noble houses native who left the (Pathfinder Roleplaying Game: GameMastery Guide).
parallel mortal world called Midgard ahead of a foreseen
calamity their seers call Ragnarok. The lodge refuses Ysbarialle Spire: The tallest point in the Bright
entry to anyone from the City of 7 Seraphs who cannot Lands is a crystalline tower thousands of feet tall built by
convince the speaker that they are not affiliated with the the giant engineer Ysbarialle. She is a much sought-after
main body of shadow fey of Hyraeatan, who were long keeper of arcane and alchemical secrets. She sold siege
ago denounced by the Gembrow for undermining the weapons to Hyandil's Lightbringers but now favors the
dignity of their station by consorting too closely with Hourstitchers' Guild.
mortals.
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Jacob Cinciripini (Order #18219176)