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

City of 7 Seraphs

Chapter 5" Planar Cosmology & the Multiverse

Cricozarn: World of Ash
and Darkness

Active volcanoes spewing constant ash and heavy winds
keeping the dust from settling combine to blanket this
planet in a thick layer of particulates. Combined with
a dying distant star that barely emits light, it’s not easy
to see on the planet of Cricozarn. Empowered by the
constant darkness, a vampiric race rose to power, with
two equally ruthless factions vying for control over the
planet: the Marabets, led by Risobeth, who believe they
can gain power through trade, and the Anlaces, who
select a new leader once a year, and who see all others
as enemies or food.

The split between the Anlaces and the Marabets
occurred several centuries ago, when visitors
first arrived via planar magic. Before that time,
several dozen family-based factions, all fighting
for domination of the planet’s resources, made up
Cricozarnian society. Those who saw the potential in
trading with the newly discovered outsiders promptly
formed a loose alliance, gradually evolving into the
strict hierarchy that now form a powerful player in
Planar politics. Risobeth has held the position of leader
for the last hundred years, since assassinating the
previous leader. Several attempted coups have sought
to deprive Risobeth of her position, but she is both
cunning and ruthless, and those who have risen against
her were promptly executed. The remaining families
stayed independent for a long time, but after decades
of ineffectual attacks against the united Marabets,
the rest of the vampires realized the necessity of an
alliance. Still uneasy with each other and with no one
family willing to completely cede power to any other,
the original treatise allowed for each family to select
a leader of the coalition for one year, rotating power
between all the families. While the Anlaces no longer
recognize the independent families that formed the
original alliance, they still select a new leader each year,
fearing that too much power in the hands of one person
leads to corruption, as they see in the Marabets.

When members of the Sanguine Sovereignty first
discovered the world of Cricozarn, the reaction was just
as divided as among the native vampires of the ashen
planet. Some members felt that the rival vampires
should be eradicated before they could challenge the
Sovereignty. However, others realized the potential of
an alliance with the Marabets. While the Sovereignty
has agreed not to feed within the City, there are no
such restrictions on a vampire-controlled planet.
The uneasy truce allows members of the Sovereignty
to indulge their hunger on Cricozarn, though few
will acknowledge what they trade in return. While
Marabets do trade for jewels, metals, and trade goods,
they value most of all novel prey: creatures they can

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Cricozarn: World of Ash and Darkness

release and hunt down for sport, with the highest price near volcanoes are warm enough for most creatures from
paid for sentience. Hyraeatan, the plains are much colder and require some
preparation.
The Anlaces make no such deals with anyone, and
members of the Sovereignty who hunt on the open plains All native creatures to Cricozarn have darkvision,
do so at their own risk. Some Anlaces in fact deliberately blindsense, or blindsight due to the lack of natural visible
target outsiders preying on the creatures of the Cricozarn light, and they are generally immune to the cold. A small
plains. The Marabets make some attempt to keep spaces number of dark-loving creatures have moved here and can
safe for their trade partners, but can’t entirely stop the be found in small settlements on the plains, but they face
wily Anlaces. frequent attacks from the Anlaces. Port Cricozarn is the
only place on Cricozarn accustomed to visitors, and is still
Cricozarn has the following traits ( defined as above quite dangerous. The other cities are extremely hostile to
or in the Planar Adventures chapter of Pathfinder visitors, particularly the City of Crossed Blades.
Roleplaying Game: GameMastery Guide).
Gazetteer
RR Mildly Evil-Aligned Creatures who have a good
alignment take a –2 circumstance penalty on all Below are a few important locations on the world of
Charisma-based checks. Cricozarn.

RR Enhanced Magic​Spells and abilities with the The Ash Plains: Vast plains cover most of the surface
darkness descriptor, as well as those that use or make of the planet. There are occasional vampires who choose
darkness, are enhanced. The radius of darkness to live apart from either clan, as well as hunting parties
effects created by all sources are doubled (or tripled if in search of prey. Outsider vampires looking for the
they benefit from the Widen Spell feat). opportunity to indulge their hunger come here. The
plains are dangerous, and beasts roam the wilds. The
RR Impeded Magic​Spells with the light descriptor Anlaces patrol much of the plains, protecting their space
are impeded. The radius of light created by all light from intruders. Occasional dark-loving transplants from
sources are halved. other planes have settled here, presenting additional
dangers for those who travel ash-choked expanses.
RR Lattice Portals: Few. Marabet controlled territories
possess a number of stable portals to the Lattice, Brightage Ruins: Another race predated the vampires
while at least one portal on the plains is also known. on Cricozarn, and remnants of their civilization remain,
Use of this uncontrolled portal is frowned on both typically at scattered sites throughout the plains. The
Sovereignty and Marabet alike. The Analaces often vampires have little interest in archaeology, and visitors
ambush creatures traveling through it. sometimes come to learn about the earlier race, or search
for ancient artifacts. The Anlaces consider it a particular
RR Planar Connectivity: Standard. Transitive Planes affront for outsiders to dig up these ruins, and they set
and magic connect the world normally. up guard rotations by several of the largest sites. When
artifacts are brought back to Hyraeatan and examined,
RR Void Traits: Void-Scarred. The exact damage the they seem to predate both the darkness and the cloud of
Sphere of Cricozarn is unknown, but its dying ash that now characterize Cricozarn.
star seems to invite fractures from the Void. Most
magically motive ships can navigate between them. The Caldera: The oldest known vampire on
Cricozarn, Shorimih, lives in the caldera of a defunct
Adventuring volcano. From the time before the split into the Marabets
and the Anlaces, she considers herself part of neither
Visibility is a problem for any creatures while traveling on group. She never travels to the cities, but very occasionally
Cricozarn. Normal vision and low-light vision are useless sends an assistant to the Port for a magical reagent of
under standard conditions, and the ash and smoke in the some kind. Vampires sometimes travel to the caldera
atmosphere create concealment as per the spell fog cloud. seeking wisdom, but have never returned afterward. It is
However, areas cleared out by winds or other means refill typically unclear whether they were killed or joined her
with particulates within 2 rounds. Both magical and as assistants. It is clear from occasional bursts of light
mundane light sources reduce the radius of light by half and sound that Shorimih performs magical experiments,
due to the heavy ash. and her home and laboratory are rumored to be heavily
fortified with traps and other dangers.
Even with a light source, the native life and landscapes
on Cricozarn are gray and drab. Slime molds and fungal City of Crossed Blades: Where Maravedi is
growths are common, and small and large herbivores luxurious, the City of Crossed Blades, home of the
consume these. Vicious scavengers and flying predators Anlaces, is utilitarian. The buildings are largely devoid
roam the ash-covered planet, hunting native life and of ornamentation and the leader of the Anlaces remains
unaware visitor alike. The vampires live primarily in a few in a normal house for the duration of their time as the
large cities, though an isolated few live in the wilderness
of the planet. Environmental hazards include active
volcanoes and heavy windstorms. While cities and sites

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Chapter 5" Planar Cosmology & the Multiverse

leader. The Anlaces are extremely insular, and are quick Port Cricozarn: The trade city is almost as large
to attack any outsiders, including Marabets. They are as Maravedi or the City of Crossed Blades, but is far
extremely protective of their own, and if any Anlaces do more diverse. Many non-vampires have established
not return from the plains or other dangerous missions, businesses here, and this is where outsiders come to
more Anlaces search for the missing members tirelessly trade. Without any real governance of the city, it can
until they are found. be quite dangerous, though no one travels to Cricozarn
unprepared for danger. Some buildings have magical or
Emhadievi: North of the Marabet capital, the Ruins mundane lighting, and most have filtration systems, to
of Emhadievi are patrolled vigorously by those under keep out the ash and soot that blankets the planet. Most
the will of the vampires’ leader. Risobeth claims it is a visitors only see Port Cricozarn. The planet does not have
punishment but those who she compels to watch over a currency system and most trade is by barter, though
the strange crater in the center of the fallen city suspect some outsiders trade with each other for coin. In addition
she fears something in the caverns below. Rumors that to arrangements between the Sanguine Sovereignty and
she asked Sovereignty allies to investigate the possibility the Marabets, many others come to Cricozarn to make
of magic to bury the entire area have made enemies in illicit or unpalatable deals with each other, away from
the Analaces willing to do nearly anything (including Hyraeatan. If Marabets and Anlaces need to deal with
hiring outsiders) to discover the ruin’s secrets. A psychic each other, they generally do so here, as it is considered
from the Foreseen viewing the site via clairvoyance neutral territory.
couldn’t help but comment on the impact site bearing a
circumference equal to that of an Undreamt shiftship. The Shardreach: Cyclic volcanic actions resulted in
the burial, petrification, and eventual weathering that
Harrowhome: Far across the plains from the capitals exposed this massive forest of stone cast “trees.” Imbued
of the warring vampire clans the fortress of Harrowhome by the negative power of the worlds alignment, the dead
presides over a kingdom long lost to nightbeasts and forest of Shardreach has become a nest of the tortured
ashen skies. The massive fortress was built to house many spirits of the druidic orders who tried to preserve the
in the defense of the land, and while technically part of natural order of Cricozarn during the Age of Ash. These
the Analaces’ territory has been ceded to one Ikahni Dal beings have become various aspects of undead now and
Ikahni expressed a fervent hatred of a mutual enemy. are sometimes gathered by Analaces with powerful
Unbeknownst to her tense and barely tolerant allies, enough wills to command them to servitude in raids
Dal is actually a commander in the Zeian Empire and against the Marabets.
means to establish a beachhead on Cricozarn for potential
decisive action against Hyraeatan should the need to GLOVES OF THE MISTMOVER 5,600 GP
eliminate the Empire’s rival ever fully crystallize.
Aura moderate transmutation CL 9th
Lesprinda: Another ruined city predating the Age of
Ash, the once beauteous Lesprinda’s pale stone cathedrals Slot hands Weight 1 lb.
are now crusted by blotchy layers of mineral ash and worn
by sulfurous rains. Evidence exists that a small pantheon Description
of Divinities may have been worshiped in the area but
most historical records from within the city are virtually These thin white cotton gloves are embedded with
non-existent. Outside accounts strangely hold the
populace in no small contempt for the practices and seem dozens of tiny minuscule pieces of metal that glitter
to indicate a wide-spread disregard for the Lesprindan
priesthoods. A Bookbinder named Alcarni has begun in direct light. They give off a faint smoky odor. These
researching the possibility of the pantheon being targeted
by godhunters from Meddikar and the possibility that gloves are popular for visitors to Cricozarn who
the death of these powers led to the ascendancy of the
vampiric classes. plan to hunt on the ash-covered plains and want to

Maravedi: While not colorful, this city is still create a clear line of sight.
decadent, full of ornamentation and texture. The
Marabets revel in their hard-earned riches, and intricate As a standard action, the wearer can clear
geometric patterns adorn the exteriors of buildings, while
richly textured fabrics decorate the interiors. Strange and magical or mundane fog, smoke, or other vapors
strong-smelling foods are hocked on the street corners,
and the leader, Risobeth, lives in the most extravagant out of four squares. These four squares must be
building of all. Outsiders sometimes visit the city, usually
at the bequest of Risobeth, but don’t stay here for long. contiguous, but the wearer may choose their
Unaccompanied outsiders draw a lot of suspicion.
arrangement otherwise. As a move action, the

wearer can continue to hold the same four squares

clear of smoke or shift to new squares. When the

wearer stops keeping a particular square clear, it

refills by the start of the wearer’s next turn.

The wearer of these gloves also gains a +2 morale

bonus on saving throws against spells or effects with

the air descriptor.

Construction Requirements 2,800 gp

Craft Wondrous Item, control winds

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Cricozarn: World of Ash and Darkness

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Jacob Cinciripini (Order #18219176)

Chapter 5" Planar Cosmology & the Multiverse

Hanar, World of the Having long mastered the art of stellar travel with
Captive Moon magical ships, the Ministry at first simply tried to account
for the orbital path of the moon and advise ships on best
Hanar is a cosmopolitan world besieged by the mi-go routes to avoid the interlopers. This ended when the
priesthood of the Splinter Plane of Ab-Noh. Some mi-go imported and magebred oma to serve as an answer
speculate that the plane of Ab-Noh is really just another to Hanar’s stellar fleets. These behemoths were enslaved
manifestation of Nyarlathotep, the God of a Thousand and enhanced with magics, growing even larger than the
Forms. The fungal creatures invaded the moon long ago colossal species is generally capable of. Mi-go surgeons
and infested it utterly. But they didn’t come alone. installed corridors, weapons, and other artifice to convert
the creatures into living voidships. Whenever an oma
Unlike many Void-scarred worlds, Hanar’s planar succumbed to the strain of the procedure or damage from
damage from the so-called “War of Creation” augmented fighting Hanar’s own vessels, the mi-gos simply applied
it far more than hindered it. The ancient event served to necromancy and eldritch sciences to reanimate the corpse
grant it access to multiple systems of magic possibly once into an undead dreadnought.
part of worlds lost to the Void entirely. These overlapping
magical realities synergized in ways that allowed many Fearing the eventual rise of the followers of
mortal casters to exceed their limits by harmonizing Nyarlathotep or the possibility of mages subverting
multiple sources of power to ascend to the heights the Rite of Sealing, the Ministry instituted a system of
reserved for overmages and archmagi. magical guilds. These guilds superficially compensated
for the loss of the world’s hybrid magicians by assigning
These mortal vessels of magic lured powerful outsiders, jobs to specialist mages across world. Each of these mages
Void-spirits, and other hungry entities to young Hanar. is regularly evaluated for potential and relative rank to one
Offered ever escalating mystical gifts the power-drunk another. This supports the secret goal of the Ministry—
mages of the world became mired in the agendas of the locating the most powerful mages of the world who
out-world presences and soon began to war with one will become the planet’s best hope against the horrors
another. Demons, devils, and worse gained influence plaguing its moon. It also allows them to screen for mages
over the empowered spellcasters becoming the terrors corrupted by the mi-go or other alien or evil influences.
there world labeled “Dark Mages” or “Black Mages.” This
period of time became known as the Mage Wars and the Ranked mages are pushed into ever greater missions of
world suffered greatly under these reckless magic-users. complexity, difficulty, and reward. These ranked mages
have become celebrities and many of them risk being
A small group of wizards and sorcerers gathered to derailed by their own success and popularity. This has
form a group with the express purpose of ending the also impacted the guilds of the world somewhat as each
Wars. This group would eventually found the world-wide attempt to recruit the most powerful and prestigious
governing body of the Ministry of Magical Tradition membership. Similar guilds were instituted for spies,
and the Orders. Conducting their earliest meetings in warriors, and other professions though none seem to have
secret they developed a ritual to seal away the influence reached the popularity of the original magical guilds.
of outsiders. Their Rite of Sealing occurred at the peak
of Mt. Wittengard. While the details of the magic are Hanar’s Traits include:
not common knowledge, it was clear that the extreme
ethical natures of mortal individuals were suppressed. RR Impeded Essence:​Alignments move toward True
This energetic balancing was said to be unbearable Neutral in Hanar’s Sphere. Sages have posited that
by possessing forces and wracked agents of evil with this is a lingering effect of the Mage Wars or perhaps
troubling ethical viewpoints and psychic pain. an early attempt to ward the world from the Mi-Go.
Any character possessing an alignment other than
Lesser spoken of is the impact the Rite had on celestial True Neutral finds themselves subtly infused with
beings. Many of such creatures were forced to abandon spiritual energy of another alignment. This in turn
Hanar or be inundated with corruptive spiritual forces. “balances them” to a spiritual null point. Dedicated
Most chose to flee. By the time mages researched ways students of the guilds have found ways to fight this
to overcome the seals unexpected consequence nearly strange influence but the majority of the populace
all outsiders had withdrawn from the World. They now just seems to accept it.
reserve this lore for those beings they trust or summon in
times of need. RR Lattice Portals: Many. The Empire of Sorkamria
and the Magi Council have several dedicated portals
The sealing spell did not reached so far as Hanar’s to the Lattice and many to Hyraeatan. Many of
moon however. By this point the fungi of the Void, had the World’s more successful magic guilds, such as
already settled the lunar body and began to fortify it in the Great Spiral Guild, have chapters in the Halls
the hopes of an eventual invasion of Hanar itself. The neighborhood of the Colleges district.
mi-go invaders are currently locked in a magical cold war
as they attempt to unravel the Rite of Sealing. RR Planar Connectivity: Augmented Standard.
During the Mage Wars, multitudinous portals

554

Jacob Cinciripini (Order #18219176)

Hanar, World of the Captive Moon

were constructed to connect the world to dozens of “Some worlds lost
magical and planar power centers throughout the
multiverse. The Rite of Sealing does not impede magic in the face of
travel via these gates and they are used more than
Voidships and stellar travel due to the hostile forces calamity. Hanar found it.”
surrounding the world.
RR Void Traits: Void-Scarred. Hanar’s sphere is —Abria, White Demon Mage,
considered fractured and its normal cosmological
connections are considered slightly damaged. This S-Class
has allowed a lot of entities from the Splinter Planes
and the Void itself to access the Sphere, most notably in Hanar’s strange magical energies. Considered by many
the mi-go and ai-go of the moon. Voidships are able the greatest City in Etholia.
to reach the world but likely to be assaulted by mi-go
and their undead oma colossi ships. Archenstone is headquarters to the Golden Unicorn
guild and considered to be the heart of civilized society
Adventuring in Anadar. Much of its success as a tourist destination,
nightlife hub, and training center lies in the history of the
Adventurers journeying to Hanar are going to find Mage Wars when a tyrannical mage crafted an artifact
themselves in good company. Mercenary adventuring is that prevented him and his forces from dying. The
one of the most popular and romanticized professions magic turned out to not be selective in targeting however
since the Mage Wars. Dozens of mage guilds vie for the and when sheer numbers won over the City it became
approval of the Magi Council and similar organizations “the Safest Place in Hanar.” Magical enhancement,
have developed for almost every stripe of sell-sword, abjurations, and transmutative effects prevent nearly any
specialist, or mystic. The Descendants of Dream and force outside of old age from killing anyone.
other Parities have taken more than a casual interest in
the memberships of the guilds and many have active Kheda-Val: The Tyrant's Gate is said to have doomed
recruitment teams soliciting the guilds of Primrose, Kheda-Val from its first activation though centuries of
Mjissionberg, and all the City-States of Sorkamria. corruption took their toll before the City-State's attempt
to yoke it's brethren drove Sorkamria to war. The
The House of Heights is very interested in the life portals of the Dead and “They Below” are thought to be
protecting magic of Archenstone but recent efforts to maintained by renegades and fools seduced by the lost
research the phenomena have made the Blackblades glory of the Conqueror’s Throne. The fallen city-state
aware of the City’s magic. Agents of both Parities now was the torch that fueled Sorkamria’s unification under
attempt to infiltrate the guilds and city proper while out the Emperor.
maneuvering one another in its streets and back-alleys.
Mjissionberg holds the to the Ministry and the
The Bookbinders and Steamwalkers have taken to Orders Magical. Beyond being the host to what serves as
searching the world for evidence of the pre-Sealing a world-wide peacekeeping body, the City also holds the
era’s magic synergies and are curious if the original Lion’s Pride Library. This trove of magical lore has been
conformation of magics of the world could be shadowcast the site of no less than three raids by the Bookbinders to
into Hyraeatan uninhibited. The Ashborn fear this may sequester knowledge of the World thought too dangerous
lead to a new Wonder War and have their own agents to leave uncontrolled. The complications arising from
scouring the world along with some Blackblades trying to these repeated attacks eventually caused the Ministry to
destroy problematic lore before it can be returned to the secure privileges for its guilds to have structures in the
City of 7 Seraphs. Bookbinders on the other hand have Halls neighborhood of Hyraeatan’s Colleges District.
begun sequestering the lore they find to the same end.
Primrose is home of the Prismatic Guard, this
Gazetteer City’s beautiful vistas almost distract from its strategic
importance. A confluence of life and druidic magics
Amjah-Val: Imperial Capital of the United City-States flows to the ley lines of the City and Primrose has
of Sorkamria, this great City is a known Anchor point understandings of plant-magics that the Chrysalis
of Hyraeatan. Both the Emperor of Sorkamria and the Covenant and Ashborn have expressed more than a little
Wardens take active efforts to protect the locations of the interest in. The vaults of the Society for the Pursuit of
Seraph statuettes. Some say the arrangement provides Ethical and Responsible Magery are centered at the heart
the Emperor a copy of his own palace in the Crown’s of the City, protected by sectional mazes of enchanted
District but others whisper that he is secretly a member hedges and animate topiaries.
of the House of Heights. This group maintains that one
of the Loci, perhaps the arcane Locus of Pyres is rooted

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Chapter 5" Planar Cosmology & the Multiverse

Issovhol: Dragon Ruled, Apocalypse or some other phenomena, Issovhol found
Chaos Plagued that the majority of its planar connections became
dangerously unstable. Rushing to prevent irreparable
Issovhol is a mega-metropolis dominating its world’s damage to the world the arcane scientists sealed away the
majority of all planar access points.
largest continent. Due to this overbearing presence both
Regrettably they were not fast enough to bar access
the continent and world became known by the name as from the creatures of the Roil. These chaotic entities
flooded into the massive city structures and laid waste
well. A point of early contact by the Steamwalkers and to much of its ancient architecture. Overwhelmed and
in dire need of assistance, the races of Issovhol turned
House of Heights, this world’s inhabitants have long to their world’s greatest creatures, the dragons. Each
Dragon was awarded a dominion in the city in exchange
benefited from the mentorship of the City. During the for its defense. With the dragon’s assistance the creatures
of chaos were driven to the eastern edge of the continent.
Age of Wonder, the world even managed to develop its
For a time Issovhol prospered under draconic rule.
own Orbs of Wonder. Some historians postulate that This society rebuilt led by a Senate of Whispers,
each a vocate of the dragons that ruled them. Every
Hyraeatan may have even come to consider the world a dominion developed and entrenched nobility based on
the meritocracy each Dragon chose to institute. The
threat. dominions of evil dragons treated those within them little
better than slaves but the threat of the chaos creatures
Shortly after the Wonder War engulfed the City,
quelled most thoughts of rebellion.
Issovhol appeared to suffer a magical catastrophe of While generally thought of as a magical utopia,
the one societal taboo that seems to undercut the
its own. Whether plagued by the same damages the progress of the society is that of chaos magic.
Sorcerers born with protean lineages,
Lattice suffered during the Aldran wilders with barely contained psionic
gifts, and others displaying powers
affiliated with chaos are treated
as dangers in the majority of
Issovhol’s dominions. The
use of channeling cuffs
to re-purpose
these

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Issovhol: Dragon Ruled, Chaos Plagued

energies in the creation of magical artifice has become Hyraeatan due to its ancient affiliations with their world.
popularized. To minimize the negative image of the cuffs, Most would be eager to find magics to either support the
all citizens of the Dominions are given a similar bracer rule of benevolent dragons or oppose corrupt wyrms that
to wear called a “Gift” which marks affiliations with the rule over them. The Liberator frowns on his allies leaving
Dominion of the residence as well as authorized licenses the world.
and rights granted by their dragons.
Wardens sent to investigate the reestablished portals
A House of Heights Eternal incarnate called “the from the Lattice to Issovhol are likely to run afoul of
Liberator” seems to have taken exception to the status quo local forces one way or another. Even good-aligned
of this world and has begun instigating a rebellion among dragons are likely to detain any planar visitors to their
those born with chaos magic. From disadvantaged youth dominions. Some of those dragons will likely recall
known as Jests, the Eternal is forging an army of Chaos. Hyraeatan’s previous interference with the world and may
Human advocates that wish to see an end to draconic rule hold representatives of the city responsible for ancient
have also begun a separatist movement. transgressions or reparations for wrongs long ago.

The human separatist force has successfully cordoned Temple of Coin Parity members will likely find allies
off the Southeastern segment of the mega-city with the among the Crowned Dragons if they can maintain
aid of power ancient magic meant to control dragons of discretion as to their natures. Particularly greedy dragons
evil. They have collapsed a large segment of the defensive might be drawn to the idea of extraplanar markets to sell
menhirs allowing a channel of neighborhoods in the their chaos-powered magic craft made by cuffed slaves in
massive metropolis to become an infested protean war excess of the needs of the own Dominions.
zone once more.
The Hands of Onus have begun a careful exploration
Issovhol has the following traits (defined as above or in into the possible damages caused during the Wonder War
the Planar Adventures chapter of Pathfinder Roleplaying and assessing potential reparations for the Parity Council
Game: GameMastery Guide): to consider. To that end the Parity is sponsoring covert
operations investigating Issovhol and its history to find
RR Empowered Magic Issovhol displays a violently signs that the City may have a debt to the people of the
powerful tendency toward enhancing chaotic magic world. Factions among the Steamwalkers and House of
and supernatural abilities. Each time a character uses Heights oppose such retroactive restitutions and are not
a spell or power with the [chaos] descriptor role in a above sending their own agents to prevent discovering
1d6-2. The resulting number is added to the caster of possible culpability or to prove beyond doubt a lack of
level of any chaotic effect. On a roll of a 6 on that die, guilt.
any other random effects of the chaos magic should
be rolled twice and all effects occur simultaneously. Gazetteer

RR Lattice Portals: Few. Most of these portals have Below are a few important locations on the world of
been sealed by the magical guardians and dragons of Issovhol.
the world. The Liberator has opened a small number
of these portals for its use and they are likely watched Agzissus, Eye of Wonder: This ancient research
over by its chaotic allies. Center was inspired by the Steamwalker designs of
the founding Circle of Six member, Aphora. With key
RR Planar Connectivity: Impeded. Transitive Planes members of the Parity slain in her failed ascension, it is
and magic are sealed by magic wards and guardian not clear if the mages of Issovhol were made aware of the
menhirs, these works of artifice can be disabled dangers inherent in the creation and use of the Orbs of
temporarily or destroyed to restore access to parts of Wonder. No strict account exists but it is thought that no
the world. less than six orbs were completed with at least three later
being destroyed. Agzissus is now the center of the protean
RR Void Traits: Void-Scarred. Damage from a planar incursion and probable source of the worlds destabilized
catastrophe weakened the membranes of Issovhol’s chaos magic. Some factions insist that Issovhol never
Sphere. It has active void exposure and shadowships succeeded in creating its own Orbs and is in fact a
and voidships can make use of the weak points to dumping ground for those confiscated at the close of
travel to and from the world. Unexpected travelers Wonder War.
will likely face agents of the dragons that rule the
world. Dominion of Nauneret: This dominion was targeted
by human separatists while its cloud dragon monarch
Adventuring slept during an age molt. Poisons derived from one of
the Orbs of Wonder were used to prolong her sleep and
Natives of Issovhol have only recently begun to explore metamorphosis. Meant to be a northern hub of human
the Worlds of the Lattice due to the Liberator’s rebellion, the loyalists of Starfall tower rallied to save
restoration of their Lattice gateways. Many such Nauneret and reinstall her to power. Since then the
adventures would be very interested in exploring

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Chapter 5" Planar Cosmology & the Multiverse

Dominion has become a driving force in the new Senate Raxsynsis, Anchor of the
and War of Reclamation efforts to drive back the protean Eternal
incursion beyond the eastern menhirs.
The world of Raxsynsis was lost to Hyraeatan for several
Dominion of Obynta: This dominion named after its centuries after the Aldran Apocalypse. Recent repairs to
dragon, Obynta, has become the focal point of the human the Lattice have reconnected this strange world to the
separatist movement. The Dragon has been transformed rest of the multiverse. Despite the re-connection of the
into an undead ravener state, which has allowed the use Lattice, the Void-Locked world suffers from a certain
of ancient divine magic to control it and seize governance kind of energetic isolation. This phenomenon renders
of the human populace. The Dominion also holds a large it inaccessible to the spiritual energies of the Divinities
population of mind-cuffed chaos mages from all over the and Eternal’s can only radiate to followers if they are on
continent enslaved in the creation of artifice to serve the the world itself. This creates a relative shortage of divine
new human leadership. sourced magic. Akashic magic is also relatively unheard
of.
Fivewyrm Temple: This massive structure was
constructed by ancient human settlers of the world. The energetic isolation made the world an ideal
Its frescoes and pictograms show a series of portents laboratory for studying divine energy patterns and
and prophecies proclaiming the coming doom and particularly experimenting with the Eternal Path of
enslavement of man by dragons. It has become a Union. During the pre-Resolution era the House of
clarion call of “old humanity” and proof to a segment Heights experimented on the world with the spiritual
of the populace that life was better before dragon-rule. binding force in two massive city-constructs—the
The separatist movement may have got their Dragon City of Heaven and Ianran, the City of Rings—which
controlling magic from these ruins but it is unclear as to each worked to instill various attributes and abilities to
whether or not any more such magic may be left behind. ascendant Eternals.

The Greenway and Skydome were originally The City of Heaven was built by the Eternals
created to serve as the meeting place of the dragons or participating in the energetic research who installed
their representatives in the Senate of Whispers. After themselves as a pantheon of generally altruistic deities to
the recent Civil War, the Skydome has become a new the otherwise spiritually isolated local populace. Centered
tactical center in the efforts to mount a reclamation from on the connecting portal to the Lattice, the City allowed
Dominions lost to the protean incursion. A new Senate Eternals relative ease coming and going and concealing
formed from loyalist whispers and dragons that have now their once-mortal natures from the populace of Raxsynsis.
chosen to be more directly involved in the rules of their Records indicated that Ceradon favored the experiments
dominions has formed but meets infrequently due to the so greatly he considered abandoning the young settlement
Skydome’s proximity to the protean front-line. of Hyraeatan for a time and introduced Aphos to the
world in an attempt to free them both from the Law of
The Menhir Lines stand along the eastern border Parity.
of Issovhol’s dragon-ruled dominions. Radiating chaos
warding magic one to another these menhir stretch Casting Aphos and his vampires as the agents of evil in
for miles in jagged angular formations. Some of the their new cosmology, the vampiric clergy was given free
dominions have fielded armies trying to fight back reign over the night for those that did not find themselves
protean hordes long enough to construct, repair, or raise beholden to Ceradon and the young Eternals of the
menhirs to reclaim portions of the wastelands of the East. House. The world became a popular feeding ground for
Aphos and his childer. Further energetic research into the
“Raxsynsis is power of Union allowed the Parity to create the first Loci
in the City of Ianran. Unlike those Loci that would later
the last place the Circle appear in Hyraeatan, this prototypical focal point warped
the ley magic of Raxsynsis to empower Eternals in groups
of Six felt True Union, and of six. Each group mirrored the Houses’ established Paths
of Ascension. The Union driven process required this
also where it was lost.” particular numerological constant and impatient would-
be ascendants prevailed upon the Ceradon and his peers
—Gaerae, Bookbinder to elevate candidates from the local populace to fill out
incomplete groups.

Perhaps it was this decision that undid the efforts of
the House and Sanguine Sovereignty in the world. New-
risen Eternals born of the world soon saw the vampires
of Aphos’ blood as a plague brought to their world by

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Raxsynsis, Anchor of the Eternal

Ceradon himself. Slowly raising ever increasing numbers the Lattice or
of empowered natives, the City of Heaven was rocked otherwise leave a Void-Sealed
by a magical civil war unlike Raxsynsis have ever seen. region of the multiverse. This penalty does not
Still early in their own relative apotheoses the Circle of apply to casters who worship or are empowered by an
Six and their followers soon proved to be overwhelmed. Eternal that is present on Raxsynsis.
The war was costly as most of the newborn Eternals RR Lattice Portals: One. The Lattice portal that the
were destroyed on both sides. The City of Heaven City of Heaven was constructed around is the only
collapsed down the mountainside where it once known planar connection to the world. Recently
had stood, Ianran lost the overseers who could reconnected to the world other magics reliant on it
drive its powers to their fullness, and the Eternals may become accessible.
of Hyraeatan sealed the Lattice portal on their RR Planar Connectivity: Sealed. Raxsynsis and its
rebellious progeny. Sphere are outside the Prime Cosmology. Small
amounts of elemental and primal energy have
Shortly after the House’s falling back, the sustained the world but its magical isolation has
Aldran Apocalypse would ensure the portal taken a toll on its spiritual realms and Transitive
would remain lost behind shattered lengths of the Planes.
Lattice for centuries. The scarcity of new divine
powers, the fall of the City of Heaven, and the
silence of Ianran convinced the surviving populace
of Raxsynsis that they had been judged unworthy
and sent their culture into a strange spiral of
decay. Only the rise of alternative magics such
as primal source wielding druids and binders
of shattered Eternals kept the society from the
Age of Heaven intact. In time the continent
of the fallen would divide into three societies:
the Hima, the Kalbra, and the Dolni.

The Kalbra based their society on binding
the vestigial spirits of Eternals that did
not succeed at ascension or still partially
lingered after their destruction in the
“War of Heaven.” The Hima practiced
natural magics and shapeshifting
powers. And the Dolni attempted to
piece together the arcane sciences left
behind from the shattered remains of
the Eternals’ City creating a new
derivative in the process.

The world seemed to rid
itself of Vampires during the
period now referred to as
the Isolation. And in time
the blood-sucking creatures
were rolled into the myths of
their unworthiness of the City of Heaven.
When the Wardens restored access to this lost world with
the Annexi, scouting parties who visited the world report
that the natives assumed they were agents of the lost
Eternals sent to test their worthiness.

Raxsynsis has the following traits ( defined as above
or in the Planar Adventures chapter of Pathfinder
Roleplaying Game: GameMastery Guide):
RR Impeded Magic​Divine prepared casters are subject

to a cumulative -1 caster level each day they remain
on Raxsynsis. If their caster level drops below the
class level needed to cast a specific spell level, they
lose access to that level of spells until they return to

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RR Void Traits: Void-Sealed. Raxsynsis is isolated deep Ennobled Vessels, a triad of three spirit binders who host
within the folds of the Void. Most ships would run vestigial powers from the failed ascendants of the City
out of food and air before the shattered exterior of the of Heaven are aware of the true nature of the Eternals,
Sphere could be located. Undead with a good ship their vampiric allies, and the shattered nature of their
and strong wills might make the journey. Most other own world. However, the situation as it stands allows
voidships are accidental arrivals. their hosts to be among the greatest powers of the world
and in turn keeps them enshrined in living flesh. The
Adventuring Vessels would respond poorly to anyone challenging their
current reign over the Kalbra nation and will likely make
Adventurers visiting Raxsynsis are likely to become enemies of any trying to reestablish open connections to
involved in a risky gambit, running into the assumption Hyraeatan.
that they are representatives of the ancient Eternals.
Accepting this false assumption (unless they are in fact Ianran, the City of Rings stands empty in near
agents of the House of Heights) might put them at odds immaculate preservation as it stood at the end of
with the native druidic and spiritbinding leadership of the the War of Heaven. The ritual ring labyrinths of its
Hima and Kalbra. Denying their assumed divine status outer circumference still teem with challenges, occult
could instead place them at risk of being seen as living empowerment chambers, and other mysteries lost to
heresy or worse. generations of would-be-ascendants. As it stands, the
House of Heights and Sanguine Sovereignty are no doubt
The House and other Parities would no doubt be mobilizing to reclaim this magical resource. Unguarded,
interested in gathering ancient artifacts of their founding it presents perhaps the best avenue for those would-be
members Ascension-era development and possibly Eternals that wish to be free of the House. Parities like
reclaiming Ianran for the use of the House in experiments the Steamwalkers and Descendants of Dream would
involving the spiritual energies of Union. No doubt likely pay expeditions handsome fortunes to secure the
untold riches still litter the remains of the City of Heaven City for their own explorations into the Eternal force of
and could be reclaimed by the resourceful adventurers Union.
assuming the magics of fallen Eternals and creatures that
have gorged themselves on divine flesh don’t make short Steps of Vioddae, the Dolni did not accept as others
work of them. that they were unworthy of the Eternals of the City
of Heaven. Rather they saw the fall of the “Gods” as a
Rumors persist that the entire Circle of Six visited challenge to rise as new mystical masters of Raxsynsis.
Raxsynsis during the pre-Resolution era and that the Studying arcane lore and entropic traditions, the
world is likely a Prime Anchor site in addition to being warlocks of the Dolni have neared their own Eternal
linked to the divine energies of all of the original Eternals understanding though some say their methods are
of the City. Those wishing to learn more of the Daughter monstrous. Their society is built on a brutal and complex
of Ash or Hyandil may wish to seek for clues among the caste system of mystical indenturement and supernatural
City of Rings’ concentric walled labyrinths and spectral appropriation. The Steps of Vioddae are a physical
guardians. Though given the nature of Ianran’s power, manifestation that bind the Risen to the wills of their
such brave souls should be advised that their fates may subordinates. With a ruling class build on the wills and
become entangled forever. souls of their own citizens, the Dolni present another
group likely to resist the power of Hyraeatan, the House
Gazetteer of Heights, and any who aid them in reclaiming the
world.
The City of Heaven: The ruined home of the Eternal
pantheon, Ceradon was said never to recover from its Valbarise is the forest-city capital of the Hima. A
destruction. Between the fall of the City, and Hyandil’s powerful tradition of Primal Source magic users and
later abandonment, the Eternal’s withdrawal from the shapeshifting creatures, the Hima are closely aligned
public eye isn’t as mysterious as it might at first seem. with the Eternal power of Incarnation. Arhendue, a
With the return of the world to the Lattice it may only minor goddess worshipped by the Hima seems to be a
be a matter of time before Ceradon is drawn to the survivor of the War of Heaven though her faithful seem
site of his failings, or perhaps some means to draw his to be severely limited in their spellcasting potential (no
interest remains scattered in the ruins below the Lattice’s spells above 3rd level are available to them). The goddess
newly reconnected portal. Regardless of the Eternal’s is said to rule over Valbarise and to speak of a day when
attention much of his pre-Resolution efforts bore fruit in the Eternals of the Age of Heaven will return—restoring
the research centers of the City and might still be found the ascension of Ianran and the power of the divine to the
within its remains. world. She and her followers patrol the jungles around
Ianran and drive off the Dolni and Kalbra that come to
Genris the capital of the Nation of Kalbra is in the City, always hoping to find evidence of the Age of
some ways still ruled by the legacy of Hyraeatan. The Return—a prophesied restoration spoke of by Arhendue.

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Thaon: Weapons of the Elders

Thaon: Weapons of the interest has led to no small number of Thaonese children
Elders being patroned at Lineage Academy in the Colleges
District.
Thaon is a world replete with cultivated arcane bloodlines
predominantly in its human races. It is believed that an The Delso and Sikar branches of humanity are not the
ancient species known to the world only as the Elders only evidence of the Elders’ alterations. Other species
altered the peoples of this world to make them into living such as the Syndari elves have been altered so as to be
arcane weapons. In time the sorcerers of Thaon rebelled nearly unrecognizable from their assumed as being elven
and overthrew their masters driving them from the world. at all, often being confused for sylphs and other plane-
Despite a hard-won freedom the sorcerer clans of the touched.
world have retained a surprising amount of lore regarding
the lineages and heritages that their would-be slavers Thaon has the following traits (defined as above or in
cultivated within them. Some endeavor to preserve them. the Planar Adventures chapter of Pathfinder Roleplaying
Game: GameMastery Guide).
The world seems to have been chosen by the Elders
in particular because of a cyclic magical empowerment. RR Cyclic Magical Enhancement Spells and abilities
These surges in Thaon’s energy, called Worldfire by the cast by sorcerers, as well as those of bards and other
native creatures of Thaon, helped catalyze generations spontaneous arcane casters are enhanced. The caster
of sorcerers. The bloodclans have begun to realize that levels of such characters are increased by +1 while
this energy seems to be waning. Desperate to maintain on the world. Other magical traditions using an
their power they have begun cultivating relationships Elemental Plane Source Origin (See Book of Beyond
beyond their world utilizing the power of their existing from Lost Spheres Publishing) also gain this benefit.
arcane mages. The Parities of Hyraeatan responded to During millennial shifts in the tides of magic, this
initial overtures of diplomacy due to the proof that the bonus instead shifts to prepared arcane casters.
Elders are in league with the Undreamt, an ancient evil
civilization that has long set its eyes on claiming the RR Lattice Portals: Many. While by no means the
magic of the Radia. creators of the Lattice, the sorcerers of Thaon have
long possessed the knowledge and power to create
The world itself is divided into three major continental portals that connect to it. Parts of the world vast
land masses with most of its populace being on the oceans apart often see more daily commerce via
equatorial continent of Vanador with smaller populaces these gates than with neighboring territories. The
on Oxiar and Xun. Vanador contains the largest human bloodclans do watch over these portals for signs of
populace predominantly divided between the Delso and the Elder’s return. The Lattice-side portals are often
Sikar. The Delso while supporting a nominal monarchy staffed by Sovereignty guards or Warden patrols.
are in effect ruled entirely by their bloodclans. Major
cities have councils that operate as magical oligarchies RR Planar Connectivity: Standard. Transitive Planes
over city states while paying tribute to a king in distant and magic connect the world normally.
High Rohvan. The Delso are locked in a cold war with
the Sikar over their loyalty to the Elders during the RR Void Traits: Standard. Thaon experiences regular
long period of human enslavement. The Sikar have voidship and shadowship traffic and has dedicated
maintained defenses and control of their settlements ports for stellar trade. Properly equipped ships can
through advanced arcane theory and the practice of elder- navigate between Hyraeatan and the world.
craft which allows them to train less magically talented
members of their societies to manipulate ambient magical Adventuring
energy.
Wardens often find themselves on escort duty to this
The bloodclans continued diplomatic overtures have world, assigned to the children that travel to or from
drawn the attentions of the Parities of Hyraeatan, Hyraeatan to attend Lineage Academy or enter the
particularly the Chrysalis Covenant and the Sanguine employ of the Sanguine Sovereignty. Likewise Thaonic
Sovereignty. The heritable power of the sorcerers of this sorcerers often times seek their own way on the Lattice
world and the success of the Elders in cultivating change and in Hyraeatan taking up lives of planar adventure
in humanity both merit study in the Covenant’s quest to or joining one of the Parities. A large number of such
understand change and evolution. The Sovereignty on individuals have become affiliated with the Chrysalis
the other hand prefers to study the powers of the blood Covenant.
of these lineages and how they can be transferred or
cultivated in vampires who engage in Consumption with Adventurers traveling on Thaon should be aware
these humans. It is far from uncommon to see a sorcerer that many of the bloodclans are seeking to expand their
of the world attending a Sovereignty drinker. This bloodlines stabilities and sources of power. Particularly
desperate families may not be above abducting and
coercing visitors to their world to stay in the hopes of
enriching their lineages. Similarly, some bold souls
attempting to catalyze their own arcane powers visit the

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world hoping to ignite internal sorceries in the energies of The legacy of altered species does not stop with
its arcane surges. humans or elves, a large number of other humanoid
races and monstrous creatures appear to have been
Beyond these more obvious endeavors the Temple of tampered with by the Elders and their Undreamt allies.
Coin have interests in mediating peace between the Sikar Particularly a strain of predatory hunting cats known as
and the Delso. They see that such a peace will lead to stalkers to Thaon natives possess coats of wild color and
expanded commerce and greater profit potential for the supernatural abilities often tied to elemental energy. The
Temple in future interactions with Thaon. cats are hunted for these qualities and artificers among
the Steamwalkers will reward handsomely for any
specimen though living specimens for breeding purposes
are sought above all else.

Gazetteer

The Grand Wood of Olahi: Home to the blue-
hued Syndari elf tribes recent discoveries have made the
location of particular interest to Hyraeatan. Artifacts
among the Elvin ruins indicate a former relationship
between the Elders and the Undreamt. Among these
relics even partially intact docking plates for Undreamt
shift-cities have been seen, foundations for the alien
horrors to have a physical presence in the Prime Worlds.
Whether the Elders simply prepared the foundation or
the Undreamt actually walked Thaon is not clear.

Monalus a Delso port city formerly struggling
under the growing weight of its populace, the city has
greatly benefited from accepting advanced engineering
principles from Sikar emigrants. They have even begun
to accept their former enemies onto their guild councils
and into their community leadership. The city has begun
soliciting the Throne to relax border strictures and
trade-bans with their southern neighbors in the Sikar
country of Maud.

The Throne of High Rohvan: While the capital of
the Delso nation of Vanador is generally thought of as a
figurehead, the bloodclans tributes over the years since
their freedom have accumulated quite a wealth in the
capital. The city is high in a range of hills overlooking
the central plains of the country. Natural springs provide
running water and support sanitation. The general
feeling of the capital is lighthearted and free. Recent
efforts by the Viatus Bloodclan have begun a courtship
between the king and the matron of that sorcerer
clan. Some say the would-be queen is the clan’s First
Daughter-a title reserved for the most powerful sorceress
of a lineage.

Whitesteading: Seat of the Thach of Endar,
this frontier settlement is barely considered under the
authority of the Delso throne. Like its eastern neighbor
Monalus, it too has benefited from Sikar council. In
particular the high Lord Diviran is from a bloodline of
diminishing power. When rival bloodclans began to covet
his rulership he turned to a Sikar wizard named Amathus
to strengthen his city and territory. Utilizing his family
artifacts and his wizardly ally, Diviran has maintained
control of this free thinking and prosperous Tharch.

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The Zeain Empire, Echoes of Perfection

The Zeain Empire, Echoes They have a bit of a mixed reputation. To some,
of Perfection they are seen as a helping hands dedicated to bringing
new worlds into the Lattice and helping all—no doubt
Located in a part of the Lattice that was devastated a slightly skewed opinion influenced by the fact that
and separated from the whole as a result of the Aldran the Zeia respond to calls for assistance much faster
Apocalypse, is the world of Zeia. A new entrant to planar than Hyraeatan as they are not hindered by needing to
exploration and commerce in comparison to Hyraeatan, make sure all their actions are balanced. Still, there are
Zeia is still a bustling hub of the Lattice in its own right. others who are wary or outright distrustful of the Zeia,
With its economy structured to support exploration and seeing their willingness to adapt as parasitic and their
a culture-wide penchant for discovery, they were finding exploration as predatory. Indeed, some believe that the
new worlds connected to their branch long before one Zeia have never actually found a Dead World—they make
unfortunate scout became a whisper on the Wardens’ lips. them.
From the highly esteemed mages and scholars responsible
for finding new worlds and researching deserted ones, Due to their nature it is not uncommon to spot them
to the alchemists and smiths who handle and shape the in other worlds and locations connected to the Lattice—
materials that go into every ritual and the miners that especially Hyraeatan. Diplomats double as researchers of
gather the ore with specially enchanted pickaxes, every the cultures and civilizations that they visit, and the ones
citizen of Zeia strives towards one goal—Finding new who visit Hyraeatan are always curious about the Radia.
things. Or better yet, lost ones. Recruiters can be found in the College district scouting
for potential talent to come to The Great Universities
When the Zeia first were contacted by the Wardens of Sjen and become Zeian explorers. And one can often
after the spectacular disaster that resulted from their old spot a Zeian poking around the Archives District—the
way of traveling the Lattice, they were overjoyed. They temptation of Hidden knowledge too strong to resist.
had assumed that their heroes would be of a culture that
shared their zeal for discovery—a new friend to unravel Every part of Zeia is geared towards discovery—even
the mysteries of the Lattice with. They worked eagerly to its criminal underbelly. From hawking newly found
combine their knowledge and to make their devastated foreign drugs to poaching and smuggling items that
portal work again. However, when faced with the reality are banned in some worlds but not others, The Zeian
of the Parities and the way their intrigues hindered the Underground—often referred to as the Shadow Market—
City from acting quickly on, well, anything, their hopeful is just as invested in Zeian exploration as the rest of their
friend wilted into a disappointing rival. Despite this world. It is very easy to find work of varying levels legality
(and many other differences), the two have developed a here and while the work can come with great risk, the pay
working relationship out of necessity as The Zeia—armed is always worth it.
with a newly modified way to travel—enthusiastically
added to the effort of connecting new worlds and cultures Adventuring
to the Lattice. And if nothing else they wholeheartedly
support (and hope to assist) the Wardens efforts to rebuild Every bit of the world of Zeia has been fashioned to serve
its roads. one purpose or another. There are no great expanses
of nature here—though there a quite a few parks and
Zeians are a curious people—quite literally. With a other bits that have been preserved for aesthetic or
culture firmly rooted in seemingly endless exploration, it’s arcane purposes. Most of the beauty of Zeia comes from
hard not to be. Whether it’s interacting with new cultures the beautifully crafted architecture—spires built into
on recently found worlds or researching to find out about mountains and cliffsides, museums dedicated to the lost
the people who used to thrive (if ever) on Dead ones, civilizations of Dead Worlds.
Zeians live to seek knowledge. Though it is specifically
knowledge that has been lost, forgotten, or hidden that While the Zeia take pride in and quickly snap up most
truly lights a spark in their eyes. graduates of The Universities, by no means do they turn
non-Zeian explorers away. It is no easy feat to search
The only true link between the Zeians of today worlds—Live or Dead—and more manpower is always
and their ancestors (The t’Ac Zeia) is the complete welcomed. Besides, Zeians are always interested to find
willingness to adapt their culture at the drop of a hat. If out how other cultures deal with things. They might even
they encounter a better way to do something, there is very learn something new.
little that can stop them from changing to it. Their pride
in their culture comes from the very fact that it is fluid. While the Zeia vastly prefer finding lost knowledge,
they do not turn their back on innovation and as such
As a result, Zeians are extremely adaptable and have there are parts of the World of Zeia that are best avoided
a strong distaste for the ‘inefficient’, dropping people or if one does not have special license to be there. Magical
abandoning plans deemed to be useless with an eerie ease, and mechanical Experimentation not only can take
though what counts as inefficient varies between people. years but the effects of accidents can span miles. The
researchers here accept that risk and toil away with vigor.

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However, so much time locked away results in some of with eager requests from students who wish to shadow
them losing touch with reality. Some say those researchers the adventurers who are willing to accept them.
are the true danger of poking around where one shouldn’t
as they have no qualms with turning trespassers into test Honors Watch: Before The Long War with The
subjects. It is little surprise that the Steamwalkers are Zeia, M’rin was not a unified world but instead a series of
at the forefront of most diplomatic efforts to Zeia from clan states who shared only a strong distaste for outsiders.
Hyraeatan. Indeed, it was the perceived threat of outsiders from
another world that brought them together and Honor’s
Gazetteer Watch was where the first joint war council was held.
Since then, Honor’s Watch has become the capital of
Blight Bay: A still unexplored portion of a more M’rin, where all the best warriors come to prove their
recently found ‘Dead World’, Blight Bay was named worth in the annual tournament. It is believed that the
after the lavender miasma that would poison anyone who choice of this location for their capital was chosen as a
inhaled it. With time, experimentation and a few lost reminder to the unified strength they forged to fight The
souls, a way to survive in the miasma was finally created Long War—and a reminder to their oldest ally and all
only for life to be found within. Still unsure of the nature others that should they seek war, this time M’rin will be
of the beings that live there (other than them being prepared.
fast and strong), more research and exploration is being
done. Some people have begun to wonder if the Bay is a Oscillion: Another “found” treasure, the fortress of
foothold into the lost homeworld of the Daestari. Oscillion supposedly was not occupied when the Zeain’s
discovered it. The newness of its construction and the
Blossom: Considered Zeia’s sister world. The first strength of its fortifications seem to make this assertion
‘Live’ world that the Zeia found after they started confusing. A massive citadel built to enclose the entirety
exploring the Lattice, Blossom is a mostly bleak and of a Lattice portal plaza, the structure is the closest Zeian
desolate world on its surface. Nested in a valley of a outpost to Hyraeatan. Due to the proximity the Empire
mountain range is its namesake. Stretching from the tries to staff it aggressively even for its sizable nature.
opening of a cave like fingers into a glove, are five jagged Zeia’s synergistic approach to the supernatural makes
pillars of multicolored crystals. Inside the cave, lies the their understanding of this strangely primal structure
city-state of Blossom, a thriving Zeian civilization built slow coming. It is unlikely that the Zeians could have
into and out of the stone that provides the Zeia with taken the structure without massive losses were it fully
most of the metals and ore it needs. Indeed, the ore from staffed but their a no records of such a costly engagement.
here seems to take to enchanting with ease and is highly
valued for that purpose. Sorojin: While the world Sorojin was discovered on
was relatively mundane, the demiplanar array was not. A
The Grand Chapel of Now: A megaf lora tree that complex matrix extra-dimensional labs, energy sources,
has long since been hollowed out and carved into a living and fabrication facilities left practically untouched. They
gallery of Divinities and Eternals, the tree hosts a shrine of course integrated them immediately and set to work
to the current appropriated deities of the Empire. When learning their lore and operations. Zeia researchers
a more powerful and advantageous entity is encountered believe that whatever civilization originally built the
the priesthood excises the icons of the outmoded deity hyper-dimensional labyrinth of pocket worlds must have
and takes them to the storage vaults in the lowest reaches destroyed or abandoned the world itself so long ago that
of the root structure, the new deity being installed in its nature has reclaimed it. Small outposts have been set in
place and the systematic process of dogmatic redaction place to secure access to the Sorojin array on the pastoral
and replacement begins as the new god supplants the old world but the Empire believes the array’s best defense is
entirely. its mundanity. Exploratory forces and mercenaries are
regularly sent into demiplanes to explore new arms of
The Great Universities of Sjen: There is a lot what seems to be a nearly endless structure.
of work that goes into how the Zeia travel the Lattice
and there is a special block of buildings where aspiring Twilight Bridge: The World of Zeia’s central hub.
explorers come to learn the skills that make them In the very middle of Zeia’s capital is a plaza surrounded
possible. From every step involved in crafting the by five portals. Four of them are curious metal machines
machines and performing the ritual necessary to travel, to covered in runes and powered by magic, products of
teaching surveyors how to explore new land and diplomats Zeian invention to travel their shattered part of The
how to make first contact, The Universities cover it all Lattice. They lead to the four Live Worlds the Zeians
based on curricula the Zeains have collected throughout found before meeting the Wardens. The fifth, a curious
the multiverse. It is not strange for The Universities to mix of Lattice and metal, leads to the “Lattice Proper”—
have its own sets of jobs and missions to be performed but as people from the Empire side tend to call it. The portals
more often than one might expect, these missions come found here are currently the only way to reach the other
worlds connected to the “Zeian Branch”—as well as the
only way for them to connect to the rest of the Lattice.

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The Zeain Empire, Echoes of Perfection

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Bestiary & NPC Gallery

From the Radia dappled gardens of the Academies to the warping lanes of the Lattice, the breadth of Infinity is a matter of
daily life for citizens in the City of Seven Seraphs.

Given the size of Hyraeatan and the vast array of diversity presented by the planes, a comprehensive section of monsters
and NPCs would fill dozens of books. This section is to serve then as a modest starting point to the types of characters one
might encounter within the City of Seven Seraphs. It is meant largely to inspire GMs to create their own characters while
easing the burden of preparation to a degree.

The mechanics here reference a broad array of rules content. If you don’t have access to the resources a vast majority of
anything presented in the section are available at websites like www.d20pfsrd.com or spheresofpower.wikidot.com. We do
encourage you to support other third party publishers and explore the content they have to offer.

Some NPCs and creatures are presented with default allocations of resources like essence from the veilweaving abilities or
certain powers in action as outline in their tactics entries. GMs who are more comfortable with broad array of rules content
presented in this book are encouraged play these mechanics to the full-measure of their ability. Some GMs will simply not
have the time to consider all the possible ranges of rules interaction and so creatures are presented as “ready” for use as they
can be with summaries of their most commonly used options.

Jacob Cinciripini (Order #18219176)

Academy Students

Academy hp 69
Students (8d10+20)
Fort +8, Ref +3, Will +5
Taking the field of battle like she owns it, the young Defensive Abilities resilient
woman before you sizes you up and smiles as her tension, transformation, vitality
eyes crackle with sparks. surge; Resistances electricity 10

ACADEMY STUDENT GRADUATE CR 8 Offense
Speed 30 ft.
XP 4,800 Melee +13 (+16 first round of transformation
or marked target) conjured +2 shocking scythe
PonPon Academie (2d4+6[9 marked target]+1d6 electricity)
Space 5 ft., Reach 5 ft.
Female human henshinG2 hero 8 Special Attacks finishing move (+4d6), marked
target, strong start
CG Medium humanoid (human)
Tactics
Init +2; Senses Perception +3 During Combat This student tries to close ranks as

Defenses fast as possible and utilize her swift transformation
ability to inflict 8d8 damage on as many foes as
AC 17, touch 11, flat-footed 16 (+1 amulet of natural possible. She then marks a foe and builds tension
to deliver as many finishing moves as she needs to
armor, +5 armor, +1 Dex) take enemies down one by one.
Morale Top of her class, this student is rarely
defeated. She won’t think to flee or surrender
unless it is obvious she will lose instead using
vitality surge to heal herself as needed and begin
combat anew.

Statistics
Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +8/+3; CMB +11; CMD 22
Feats Extra Hero Power (Marked Target, Resilient

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Tension, Slashing Finisher, Stalwart Tension, Vitality student may initiate a storm motif transformation.
Surge) The stats above reflect this transformation, on
Skills Acrobatics +12, Climb +14, Intimidate +10, rounds she is not transformed her AC is 12 and
Knowledge (arcana) +8, Perception +3, Sense she loses her electricity resistance. When she
Motive +10; Racial Modifiers +2 None transforms she may inflict her choice of 8d8
Languages Common, Fade slashing or 8d6 that is half slashing and half
SQ transformation electrical damage to all creatures within her
Combat Gear potion of cure moderate wounds; choice of 10 ft. or 15 ft. A Reflex save against a DC
Other Gear +1 amulet of natural armor, school of 17 halves this damage.
uniform Vitality Surge (Su): When ending her transformation,
the academy student may expend any remaining
Special Abilities tension to regain 4 hit points per point of tension
Finishing Blow (Su): As a swift action this academy remaining.

student is able to add +4d6 bonus damage to This academy student is the top of her class. Awarded the
an attack. This renders her scythe damage that PonPon coin and trained as “Daughter of Thunder” she
is half electrical and half slashing, or all slashing is a living lightning bolt of fury. She has the prospects to
with the added effect of inflicting 16 bleed on the be the greatest student of her generation if she can only
creature. If she spends a point of tension she may finish her final year of study without blemish or failure.
add +1d6 of damage to this. She may instead
spend 2 points to increase this damage to +2d6 a Gathering her strength into a fierce warcry, the
total of +6d6. All bonus damage dealt by finishing young would-be hero calls upon her draconic
blow ignores damage reduction. might to fight!
Marked Target (Ex): The student may, as a free
action, declare one creature she can see as her ACADEMY STUDENT, THIRD YEAR CR 2
target. The bonus from strong start is restored to
its full value, but only applies against this target XP 4,800
and is not reduced at the end of each round.
Additionally, the strong start bonus now applies PonPon Academie
on damage rolls as well as attack rolls. This ability
lasts until the target dies, has been damaged Female dragonkinARC prodigyCoS 3
by her finishing move, she spends a free action
to switch targets, or until she dismisses her CG Medium humanoid (reptilian)
transformation.
Spellshatter Tension (Sp): The student may spend a Init -1; Senses darkvision 60’; Perception -1
point of tension when making a finishing move to
attempt to dispel a spell effect or a spell effect on Defenses
a creature that she strikes. This ability functions as
a targeted greater dispel magic attempt using AC 13, touch 9, flat-footed 13 (-1 Dex, +1 natural
her henshin hero level as her caster level and
is resolved before her attack roll is made. If she armor, +3 unarmored training)
dispels an active spell effect on a creature, she
gains an amount of tension equal to 1⁄2 the spell’s hp 23 (3d8+6)
level.
Strong Start (Ex): Upon transforming this student Fort +2, Ref +2, Will +2
gains a +3 competence bonus to her attack rolls
for 1 round. This bonus reduces by one point a Defensive Abilities spherecasting; Resistances acid
round thereafter.
Tension (Ex): This academy student accumulates 5
tension points at the beginning of each round
she is transformed. She may use tension for a Offense
variety of abilities. She may never have more
than six points of tension built up at any one time. Speed 20 ft. (40 ft. if shapeshifted)
She gains a point of tension for each 8 points
of hit point damage she takes. She also gains 2 Melee +6* masterwork greatsword 2d6+4* or +5*
points of tension if she is missed in combat, or she
successfully makes a saving throw. bite 1d6+4*
Transformation (Su): As a swift action this academy
Space 5 ft., Reach 5 ft.

Special Attacks breath weapon (2d8 [variable],

Reflex 14 for half), inspired sequence*

Prodigy Spheres Known (CL 2, 6 spell points;

concentration +5)

AlterationSoP—draconic form

WarleaderSoM—breath support, verbal

commands, frightening roar

Tactics

During Combat This student focuses on greatsword

attacks unless she feels severely outmatched.

When feeling challenged she will spend a spell

point to assume a more draconic form and add

breath weapon attacks of the best energy she

can think of to use. She uses shouts and tactics to

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Academy Students

direct other classmates and coordinate attacks. this student may shout to give herself and allies
Morale This student is the newly elected leader of within 30 ft. a +2 morale bonus on damage rolls
on their first attack for the next round. This is a
her squad, still relatively green she has begun mind-affecting emotion effect.
to master the basics of organized teamwork Frightful Roar (Ex): As a standard action all hostile
and battlefield control. She tries to make the creatures within its radius must succeed on a Will
best decisions for the whole and won’t sacrifice saving throw DC 14 or be shaken. This is a mind-
another team member unless it means victory. affecting fear effect.
Inspired Sequence (Ex): While the student has an
Statistics active sequence, she gains an insight bonus on
Str 16, Dex 8, Con 14, Int 12, Wis 8, Cha 16 attack and damage rolls and caster level equal
Base Atk +2; CMB +5 (+7 to trip); CMD 14 (16 vs. trip, to half the length of her sequence (minimum 1).
Sequence (Ex): This student builds chains of
20 vs. trip is shapeshifted) momentum known as sequences. After landing
Feats Extra Talent (Frightening Roar), Improved Trip an opening attack, using a shout or roar, or
Skills Acrobatics +5, Diplomacy +11, Intimidate +5, saving against a magical effect the student can
then add links to the sequence to a maximum
Knowledge (arcana) +7, Knowledge (planes) +7, of 5 links. Links are generally added by landing
Knowledge (religion) +7, Spellcraft +7; Racial attacks, maintaining aggressive flanking, or
Modifiers +2 Diplomacy and Intimidate making a saving throw.
Languages Common, Draconic, Fade Tentacle Swarm (Su): As a standard action, this
SQ spherecasting student may explode her flesh in tendrils outward
Combat Gear potion of cure light wounds; that target one target per link in her sequence
Other Gear school uniform
within 30 ft. with a trip attack. This ability
Special Abilities expends links and ends her sequence.
Adaptation (Ex): As a standard action, this
Top of her third year class, this
student may gain access to one sphere or young dragonkin has blended
talent for 1 minute. She generally uses this her draconic heritage and
ability to gain new shapeshifting powers or new presence with nascent
Warleader talents. She may use this ability 4 shapechanging magic to
times a day. unlock surprising potential
Aggressive Flanking (Ex): As a move action this as a tactical leader. She
student and allied creatures within 25 ft. are has begun to pull ahead
considered to be flanking as long as they both in class rankings and is
threaten the same creature, regardless of their an early favorite for the
comparative positioning. This ability can be Academy Games Year 3
maintained with a move or swift action. division. She isn’t above
Allies hear her to take advantage of this bestowing her draconic magic
ability. on less gifted team members
Alteration Sphere (Su): This student is to make sure that her
capable of magical alterations to herself side wins.
and others. Draconic transmutations
lasting 3 minutes by expending a spell
point while touching herself or another
creature. The target gains a bite attack
(1d6 medium, 1d4 small), +2 natural
armor, 40 ft. land speed, and a breath
weapon as described below.
Breath Weapon (Su): In dragon
form, this student or an ally gains
a breath weapon that is either
a 60 ft. line or a 30 ft. cone, and
deals either fire, electricity, acid,
or cold damage as chosen at
the time it is gained. Regardless
of energy and shape, the breath
weapon deals 2d8 with a Reflex save
of 14 for half damage. This save is
Charisma-based.
Fierce Shout (Ex): As a standard action

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Chapter 6" Bestiary & NPC Gallery

Angel, Void Knowledge (arcana) +25,
Knowledge (history) +25,
This creature’s angelic form Knowledge (nature) +21,
appears to be wrought Knowledge (planes) +25,
in starfields and ancient Knowledge (religion) +21,
artifice, its shimmering wings Perception +28, Sense
promising an infinity of Motive +24, Spellcraft
arcane secrets. +25, Stealth +24; Racial
Modifiers +4 Perception
ANGEL, VOID CR 15 Languages Celestial,
Draconic, Infernal;
XP 51,200 speak with animals,
N Medium outsider truespeech
SQ no breath
(Neutral)
Init +8; Senses Ecology
Environment vacuum,
blindsense 60 ft., Splinter Planes, the Void
darkvision 60 ft.; Organization solitary
Perception +22 or flight (5, 6, or 7 void
Defense angels depending on their
AC 36, touch 20, flat- creator’s nature)
footed 31 (+4 armor Treasure standard
[mage armor],
+5 deflection, +4 Special Abilities
Dex, +1 dodge, +12 Infinite Affinity (Su) A void angel
natural) is healed by both positive energy
hp 268 (20d10+140); and negative energy.
Fort +19, Ref +11, Will Memory of Magic (Su) A void angel
+16; +4 vs. poison, +4 is steeped in the arcane lore of untold
resistance vs. arcane dead worlds, each day as a full-round
magic action it can select a single school of magic
DR 10/evil and and choose a spell of each level from 1st to 8th.
silver; Immune Each selected spell may be cast as a spell-like
cold, electricity, ability once per day. Any unused daily uses are
petrification; Resist expended when this ability is used again.
sonic 10; SR 31 Power of Memory (Su) A void angel uses its
Offense Intelligence modifier for calculating the DCs and
Speed 30 ft., fly 100 ft. (perfect) other attributes of its spell-like abilities.
Melee +1 dispelling light mace +28/+23/+18/+13 Starflight (Su) A void angel can survive in the
(1d6+14 plus 1d6 electricity) Void of outer space. It flies through space at
Space 5 ft.; Reach 5 ft. incredible speeds. Although exact travel times
Special Attacks memory of magic vary, a trip within a single solar system or Sphere
Spell-Like Abilities (CL 16th; concentration +21) normally takes 3d20 months, while a trip beyond
Constant—detect good, detect magic, see normally takes 3d20 years (or more, at the GM’s
invisibility, mage armor discretion)—provided the void angel knows the
At will—blur, crushing despair (DC 18), dispel way to its destination.
magic, invisibility (self only), ray of exhaustion (DC Warding Halo (Su) A void angel gains a deflection
17) modifier equal to its Intelligence modifier.
3/day—mass inflict moderate wounds (DC 20),
suffocationAPG (DC 19) Void angels are thought to be the servitors of Eternals
1/day—implossion(DC 24), mage’s disjunction that died in the War of Creation. These ageless beings
(DC 24) formed lose associations to protect the forces and concepts
Statistics that remained from their shattered worlds. Seeing
Str 29, Dex 19, Con 24, Int 20, Wis 18, Cha 17 themselves of guardians of lost magic and the rules of
Base Atk +20; CMB +29; CMD 43 power that govern the multiverse they act with a great
Feats Combat Casting, Dodge, Improved Initiative, deal of autonomy and present themselves wherever they
Lightning Reflexes, Mobility, Spell Penetration (3) see fit to right the scales of magic.
Skills Appraise +20,Diplomacy +20, Heal +20,

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Ballista Tree

Ballista Tree Special Abilities
Needles (Ex) Any creature that attacks a ballista
This pale green conifer shifts on four trunk-like legs.
Each one waves boughs heavy with spear-length tree with a melee weapon or that starts its
pods. The rest of the plant bristles with needles and turn touching the ballista tree is exposed to its
gleams with a sticky resin. needles. The needles deal 3d6 points of piercing
damage and entangle the attacker with sticky
BALLISTA TREE CR 12 resin for 1 round or until brushed away as a move
action.
XP 19,200 Seedpod A ballista tree's long, tapered seedpod
Unaffiliated has a range increment of 30 feet.
N Gargantuan plant Seed Swarm (Ex) Each of the ballista tree's boulder-
Init +8; Senses darkvision 60 ft., low- sized seedpods contains a swarm of army ants.
When the seedpod breaks, it releases the swarm,
light vision; Perception +15
which attacks non-plant creatures in its area.
Defenses The swarm doesn't move from that spot until
AC 26, touch 10, flat-footed 22 it disperses 10 minutes later.

(+4 Dex, +16 natural, –4 size) Smaller relatives of the tarantula treeB6 first
hp 189 (18d8+108) brought to Hyraeatan as living artillery,
Fort +17, Ref +12, Will +12
Defensive Abilities needles; ballista trees now roam the Orchard
District's Verge and Glarewood.
Immune plant traits They search for large masses
of rotting flesh and metal
Offense in which to plant their
Speed 30 ft. seeds. If they cannot
Melee 3 slams +21 (2d6+12 find suitable patches,
they create their own by
plus entangled 1 round) ambushing Ashborn,
Ranged 2 seedpods +13 Blackblade, or Warden
patrols. Lone hunters
(2d8+12 plus seed swarm) are too slim of meals
Space 20 ft.; Reach 20 ft. to draw their interest
Special Attacks seed most of the time.
A ballista tree
swarm stands 40 feet high,
with four trunks 3
Statistics feet in diameter,
Str 35, Dex 19, Con and weighs just over
10,000 pounds.
22, Int 5, Wis 18,
Cha 13
Base Atk +13;
CMB +29; CMD
43 (47 vs. trip)
Feats Improved
Initiative, Improved Vital
Strike, Iron Will, Lightning Reflexes,
Point-Blank Shot, Precise Shot, Shot on
the Run, Skill Focus (Stealth), Vital Strike
Skills Perception +15, Stealth +11 (+19 in
forests); Racial Modifiers +8 Stealth
in forests
Languages Sylvan

Ecology
Environment forest (Orchard

District and the Bright
Lands)
Organization solitary,
pair, or grove (2–6 plus
hamadryadB4)
Treasure standard

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Captain of the Coinspinner:
Anthariel

“When faced with the mysteries
of the Elder Age one must
choose: succumb or become.”

-Captain Anthariel

A grim smile twists the face of this space pirate as
tattoos of psionic power configure themselves
toward some new purpose on her bared flesh.

ANTHIRIEL CR 14

XP 38,400

Unaffiliated

Female elf cryptic 5 UP/rogue (pirate) UC 10

N humanoid (elf)

Init +4; Senses low-light vision; Perception

+23

Defenses

AC 24, touch 15, flat-footed 20 (+4

Dex, +7 armor, +1 deflection, +2

shield)

hp 111 (15d8+40)

Fort +5, Ref +15, Will +6; +3 vs

fear and mind-affecting, +2 vs

enchantment

Defensive Abilities altered defense

2 (8 rounds/day) UP, evasion, improved

uncanny dodge, rapid defense UP,

unflinching UC; Immune sleep

Offense

Speed 30 ft. (30 ft. without armor)

Melee +1 agile sneaky ACG cold iron rapier

+16/+11 (1d6+5, 18-20/x2)

Space

Special Attacks disrupt pattern +10 (1d6+8

plus 2d6), sneak attack +5d6, swinging

reposition

Captain of the Coinspinner Spell-Like

Abilities (CL #; concentration +#)

At will—akashic communion

1/day—black spot on anyone

aboard the ship (DC 20), guards and

wards on the entire ship (DC 20),

overwhelming presence UM (DC 23)

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Cryptic UP Powers Known (ML 5th, concentration +9); CaptainRoafitdheerCsoinospfinnterh: eAnthariel
20 pp Sea of Shadow
2nd—body adjustment, distracting strike
1st—kinetic legerdemain, offensive prescience, The Coinspinner and her crew aren’t alone in
serveing the City, other privateer crews include:
roshan’s inevitable strike
0—conceal thoughts, distract The Blotters: Lenia the Inkstained maintains
a cadre of debtors who owe everything to
Tactics the Temple of Coin and who will accept
During Combat When Anthiriel goes into combat, missions to steal, kill, or otherwise take care of
things important enough for Rysia’s second-
it is never without her crew. She will use disrupt in-command to target. Often times talented
pattern in conjunction with sneak attack on foes adventurers and mercenaries will find contract
that haven’t acted yet, use swinging reposition to clauses have assigned them to the Blood Quill,
charge into flank, and in the odd case that she Lenia’s personal voidship as part of the Blotters.
can’t flank a particularly tough opponent, she
uses her rapier’s sneaky special ability on them. Ghouls of the Green Grove: This rare
Morale In the rare circumstance that Anthiriel is Descendants of Dream privateer ship has had
losing a battle, she will not hesitate to order her some difficulty maintaining its license due to
crew to grab their fallen comrades and fall back “failure to contribute” to the Temples Licensure
to the Coinspinner to flee. She has seen enough Agency. The pirates of the Green Grove pretend
battle to know to pick her fights. to be undead monsters and target corrupt
Prime Material regimes. Often the Ghouls give
Statistics the plunder to needy peoples they encounter.
Str 12, Dex 18, Con 12, Int 20, Wis 8, Cha 11
Base Atk +10; CMB +11; CMD 25 The Sleepers Slaves: A strange curse on the
Feats Alertness, Improved DisruptionUP, Leadership, psion Eriegas causes him to sleep eternally. His
telepathic talents allowed him to vicariously
OutflankAPG, Precise StrikeAPG, Sea LegsUC, Scribe experience and sometimes control those he
TattooUP, Skill Focus (Knowledge [the Planes]), was brought near. Eriegas’ commission as
Toughness, Weapon Finesse, Weapon Focus a privateer was still valid and so he used his
(rapier) voidship to offer lives of excitement to Prime
Skills Acrobatics +24, Bluff +12, Climb +21, Craft Material born creatures in exchange for a
(trapmaking) +14, Diplomacy +18, Disable Device willingness to host his consciousness from time
+22, Knowledge (arcana) +23, Knowledge (local) to time. The crew of these sometimes-hosts
+18, Knowledge (the planes) +29, Knowledge adopted the moniker “The Sleepers Slaves” as a
(psionics) +18, Perception +23, Spellcraft +13 (+15 tongue-in-cheek description of their standing.
to identify magic items), Sense Motive +11, Stealth
+23, Swim +16, Use Magic Device +18; Racial The Virtue’s Vice: The Eternal Dawning’s efforts
Modifiers +2 Perception, +2 Spellcraft to identify to prove themselves to the other Parities and
magic items among their earliest efforts was the commission
Languages Common, Elven, Gnome, Ignan, Orc, of the Virtue’s Vice. This is most often crewed by
Sylvan, Terran servants of Ruby Lady who are the most morally
SQ advanced rogue talent (entanglement “flexible” of the Dawning. Still, adherent to the
of blades APG), hidden pattern +4 UP, insights Dawning’s commission most often the crew of
(branding pattern UP, disrupted healing UP), pattern the Vice finds themselves acting as knifes for
designs UP, rogue talents (esoteric scholar UC, the Jeweled lords damaging corrupt targets.
rope master UC, weapon training), trapfinding +2,
trapmaker +5 UP, An unexpected journey into the Roil led to the
Combat Gear potion of haste (2), potion of fly (2); Coinspinner’s being beset by proteans. During the
Other Gear +1 agile sneaky ACG cold iron rapier, +3 ensuing clash, while the other crew was assaulted by the
mithral chain shirt, +1 buckler, ring of protection chaos magic of the creatures she rose from the din like
+1, 95 gp (protection), belt of incredible dexterity a firebird. No one knew her but few questioned as she
+2, daredevil boots UE, headband of vast battled on their behalf. Seizing control of the ship after
intelligence +2 (Knowledge [Arcana]), robe of the death of its former captain, she shifted them free of
needles UE, 1,385 gp the assault and back into the safety of the Shadow. The
ship and the crew have pledged their loyalty to her from
that day on never noticing that the ship’s cabin boy went
missing in the chaos of her first appearance.

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Eternal Dawning: Ranged planar detonation +4 (1d6
Jeweled piercing or 1d8 electrical),
Angels telekinetic hurl -1 (1d4)
Special Attacks
The Jeweled Angels are planar detonation,
not angels in the sense psionics
of divine servitors but Nexus Veils (VL 3;
functionally similar essence 6[7 with Trinity
enough that many Focus])
unfamiliar can’t tell 2 essence –circlet of
the difference—at flame, crusader’s
least until they shield (bound
shed their armored hands) (30 ft.
forms. Their square), garden
truth is one of the warden’s gorget
discipline and focus Psion Powers
of humans dedicated Known/Prepared
to one of the Eight (ML 3rd [4th with
Daestari Virtues. Overchannel],
Each individual’s 22 power
pursuit of their chosen points;
virtue is unique. The concentration
trinity angels presented +7)
below are only a small 2nd— energy
sampling of the diverse missile (DC 17;
powers arrayed in the fully augmented
Jeweled Legions. 4d6+10 [fire]),
psionic lock
Amethyst Angel 1st—control object,
crystal shard, energy
An angelic form cast in ray (fully augmented
shimmering crystal of a 4d6+10 [fire]), force
purplish hue swims with spiritual screen, hammer
energies nearly obfuscating the 0 (at will)—detect psionics,
humanoid silhouette of a woman farhand
suspended within.
Tactics
AMETHYST ANGEL CR 6 Before Combat If this amethyst
angel is aware of danger it will
XP 2,400 manifest force screen (taking its AC
to 23). Its active energy is currently fire
Eternal Dawning which benefits from her circlet of brass.
During Combat This amethyst angel will
Human aegis† 2/nexus† 1/psionUP (kineticist) manifest energy missile at groups of foes
while flying out of reach if possible. If a foe
2/trinity angel 2 proves resistant to fire, they will close and
use a manifested augmented (with Akashic
LN Medium humanoid (human) Augmentation) hammer power (4d8 force
touch attack). It will save its crusader’s shield
Init -1 Senses darkvision; Perception +0 immediate action block for a powerful attack
impacting an ally.
Defenses Morale Amethyst is the Jewel of Discipline and
as such the amethyst angels are last to break.
AC 19, touch 10, flat-footed 19 (+9 astral armor, This amethyst angel will fight until the objective
is completed, or all other allies have fallen or
+2 buckler +1, -1 Dex) retreated.

hp 56 (4d10 + 1d8 + 2d6 + 21)

Fort +9, Ref +0, Will +9

Defensive Abilities astral armor, stalwart; cold,

electricity, and fire resistance 3

Offense

Speed 50 ft. fly (perfect)

Melee telekinetically wielded +1 crystal bastard

sword +9 (1d10+4) or hammer +8 (4d8 force)

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Eternal Dawning: Jeweled Angels

Statistics Emerald Empyrean
Str 13, Dex 8, Con 16, Int 16, Wis 10, Cha 12
Base Atk +5; CMB +8; CMD 17 The crystalline form hovering above you softly pulses
Feats Akashic Augmentation, Exotic Weapon with a soft green light… with each coruscation
along the jagged edges of its form you feel secrets
Proficiency (bastard sword), Extra Essence, inside you begging to be revealed.
Overchannel, Talented, Trinity Focus
Skills Autohypnosis +10, Diplomacy +10, Disable EMERALD EMPYREAN CR 16
Device (with control object) +14, Knowledge
(arcana) +10, Knowledge (planes) +10, XP 76,800
Knowledge (psionics) +13, Spellcraft +5;
Racial Modifiers None Eternal Dawning
Languages Common, Celestial, Daestari, Fade, Xo
Combat Gear power stone of concealing amorpha; Human aegis† 2/vizierAM 3/psionUP (seer) 2/trinity
Other Gear explorer’s kit, cloak of resistance +1
angel* 10
Special Abilities
Astral Armor (Su): This trinity angel has manifested LG Medium humanoid (human)

its angelic form astral armor. This grants it flight, Init +2 Senses darkvision 60’; Perception +17
stalwart and the following special customizations:
darkvision, evasion, hardy, shape veil (lesser) Defenses
Circlet of Brass (Su): This amethyst trinity angel has
a circlet of brass veil shaped and fully invested AC 28, touch 15, flat-footed 27 (+9 astral armor,
granting its fire-based psionic powers increased
power and damage. +4 thurston’s bladeward, +1 Dex, +4 defensive
Crusader’s Shield (Su): Once per day as an
immediate action, this amethyst trinity angel precognition)
may summon a 30 ft. protective vertical plane
of akashic energy that stops attacks, movement, hp 162 (12d10 + 5d6 + 51+16 Essence of the Immortal
breath weapons, and any targeted spells or
effects which would pass through. If it takes 6 hit + 6 Akashic Imbued Body)
points (after bypassing a hardness of 7) points the
barrier collapses and cannot be summoned for Fort +15, Ref +6, Will +16
1d4 rounds.
Evasion (Ex): If this amethyst angel is in angelic form Defensive Abilities astral armor, auras (see below),
and subjected to an attack that normally allows
a Reflex save for half damage, they take no stalwart; spiked pauldrons
damage if they make a successful saving throw.
Garden Warden’s Gorget (Sp): Any arrow, bolt, Offense
thrown weapon, or other ranged ammunition
or projectile that would successfully strike the Speed 50 ft. fly (perfect)
amethyst angel arrow takes 3d6+6 fire damage.
This damage is not halved against objects. Any Melee telekinetically wielded +1 crystal bastard
weapon or projectile that is broken by this effect
deals half damage, and destroyed weapons and sword +20/+15/+10 (1d10+18)
projectiles deal no damage.
Integrated Formation (Su): Trinity angels merge Ranged 6 riven darts +16 ranged touch (6d4+12
veils and equipment seamlessly into their angelic
forms. DCs to recognize veils raise by +10 against force damage per riven dart, no more than 2
an angelic form trinity angel. It requires a DC
20 perception check to correctly identify gear attacks per target)
wielded by an angelic form creature.
Stalwart (Ex): This trinity angel is able to resist effects Special Attacks psionics, trinity assault, veils
with great willpower and fortitude. If it succeeds
on a Fortitude or Will save against an effect with PsionUP Powers Known/Prepared (ML 10, 105 power
a partial effect on a successful save, it instead
suffers no effects from the attack. points; concentration +15)

4th—augured answer, fold space, remote viewing,

trace teleport

3rd—body adjustment, body purification, escape

detection, fate link,

2nd—clairvoyant sense, false future, object

reading, recall agony (DC 20 Will)

1st—crystal shard, defensive precognition, energy

ray, force screen, offensive prescience

0 (at will)—detect psionics, my light, psionic

repair, sense poison

Vizier Veils (VL 16; essence 14[15 with Trinity Focus])

5 essence–riven darts (bound hands)

3 essence–gilded treads (bound feet)

2 essence–spiked pauldrons, stormcaller’s band,

thurston’s bladewards (bound wrists)

1 essence–Akashic Augmentation

0 essence–halo of holy light

Tactics

Before Combat If this emerald empyrean is aware

of danger it will manifest offensive prescience

(with Akashic Augmentation) and defensive

precognition to gain a +12 to all damage rolls and

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+4 to AC and saves before a conflict. Its active
energy is currently sonic.
During Combat This emerald empyrean will
concentrate fire of the most powerful foes
with its riven darts targeting stronger targets
with 2 missiles each while flying out of reach
if possible. If fighting chaotic or evil creatures
it uses its gilded treads to make as many
hindering movement squares as possible.
Morale Emerald is the Jewel of Honor and
emerald empyreans accept earnest surrender
and will honor the wishes of a commander. This
emerald empyrean will protect the weak and

hold the line as needed to stand against
evil. If they are in danger of losing an
important conflict they will make
use of fold space and body
adjustment to recover and
regroup.

Statistics
Str 8, Dex 15, Con 16, Int
23, Wis 10, Cha 12
Base Atk +14; CMB +22
(telekinetic combat); CMD
34 (telekinetic combat)
Feats Akashic
Augmentation, Akashic
Imbued Body, Enhanced
Capacity (riven darts),
Essence of the Immortal,
Exotic Weapon Proficiency
(bastard sword), Extra
Customization (x2), Extra
Essence, Overchannel, Psionic
Meditation, Talented
Skills Autohypnosis +19, Diplomacy
+22, Knowledge (arcana) +23,
Knowledge (planes) +22, Knowledge
(psionics) +28, Knowledge (religion)
+22, Perception +20, Sense Motive +14,
Spellcraft +28, Use Magic Device +22;
Racial Modifiers none
Languages Common, Celestial, Ignan, Infernal,
Daestari, Fade, Umbral, Xo
Combat Gear power stone of greater concealing
amorpha; Other Gear cloak of charisma +2,
headband of vast intellect +4 (Use Magic
Device and Knowledge [psionics]), least
akashic catalyst, vest of resistance +3

Special Abilities
Astral Armor (Su): This trinity angel has manifested

its angelic form astral armor. This grants it
flight, stalwart and the following special
customizations: darkvision, ectoplessence,
evasion, hardy, improved ranged attack,
psychic synergy (seer), psychic synergy (vizier),
ranged attack, shape veil (lesser).

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Eternal Dawning: Jeweled Angels

Ruby Revelation

The wildly glowing crystal of this floating entity
shimmers with a burning intensity, her words sound
with gusts of corrosive intensity.

Aura of Subjugation (Su): At 5th level the ruler’s RUBY REVELATION CR 17
control over his aura of subjugation improves and
the penalty to Will saving throws increases to –2 XP 102,400
and the penalty to Sense Motive checks increases
to –4. At 9th level the ruler’s aura increases to a 60 Eternal Dawning
foot radius and any ally within its area of effect
whom the ruler has chosen to exclude from its Human aegis† 2/incanterSoP 3/nexus† 3/trinity
penalties instead gains a +2 bonus to their Will
saving throws. angel† 10

Gilded Treads (Su): For one round any square this CG Medium humanoid (human)
emerald empyrean moves through cost 20 ft.
of movement for a chaotic or evil character to Init +2 Senses darkvision 60’; Perception +17
move through. As a full-round action, this emerald
empyrean can create a 20 ft. ward of protective Defenses
energy that extends out from you in a 10 ft.
radius sphere and lasts 1 turn. All allies within the AC 25, touch 15, flat-footed 22 (+10 astral armor, +3
area of this sphere gain spell resistance equal
to 14 against any effect cast or manifested by a protection aegis, +2 Dex)
creature whose alignment includes a chaotic or
evil component. Any creature with the chaotic or hp 142 (12d10 + 4d6 + 2d8 + 51+13 Essence of the
evil subtype attempting to enter this sphere must
succeed at a Will saving throw or be unable to Immortal + Akashic Imbued Body)
enter protected spaces for 1 round.
Fort +18, Ref +9, Will +18
Evasion (Ex): If this amethyst angel is in angelic form
and subjected to an attack that normally allows Defensive Abilities astral armor, auras, evasion,
a Reflex save for half damage, they take no
damage if they makes a successful saving throw. stalwart; cold resistance 23, electricity, and fire

Integrated Formation (Su): Trinity angels merge resistance 8, SR 22
veils and equipment seamlessly into their angelic
forms. DCs to recognize veils raise by +10 against Offense
an angelic form trinity angel. It requires a DC
20 perception check to correctly identify gear Speed 50 ft. fly (perfect), warp 55 ft.
wielded by an angelic form creature.
Melee telekinetically wielded gauntlets of the void
Riven Darts (Sp): A single standard actions may fire
all six riven darts. +24/+19/+14 (1d4+6+2d6 cold)

Stalwart (Ex): This trinity angel is able to resist effects Ranged destruction blast or planar detonation +16
with great willpower of fortitude. If it succeeds
on a Fortitude or Will save against an effect with ranged touch (5d6 piercing, bludgeoning, or 5d8
a partial effect on a successful save, it instead
suffers no effects from the attack. electricity; 1 essence burn to increase to 9d6 or

Telekinetic Combat (Su): While in angelic form, 9d8)
the emerald empyrean can use its Intelligence
modifier in place of its Strength in melee combat. Special Attacks breath weapon (30’-line 15d6 acid,

Trinity Assault (Su): Once per day the Emerald Reflex 25 for half), trinity assault, veils
Empyrean can pay 11 power points and unleash
a special burst of riven darts each dart inflicting Incanter Spheres Known (CL 12, 16 spell points;
5d4 + 2d8 piercing force damage and forcing
a Will save against recall agony on each target concentration +20)
inflicting 10d6 damage, which is halved on a
successful save. Destruction

Life—greater healing, mass healing, ranged

healing, restore health, restore mind, restore senses,

restore soul, resuscitate

Mind—command, courage, expanded charm,

powerful charm

Protection—luck, spell ward

Warp—quick teleport

Nexus Veils (VL 16; essence 13[14 with Trinity Focus])

7 essence—gorget of the wyrm (added with

astral armor, +1 essence effect from akashic

catalyst)

3 essence—guilded treads, vambrances of holy

scripture

3 essence—gauntlets of the void, stormcaller’s

band

Tactics

Before Combat If this ruby revelation is aware of

danger it will pay 2 spell points to use a group

courage charm grant a +3 morale bonus to all

attack rolls, saving throws, ability checks, and skill

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checks to itself and darkvision,
up to six allies for ectoplessence,
12 minutes. evasion, hardy,
During Combat improved armor,
This ruby psychic synergy
revelation will (incanter) x 2,
thin ranks with shape veil (lesser).
its gorget of the Convergence—
wyrm while flying Heavens 2 (Su): If
out of reach if the ruby revelation
possible and leave
hindering gilded is willing to take
treads trails to limit 1 essence burn, it
enemy tactics. If it may use planar
can determine
which foes detonation as a 90
are weak ft. line.
willed, it will Evasion (Ex):
command If this ruby
them to revelation is
remain still. in angelic
It revives form and
allies who subjected
fall when to an attack
tactically that normally
sound to do so. allows a Reflex
Morale Ruby is save for half
the Jewel of damage, they
Passion and ruby take no damage
revelations pursue
the vision of their if they makes a
own good. This successful saving
ruby revelation throw.
will inspire the Gilded Treads (Su):
weak and hold the
line as needed to stand For one round
against evil. any square
this emerald
Statistics empyrean moves
Str 8, Dex 15, Con 16, Int 14, Wis 12, Cha 27 through cost 20 ft.
Base Atk +15; CMB +23 (telekinetic combat); movement for a chaotic or evil
character to move through. As a
CMD 35 (telekinetic combat) full-round action, this emerald empyrean
Feats Akashic Imbued Body, Enhanced can create a 20 ft. ward of protective
energy that extends out from you in a 10 ft.
Capacity (gorget of the wyrm), Essence of the radius sphere and lasts 1 turn. All allies within the
Immortal, Extra Essence, Extra Talent (6) area of this sphere gain spell resistance equal
Skills Diplomacy+22, Knowledge (arcana) +12, to 14 against any effect cast or manifested by a
Knowledge (planes) +12, Knowledge (psionics) creature whose alignment includes a chaotic or
+12, Perception +20, Sense Motive +13, Spellcraft evil component. Any creature with the chaotic or
+21, Use Magic Device +29; Racial Modifiers none evil subtype attempting to enter this sphere must
Languages Common, Daestari, Xo succeed at a Will saving throw or be unable to
Other Gear cloak of charisma +4, headband of enter protected spaces for 1 round.
mental prowess +2 (Use Magic Device), least Integrated Formation (Su): Trinity angels merge
akashic catalyst, vest of resistance +3 veils and equipment seamlessly into their angelic
forms. DCs to recognize veils raise by +10 against
Special Abilities an angelic form trinity angel. It requires a DC
Astral Armor (Su): This trinity angel has manifested 20 perception check to correctly identify gear
wielded by an angelic form creature.
its angelic form astral armor. This grants it flight x2, Life Spherecasting (Su): This trinity angel may heal
stalwart and the following special customizations:

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Eternal Dawning: Jeweled Angels

allies for 6d8+24 hit points at a range of 55 feet for 0 essence—unicorn’s barding, unicorn’s
1 spell point. It may pay an addition spell point feathering (bound hands)
to extend this healing to up to seven creatures.
Targets that have died in the past round can See Akashic Bond/Vivification for remaining
be returned to life by this healing. Alternatively essence distribution.
it may pay 1 point to remove poison, blindness, PsionUP Powers Known/Prepared (ML 7th [8th with
confusion, ability drain, and negative levels.
Stalwart (Ex): This trinity angel is able to resist effects Overchannel], 34 power points; concentration
with great willpower of fortitude. If it succeeds +11)
on a Fortitude or Will save against an effect with 3rd—greater concealing amorpha, psionic blast
a partial effect on a successful save, it instead 2nd—concealing amorpha, energy stun, minor
suffers no effects from the attack. metamorphosis, swarm of crystals (15 ft. cone, 8d4
Telekinetic Combat (Su): While in angelic form, the slashing)
ruby revelation uses its Charisma modifier in place 1st—astral construct, crystal shard, ectoplasmic
of its Strength modifier in melee combat and for creation, ectoplasmic sheen, force screen
combat maneuvers. 0 (at will)—detect psionics, ectoplasmic trinket
Trinity Assault (Su): Once per day the ruby
revelation can pay 1 spell point, take 1 essence Tactics
burn and infuse the breath weapon of the gorget Before Combat If this sapphire savior is aware of
of the wyrm as a trinity assault dealing 15d6 acid
+ 9d8 electrical damage and 10d6 bludgeoning danger it will manifest force screen (taking its AC
damage along a 90 ft. line, a Reflex save of 26 to 23). Its active energy is currently cold. It will
halves all of these damages. invest 2 essence in three allies with akashic bond
Vambrances of Holy Scripture (Sp): Creatures granting them vivification.
damaging the Ruby Revelaton must make a During Combat This sapphire savior will manifest
Will save of 21 or become dazzled for 4 rounds. swarm of crystal at groups of foes while flying out
Dazzled creatures are instead blinded. of reach if possible. If only a single foe presents
itself it will use frigid rays to slow and damage
Sapphire Savior them. Essence will be redistributed each round
to support allies. If temporary hit points are
Deadly shards of crystal coalesce and collapse in expended they reallocate essence to grant fast
symmetrical arrays around this blue gem encased healing with unicorn feathering.
entity. Morale Sapphire is the jewel of Justice, and its
angels are not sent into the field until it is time to
SAPPHIRE SAVIOR CR 10 punish the guilty. When damaged below 50% hit
points it manifests greater concealing amorpha,
XP 9,600 heals allies, and continues its assault.

Eternal Dawning Statistics
Str 13, Dex 8, Con 12, Int 16, Wis 10, Cha 12
Human aegis* 2/radiant* 1/psionUP (shaper) 2/trinity Base Atk +9; CMB +13 (telekinetic combat); CMD 22

angel 6 (telekinetic combat)
Feats Akashic Augmentation, Exotic Weapon
LG Medium humanoid (human)
Proficiency (bastard sword), Extra Essence,
Init +0; Senses darkvision; Perception +0 Overchannel, Psionic Meditation, Talented, Trinity
Focus
Defenses Skills Acrobatics +13, Autohypnosis +11, Diplomacy
+10, Disable Device (with control object) +14,
AC 19, touch 10, flat-footed 19 (+9 astral armor) Knowledge (arcana) +12, Knowledge (psionics)
+12, Perception +11, Sense Motive +11, Spellcraft +5
hp 102 (8d10 + 3d6 + 44) Languages Common, Celestial, Daestari, Fade, Xo
Combat Gear power stone of concealing amorpha;
Fort +11, Ref +6, Will +13 Other Gear explorer’s kit, cloak of resistance +1

Defensive Abilities astral armor, evasion, stalwart Special Abilities
Akashic Bond (Su): This trinity angel may invest
Offense
essence in an ally within 60 ft. Each essence
Speed 50 ft. fly (perfect) grants them 5 temporary hit points, a +1 insight
bonus to saving throws, and vivification as below.
Melee telekinetically wielded +1 crystal bastard They usually spread this essence between 3
targets. See the radiant class for more details.
sword +13 (1d10+4) Astral Armor (Su): This trinity angel has manifested

Ranged frigid ray (4d6 cold damage, -10 to

movement speeds)

Special Attacks psionics, veils

Radiant Veils & Vivification (VL 5th; essence 8[9 with

Trinity Focus])

3 essence–Duxandus’ Icy Gaze

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its angelic form astral Unicorn’s Barding (Sp):
armor. This grants it flight, Allies with 30 ft. gain a +2
stalwart and the following sacred bonus to saving
special customizations: throws against fear or
darkvision, evasion, hardy, emotion effects. Essence
nimble, psychic synergy can increase this to by +1
(psion) per essence to a maximum
Evasion (Ex): If this amethyst of 2 essence (+4 bonus).
angel is in angelic form and Unicorn’s Feathering (Sp):
subjected to an attack that After an ally’s temporary hit
normally allows a Reflex save points have been depleted,
for half damage, they take the sapphire savior will shift
no damage if they make a essence as a swift action and
successful saving throw. then use a standard action to
Integrated Formation (Su): grant that target fast healing 11
Trinity angels merge veils and for 3 rounds provided they are
equipment seamlessly into their within touch range.
angelic forms. DCs to recognize Vivification (Su): This sapphire
veils raise by +10 against an savior has the Ferocity and
angelic form trinity angel. It Insight vivifications. For each
requires a DC 20 perception check point of essence invested in an
to correctly identify gear wielded by ally they gain the savior’s choice of
an angelic form creature. +2 insight bonus to damage or a +1
Stalwart (Ex): This trinity angel is able to enhancement bonus to Wisdom.
resist effects with great willpower and
fortitude. If it succeeds on a Fortitude or Reinforcing its allies while dispensing
Will save against an effect with a partial relentless justice is the method and focus of
effect on a successful save, it instead suffers this sapphire savior. A disciple of the Virtue of
no effects from the attack. Justice it avenges the wronged and protects the
Telekinetic Combat (Su): While in angelic form, weak. It maximizes strategy sending lethal shards
the ruby revelation uses its Wisdom modifier in of razor into enemy ranks and slowing fleeing
place of its Strength modifier in melee combat enemies with frigid rays. After softening enemies it
and for combat maneuvers. moves to healing those allies that need support.

580

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Eye Hunter

Eye Hunter Offense
Speed 20 ft., fly 10 ft. (perfect), swim 20 ft.
This writhing mass of tentacle eyestalk-maws Melee 12 bites +15 (1d8+4)
barely seems to hesitate between issuing eldritch Space 15 ft.; Reach 10 ft.
beams of power and snapping its flesh-rending Special Attacks eye rays +15 (DC 20), pounce
jaws together. Special Qualities vulnerable to sunlight

TWELVE-HEADED ELDRITCHAB EYE KINGAB HYDRA Tactics
CR 16 Before Combat if the eye hunter is aware of prey,

XP 12,800 it instinctively enhances it own power with both
N Huge aberrant outsider eagle’s splendor and true strike trying to gain
Init +5; Senses all-around vision, darkvision 60 ft., advantage immediately before a conflict. If it is
aware of energy using threats it will also use its
low-light vision, scent; Perception +17 eyestalk to gain immunity to that energy.
Defense During Combat If threatened physically, the eye
AC 36, touch 17, flat-footed 31 (+4 deflection, +5 hunter will use its divine power eyestalk on itself.
Otherwise it will stay above foes and summon
Dex, +19 natural, –2 size) creatures to overwhelm them while inflicting
hp 126 (12d10+60); fast healing 12 poison and lightning damage on stronger foes.
Fort +12, Ref +15, Will +5 Morale Unless driven below 12 hit points the eye
hunter fights relentlessly.

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PCohwapetrefru6l" EByesetiaRrya&yABNPC Gallery stump (a touch attack to hit) before they appear.
Acid or fire damage from area attacks can affect
One of an eye king’s eye rays is much more stumps and the body simultaneously. An eye
powerful than normal. hunter doesn’t die from losing its heads until all
are cut off and the stumps seared by acid or fire.
Prerequisites: Eye king template Central Eye Beam (Su): When an eye hunter’s
Benefit: An eye king can select any spell up to central eye is open, it constantly produces a
the maximum level allowed for one of your eye magical emanation in a 100-foot cone like the
rays in your other eye rays spell source severance .PC:F&P The eye hunter can
Normal: An eye king can only select a spell of suppress one source of supernatural power. it
a specific level if it has already selected at least may choose between arcane and divine. if you
one spell of all previous spell levels. are using expanded source origin mechanics you
can choose mental, primal, temporal, umbral or
Statistics entropic.
Str 19, Dex 20, Con 18, Int 2, Wis 9, Cha 19 (15 without Eyes or Eyestalks (Ex): An eye king has a roughly
spherical body with a single central eye on
eagles splendor) the front of its body. It has a number of eyes or
Base Atk +12; CMB +18; CMD 33 (can’t be tripped) eyestalks equal to the base creature’s racial hit
Feats Combat Reflexes, Iron Will, Lightning Reflexes, dice (minimum 1, maximum 20) that protrude
from the top of its head.
Lunge, Toughness, Weapon Focus (bite) Eye Rays (Su): Each of the eye king’s eye stalks
Skills Perception +17, Swim +12; Racial Modifiers +2 produces a single spell-like effect as a ray at
will once per round as a free action. Each ray
Perception has a range of 100 feet. The caster level for an
SQ hydra traits, regenerate head eye king’s eye rays is equal to its total racial Hit
Special Abilities Dice. All save DCs are Charisma-based. An eye
Fast Healing (Ex): An eye hunter’s fast healing ability king’s eye rays can be any spell that a sorcerer
or cleric of a level equal to the eye king’s total
is equal to its current number of heads (minimum Hit Dice may cast. If the eye king has sorcerer
fast healing 5). This fast healing applies only to or cleric class levels, those stack with its Hit Dice
damage inflicted on the eye hunter’s body. for purposes of which spells it can select. For a
Hyrdralike Traits (Ex): An eye hunter can be killed particular spell, an eye king must have spells of all
by severing all of its eyestalk-maws or slaying its lower levels (minimum 1st level) already selected
body. Any attack that is not an attempt to sever unless it has the Powerful Eye Ray feat (see sidebar).
an eyestalk-maw affects the body, including Once a spell is chosen for a particular eye at the
area attacks or attacks that cause piercing or eye king’s creation, it cannot be changed. For
bludgeoning damage. To sever an eyestalk-maw, example, before an eye king can assign a 3rd-
an opponent must make a sunder attempt with level spell to one of its eyes, it must already have
a slashing weapon targeting it. An eyestalk-maw assigned a 1st- and 2nd-level spell. No two of an
is considered a separate weapon with hardness eye king’s eye rays can produce the same spell.
0 and hit points equal to the eye hunter’s HD. To All eye ray spells affect a single target, no matter
sever an eyestalk-maw, an opponent must inflict what the original spell’s target, area, or effect is.
enough damage to reduce its hit points to 0 or RR 1s—true strike
less. Severing an eyestalk-maw deals damage RR 2nd—eagle’s splendor, mental barrier IIOA
to the eye hunter’s body equal to the eye RR 3rd—lightning bolt
hunter’s current HD. An eye hunter can’t attack RR 4th—divine power, poison
or generate that eye ray with a severed eyestalk- RR 5th—mind fog, mind thrust VOA
maw, but takes no other penalties. RR 6th—energy immunityUM (as per the word of
Regenerate Eyestalk (Su): When an eye hunter’s
eyestalk-maw is destroyed, two more regrow power), greater dispel magic, heal, summon
in 1d4 rounds (Roll a random scroll from the monster VI (summons only 1 monster per use)
Pathfinder Roleplaying Game Core Rule Book
or Ultimate Equipment to determine a new eye
rays effects re-rolling results above its spell limit,
see below). It cannot have more than twice its
original number of eyestalks at any one time. To
prevent new ones from growing, at least 5 points
of acid or fire damage must be dealt to the

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Fate Eater

Fate Eater Organization solitary
Treasure organs
This creature coils about luminous skeins of Special Abilities
ephemeral energy gnawing on them with vigor. Bound to the Loom (Su) Primordial fate weavers
Noting your interruption it seems quite perturbed.
are unusually resistant to being summoned via
PRIMORDIAL FATE EATER CR 11 magic. Attempts to do so have an 80% + 1% per
hit dice of the fate eater chance of failing utterly
XP 19,200 (maximum 99% failure).
Foresight (Su) Creatures with the time subtype
Unaffliated are able to see a few seconds into the future
preventing them from being surprised, caught
Primordial Fate Eater flat-footed, or flanked. It also grants the creature
an insight bonus to AC equal to its Wisdom bonus.
N Medium outsider (extraplanar, time) This ability can be negated, but can be restarted
as a free action on the creature’s next turn.
Init +5; Senses lifesense 60'; Perception +20 Primordial Spectral Bite (Su) When a primordial
fate eater scores a critical hit against a target,
Defenses it damages not only the creature but also
the threads of its fate. Each successful critical
AC 27, touch 18, flat-footed 26 (+1 Dex, +5 changes the character’s past or future (Will save
DC 20). Roll 1d10 on the table below for each
deflection, +2 insight, +9 natural) critical hit:

hp 105 (14d10+28) d10 Result

Fort +8, Ref +5, Will +10 (+4 vs time related effects) 1 Twinned Experience: Gain a level in a new
class or retrain 1d10 levels (GMs choice).
Defensive Abilities foresight, temporal resilience; DR
2 Trauma Amputation: Gain a +2 enhancement
10/cold iron; Immune critical hits, flanking, mind- bonus to Will saves.

affecting effects, sleep, surprise 3 Lost Potential: Suffers 2 ability damage (random
ability), a critical failure makes this drain.
Offense
4 Took A Different Path: Gains 2 negative levels
Speed 30 ft., Climb 40 ft. and 2 ranks in a profession skill.

Melee spectral bite +12 (4d8/19-20 + special) 5 Boots of Another: Changes gender (20%),
species (70%), or both (10%).
Space 5 ft., Reach 5 ft.
6 Eyes of Another: Switch to opposing alignment,
Special Attacks Neutral changes to random alignment

Spell-Like Abilities (CL 12; concentration +16) 7 Blinded by Alternates: Gains the confused
condition for 1d6 rounds.
constant—nondetection, true seeing
8 Shifting Memories: Loses 2 ranks from a single
at will—quickened dimensional anchor random skill, and gains 2 ranks in a random
untrained skill.
Tactics
9 Untied from the Loom: Character is affected by
Before Combat Fate Eaters always start combat time shudder for 1d6 rounds.

by dimensionally anchoring opponents so they 10 Not So Fast: Unable to use one random feat or
class ability for 1d4 rounds.
may then feed upon the victim’s destiny with their
Another Will save may be made every 24 hours
spectral bite. to dispel any effects without a stated duration.
Each day the DC increases by 1 as the character
During Combat Fate eaters will always attack becomes more entrenched in this new destiny.
GM Option: If the initial save is made by 5 or
theletos aeons first if any are present. more, the target can attempt to direct the
change: replacing age, race, alignment, skill
Morale Fate eaters will always flee if a norn is ranks, or feats with other legal choices. For
instance, some GMs might allow an avoided
present, otherwise they will fight until there are drained level to be replaced with a level in a
completely different class. This is an option often
now fates left to consume.

Statistics

Str 10, Dex 12, Con 14, Int 18, Wis 16, Cha 9

Base Atk +12; CMB +12; CMD 23

Feats Alertness, Combat Reflexes, Improved

Critical (bite), Improved Initiative, Iron Will,

Quicken Spell-Like Ability (dimensional anchor),

Weapon Focus (bite)

Skills Bluff +18, Diplomacy +12, Knowledge (arcana)

+ 20, Knowledge (history) +30

Knowledge (planes) +30, Knowledge (religion) +20,

Perception +20, Sense Motive +20, Stealth +18

Languages telepathy 100'

SQ sound mimicry (voices)

Other Gear organs

Ecology

Environment The Loom, near ethereal storms, great

historic events

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Feastlayer

A beautiful spread of delectable
morsels and ripe to bursting fruit
encircle this curious creature
wrought in luminous vines.

FEASTLAYER CR 5

XP 1,600

Lightbringer

N Medium fey

Init +2; Senses

darkvision 60

ft., low-light

vision, greensight;

Perception +13

Defenses

AC 19, touch 12, flat-footed

17 (+2 Dex, +7 natural)

hp 36 (8d6+8); fast healing 10

Fort +5, Ref +8, Will +8

DR 5/cold iron

Offense

Speed 30 ft.; climb 30 ft.

Melee shining staff +9 (1d6+6 plus disease), 3

slams +6 (1d4+2 plus grab) or

4 slams +8 (1d4+4 plus grab)

Space 5ft.; Reach 10 ft.

pursued by Special Attacks constrict (2d4+6 plus disease)
members of the
Chrysalis Covenant. Spell-Like Abilities (CL 8th; concentration +9)
Temporal Resilience (Ex):
Creatures with this ability At will—entangle (DC 12), faerie fire
are resistant spells and effects that
manipulate time. They gain a +4 bonus on 1/day—daylight, goodberry (plus disease)
saving throws against all time-related spells and
effects (including revelations from the oracle time Statistics
mystery, time stop, temporal stasis, and the like).
Str 18, Dex 15, Con 12, Int 11, Wis 15, Cha 12
Rumored to have predated creation itself, the primordial
fate eaters are the progenitors of the fate eaters of the Base Atk +4; CMB +8 (+12 grapple); CMD 20
Loom and all other known variants of the species.
Possessed of cold, seemingly erratic intellect it is thought Feats Combat Reflexes, Great Fortitude,
their consumption of the threads of destiny follows some
bizarre and esoteric grand design. Improved Great Fortitude, Multiattack^B

The organs of a primordial fate eater are rumored to be Skills Acrobatics +13, Climb +12, Knowledge
far more potent when consumed than those of its lesser
kin. (nature) +11, Perception +13, Sleight of Hand +13,

Stealth +13, Survival +13

Languages Common, Sylvan

SQ death curse, restful death, tree jump,

woodland stride

Ecology

Environment any forest

Organization solitary, pair, or grove (3–6)

Treasure standard

Special Abilities

Death Curse (Su) When a creature slays a

feastlayer, the slayer is affected by the curse of

fertile ground.

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Feastlayer

Curse of Fertile Ground: save Will DC 15; effect engines toward the city, now feastlayers usually
creature is impeded by any plant it comes congregate in small groups or hide alone in hopes that
near (treat all squares within reach of animate they can capture loners or isolated groups that they can
and inanimate plant as difficult terrain). It must transform into more fey. They sometimes place their
succeed at a Reflex save whenever it makes an diseased food where it might be consumed by unwary
initiative check or be entangled and unable to mortals (who must succeed at a DC 20 Survival or
move for 1 minute. When the target is dying or Knowledge [nature] check to notice the threat). Their
dead for at least 2 rounds, it instantly transforms food is far more delicious than it is possible for mundane
into a new fey of equal CR with only fragmented food to be; those who eat it have been known to starve
memories of its former life. The original creature to death, unable to stomach anything less perfect ever
is effectively dead and can be restored to life again. Some steal a group’s food until the only option
normally. will eventually turn them into fey. Hyraeatan’s parents
Disease (Su) Fey Hunger—ingested or injury: save tell tales of these creatures to their children to discourage
Fort DC 15; onset 1 hour; frequency 1/8 hours; them from wandering off or eating strange things.
effect 1 Con and 1d2 Wis, target become
nauseated for 1 round whenever it consumes Most feastlayers awaken with slavish love for their
food or liquids, and if reduced to 0 Wisdom the Flowered Queen and righteous fury at the crimes of city
target dies and transforms into a new fey of equal of that has birthed them, but since the essence of the
CR; cure 2 consecutive saves. The save DC is blood that spawned them is a part of their very being,
Charisma-based. some have very different personalities. Some even fought
Shining Staff (Ex) The feastlayer’s shining staff is to defend Hyraeatan from their fellow fey. They often
like a masterwork quarterstaff that it can wield have templates to make them more similar to the creature
with a single limb. The staff is required for it to they are “rebirthed” from, such as advanced, giant, young,
use its spell-like abilities. If lost or destroyed, the or class templates (Pathfinder Roleplaying Game Monster
feastlayer can grow a new staff in 1 week. Four Codex) or mythic templates (Pathfinder Roleplaying Game
feastlayers working together can cast heroes’ Mythic Adventures) in the case of creatures with many
feast once per day. Any food the feastlayer class levels or mythic tiers.
creates is supernaturally delicious but diseased.
Tree Jump (Su) A feastlayer can travel short
distances between trees as if via dimension door
as part of a move action. The feastlayer must
begin and end this movement while adjacent to
a tree trunk (alive or dead). The feastlayer can
travel in this manner up to 120 feet per day. This
movement must be used in 10-foot increments
and does not provoke attacks of opportunity.

Although the Orchard District was ostensibly reclaimed
from the vengeful Hyandil long ago, it remains rife
with dangers she planted. One of the most commonly
encountered is the feastlayer, also called “vernal seraphs”
for the ominously wing-like shapes their luminescent
tendrils take when at rest. They grow from the soil of
the Glarewood and isolated patches of the Verge stained
by the blood of intelligent creatures slain during the
Lightbringer Incursion.

Whereas they once stormed the city in vast ranks
alongside treants and the trees they herded as siege

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Chapter 6" Bestiary & NPC Gallery

Fluid Soul Lightning Reflexes, Minor Becoming, Power
Attack, Skill Focus (Perception), Toughness,
The rippling flesh of this shifting creature resolves Weapon Focus (claw)
into a wild looking woman with clawed fingers. Skills Acrobatics +12, Bluff +9, Diplomacy +9, Heal
+12, Intimidate +6, Knowledge (planes) +6,
FLUID SOUL CR9 Perception +11; Racial Modifiers +2 Perception
Languages Common, Elven, Protean
XP 6400 SQ armor training 1, elf blood
Combat Gear potion of cure moderate wounds;
Chrysalis Covenant Other Gear +2 mithral scale mail, amulet of
mighty fists +1, 400gp
Female half-elf fighter 5 / fluid soul 5
Special Abilities
CG Medium humanoid (elf, human) Alter Self (Su): At level 1 a fluid soul gains the ability

Init +5; Senses low-light vision; Perception +11 to utilize alter self as a supernatural ability at will.
Energy Immunity (Ex): At level 5 a fluid soul gains
Defenses
immunity to a single type of energy: fire, cold,
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex) acid, electricity, or sonic. Once chosen this
immunity cannot be changed.
hp 95 (10d10+40) Shadow Blending (Su): Attacks
against Rezina in dim light have
Fort +11, Ref +8, Will +6 (+1 vs. fear); +2 vs. a 50% miss chance instead
of the normal 20% miss
enchantments chance. This
ability does
Defensive Abilities shadow blending; not grant total
concealment; it
Immune electricity, sleep just increases the miss
chance.
Offense Tooth and Claw (Ex): At
level 3 a fluid soul gains
Speed 30 ft. a bite attack that deals
1d6 points of damage
Melee 1 bite +14 (1d6 +4) and 2 plus your Strength modifier
and two claws that each
claws +15 (1d4 +4) deal 1d4 points of damage
plus your Strength modifier.
Space 5 ft., Reach 5 ft. These attacks are primary
natural attacks allowing you
Special Attacks weapon to make one bite attack and
two claw attacks as a full attack,
training (natural +1) using your full base attack bonus.
These physical features can be
Tactics manifested or suppressed as a
swift action.
During Combat Viewing
This fluid soul considers herself
struggle and physical to be a hybrid of indigenous and

pain as requisite paths emigrant lineages come to the
City. As such, she attempt
towards her ever- to represent a balance view
for the good of the whole
progressing Change, while pursuing her next
Change with a fervor
the fluid soul takes a rarely seen.

front line in combat.

Attacking with her

natural weapons

by preference, she

uses power attack to

increase her damage,

and prefers areas of lower

light to take advantage

of her possession of the

typically fetchling ability of

shadowblending.

Morale Resolute and dedicated,

she will fight to the death

unless ordered to flee by a

higher ranking member of the

Chrysalis Covenant.

Statistics

Str 16, Dex 13, Con 16, Int 12,

Wis 9, Cha 10

Base Atk +10/+5; CMB +13;

CMD 24

Feats Combat Reflexes,

Improved Initiative, Iron Will,

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Fungal Terror (Ai-Go)

Fungal
Terror
(Ai-Go)

Emerging from the seething mi-go masses surges
forward a massive chitinous horror resembling but
surpassing them… within your mind you hear a
disembodied voice begging for release.

AI-GO CR 18 Special Attacks Evisceration, Grab
Sneak Attack +9d6
XP 153,600 Psion Powers Known/Prepared (From Brain

NE Large plant Cylinder) (ML 13, 173 power points;
concentration +17)
Init +11; Senses Blindsight 30, Low-light Vision; 7th—crisis of life (DC 21), energy wave(DC 21)
6th— aura alteration, co-opt concentration,
Perception +32 mass cloud mind (DC 20), temporal acceleration
5th— adapt body, leech field, mind probe (DC
Defense 19), power resistance
4th— aura sight, energy adaptation, fatal
AC 37, touch 18, flat footed 30 (+7 Dex, +20 Natural, attraction (DC 18) , psionic dominate (DC 18)
3rd— body adjustment, energy bolt (DC 17),
+1 feats, -1 size) energy wall, hostile empathic transfer (DC 17)
2nd— concealing amorpha, recall agony (DC
hp 320 (28d8+196); 16), share pain (DC 16), thought shield
1st— control light, energy ray, mind thrust (DC 15),
Fort +23, Ref +16, Will +13 telempathic projection, telepathic lash (DC 15)
0 (at will)— conceal thoughts, mind thrust (DC
Damage Reduction (Ex) 5/slashing, Immunity 14)

to cold, plant traits, no breath; Resistance to

electricity 10, fire 10

Offense

Speed 30, fly 50ft. (good)

Melee

Single Attack Claw +29 (2d6+5) (Grab (Ex) claws)

Full Attack 4 Claw +29 (2d6+5)(Grab (Ex) claws)

Space 10ft.; Reach 10

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Tactics has grappled. When an ai-go makes a successful
Before Combat If aware of danger this ai-go grapple check, in addition to any other effects
caused by a successful grapple, it deals sneak
manifests concealing amorpha from its captive attack damage to the victim. A creature that
brain cylinder for defensive purposes and aiding takes this damage must succeed at a DC 31
Stealth options. It will assume a position to gain Fortitude save or take 1d4 points of ability
benefits from its Flyby Attack feat. damage from the invasive surgery (the type of
During Combat This ai-go will utilize energy ability damage dealt is chosen by the ai-go at
area attacks to spread chaos and divide its the time the evisceration occurs). The save DC is
foes attempting to identify those with unique Dexterity-based.
abilities that it can attempt to capture for Grab (Ex): If a creature with this special attack hits
brain extraction. If it feels it has control of the with the indicated attack (usually a claw or bite
combat it will manifest mind probe trying to gain attack), it deals normal damage and attempts to
information about the foes it faces. It will only use start a grapple as a free action without provoking
crisis of life if it is near enough to harvest the dying an attack of opportunity. Unless otherwise noted,
mind or if it feels it losing a battle. grab can only be used against targets of a size
Morale This fungal terror has never lost and only equal to or smaller than the creature with this
understand defeat as a concept, if it feels its ability. If the creature can use grab on creatures
mission is in danger it will resort to the most lethal of other sizes, it is noted in the creatures Special
attacks available and scavenge the remains. Attacks line. The creature has the option to
conduct the grapple normally, or simply use the
Statistics part of its body it used in the grab to hold the
Str 20, Dex 24, Con 25, Int 29, Wis 18, Cha 19 opponent. If it chooses to do the latter, it takes
Base Attack +21 CMB +26 CMB Bonus +4 grapple; a -20 penalty on its CMB check to make and
maintain the grapple, but does not gain the
CMD 41 CMD Bonus +8 vs. trip grappled condition itself.
Feats Combat Reflexes, Deceitful, Dodge, Flyby Creatures with the grab special attack receive a
+4 bonus on combat maneuver checks made to
Attack, Hover, Improved Critical (claw), Improved start and maintain a grapple.
Feint, Improved Initiative, Improved Natural Harvest Brain Cylinder (Su) An ai-go may ingest
Armor, Improved Natural Weapon, Outflank, a prepaired brain cylinder to slave the donor
Precise Strike, Weapon Finesse, Weapon Focus creatures skills and abilities as its own. It may
(claw) always make skill checks with any ingested brain
Feats (from Brain Cylinder): Combat Manifestation, cylinder in addition to its own (if applicable)
Extend Power, Greater Power Penetration, Greater and take the best result. It may substitute any
Psionic Endowment, Overchannel, Persuasive, feat a brain cylinder has for one of its own as a
Power Penetration, Psionic Endowment, Psionic free action once a turn. Ai-go may have one
Meditation, Quicken Power ingested brain cylinder per 10 hit dice. An attack
Skills Bluff +32, Disable Device +35, Fly +35, Heal against a separate AC of 40 can damage the
+32, Knowledge (arcana) +37, Knowledge membranes holding the brain cylinder inside.
(geography) +37, Knowledge (nature) +37, These membranes have 50 hit points after which
Perception +32, Spellcraft +37, Stealth +35, Use they release a cylinder; damage exceeding this
Magic Device +32 from a single attack is applied against the brain
Skills (from Brain Cylinder): Autohypnosis +13, Bluff cylinder. The above ai-go has a 13th level aasimar
+14, Diplomacy +18, Intimidate +5, Knowledge psion telepath named Khandi’s brain cylinder
(arcana) +13, Knowledge (geography) +12, ingested and currently has room for another. A
Knowledge (local) +15, Knowledge (nobility) +15, mythic creature’s brain causes the ai-go to be
Knowledge (psionics) +15, Knowledge (planes) considered mythic.
+12, Sense Motive +12, Spellcraft +12 Hissing Susurrus (Su) An ai-go with an ingested
Languages Common, Aklo, Anadic, Edsendic, Mi- brain cylinder constantly burbles the telepathic
Go, Sorkamrian, Thurildic, Undreamt whispers of its enslaved brains. The random
thoughts and bodiless terror of the captive minds
Ecology radiates a 30 ft. fear aura of a DC 29 Will save or
Environment any become shaken. The ai-go cannot suppress this
Organization Solitary, Pair, Hunting party 1 with 3-9 aura.
Item Creation (Ex) An ai-go possesses the ability to
mi-go, Starforce 1-3, with 1 oma and 6-18 mi-go
Treasure Standard x 2

Special Abilities
Evisceration (Ex) An ai-gos claws are capable

of swiftly and painfully performing surgical
operations upon helpless creatures or those it

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Hag, Void

Hag, Void

create strange items that blur the line between This giant woman has desiccated skin and enormous
magic and technology, given time and resources. claws that crackle with dark energy. Her clothing is
This ability allows an ai-go to ignore all of the tattered like a funerary shroud.
Item Creation feat requirements and spellcasting
requirements for creating a magic item; the VOID HAG CR 13
resulting item is always mi-go technology.
An ai-go can use the Heal skill to craft mi-go XP 25,600
technology. When an ai-go uses this ability to
craft an item, it must use a larger amount of CE Large monstrous humanoid
strange ingredients and expendable resources—
this effectively doubles the gp cost to create the Init +7; Senses blindsense 60 ft., darkvision 60 ft.;
item.
Mindslave Multitasking (Su) Ai-go’s can take an Perception +22
additional standard action per ingested brain
cylinder per round but only to use abilities, Defense
powers, and spells from a brain cylinder and only
one action per cylinder can be taken. AC 28, touch 12, flat-footed 25 (+4 armor, +3 Dex,
Psychonecrous Manfestation (Su) Through a
combination of psychic magic, necro-artifice, +12 natural, –1 size)
and weird science ai-go can cast spells, manifest
powers, and use any other class feature (such as hp 184 (16d10+96)
veilweaving) or spell-like ability of an ingested
brain. All spells cast this way are considered Fort +13, Ref +15, Will +13
psychic spells (and use the Mental origin for
Source Origin mechanics). Brains with class levels Defensive Abilities negative energy affinity, DR 10/
above the ai-go’s current CR should raise its CR
for each level higher. cold iron and magic; Immune cold, confusion,
Rapid Extraction (Ex) An ai-go that takes a creature
below 0 hit points with its evisceration ability may insanity effects; SR 24
attempt a Heal check with a DC of 30 + the HD
of the creature targeted. If it does so, it can ad- Offense
hoc a brain-cylinder and ingest it as a standard
action. The harvested brain cylinder’s additional Speed 30 ft., fly 50 ft. (good)
standard action may be used the same round it is
consumed. Melee 2 claws +22 (1d8+7 plus plus 4d6 negative
Starflight (Su) An ai-go can survive in the void of
outer space. It flies through space at incredible energy and grab)
speeds. Although exact travel times vary, a trip
within a single solar system normally takes 3d20 Space 10 ft.; Reach 10 ft.
months, while a trip beyond normally takes 3d20
years (or more, at the GMs discretion)-provided Special Attacks obliterating claws
the ai-go knows the way to its destination.
Spell-Like Abilities (CL 16th; concentration +20)
What little lore regarding the ai-go that exists is tied to
the dissection of four of the creatures by Steamwalker Constant—detect good, detect magic, see
scientists assisting the Imperial Researchers of Sorkamria
on the Prime World of Hanar. These terrifying creatures invisibility, mage armor
appear to have been mi-go that have been repeatedly
crossed with other aberrant strains such as cerebral At will—blur, crushing despair (DC 18), invisibility
scourges and neh-thalggu. The resulting creature is a
psychic chimera of enslaved brains and the most potent (self only), ray of exhaustion (DC 17)
expression of the mi-go’s original form.
3/day—mass inflict moderate wounds (DC 20),

suffocationAPG (DC 19)

Statistics

Str 25, Dex 16, Con 23, Int 19, Wis 16, Cha 18

Base Atk +16; CMB +24 (+28 grapple); CMD 37

Feats Combat Reflexes, Great Fortitude, Hover,

Improved Initiative, Intimidating Prowess,

Lightning Reflexes, Power Attack, Vital Strike

Skills Acrobatics +19, Bluff +12, Fly +16, Intimidate

+30, Knowledge (arcana) +12, Knowledge

(planes) +12, Knowledge (any one other) +12,

Perception +22, Sense Motive +11, Sleight of Hand

+19, Stealth +18

Languages Abyssal, Aklo, Common, Giant, Infernal

SQ no breath

Ecology

Environment vacuum or cold marshes

Organization solitary or coven (void hag and 2

other hags)

Treasure standard

Special Abilities

Negative Energy Affinity (Su) Though a living

creature, a void hag reacts to negative energy

as if it were undead; it is healed by both positive

energy and negative energy.

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Obliterating Claws Most void hags spend countless hours
(Su) A void hag can studying the ends of things: genocides, the
choose to deal an
additional 4d6 points destruction of planetoids, or the extinguishing
of negative energy of demiplanes. When possible, they engineer
damage with its these ends to test hypotheses or simply to
claw attacks; this revel in the annihilation. Void hags’ study
does not take an often brings them into organizations
action, and the void dedicated to the end of things, such as
hag can decide the Blackblades, although a few rare void
with each claw hags might end up in other organizations
attack it makes. This in Hyraeatan as they pursue their
additional damage independent inquiries. Rumors persist of
is not multiplied a void hag coven among the Chrysalis
on a critical hit. A Covenant or the Bookbinders—both
creature reduced parities have issued denials—studying
to 0 or fewer hit the eradication of past plagues. Void
points by a void hag’s hags are gifted scholars within
claw attack dealing their idiosyncratic realms of
negative energy expertise, although anyone
damage must succeed seeking their wisdom is
at a DC 24 Fortitude save cautioned to tread carefully
or be immediately slain to avoid becoming the hag’s next
and reduced to dust (as subject of study.
the disintegrate spell). A void Void hags stand 11 feet tall and
hag can touch itself with a claw weigh 600 pounds.
as a standard action to heal
4d6 points of damage. The save DC is Void Hag Covens
Constitution-based.
A hag coven containing a void hag loses access to the
Void hags are selfish, evil creatures who appear as control weather and reincarnate spell-like abilities. Instead,
large, desiccated crones. Like many hags, they delight the coven gains access to disintegrate (DC 19) and
in destruction and despoliation, but void hags are nightmare. When all three hags of the coven are within
specifically attracted to utter annihilation: rather 10 feet of one another, the other hags gain the negative
than simply kill their opponents, they prefer to utterly energy affinity ability of the void hag. Void hags rarely
eliminate them if possible. Void hags are as skilled form covens with other void hags, but eagerly form covens
with magic as other hags, although they prefer abilities with hags of lesser power in order to boost their own
that devastate bodies and minds rather than trickery or abilities or knowledge.
shapeshifting. Adept at manipulating necromantic forces,
void hags draw rejuvenation from negative energy and
use it against their enemies. Void hags appreciate the cold
emptiness of space and of infinitely empty planes, and
their frequent excursions there provide them with a cold
clarity and focus that others lack.

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Icegrave Sentinel Captain

Icegrave Sentinel Captain

ICEGRAVE SENTINEL CAPTAIN CR 15

XP 51,200 “It is not the

Icegrave Enclave bodies of the

Fetchling paladin (Icegrave sentinel) 16 dead we guard here.

LE Medium outsider (native) No, the Icetomb is meant

Init +5; Senses darkvision, low-light vision; Perception to keep their secrets. And

+16 we have no reason not

Defenses to add more of one to

AC 27, touch 12, flat-footed 26 (+10 armor, +1 protect the other.”

deflection, +1 Dex, +1 natural, +4 shield ) —Captain Ovirius, Icegrave

hp 168 (16d10+80) Encclave

Fort +16, Ref +8, Will +15 Statistics
Str 16, Dex 12, Con 18, Int 12, Wis 16, Cha 10
Defensive Abilities shadow bending; Resist cold 5, Base Atk +16; CMB +18; CMD 29
Feats Cleave, Critical Focus, Command Undead,
fire 30, electricity 5; Immune charm, disease, fear,
Great Cleave, Improved Initiative, Power Attack,
poison Vital Strike, Weapon focus (longsword)
Skills Diplomacy +13, Heal +8, Knowledge (history,
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), religion) +12, Knowledge (planes) +3, Perception
+16, Sense Motive +16, Stealth +3; Racial Modifiers
resolve (10 ft.) +2 Knowledge (planes), +2 Stealth
Languages Common, Aquan
Offense SQ aura, code of conduct, divine bond (weapon
+4, 3/day), touch of corruption (8d6, 10/day),
Speed 20 ft. (30 ft. without armor) cruelties (cursed, paralyzed, shaken, staggered)
Combat Gear potion of haste; Other Gear +3
Melee +2 axiomatic longsword +22/+17/+12/+7 banded mail, +2 heavy steel shield, +2 axiomatic
longsword, amulet of natural armor +1, belt of
(1d8+5/19–20/×2) physical might +2 (Str, Con), cloak of resistance
+2, headband of inspired wisdom +2, ring of
Ranged +1 light crossbow +19 (1d8+1/19–20/×2 protection +1, silver holy symbol, platinum rings for
shield other (2, worth 50 gp each), 1,000 gp
Special Attacks channel negative energy (DC 19,
Icegrave Sentinel Captains are usually found guarding
8d6), smite chaos 6/day (+2 attack and AC, +16 the most at-risk tombs and valuable tomes, as well as the
front of the Tower of Ice itself. On occasion they are also
damage) sent after some of the strongest rogue necromancers at the
head of a squadron of their fellows.
Fetchling Spell-Like Abilities (CL 16th; concentration

+16)

1/day—disguise self (humanoid only), plane shift

(self only, to the Shadow Plane or the Material Plane

only), shadow walk (self only)

Class Spell-Like Abilities (CL 16th; concentration +19)

At-will—detect chaos

Class Spells Prepared (CL 13th; concentration +16)

4th—dispel chaos

3rd—dispel magic, magic circle against chaos

2nd—delay poison, owl’s wisdom, resist energy,

shield other

1st—divine favor (2), detect undead, lesser

restoration

Tactics

Before Combat The Icegrave sentinel casts resist

energy (fire).

During Combat The Icegrave sentinel uses her

divine bond to give her weapon the icy burst and

keen properties. If outnumbered, she drinks her

potion of haste.

Morale Icegrave sentinels know the value of a

tactical retreat. However, if guarding the Tower of

Ice or another Enclaved-affiliated structure they

willingly fight to the death.

Statistics

Base Stats Without resist energy, the Icegrave

sentinel’s statistics are: Resist cold 5, electricity 5

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Knight cunning and detects evil in the area
of Three
Roads of potential foes. If they do detect

This figure regards you with a a source of evil, they cast bull’s
curious posture as they warily bar
your way, heavy pick braced in a strength on themself before
defensive position.
combat begins.
SAMAEL, KNIGHT OF THREE ROADS
CR 6 During Combat When a fight

XP 2,400 does break out, Samael
Steamwalkers
Middle-aged agender dwarf paladin focuses their detect evil

(knight of three roads) 7 spell-like ability on each foe
LG Medium humanoid (dwarf)
Init +3; Senses darkvision; Perception +4 individually, using their study

(+6 stonecunning) evil class feature to strengthen
Defenses
AC 15, touch 10, flat-footed 15 (+0 Dex, +5 armor) their allies against the creatures
hp 64 (7d10+21)
Fort +7, Ref +3, Will +6; +2 vs poison, spells, and spell- with the strongest evil auras

like abilities first. After doing so, if their foes
Defensive Abilities channel positive energy,
seem strong enough to pose a
defensive training, divine bond, hardy, lay on
hands 5/day, mercies (shaken and dazed), threat, they call upon their divine
stability
Offense bond (generally choosing either
Speed 20 ft.
Melee +1 heavy pick +12 (1d6+7 P, 20/x4), cold iron flaming or keen, but against
greataxe +11 (1d12+6, 20/x3), alchemical silver
heavy flail +11 (1d10+5, 19-20/x2) foes that seem heavily-armored
Space 5 ft., Reach 5 ft.
Special Attacks divided study, hatred, study evil +4 or resistant to fire, they will
(+5 against aberrations and outsiders with the evil
subtype) simply increase their weapon’s
Class Spell-Like Abilities (CL 7th; concentration +9)
at-will—detect evil enhancement bonus by +1),
Paladin Spells Prepared (CL 4th; concentration +6)
1st—divine favor, know the enemy UM cast divine favor, and move into
2nd—bull’s strength
Tactics melee, trying to get into a position to use their
Base Stats Without bull’s strength and their potion of
cat’s grace and potion of fox’s cunning, Samael’s Cleave feat. If their opponents appear hard to
stats are as follows:
AC 13, touch 8, flat-footed 13; Ref +0 hit, they will not use Power Attack, but they will
Str 14, Dex 7, Int 14
Skills Appraise +2 (+4 for nonmagical metals use said feat against enemies that appear to be
and gems), Diplomacy +10, Knowledge
(dungeoneering) +14, Knowledge (planes) +14, unarmored or wearing light armor.
Knowledge (religion) +13, Perception +4 (+6
stonecunning) Morale Samael will fight to protect their allies, but
Before Combat If expecting a fight, Samael drinks
their potion of cat’s grace and potion of fox’s knows that their work is not done. If reduced to

below 33 hp while at least half of their allies are

unconscious, they will channel positive energy

and withdraw. Once away from the combat, they

will cast know the enemy to learn more about the

foe that caused the most trouble.

Statistics

Str 18, Dex 11, Con 13, Int 18, Wis 13, Cha 14

Base Atk +7; CMB +9; CMD 18 (+4 vs bull rush or trip)

Feats Cleave, Down The Learned Road

(aberrations, outsiders [evil]), Power Attack,

Toughness

Skills Appraise +4 (+6 for nonmagical metals

and gems), Diplomacy +10, Knowledge

(dungeoneering) +16, Knowledge (planes) +16,

Knowledge (religion) +15, Perception +4 (+6

stonecunning); Racial Modifiers +2 Appraise

(nonmagical metals and gems), +2 Perception

(stonecunning)

Languages Common, Dwarven, Celestial, Abyssal

SQ aura of good, divine scholar, knowledgeable,

stonecunning

Combat Gear potion of cat’s grace, potion of fox’s

cunning; Other Gear +1 heavy pick, cold iron

greataxe, alchemical silver heavy flail, +1 mithral

chain shirt, lesser talisman of warrior’s courage OA,

wooden holy symbol of an unknown deity, 106 gp

592

Jacob Cinciripini (Order #18219176)

The Kyton Exarchs

The Kyton Exarchs Vidaeus’ form is a massive patchwork of interstitched
organs and discarded limbs. They are beyond sex and
Although a number of the Kyton Exarchs who abandoned gender, beyond the crude concept of a mere single body.
the Vile Geometries for the Shadow Plane are high- When they tire of their form, they simply adopt a new
profile enough to have been catalogued by scholars, one, sometimes massacring dozens of lesser beings
their exact number is unknown. Most available evidence brought into their domain by servitors in order to freshen
suggests that the Exarchs put in motion the plan to up their neural pathways. On occasion, they adopt the
subvert the Judges of the City of Seven Seraphs even form of a singular being they have previously assimilated
before their (possibly self-imposed) exile from the into their form, whether for diplomatic reasons or to
realms of law. With the judow now freed from their torment a foe with a familiar face. Of the known Kyton
control, the kyton have returned to that same drawing Exarchs, the Many-Fleshed is unquestionably the most
board, seemingly obsessed with creating a servitor powerful, and scholars tremble to consider that anything
race whose obedience is truly unswayable. Each of more horrid than them exists in the Shadow Plane.
the known Exarchs plays a different role in this dark
scheme, curtailed to their own specific array of twisted Vidaeus seeks to draw undesirable psychic emanations
proclivities. from the followers of the judow hero Somay—the rebel
judow whom the Exarchs captured during the Wonder
Vidaeus the Many-Fleshed
Wars known as the Unbroken—
In the shadows of Globus’ eternally-eclipsed moons, and transfer that
Vidaeus took their form over eons of slaughter. The flesh energy to
that rained from the stratosphere above became their Prima via
mantle—they cloaked themselves in the flesh rended a complex
by the cold, bladed skies. An incomprehensibly harsh series of
environment by nearly any humanoid standard, rites to be
Vidaeus was the apex carried
predator of out by his
Globus. servitors,
Once a ensuring
kyton who that the
mastered judow are
the sorcery forever robbed
of lunar ebb and of the wonder
flow across many planar which freed
vistas, few know the profane them from their
crime they committed which masters’ control.
condemned them to slither Most importantly,
across the moons, drifting Vidaeus must
between the shadowed succeed in their
lunar cages to assimilate task when the
orgies of flesh into their moons of Globus
being. Certainly none can are fully aligned
say why they were exiled with those of
to their own realm, the Nyctus in order
Crawling Charnel—a to harness the
infinite landscape of energy of the
twisted clawing beings resultant killing
seemingly made by the frenzy among
Exarchs of kytonkind to the denizens
struggle and die. All that is of the Wild,
known is that the Many-Fleshed corrupting a
was instrumental in collecting piece of Radia
and infusing umbral energy from and instilling
the moons of Globus into the original it into the
generation of judow—and their research Unbroken via
continues even today. Axajja’s great
computer.

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VIDAEUS THE MANY-FLESHED CR 21 Special Abilities

XP 409,600 Many-Faced (Sp) This ability functions as greater
assume appearance HA, except that Vidaeus
LE Huge outsider (evil, extraplanar, kyton, lawful) need only have devoured or incorporated into
their corporeal being a part of the creature they
Init +7; Senses lifesense 60 ft., tremorsense 60 ft.; wish to imitate.

Perception +45 Unnerving Gaze (Su) A creature that succumbs to
Vidaeus’ unnerving gaze becomes staggered for
Aura frightful presence (30 ft., DC 35), stench (DC 1 round as it realizes that its ultimate end will be
the Crawling Charnel as it becomes one with the
33, 10 rounds) Many-Fleshed, and nothing so restful as decaying
into dust.
Defenses
Etalix the Lost Warden
AC 35, touch 11, flat-footed 32 (target 37; +3 Dex,
Before his departure from Quantus, Etalix was a Grand
+24 natural, –2 size) Warden in the Black Pits charged with safeguarding
some of the most dangerous enemies of the kyton.
hp 391 (34d10+204) His commitment to the abject despair of perpetual
imprisonment was unparalleled—to Etalix’s reasoning,
Fort +27, Ref +17, Will +25 all life ends in twitching agony whether one is free to
die as they choose or subjugated and imprisoned by their
DR 15/good and silver; SR 32 betters. His routine as a jailer was designed to drive this
point home to his captives through any means at his
Defensive Abilities all-around vision, amorphous, disposal, and he relished in breaking a prisoner such that
they would embrace and relish the despair and agony of
regeneration 15 (good weapons and spells, silver their own isolation and hopelessness as he does.

weapons); Immune cold, fear effects, nonlethal, The Lost Warden rebuilt a prison in the Shadow
Plane that very much resembles the one he left behind,
pain naming it Enyeris. Layers of hallways reach down into
the great pit his servitor workers dug, with cells of stone,
Offense magical force, and far worse contraptions of flesh and
steel. Although many lesser kyton number among his
Speed 50 ft.; climb 25 ft. wardens, just as many are exiled Apaths who followed
the Lost Warden from Quantus into the Shadow and
Melee slam +43 (4d10+10/19–20 and 2d4 bleed) now satisfy his vile whims as part of their own devotion
to the meaninglessness of mortal existence. Some even
Special Attacks blood drain (1d6 Constitution), hope that one day, they too will imprisoned in Enyeris so
as to fully embrace their own lack of worth and relish in
engulf (DC 37, 4d10+10 bludgeoning damage plus their own despair. The city which has sprung up around
the prison houses thousands of lesser kyton who act upon
2d10 slashing damage and 2d4 bleed), smother, the intelligence gleaned from Etalix’s inmates, further
spreading their influence across the Planes.
unnerving gaze (Will DC 35)
Etalix himself is a hideously-scarred kyton specimen
Spell-Like Abilities (CL 34th; concentration +42) due to the pain he has inflicted upon himself over eons
in order to hone his own mental discipline, although he
At will—charnel house HA (DC 23), many-faced, is decidedly more humanoid in appearance than many
of his peers. The most profane of his disfigurements are
plane shift (from the Material Plane to the Plane of around his eyes, ever-open and unblinking, held open by
a gruesome array of hooks and wires that strain against
Shadow, self only) his face’s flesh and nearly bare his skull in parts. His most
important task as the Warden of Enyeris is the oversight
3/day—etheric shards OA (DC 23), horrific doubles of the rebel judow known as the Unbroken. Etalix spends
his dark days seeking to wear them down, forcing them
HA, intensified cold ice strike UM (DC 24), maze into tortuous unconsciousness with his powers and
plaguing their minds with mental atrocities. His ultimate
of madness and suffering HA (DC 27), scripted

hallucination UI (DC 23), shadow walk (DC 24)

1/day—death clutch HA (DC 26), massacre HA (DC

27), overwhelming presence UM (DC 27), prediction

of failure UM (DC 26), resonating word UM (DC 25),

symbol of vulnerability UM (DC 27)

Statistics

Str 31, Dex 16, Con 23, Int 20, Wis 19, Cha 26

Base Atk +34; CMB +46; CMD 59

Feats Bloody Assault APG, Combat Reflexes,

Crippling Critical, Critical Focus, Engulf Horror

HA (DC 37), Engulf Revulsion HA (DC 37), Great

Fortitude, Improved Critical (slam), Improved

Initiative, Improved Vital Strike, Intensified Spell-

Like Ability HA (cold ice strike), Iron Will, Lightning

Reflexes, Power Attack (–9/+27), Run, Vital Strike,

Weapon Focus (slam)

Skills Bluff +45, Climb +52, Disguise +42, Knowledge

(arcana, nature, planes, religion) +42, Perception

+45, Sense Motive +41, Spellcraft +42, Stealth +40;

Racial Modifiers +8 Climb, +4 Perception

Languages Abyssal, Aklo, Auran, Celestial,

Common, Infernal; telepathy 100 ft.

SQ compression

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Jacob Cinciripini (Order #18219176)

The Kyton Exarchs

goal is to create empty, hopeless “I too was a Warden and
vessels of Somay’s fallen comrades, I know your fear. It is a
so that his colleagues among the key to a lock we will
Exarchs can finish this third
generation of improvements upon
them and unleash a newer, better race
of servitors to help them conquer the
City of Seven Seraphs.

ETALIX THE LOST WARDEN open together.”

CR 19 -Etalix

XP 204,800

LE Medium outsider (evil,

extraplanar, kyton, lawful)

Init +9; Senses darkvision 60 ft.;

Perception +36

Aura despair (30 ft.,

paralyzed

for 1d4

rounds,

Will DC 31

negates)

Defenses

AC 34, touch

16, flat-

footed 28

(+5 Dex, +1

dodge, +18

natural)

hp 322

(28d10+168)

Fort +22, Ref

+14, Will +23

DR 10/good and

silver; SR 30

Defensive Abilities

regeneration 10

(good weapons and

spells, silver weapons);

Immune cold, fear effects,

nonlethal damage, pain

Offense

Speed 35 ft.; fly 60 ft. (average)

Melee +1 vicious impact nine-section

whip +29/+24/+19/+14/+9 (4d6/19–20)

Special Attacks agonizing strikes, unnerving gaze

(30 ft., DC 31)

Spell-Like Abilities (CL 28th; concentration +35)

At will—find quarry UC, phantasmal asphyxiation

HA (DC 21), plane shift (from the Material Plane

to the Plane of Shadow, self only)

3/day—cruel jaunt HA, forcecage

(DC 24), greater create

mindscape OA (DC 24),

leashed shackles UM (DC 23),

mass inflict pain OA (DC 24),

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phantasmal putrefaction HA (DC 23), phobia HA (DC Axajja’s kyton charges roam the halls of Cognos,
23), waves of exhaustion honing their vile and intricate craft as they go about fine-
tuning the great computer, upgrading essential systems
1/day—binding (DC 25), dimensional lock MA, and replacing worn-out parts with fresh or improved
frightful aspect UC, imprisonment (DC 26), power ones. They rarely leave the realm, being single-mindedly
word stun focused on the task of improving the system’s design.

Statistics Axajja’s body bristles with electrodes and crackles
Str 10, Dex 20, Con 22, Int 17, Wis 21, Cha 25 with bioelectric energy harvested from Cognos’ great
Base Atk +28; CMB +28; CMD 43 computer—it is nearly impossible to discern where
Feats Anticipate Dodge ACG, Clarity of Pain HA, circuitry and alchemy end and repurposed flesh begins
on her form. Her form boasts new cybernetic diversions
Dodge, Exorcising Mutilation HA, Exotic Weapon nearly every day, as she rips out and upgrades her older
Proficiency (nine-section whip), Fleet, Improved designs. She possesses vast libraries of knowledge within
Initiative, Improved Iron Will, Improved Sidestep her great computer that any alchemist would kill simply
APG, Iron Will, Mobility, Quicken Spell-Like Ability to read. Axajja’s ultimate goal is to retrain the as-yet
(mass inflict pain), Sidestep APG, Spring Attack Unbroken judow in Etalix’s prison via her great computer,
Skills Bluff +38, Diplomacy +38, Fly +36, Intimidate instilling in them a clean slate of strictly-obedient
+38, Knowledge (local, nobility, planes) +34, behavior by rewiring their synapses and overwriting a
Perception +36, Sense Motive +36 universal psychic template into each of their tormented
Languages Abyssal, Aklo, Celestial, Common, minds—she waits only for Etalix to complete his work
Infernal in breaking them, and for Gorrobreth’s terrible song to
break down the last vestiges of their twisted will.
Special Abilities
Agonizing Strikes (Ex) Etalix’s mastery of AXAJJA THE ERUDITE CR 17

the philosophy of pain makes his attacks XP 102,400
exceptionally powerful when he chooses to deal
nonlethal damage. If attacking in this manner, he LE Medium outsider (evil, extraplanar, kyton, lawful)
rolls double the normal weapon dice listed for his
whip. Init +4; Senses darkvision 60 ft.; Perception +33
Despair (Su) All creatures within a 30-foot radius
that see Etalix must make a DC 31 Will save or be Defenses
paralyzed by fear for 1d4 rounds. Whether or not
the save is successful, that creature cannot be AC 30, touch 14, flat-footed 26 (+4 Dex, +16 natural)
affected again by Etalix’s despair ability for 24
hours. This is a paralysis and a mind-affecting fear hp 241 (23d10+115)
affect. The save DC is Charisma-based.
Unnerving Gaze (Su) A creature that succumbs to Fort +18, Ref +13, Will +20
Etalix’s unnerving gaze becomes staggered for
1 round as it ponders the horror of being forever DR 10/good or silver; SR 28
locked away in his occluded realm of torment.
Defensive Abilities regeneration 10 (good weapons
Axajja the Erudite
and spells, silver weapons); Immune cold, fear
The Exarch Axajja dwells in Cognos, a realm which is
a twisted reflection of the human consciousness—an effects, pain
arcane computer powered by transposed and surgically-
altered flesh. Her mastery of bioelectricity and psychic Offense
magic was the result of millenia of exposure to those raw
energies when she dwelt in Trinus. After her exile, she Speed 30 ft.
began the process of creating a replica of the perfect mind
utilizing an astonishing variety of brain matter harvested Melee slam +23 (1d4 plus 10d10 electricity)
from millions of specimens (much of it a gift from her
fellow Exarch and superior, Vidaeus the Many-Fleshed). Special Attacks conductivity (10d10 electricity),
Like terminals and transistors, Cognos bristles with
the wretched remains of mortals who either crossed the unnerving gaze (30 ft., DC 27)
kyton and were integrated into her work, or even gave
themselves willingly as components to be welded into a Spell-Like Abilities (CL 23rd; concentration +29)
whole that is greater than the sum of their parts.
At will—ego whip III (DC 21) OA, mind probe OA

(DC 21), plane shift (from the Material Plane to the

Plane of Shadow, self only), psychic crush II (DC 22)

OA, psychic surgery OA

3/day—bouncing psychic crush II (DC 22) OA,

disruptive ego whip III (DC 21) OA, empowered chain

lightning (DC 22), insanity (DC 23), intellect fortress

III OA, mental barrier III OA, fearsome reaching

synapse overload OA (DC 21)

1/day—demand (DC 24), mass charm monster

(DC 24), psychic crush V OA (DC 25), ride the

lightning UM

Statistics

Str 10, Dex 19, Con 21, Int 22, Wis 24, Cha 23

Base Atk +23; CMB +23; CMD 37

596

Jacob Cinciripini (Order #18219176)

The Kyton Exarchs

Feats Bouncing Spell-Like Ability HA (psychic
crush II), Craft Cybernetics, Disruptive Spell-
Like Ability HA (ego whip III), Empower Spell-Like
Ability (chain lightning), Fearsome Spell-Like
Ability HA (synapse overload), Flanking Foil UC,
Improved Lightning Reflexes, Lightning Reflexes,
Lunge, Reach Spell-Like Ability HA (synapse
overload), Technologist, Telepathy Tap

UI

Skills Appraise +29, Bluff +32,
Disable Device +27, Heal
+33, Knowledge (arcana,
engineering, nature, planes)
+32, Perception +33, Sense
Motive +33, Spellcraft +29,
Stealth +30

Languages Abyssal, Aklo, Auran,
Celestial, Common, Infernal;
telepathy 100 ft.

SQ psychic transposition

Special Abilities
Conductivity (Ex) Axajja generates

so much electrical energy that her
mere touch deals 10d10 points of
electricity damage. Any metallic
melee weapons she wields can
also conduct this voltage.
Psychic Transposition (Su) Once per
day as a full-round action, Axajja
can swap the consciousnesses of
any two unconscious living beings
as major mind swap OA, except
that she need not make herself
the target of this ability.
Unnerving Gaze (Su) A creature that
succumbs to Etalix’s unnerving
gaze becomes staggered for 1
round as her psychic emanations
impart a gruesomely complete
understanding of just how their
flesh and brain matter will be
incorporated into her great
computer once she has subdued
them.

Gorrobreth,
the Dirge Eternal

The Dirge Eternal is the chronicler of
kytonkind, one who collects stories of agony
and shame from the mortals who consign
themselves to the agonizing ecstasy of the
Exarchs. A native of Isonus who fled into the
Shadow Plane alongside her fellow Exarchs, she
hunts each being who arrives in the maddening
steel halls of her demesne with relish, stalking

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Chapter 6" Bestiary & NPC Gallery

them through the labyrinth of metal and wrenching metal-lined halls that stretches seemingly into infinity.
their flesh from their bones as she extracts every detail of Some areas of it are so loud as to burst a humanoid’s
ignominy and pain from their throats, stealing their dying eardrum; others, so quiet one can hear one’s own organs
screams for her chorus. She grafts to her demented form writhe within their body. Gorrobreth keeps no servitors,
a piece of whomever she so captures; anyone competent but lesser kyton seeking profane esoterica or dead legends
enough to escape her wrath is merely a diversion for sometimes seek her for an audience; these, too, she hunts
another day. mercilessly, often setting them a challenge and offering
them the information they seek if they can survive. If not,
Gorrobreth’s realm has no formal name; other kyton they too join the chorus.
refer to it as the Screaming Place, a vast cubic array of

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The Kyton Exarchs

Gorrobreth is believed to be distantly related to the Perform (sing) +25, Sense Motive +20, Stealth +20,
interlocutor caste, perhaps an ancient progenitor of Survival +20; Racial Modifiers +8 Climb
that classification of her kind. Her body is plated in an Languages Celestial, Common, Infernal
exoskeleton of rusted, blood-encrusted metals; where SQ horrid graft, sound mimicry (speaking and
once eyes peered from her visage, there is now only cold, singing voices)
dirtied steel. Her clawed arms reach to an improbably
long distance from her body, encompassing servomotors Special Abilities
and cables that allow her to grasp and manipulate prey Horrid Graft (Su) As a full-round action, Gorrobreth
into the most agonizing of positions. Gorrobreth’s great
task is to compose a song which can chant down the will can attempt a Heal check on an unconscious
of the Unbroken, those few captives from the Wonder or dead creature to excise an external part or
Wars whom Etalix cannot yet dement beyond rebellion, internal organ (DC 10 + 1/2 the target creature’s
and Axajja eagerly awaits the completion of her sister’s hit dice). If successful, she grafts the body part
vile work so that her own may be completed. onto her own form, gaining the use of one
of that creature’s feats, or an extraordinary
GORROBRETH THE DIRGE ETERNAL CR 15 or supernatural ability, which is tied to that
specific body part for 3 minutes. She is treated
XP 51,200 as possessing all prerequisites for the stolen feat
or ability for the duration of this effect, and the
LE Large outsider (evil, extraplanar, kyton, lawful) affected creature loses the stolen feat or ability
even if magically restored until and unless the
Init +7; Senses blindsight 60 ft.; Perception +20 limb can be surgically replaced (requiring a
DC 25 Heal check). All such stolen abilities use
Defenses her ability scores and hit dice instead of the
base creature to determine variable effects
AC 29, touch 12, flat-footed 26 (+3 Dex, +17 natural, dependent upon such statistics. Gorrobreth may
simultaneously possess and use no more than 4
–1 size) horrid grafts at once.
Shadow Scream (Su) Once per hour as a standard
hp 190 (20d10+80) action, Gorrobreth can unleash a cacophony
of darkness and soul-shaking howls from the pits
Fort +16, Ref +11, Will +15 of the Shadow Plane. The area within 25 feet of
the Dirge Eternal is affected by deeper darkness.
DR 10/good or silver; SR 26 All creatures within the area are deafened for
as long as they remain in the area and must
Defensive Abilities ferocity, fortification (50%), succeed at a DC 28 Will save or be confused. The
confusion effect lasts for as long as the creature
regeneration 5 (good weapons and spells, silver is in the shadow scream’s area of effect and
for 1d4 rounds after leaving. Any creature that
weapons); Immune cold, fear effects, nonlethal falls unconscious while under the effects of this
confusion effect must succeed at an additional
damage DC 28 Will save or be afflicted by a random
insanity—roll on the insanity table to determine
Offense which. Gorrobreth’s shadow scream lasts for 3
rounds and remains centered on her even if she
Speed 40 ft.; climb 20 ft. moves. She can end the shadow scream at will.
The scream also ends if she is killed or is affected
Melee 2 claws +26 (1d10+6/19–20 plus 1d6 bleed by the spell dimensional lock, which prevents this
ability’s use for as long as the spell in effect. The
and attach) save DCs are Charisma-based.
Surgical Strikes (Ex) Gorrobreth’s claws threaten
Ranged ranged touch +22 (by spell-like ability) a critical hit on a roll of 19–20. On a successful
critical hit, that claw deals 2d6 bleed damage
Space 10 ft.; Reach 15 ft. rather than 1d6.
Unnerving Gaze (Su) A creature that succumbs to
Special Attacks attach, constrict (1d10+6), rend (2 Gorrobreth’s unnerving gaze becomes staggered
for 1 round as she projects the anguished screams
claws, 1d10+9), shadow scream, strangle, surgical of its loved ones into its mind.

strikes, unnerving gaze (30 ft.; DC 28)

Spell-Like Abilities (CL 20th; concentration +28)

Constant—tongues

At will—plane shift (from the Material Plane to the

Plane of Shadow, self only)

3/day—deafening song bolt APG, greater shout

(DC 24), shadow walk (DC 24)

1/day—dance of a thousand cuts UM

Statistics

Str 23, Dex 17, Con 18, Int 12, Wis 17, Cha 26

Base Atk +20; CMB +27 (+31 grapple); CMD 40

Feats Feral Combat Training (claw) UC, Improved

Initiative, Improved Unarmed Strike, Improved

Vital Strike, Latching Horror HA, Lightning Reflexes,

Power Attack (–6/+12), Scorpion Style (DC 23),

Vital Strike, Weapon Focus (claw)

Skills Bluff +25, Climb +14, Heal +20, Knowledge

(history, local, planes) +18, Perception +20,

599

Jacob Cinciripini (Order #18219176)


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