Chapter 6" Bestiary & NPC Gallery
Lucent
LUCENT CR 1/4
XP 100
NG tiny outsider (akashic, good)
Init +4; Senses low-light vision, darkvision 60 ft.,
Perception +15
Defense
AC 15, touch 15, flat-footed 12 (+2 size, +3 Dex)
hp 4 (1d10-1)
Immune sleep
Fort -1, Ref +5, Will +2
Offense
Speed 5 ft., fly 15 ft. (perfect)
Ranged light blast +4 (1d4+1)
Space 2-1/2 ft. Reach 5 ft.
Statistics
Str 3, Dex 16, Con 8, Int 8, Wis 10, Cha 13
Base Atk +1; CMB -5; CMD 10 (can’t be tripped)
Feats Alertness
Skills Acrobatics +4 , Knowledge (planes) +3,
Perception +6, Sense Motive +6, Stealth +11;
Racial Modifiers +4 Stealth
Languages Celestial, understands any language
spoken by a veilweaver manifesting it through a
veil
Essence Pool 1
Special Abilities
Light Blast (Su): Lucents can fire a ray with
a range of 30 ft. that deals 1d4 electricity
damage plus the lucent’s Charisma
modifier. Lucents can invest essence
into their light blast to gain a +1
enhancement bonus to attack and
damage per point of essence
invested (maximum +5).
Nimble Flyer (Su): Lucents can
invest essence into their fly
speed to increase their speed
by 5 ft. per point of essence
invested.
Revivify (Su): The lucent can
take 1 point of essence burn
to release a small burst of
positive energy that can be
used to heal an adjacent
living creature for 1d10 + 1 hit
points. The lucent can use this
ability a total number of times per
day equal to its master’s veilweaving
level.
Lucents are neutral good outsiders unable to
manifest outside of the heavenly realms without
being tethered to the essence of a veilweaver or
akashic host.
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The Master of the Docks
The Master of the Docks
Twisted by the River of Time, this creature barely
resembles the humanoid form beneath the strange
clusters of gazing eyes. Luminous magic and
psychic energy shimmer in every iris promising
strange powers.
THE MASTER OF THE DOCKS CR 19
XP 204,800
Foreseen
Time Seer Eye King
Elan oracle of
time (seer) 15
N medium
aberration
Init +5 (roll three
times and choose
one); Senses all
around vision (ex);
Perception +24
Defenses
AC 21, touch 21, flat-footed
20 (+1 Dex, +3 deflection, +2
dodge, +5 enhancement)
hp 125 (15d8+30+15)
Fort +7, Ref +6, Will +16
Defensive Abilities all around
vision (ex), naturally buoyant (ex),
resilience (su), resistance (su), repletion
(su), uncanny dodge (ex)
Weaknesses conflicted vision (ex), oracle's
curse (haunted), unreliable spellcasting (ex)
Offense
Speed 10', Fly 15'
Melee bite +11/+6/+1 (1d8)
Mythslayer (+3 disjoining, keen, mythic bane
elysian steel dagger) +14/+10/+5 (1d4+3 plus 2d6
vs mythic subtype / 17-20/x2)
Ranged Mythslayer (+3 disjoining, keen, mythic
bane elysian steel dagger) +14/+10/+5 (1d4+3 plus
2d6 vs mythic subtype / 17-20/x2)
Space 5 ft., Reach 5 ft.
Special Attacks central eye beam (su), eye rays (su)
Wild Talent 2 psps
Time Seer Spell-Like Abilities (CL 15; concentration
+21)
At Will—augury (DC 17)
1/day—true strike (DC 16), vision (DC 22)
Eye King Spell-Like Abilities - Eye Rays (CL 15;
concentration +21)
Constant—central eye beam: peacebond,
greaterUI (DC 21)
1/round—eye rays: arcane disruptionPC:ACO (DC
18), banishment (DC 23), break enchantment
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(DC 21), bungleUM (DC 17), enervation (DC 20), Feats Abundant Revelations (erase from time),
finger of death (DC 23), geas, lesser (DC 22), Diviner’s Delving, Improved Initiative, Iron Will,
hostile levitationUC (DC 19), lightning bolt (DC 19), Open Minded, Psychic Sensitivity, Spell Focus
mindlocked messengerACG (DC 19), suffocationAPG (divination), Threnodic Spell, Toughness
(DC 21), treacherous teleportUI (DC 22), true formAPG
(DC 20), twisted futuresPC:GHH (DC 18), unconscious Skills Autohypnosis +12, Craft (ships) +10, Diplomacy
agendaRoR (DC 22) +20 (-1 penalty when dealing with non-elans),
Oracle Spells Known (CL 15; concentration +21) Fly +13, Knowledge (arcana) +22, Knowledge
(history) +26, Knowledge (planes) +26, Knowledge
7th (4/day)—foresight, pox of rumorsUI, reverse (psionics) +11, Knowledge (religion) +19, Linguistics
gravity, submerge shipPFAP56 (DC 23) +8, Perception +24, Sense Motive +12, Spellcraft
+18, Use Magic Device +13 ; Skill Unlocks
6th (7/day)—forbiddance, geas/quest, greater Automatic Writing (Linguistics 1/week), Hypnotism
dispel magic, word of recall, vision (DC 22) (Diplomacy 1/day), Phrenology (Knowledge
[arcana] 1/day), Prognostication (Sense Motive
5th (7/day)—breath of life, compelling rantHA, 1/day), Read Aura (Perception 1/day); Racial
greater scrying, life bubbleAPG, plane shift, Modifiers +5 knowledge, +5 perception, +5
planeslayer’s callACG, telekinesis, true seeing (DC 21) spellcraft, -5 sense motive
4th (7/day)—dimensional anchor, false futureUI, Languages Aboleth, Abyssal, Aklo, Celestial,
freedom of movement, planar adaptationAPG, Common, Cyclops, Draconic, Infernal, Necril,
restoration, ride the wavesUM, scrying (DC 20) Protean
3rd (7/day)—agonizing rebukeARG, aristocrat’s SQ eyes (Ex) x15, oracle's curse (haunted),
nightmarePC:MTT, clairaudience/clairvoyance, detect preternatural knowledge (ex) 1/round, psionic
desiresUI, obscure object, sands of timeUM (DC 19) aptitude, revelations (erase from time 3/day,
gift of prophecy 1/day, natural divination 3/day,
2nd (7/day)—blood in the waterMC, calm emotions, temporal celerity, time hop 150'/day)
detect magic, detect thoughts, greater, graceAPG,
lesser restoration, levitate, minor image, silent Combat Gear Mythslayer (+3 disjoining, keen,
tableACG, visualization of the mindPC:DA (DC 18) mythic bane elysian steel dagger), staff of the
dockmaster; Other Gear amulet of natural armor
1st(7/day)—comprehend languages, embrace +5, ring of protection +3
destinyPCS:LK, fairness, know the enemyUM, memory
lapseAPG, obscuring mist, sanctuary, unbreakable It is said that the Master of the Docks was one of the
heartISWG (DC 17) very first generation of elan. While exploring the Deep
Ethereal he was caught in a time storm. Buffeted by the
0 (at will)—detect magic, enhanced winds of probability, flickering in and out of existence, his
diplomacyPC:TEG, guidance, light, purify food and elan form underwent a metamorphosis.
drink, read magic, resistance, stabilize, virtue (DC
16) Now he sees. Oh, how he does see. His body was
Mystery time shrunken and warped by the conflicting timelines.
Dozens of eyes now stare forth from every part of him,
Tactics many able to project arcane effects. His ability to perceive
Before Combat the Master of the Docks keeps as and manipulate arcane, divine, and psychic magic, as well
as psionics gives him the multidimensional perspective
many of the opposition in the cone of his greater required to manage the traffic of the multiplanar dock.
peacebond emanation as possible. If combat
seems immanent he will cast visualization of the His network of informants, The Eyes, permeate every
mind on himself. aspect of the district. Fortunately he is loath to act
During Combat The Master of the Docks will try to directly in most matters, preferring to steer the timelines
immobilize opponents and sway them towards towards his ends. If roused, however, he acts swiftly and
diplomacy using hostile levitation and arcane with finality. As a result most entities exercise at least
disruption as opening gambits. Failing that he will moderate discretion in their dealings in the district.
use lethal force with no compunction. If he takes
more than half his hit points in damage he uses his Abstracted and distant, the Master of the Docks
word of recall to escape, leaving the battle to the interacts with many but few, if any, call him friend. If
Wardens. anyone it would be the catfolk spiritualist Ch'rowl, chief
Morale While not infallible, the Master of the Docks representative of the Icegrave Enclave. The vainglorious
is nearly so. Contingency plans often come into antics of her ratfolk phantom, Djaban, are one of the few
motion at the last second and even the direst things known to make him laugh, much to the lady's
encounters seem to reverse in his favor. chagrin.
Statistics
Str 11, Dex 13, Con 14, Int 17, Wis 20, Cha 22
Base Atk +11/+6/+1; CMB +12; CMD 13
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Jacob Cinciripini (Order #18219176)
Pacts Merchant
Pacts Merchant Psychopomp, Jarcovo
PACTS MERCHANT CR 1/2 This muscled giant is dressed in somber gray robes
that flutter like membranous wings and wears a
KasathaB4 expert 1 colorful mask with a scowling face and six eyes. It
carries a long, stout pole with an ornate hooked
LN Medium humanoid (kasatha) blade.
Init +2; Senses Perception +3
Defense
AC 16, touch 14, flat-footed 12 (+2 armor, +2 Dex, +2
dodge) JARCOVO CR 15
hp 10 (1d8+2) XP 51,200
Fort +1 (+4 vs. hot/cold environments and to resist N Large outsider (extraplanar, psychopomp)
damage from suffocation), Ref +2, Will +5 Init +5; Senses darkvision 60 ft., low-light vision, see
Offense invisibility, spiritsense; Perception +29
Speed 30 ft. Aura crushing burdens (60 ft.)
Melee dagger -2 (1d4/19-20) or Defense
dagger -2/-2/-2/-2 (1d4/19-20) AC 30, touch 10, flat-footed 29 (+1 Dex, +16 natural,
Space 5 ft., Reach 5 ft. +4 shield, –1 size)
Statistics hp 218 (19d10+114)
Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 12 Fort +17, Ref +7, Will +14
Base Atk +0; CMB +0; CMD 14 DR 10/adamantine; Immune death effects, disease,
Feats Multiweapon Fighting poison; Resist cold 20, electricity 20; SR 26
Traits merchant Offense
Skills Appraise +5 (+6 when bargaining), Knowledge Speed 30 ft., fly 30 ft. (average)
(arcana) +5, Knowledge (planes) +5, Knowledge Melee +1 outsider bane naginata +26/+21/+16/+11
(religion) +5, Profession (merchant) +7, Sense (2d6+11/x4) or 2 claws +25 (1d6+7)
Motive +7 (+8 when bargaining), Use Magic Space 10 ft.; Reach 10 ft.
Device +5 Spell-Like Abilities (CL 19th)
Languages Common, Dwarven, Kasatha Constant—see invisibility, shield
SQ desert runner, desert stride, jumper, multi-armed, At will—deathwatch, greater teleport (self plus
stalker 50 lbs. of objects only), invisibility (self only), searing
Other Gear leather armor, dagger, dagger, dagger, light
dagger, robes, cloak 3/day—dimensional anchor, greater dispel
Special Abilities magic, plane shift (DC 19)
Desert Runner (Ex) +4 to Fort saves & Con checks vs 1/day—banishment (DC 20)
fatigue/exhaust or other ill effects from exertion, Statistics
deprivation, and temperature. Str 24, Dex 13, Con 22, Int 15, Wis 16, Cha 19
Desert Stride (Ex) Not slowed by non-magic difficult Base Atk +19; CMB +27; CMD 38
terrain in desert environments. Feats Alertness, Cleave, Combat Reflexes, Critical
Jumper (Ex) Always has a running start when using Focus, Hover, Improved Initiative, Persuasive,
Acrobatics to jump. Power Attack, Staggering Critical, Vital Strike
Multi-Armed (Ex) Has one primary and 3 off hands. Skills Diplomacy +30, Fly +21, Intimidate +30,
Stalker (Ex) Perception and Stealth are class skills for Knowledge (planes) +24, Knowledge (religion)
kasathas. +24, Perception +29, Sense Motive +29, Stealth +19
Languages Abyssal, Celestial, Infernal; telepathy
120 ft.
SQ jarcovo’s blade, spirit touch
Gear +1 Large naginata
Ecology
Environment any (Purgatory)
Organization solitary, pair, or panel (3–8)
Treasure standard (+1 Large naginata)
Special Abilities
Crushing Burdens (Su) Creatures in a jarcovo’s
aura feel their obligations as a physical weight.
All creatures in the aura other than jarcovos
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are treated as if carrying a medium load. If the
creature is already carrying a medium load, it
is instead treated as if it were carrying a heavy
load. This is a mind-affecting effect.
Jarcovo’s Blade (Su) Any melee weapon wielded
by a jarcovo gains the outsider bane weapon
enhancement. The jarcovo need not specify a
subtype of outsider to affect with its weapon; the
weapon’s bane effect applies to all outsiders.
Psychopomps rarely need encouragement to perform
their duties in escorting souls into the infinities of the
afterlife, but when these shepherds of souls dither in their
tasks or are delayed by clever mortals, the solemn jarcovo
psychopomps stand ready to intervene. Jarcovos reflect
the unending burden all psychopomps have toward
the handling of souls, and they brook no argument
or discussion about the gravity of this obligation.
Particularly suited to deliver discipline to
psychopomps and other outsiders, jarcovos
can be found in Hyraeatan chastising those
who meddle in the flow of souls, relying
on their massive naginatas if their
demands are not met. Recalcitrant
mortals sometimes warrant a
personal visit by a jarcovo to
remind them of their soul’s
obligation to seek the
afterlife.
A jarcovo’s mask is
stern but unusually
colorful, which
presents a shocking
visage in their
otherwise somber
clothing. Jarcovo
masks have six
eyeholes, in two
rows of three,
in order to
accommodate
the creature’s six
eyes.
A jarcovo
stands 12 feet tall
and weighs 700
pounds.
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Undreamt Gorgon
Undreamt Gorgon
GORGON,THANE CR 8
XP 6,400
The Undreamt
LE Medium monstrous humanoid (gorgon, reptilian)
Init +2; Senses Darkvision; Perception +5
Defenses
AC 23, touch 12, flat-footed 21 (+2 Dex, +4
mage armor, +7 natural)
hp 90 (10d10+30)
Fort +6, Ref +9, Will +7
Defensive Abilities DR 10/
magic; cold resistance 20;
Immune poison and sleep,
SR 21
Offense
Speed 30’, Swim 30’
Melee Claw +13 (1d6+3) or 8 bites +14 (1d4+2
bites)
Space 5 ft., Reach 5 ft./15 ft.
Special Attacks Poison, sorcerous chimera, spells
Sorcerer Spells Known/Prepared (CL 10;
concentration +13)
5th (3/day)—cone of cold (DC 18)
4th (5/day)—dimension door, greater
invisibility
3rd (7/day)—dispel magic, fly,
lightning bolt (DC 16)
2nd (7/day)—alter self, invisibility,
mirror images, see invisibility
1st (7/day)—burning hands (DC
14), jump, mage armor, magic
missile, ray of enfeeblement
0 (at will)—acid splash, detect magic,
disrupt undead, light, prestidigitation, ray of
frost, read magic, resistance, whispering wind
Tactics
Before Combat the gorgon thane will cast mage
armor went it wakes and again when it runs low
on duration. If scouting it uses invisibility, greater
invisibility, and its Disguise skill to move around
unhindered. If it has warning, it will cast fly and
make use of superior reach with snake attacks.
During Combat the gorgon thane will preferentially
target creatures with bloodlines, attempting to
bite and poison them while expanding its abilities.
Morale the gorgon thanes are leaders among the
shock troops of the Undreamt and their allies.
They are not reckless and if they are driven below
20% of their hit points they will dimension door to
safety if possible.
Statistics
Str 17, Dex 15, Con 17, Int 15, Wis 11, Cha 17
Base Atk +10; CMB +13; CMD 25
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Feats Alertness, Extend Spell, Rapid Spell*, Weapon Vampire Stalker
Focus (bite)
The Fade before you shifts from the blanketing
Skills Bluff +13, Disguise +13, Intimidate +13, gloom into a presence that is all too innocuous.
Knowledge (arcana) +13, Perception +12, Stealth
+16; Racial Modifiers +4 Stealth ALANERRA OF HOUSE VEZRIGARD CR 10
Languages Common, Aklo, Elder XP 9600
Ecology Sanguine Sovereignty
Environment Any land, urban or subterranean
Organization Solitary or cabal (2-5) Female fetchling vampire aristocrat 1/rogue 8
Treasure Standard NE Medium undead (augmented outsider, native)
Special Abilities Init +9; Senses darkvision 60 ft., low-light vision;
Envenom (Ex): The gorgon thane may poison its
Perception +22
claws or a weapon as a move action. The poison
denatures in 1 round per Constitution modifier Defenses
(3 rounds). Creatures wounded by envenomed
weapons must save as though poisoned by the AC 26, touch 16, flat-footed 20 (+4 armor, +5 Dex, +1
gorgon thane’s bite attack.
Exceptional Reach (Ex): The thane gorgon’s chest dodge, +6 natural)
serpents have a reach of 15 ft. as opposed to the
standard 5 ft. reach of the creature. The creatures hp 119 (9d6+71); fast healing 5
chest cavity is anatomically unable to open wide
enough to attack with the serpents while still using Fort +9, Ref +14, Will +5
claw attacks in melee effectively.
Poison (Ex): The gorgon thane’s poison is deadly Defensive Abilities channel resistance +4, evasion,
dealing 1d8 Constitution damage with a
frequency of 10 rounds requiring 2 saves to improved uncanny dodge, shadow blending,
overcome.
Sense Bloodline (Su): As a free action once trap sense +2; DR 10/magic and silver; Immune
around a gorgon than can sense the presence
of creatures with arcane bloodlines within 30 ft. undead traits; Resist cold 10, electricity 10
This ability is accurate enough to make attacks
against such creatures as though the gorgon Weaknesses vampire weaknesses
thane had blindsight. With a Knowledge (arcana)
check against a DC of a 10 + creature’s HD it can Offense
also sense what type of bloodline the creature
has. Speed 30 ft.
Sorcerous Chimera (Su): If the gorgon thane’s
serpents bite a spontaneous caster with a Melee +12 (1d6+7 plus energy drain)
bloodline (arcanist, bloodrager, sorcerer, etc.)
it gains access to all bloodline spells that the Special Attacks blood drain, children of the night,
creature had access to, the bloodline arcana,
and bloodline powers of the creature if any. This create spawn, dominate (DC 20), energy drain (2
ability lasts 1 minute per Charisma modifier point
the gorgon thane has. levels, DC 20), sneak attack +4d6 plus 4 bleed
Thane Gorgons are generally used as elite shocked Space 5 ft., Reach 5 ft.
troops by the Undreamt and their allies. Thought to be a
chimeric corruption of sorcerer lineages from worlds such Spell-Like Abilities (CL 9th; concentration +15)
as Thaon (see Worlds of the Lattice), Thane Gorgons
share qualities of medusa. Ophiduans, and serpentfolk 1/day–disguise self, shadow walk (self only) (DC
and combine them with chimeric sorcerer abilities. Some
sages see this as proof the Undreamt have links to the 21)
Elder God Ygg or the Demon Lord Yssirys but many
refute this indicating clear linkage to more contemporary Tactics
aberrant lineages.
During Combat Alanerra came from nothing and
her long years of vampirism have yet to cause her
to disdain splashing an enemy’s blood upon her
clothes as she wades into combat personally. By
preferred she uses allies and servitors to distract
enemies, allowing her to hide within the shadows
and tumble into flaking position to make best use
of her abilities.
Morale Utterly self-obsessed and unwilling to lose
the immortality she earned through hideous
acts and trials to something so prosaic as being
butchered by enemies, Alanerra flees if reduced
below half of her total hit points, preferably by
shadow walk
Statistics
Str 18, Dex 20, Con –, Int 16, Wis 10, Cha 22
Base Atk +6; CMB +10; CMD 26
Feats Alertness, Combat Expertise, Combat
Reflexes, Disorienting ManeuverUC, Dodge,
Eldritch ClawsAPG, Improved Feint, Improved
Initiative, Improved Natural Attack (slam),
Lightning Reflexes, Toughness, Weapon Finesse
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Jacob Cinciripini (Order #18219176)
Vtakonivik
Skills Acrobatics +17, Appraise +7, Bluff +26, (DC 20), sunburst (DC 25), veil, waves of fatigue
Diplomacy +18, Disable Device +23, Disguise
+10, Escape Artist +9, Intimidate +10, Knowledge Statistics
(local) +15, Knowledge (nobility) +15, Linguistics Str 20, Dex 26, Con 20, Int 21, Wis 25, Cha 25
+7, Perception +22, Sense Motive +18, Sleight Base Atk +10; CMB +15; CMD 41
of Hand +12, Stealth +27, Use Magic Device Feats Combat Reflexes, Dodge, Great Fortitude,
+18; Racial Modifiers +8 Bluff, +8 Perception, +8
Sense Motive, +10 Stealth Flyby Attack, Improved Critical (wing), Quicken
Spell-Like Ability (waves of fatigue), Mobility,
Languages Aklo, Common, D’ziriak, Draconic, Spell Penetration, Vital Strike, Weapon Finesse,
Shae Wingover
Skills Acrobatics +32, Fly +32, Heal +31, Knowledge
SQ change shape (dire bat or wolf, beast shape (arcana) +26, Knowledge (geography) +29,
II), gaseous form, rogue talents (bleeding Knowledge (history) +26, Knowledge (nature)
attack +4, charmerAPG, convincing lieUC, finesse +29, Knowledge (planes) +26, Perception +31,
rogue), shadowless, spider climb, trapfinding +4 Perform (sing) +31, Sense Motive +31
Languages Aklo, Common, Draconic, Giant, Sylvan
Other Gear +2 leather armor, amulet of mighty
fists +2, cloak of resistance +1, jewelry, Ecology
masterwork thieves’ tools, noble’s outfit, 475gp Environment any land (fey realms)
Organization solitary, or flock (2–10)
Vtakonivik
This resplendent bird shines with all the colors of
the rainbow, with flowing gold tail feathers that
shine like the sun.
VTAKONIVIK CR 15
XP 51,200
Unaffiliated
LN Medium fey
(fire)
Init +8; Senses
low-light
vision, sunsight;
Perception +31
Aura dawn (100
ft.)
Defenses
AC 29, touch 26,
flat-footed 20
(+8 Dex, +7 deflection, +1 dodge, +3 natural)
hp 178 (21d6+105); regeneration 20 (negative
energy)
Fort +14, Ref +20, Will +19
DR 15/cold iron; Immune blindness, disease, fire,
light-based attacks; SR 26
Weaknesses vulnerability to cold
Offense
Speed 20 ft., fly 150 ft. (average)
Melee bite +18 (1d8+5 plus 3d6 fire), 2 claws +18
(1d8+5 plus 3d6 fire), wing +18 touch (3d10
fire/19–20 plus 1d4 Con and sunstroke)
Ranged 2 eye rays +18 touch (7d8)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 15th; concentration +22)
At will—enthrall (DC 19), daylight, plant growth,
sunbeam (DC 24)
3/day—control weather (sunny only), mirageUW
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Treasure standard Xiomorn Exile
Special Abilities This insectoid creature sways gracefully upon four
Aura of Dawn (Ex) A vtakonivik casts light as bright crystalline legs. It carapace is glittering green metal
and its alien face bears multiple crystalline eyes.
as daylight in a 100-foot radius, normal light 100
feet farther, and dim light 100 feet beyond that. XIOMORN EXILE CR 16
Any spell of 7th level or lower with the darkness
descriptor with its point of origin within 100 feet XP 76,800
immediately ends. As a swift action, a vtakonivik
can flare its light blindingly, forcing all creatures N Medium outsider (earth, elemental, extraplanar)
within the area to make a DC 25 Fortitude saving
throw. Those that fail are blinded for 1 round. The Init +13; Senses darkvision 60 ft., tremorsense 120 ft.;
save DC is Constitution-based.
Eye Rays (Su) A vtakonivik's eyes shine like the sun. Perception +26
It can fire a ray of intense light from one eye as a
standard action or from both eyes as a full-round Defense
action. Each ray deals 7d8 points of damage,
or 15d6 to undead creatures, oozes, and any AC 31, touch 20, flat-footed 21 (+9 Dex, +1 dodge,
creatures especially vulnerable to sunlight or
radiation. +11 natural)
Sunstroke Wing (Ex) A vtakonivik's wings blaze
with solar energy and cause rapid sunburns and hp 243 (18d10+144); fast healing 5
heatstroke. A vtakonivik can attack with one
wing per round, even if it is flying, which requires Fort +14, Ref +20, Will +16
a touch attack. In addition to taking the damage
listed above, a creature struck must succeed at a DR 10/adamantine and bludgeoning; Immune
DC 25 Fortitude saving throw or become fatigued
(or exhausted if it was already fatigued). elemental traits; SR 27
Sunsight (Ex) A vtakonivik takes range penalties to
Perception checks at a rate of –1 per 100 feet. Offense
Vtakoniviks are scions of the same cosmic fire that burns Speed 30 ft., burrow 30 ft., climb 30 ft.
within most suns. They burn with light like miniature
stars themselves. They require sunlight to live, much like Melee 4 claws +26 (2d4+8/19–20 plus crystallization)
plants. They eat only occasionally, and then only certain
rare seeds and gemstones. Many seek them out for their Space 5 ft., Reach 5 ft.
feathers, for their skill at nurturing magical crops, or their
unparalleled knowledge of the fey realms and adjacent Special Attacks crystal burst, crystallization
planes of existence. An ideal vtakonivik feather (a given
bird generally has eight at a time) can be used in place of Spell-Like Abilities (CL 18th; concentration +24)
1,000 gp of gemstones as a spell component or item.
At will—detect magic, dispel magic, greater
Many vtakoniviks have been convinced by Hyandil
that the City of Seven Seraphs represents a lasting threat teleport (self plus 50 lbs. of objects only), shatter
to light throughout the cosmos, as the Black Lattice
extends the reach of the Plane of Shadow farther and (DC 18), statue
farther. However, some see the city as simply a fascinating
place to interact with mystics, musicians, and visionaries, 3/day—disintegrate (DC 22), flesh to stone (DC
especially the Eternal Dawning and Descendents of
Dream. Vtakoniviks have no concept of property, and 22), stone to flesh (DC 22), transmute rock to mud
often vex the House of Heights by taking precious
magical apples from Silver Heights to replant elsewhere (DC 21)
(often the Bright Lands). Thus far, Maelwyn has not
convinced them to stop, but some say he is merely waiting 1/day—repel metal or stone, symbol of scryingUM
for the House to give him a more enticing reason to do so.
Statistics
A vtakonivik is 4 feet long and weighs 30 pounds.
Str 26, Dex 29, Con 27, Int 25, Wis 20, Cha 22
Base Atk +18; CMB +26 (+28 sunder); CMD 46 (48 vs.
sunder, 50 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical
(claws), Improved Initiative, Improved Sunder,
Lunge, Mobility, Power Attack, Spring Attack
Skills Acrobatics +30, Bluff +27, Climb +16, Craft
(sculpture) +28, Disable Device +27, Escape
Artist +27, Knowledge (dungeoneering) +28,
Knowledge (geography) +28, Knowledge (planes)
+28, Perception +26, Sense Motive +26, Spellcraft
+25, Stealth +30, Use Magic Device +27
Languages Terran; telepathy 300 ft.
SQ item mastery, stone spurned
Ecology
Environment any underground
Organization solitary or pair
Treasure double
Special Abilities
Crystal Burst (Su) As a standard action once every
1d4 rounds, a xiomorn exile can create an
explosion of razor-sharp crystals at a range of up
to 120 feet. These crystals fill a 30-foot-radius burst
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and deal 12d6 points of piercing and slashing Xiomorn Exile
damage (Reflex DC 27 half). The save DC is
Constitution-based. experiments. Xiomorns prefer to operate deep below
Crystallization (Su) A creature struck by a xiomorn the surface of the earth, both for privacy from populous
exile’s claw must succeed at a DC 27 Fortitude and short-lived surface races and because their elemental
save or take 1 point of Dexterity drain. On a heritage grants phenomenal powers to control earth and
critical hit, the claw deals 2 points of Dexterity stone. Massive xiomorn vaults lurk beneath the crust of
drain on a failed save. As long as a creature many worlds, containing the bizarre and aberrant results
suffers any of this drain, portions of its body of their experiments. Xiomorns generally think very little
appear as living green crystal and it gains the of native races upon which they experiment, seeing them
earth creature subtype. A creature drained to 0 only as fodder to expand their race’s great knowledge.
Dexterity in this manner transforms into a green
crystal statue, as if affected by flesh to stone. The Xiomorns are generally divided into a powerful caste of
save DC is Constitution-based. mythic leaders that invent and initiate their experiments
Item Mastery (Ex) A xiomorn exile can always and a lesser—but still very powerful—caste of servitors
activate spell trigger and spell completion items that monitor ongoing experiments. Xiomorns leaders that
as if the spell were on its shirk their duties or rebel against their kin are stripped
class list. For the purposes of their mythic powers and cast into other planes. These
of crafting magic items or xiomorn exiles also lose the close connection to the earth
constructs, it is treated as that they once held; the stone does not speak to them or
though it possessed all heed their commands, but is merely an inert substance
item creation feats. like any other base materials. Non-xiomorns often have
Stone Spurned (Su) A trouble understanding the scope of this loss; xiomorn
xiomorn exile cannot
receive information from exiles can only describe in general terms what it was
stone (such as through once like to have deep communion with the very
spells such as commune foundations of worlds.
with nature and stone Many xiomorn exiles spend their time
tell), and even a thin attempting to regain their lost powers or
layer of stone blocks design other experiments to earn their
any magic detection way back into the good graces of
abilities (such as detect their kin. Xiomorn exiles have little
magic) it employs. contact with other xiomorns, not
Creatures of the only because their race is so rare,
earth subtype and but because other xiomorns can
constructs made of recognize an exile on sight
stone cannot be and chase them away for fear
charmed, controlled, of their experiments being
or summoned by a somehow tainted. A handful
xiomorn exile. of xiomorn exiles live in the
Irons District of Hyrantaean,
The xiomorns are an due to that district’s close
ancient and powerful connection to the Elemental
race of creatures Plane of Earth from which
from the Elemental the exiles hope to find
Plane of Earth. answers but to which they
Made of stone and cannot freely return.
greenish crystal, the A xiomorn exile stands
insectoid xiomorn 6 feet tall and weighs 400
are inhuman in both pounds.
appearance and
intellect. Although
few in number,
xiomorns secretly
invade other worlds
to enact eons-
long biological
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Chapter 7" Gamemastery using the City of 7 Seraphs
Gamemastery using
the City of 7 Seraphs
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GameGmaMsterCinog Cnittyeonft SAevleenrSte!raphs
Ultimately, campaign oriented books like this one are Warning! This section is for Game Masters! Don’t
meant primarily for Game Masters. Granted the City of worry, this won’t spoil all the secrets of the City
7 Seraphs has a lot of player accessible content (ok TONS or anything. We want people to pick at those
of content) but even those resources are meant to draw for years to come. Rather, this is a warning,
players into the GM’s web of stories. Each Parity, class, because it is a metagame heavy section of the
or species mechanic comes with story hooks that can add book and may hurt a sense of immersion for
strength to the plotlines and encounters that are crafted some players. Here we draw back the curtain
for the tabletop. Of course there is so much “crunch” here just a little to help people wishing to run City of
you can of course mine it for rules you like and leave it 7 Seraphs content in their own games. So, if you
behind. aren’t going to do that, this section might not
be for you.
But we hope you won’t.
In a lot of ways this book is a toolkit disguised as the Game Master. To aid this, “facts” presented in this
a city. It provides a wealth of character options and book are meant to be questioned and suspect. You won’t
setting material to construct various types of campaigns, see a specific dimension of distance for the City or exact
characters, and adventures for the Pathfinder Roleplaying number of the City’s populace. There are guidelines and
Game. The City of Seven Seraphs presents a grand planar markers but the exact details are as fluid as the quasi-
metropolis with its own mysteries in history. It can serve reality of the Shadow Plane.
as the home base for a planar campaign, a source of one or
many antagonists for your own Prime World’s campaign, If you intend to use this book as a GM, you will need to
a hub for planar travel or ferrying characters from one have this latitude to warp and bend the canonical details
setting to another, or a combination of all these things. to fit your players, campaign settings, and pre-existing
While this book is intended to serve as a toolkit for game histories. We thoroughly encourage you to use the
players and building characters for even a single planar Parities and the City to lend gravitas to your own NPCs,
adventure, its major goal is to present ideas and mechanics worlds, and narratives.
to support long-term campaigns. There are ideas for
games based in the city, lightly touched by its presence, or Narrative Scale
haunted by its shadow.
As stated above, specific distances and exact times
Gamemastering City of are avoided in the design of Hyraeatan. While such
Seven Seraphs measures are critical in combat, they can be interruptive
when telling stories. Much of the City is presented with
Given that the underlying architecture of this book mechanics based on spells like shadow walk to travel to
is designed to make a GMs life easier and present a another plane (1d4 hours) or the interstellar travel abilities
complex window into an extended multiverse of gameplay of oma or void dragons (3d20 days/3d20 weeks). These
this section attempts to highlight some of the specific abilities all use random rolls and loose time frames to
elements of design that go into empowering the GMs to simulate complex relations in time and space. They also
deliver amazing gaming experieces. Some of the elements can give the Game Master absolute control of the events
included in this book’s creation and their contributions to of travel and still maintain a sense of cohesion with the
the GM’s “toolkit” are highlighted below: backstory and consistency of the setting.
Imperfect Narration Add to this the use of gated portals, and the flow
of encounters is canonically in the hands of the Game
Much of this book is written with a simple assumption Master. Less time is spent hashing out the details of
about the NPCs that make up the Parities and fill the travel, more time on describing strange planar vistas,
City—This is the best they know. The Planes are infinite outwitting fiends, and haggling in the markets of the
and full of complexity. Knowing the fullness of truth and Outer Worlds. Enjoy the more gritty realism of trail
the ultimate mysteries of creation is not something any rations and watering your horse? Don’t worry it’s still just
one creature should know. So the truths and viewpoints a portal away from the Lattice and at most a few hours
presented in this book are imperfect. Imperfect by design from Hyraeatan.
and to serve the mounting stories of the Game Master.
Why? On a fundamental level, the only creature in
existence that should have a full understanding of the
Worlds and Realms of the Planes in a given campaign is
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Chapter 7" Gamemastery using the City of 7 Seraphs
Permissive Location present a broad array of challenges to any group of player
characters regardless of alignments, species, or overall
Much of the design of the City of 7 Seraphs focuses party composition. Challenges are suggested that are
around a single mission: saying “yes” to players with not always straightforward and are intended to present
confidence. The planar setting and connective elements interesting ethical implications.
(see below) allow GMs a melting-pot environment to
draw from nearly limitless content while still presenting The Eternal Dawning can present a strong body of
a coherent whole. There isn’t much content produced for good-aligned antagonists in an antihero style campaign
the Pathfinder Roleplaying Game, added by its third-party or even simply a rival perspective on the nature of Good
publishing community, or presented in an older version itself. The Chrysalis Covenant can present druidic
of the ancestral system that doesn’t make sense when traditions that rival the Ashborn’s while still presenting
presented in the context of the Shadow Planar City. alchemists who vie for resources with their peers in the
Descendants of Dream. And so on.
So often players want to play specific species or
heritages, or combine them with exotic classes. In many Scaling Challenges
established Campaign Settings the existence of these
characters can damage the overall sense of immersion From the newest heroes of the magical schools of the
the other players experience. The Anchor system, Parity Academies to the mythic ascendants of the House of
intrigues, and other elements of the City directly can Heights, Hyraeatan was created with the entire level
apply to existing homebrew worlds or published settings range of Pathfinder Roleplaying Game play in mind. The
from other companies. Interdiction of the Eternals prevents mythic characters
from running roughshod over lesser creatures while
Enhanced Cohesion allowing an environment where they can coexist with
low-level characters (perhaps even standing as a source of
A common problem in permissive campaigns is that divine magic for them).
diversified characters present complex backgrounds that
make it difficult to reconcile a single adventuring party. Whether nearly recruited students from Prime Worlds,
The Parity design of the City along with its reliance on adventurers stepping through the looking glass, or natives
Balance and Anchors (see below) require a high degree of to the City of Seven Seraph a game any level range can
compromise, cooperation, and tolerance. The same goes enter or leave the City with easy and integrated story
for the integrated druid populations, the magical ships support.
of the Docks District, and the Parities themselves. The
long term benefits of partnering with diverse and even Urban Adventures
antithetical companions often outweigh the short term
problems they present. Despite the breadth of options planar travel presents,
Hyraeatan has been designed with enough internal
Working together is a matter of daily survival in dangers and challenges to keep player characters
Hyraeatan. At the behest of their Parities, Eternals, occupied when visiting. Whether it’s murderous redcap
and society as a whole paladins can fight alongside fey or conjured Shadowtide spawned beasts… neglected
savage warriors of the Dark, rogues patrol the streets Sewer reflections or the twisting biblio-dungeons of the
as Wardens, and gnomes and ogres share drinks in the Archives… facing off in the arenas of the Academies’
Tailings after a hard shift in the Slag’s foundries. Grand Games or navigating cross-time courtly intrigue in
the Crowns District…the City never stops giving options
Complex Antagonists for in-town adventure.
Many settings that allow for diverse party make-ups, And as a planar travel hub, the City is always just
antiheroes, or other unusual character choices lack a Bright Portal away from your old home game, a fey
compelling opposition. The Parities, enemies, and missive from a wilderness adventure in the Orchard, or a
other organizations laid out in this book are intended to repaired length of Lattice from another new setting from
your favorite company.
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Interfacing the City with Existing Campaigns
Interfacing the City with interact with the Radia or a simple as a low history of
Existing Campaigns volcanism and earthquakes.
Some GMs will choose to integrate the City of Seven Advantages: Using the Anchors as a connecting point
Seraphs into existing games as a sort of keystone to an existing game provides these advantages:
location or bridge to link pre-existing campaigns. With
a myriad of motives, methods, and interested parties RR Organic: Discovering an Anchor or a dying Warden
nearly any campaign should be able to link to the City who is the last of his Circle might be a simple,
if a GM so chooses. Some of the most common reasons natural way to include the City in an existing game.
for connection and the advantages of each are listed The details of the discovery can unfurl slowly
below. More than one of these methods may be the case and as the impending issues for the City grow the
depending on the needs of the GM and their cosmologies. presence of its agents and influence would increase.
Elements of the City and its realities could be slowly
The L attice introduced.
The most common reason a setting is linked to the City is RR Targeted: The nature of Anchors can be used to
through the interplanar “highway” of the Lattice. Its dark create a very focused campaign. If the campaign
roads and shadowed lengths provide magic like that of world’s connection to the Lattice and the City is
shadow walk to even low magical worlds that have linking reliant on the stabilization of its Anchors, expensive
portals. Its mysterious origins allow its history to be fitted spellcasting or similar resources may be required to
to an existing game and simply be an ancient forgotten or gain access to the GMs existing world restricting
secret method of travel—either from location to location travel to and from the City as the GM desires.
on the same world or connecting it to others. Locating each of the seven Anchor statuettes could
present a quest unto itself only opening the campaign
Advantages: Using the Lattice as a connecting point to to the full power of the City after the Anchors were
an existing game provides these advantages: each recovered and realigned.
RR Unobtrusive: The inclusion of the Lattice in an Yggdrasil
existing game (planar or not) is relatively unlikely
to drastically alter the reality of a campaign unless The World Tree is the basis of the general planar
a Game Master specifically wants it to. Arcane cosmology of the City of 7 Seraphs from the viewpoint
institutions or churches easily could have covered up of its inhabitants. If a GM is using this style of planar
the existence of a single portal to the dark ways to cosmology, then it is very likely that the World Tree and
limit exposure to the City and its Parities or to bury Lattice are connected given their natures and shifting
the heretical existence of the Eternals. from one to the other is often as easy as climbing.
RR Connective: The Lattice presents a highly connected Advantages: Using the Yggdrasil as a connecting point
system of roads and portals that can intersect as many to an existing game provides these advantages:
or few campaign setting worlds and planes as a GM
desires. This allows for the easy shifting of content RR Established Mythos: The use of Yggdrasil as a
or characters from existing or new campaigns to one connective link brings with it a wealth of Norse
another with some degree of simplicity and control. mythology, expanded cultural reference from
Stretches of damaged Lattice can limit the options to comic books, and generally recognizable yet highly
connect other worlds as a GM sees fit. advanced planar concepts. Additionally, prior
editions of the world’s most famous fantasy role-
Anchors playing game utilized variants of the World Tree
mythology as have many other Pathfinder compatible
The Seraph statues bear sets of linked statuettes that help settings allowing nearly instant integration.
create stabilization in the quasi-reality of the Shadow
called Anchors. Locations can be as small as a single RR Symmetry: The existence of both the World Tree
building or as large as a plateau or entire city. Unlike and Shadow Plane in the same cosmology makes the
when Hyraeatan’s people visit more cosmopolitan or Lattice a likely if not assumed reality. The Shadow
planar-aware cultures, Anchor sites are often selected for planar echo of a planar connective force makes sense
Prime Worlds secretly and in remote or unique locations. to be another connective medium. The presentation
The reasoning behind this can be to “capture” exotic of the shadow cast by Yggdrasil makes the Lattice a
magics from a world to reflect into the Shadow and fast concept for even novice players to grasp.
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Chapter 7" Gamemastery using the City of 7 Seraphs
Portals This method reduces all prep time, explains
all questions, and integrates the campaign
The Pacts District expresses relatively random portals. immediately. Using this connection heightens
Temporary and fleeting these portals provide limitless the sense of frenetic action or chaos in the planar
possibility for connections without assured repetition.
They are patrolled and explored by the natives of experience for the player characters and
Hyraeatan and can be used to temporarily or repeatedly reduces the need for historical or long-term
link existing campaign structures. implications for existing games.
RR Journey: With the vast array of
Advantages: Using the Portals as a connecting point infinity it is possible that a Portal to a
to an existing game provides these advantages: particular world or place only opens once.
This portal’s connection also allows for a
RR Spontaneous: An opening portal can be sudden very different sort of heroic tale. Characters
and obtrusive allowing a fast, low explanation may be plunged into the Worlds Beyond
connection to the City and its intrigues. Worlds with no experience, no familiarity,
and most importantly—no map. These
adventures can then become as much a
journey home (like Homer’s Odyssey) as they are
about planar adventure with characters seeking
their home or homes in the vast breadth of the
infinite.
Voidships
The majesty of magical starships and
arcane adventures in space has appealed
to many for years. The recent popularity
of sci-fantasy settings and episodic space
adventures (like Firefly or Killjoys) make
the narrative structures in these sorts
of games familiar to large groups
of players. Concepts of resource
management, ship-to-ship combat, and
interstellar intrigue can all be brought to
the fore as the GM decides.
Advantages: Using Voidships as a
connecting point to an existing game
provides these advantages:
RREpisodic Play: The journeys of a stellar vessel
present a unique frame for sessions and one-shots
that are complete and cleanly presented. Clear
cues present themselves. Entering a new plane or
planetary system engages players to prepare for new
experiences. The continuing motion leaving a world
or setting can provide a more complete and natural
sense of closure for a story arc or session should the
GM so desire.
RR Resource Management: Depending on the nature
of the Voidship resources such as food, fuel, or even
air may require regular replenishment. This can
cause the characters to interact with more eclectic
environments and allow GMs to present fascinating
vistas or interjectory encounters as desired while still
framing the experiences in a unifying structure.
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Types of City of 7 Seraphs Campaigns
Types of City of 7 Seraphs Wardens of the L attice
Campaigns
Perhaps the most typical way to utilize the City of Seven
There are many types of games you could run with Seraphs as a base game setting, this game focuses on the
the City of 7 Seraphs as a home base. From a high- PCs being a Circle of Wardens. A Circle is traditionally a
level endgame staging area to a first level introduction patrol of six members responsible for keeping public safety
campaign, the city was designed to support many within the city, maintaining the Anchors and roadways
different types of play. Below are a few examples of the of the Lattice, and investigating dangers at or near the
types of games you could base in Hyraeatan: various portal plazas in the Shadow Plane around the city.
By default the members of a Circle also must represent a
Academy of Wonder different Parity each allowing this to double as a Parity
Intrigue Game (see below). It is possible for a Warden
The default low-level setting of the city of Hyraeatan game to cover from first to 20th level play. Various
is like that of the fantasy fiction typical of young adults elements of the setting have been introduced to mitigate
being trained to deal with the magical nature of reality the need for six players to play this type of game (veryx
(Books series such as Harry Potter and Percy Jackson or symbiote pairs can count as two wardens for example).
animated series like RWBY). These games can start However, GMs should generally keep the theme of
as low as first level and can utilize organizations like Balance in mind if they wish to invoke the mysticism of
the magical schools of the Colleges District to guide the setting fully.
gameplay for realistic and appropriate encounters for
characters of those levels. The Academy game transitions Story Hooks: A Wardens of the Lattice game might
easily into another game as characters level or time utilize the following story hooks:
progresses.
RR Anchor Placement & Realignment: The stability
Story Hooks: An Academy of Wonder game might of Hyraeatan relies on the Great Seraph statues
utilize the following story hooks: and their resonance with sets of Anchor statuettes
throughout the multiverse. An entire campaign could
RR Rivals: Rivalry between students and other schools be centered around the maintenance, placement, and
can be the focus of an entire campaign or story arc. upkeep of these key magical components.
Gaming groups desiring player competitions could
run individual combats and assessments or more RR Lattice Patrols: Patrolling the Lattice can be a
group focused campaigns could run class versus class mix of fun random encounters, visitations involving
exercises culminating in the Academy Games. strange new worlds, and any number of other
possibilities. It can also take on the tone of a military
RR Impressing the Teachers: Training exercises, skill campaign when dealing with major enemies and
challenges, and social combats can all be utilized to threats such as the Runeweb, the Sarrosians, or the
create tension around the academic setting. Combats Zeian Empire.
can become testing environments, failed safety
protocols, or secret evaluations. RR Diplomatic Missions: The Cities affairs often
involve missions centered on visitors from or travels
RR Making Tuition: Some schools are presented as to an exotic planar location. The Wardens are the
requiring steep tuitions and coming up with the default force when guarding or otherwise assisting in
money as a low level character could be an adventure these missions.
unto itself. This is recommended as a one-off
campaign start or rarely used hook but the sense of RR Parity Intrigue: Each Warden patrol is required to
“earning a place” can heighten the reward of getting have a number of members from different Parities.
into or staying enrolled at a school. Historically, the ideal is a patrol of six and generally
a balance of Light and Dark Parities. While it is
RR Scholarship & Recruitment: Some Academies generally encouraged to allow the perspectives of
games might involve the possibility of recruiting all Parities to enter consideration for play, there are
young minds from across the known planes to magical realities involving the Seraphs that also favor
attend their schools and programs. Callbacks to old such Balances when placing Anchors. Many Wardens
campaigns, descendants of prior character, or recruits place Parity before the Organization and such games
from any number of campaign settings can all be can be tense explorations of intrigue.
brought into the same organization. The Foreseen-
patroned Harvest Hill applies the concept of
foreknowledge to its student body attempting to train
the “heroes of tomorrow” before they are needed.
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Voidship Crew Parity Intrigue
The crew of a voidship and its journeys through the The fourteen organizations presented in the Parities
multiverse can be rife with adventure and excitement. chapter provide endless story ideas and sources of
From planar piracy to getaways to missions of mercy, the conflict. A game centered in the city (or in your favorite
City’s fleets of privateers and freetrader magical vessels Prime World’s campaign setting) could easily focus on
provide ample options for long-term campaigns or short one or more of these organizations, their agendas, and
story arcs. The Docks District’s heavy reliance on the the attending conflicts they introduce. Games of this
Foreseen interjects the option for prophetic urgency or nature will tend to use the Fame and Prestige rules
destined journeys into the depths of the Planes and arcane outlined in Chapter 2. See the individual parity entries
space. for suggestions on how each might interact with existing
or new games.
Story Hooks: A Voidship Crew game might utilize the
following story hooks: Story Hooks: A Parity Intrigue game might utilize the
following story hooks:
RR Anchor Placement & Realignment: As above in
the Wardens game, but some locations are so remote RR Resource Collection/Incursion: While the Parities
that the Lattice may not represent the best option stay in relative balance inside the walls of Hyraeatan,
to reach them. Many worlds suffered damages to it is not uncommon for them to become aggressively
their supernatures in the clash between Eternals and engaged elsewhere. Conflicts with native forces or
emerging Divinities called the War of Creation and even each other could cause Parities’ agents to come
are not accessible through standard Transitive Planes. into conflict in the Prime Worlds. Another layer of
Such locations require the use of Orrery drives and intrigue would mount if these individuals were forced
other artifice to reach. to interact in and out of Hyraeatan, mixing social
conflict and violent fights alternating between the
RR Privateers & Piracy: The Temple of Coins settings.
dominance of the financial affairs of the City
have allowed them to gain a strange dispensation RR Anchor Manipulation: As the Wardens attempt
regarding the defense of the Docks District. The to regulate and control the Anchors to ensure
Parity provides a distinct class of license that allows Hyraeatan’s relative stability, some Parities seek
for the plunder of cultures deemed “dangerous” to to shift the Anchors to allow for new magical
Hyraeatan and her interests. While many of the ships Lattitudes, create new reflected reality, or to
that take port in the Docks obtain these licenses to sabotage rivals efforts. Games of this nature would
expedite their affairs when coming ashore, others involve conflict with Warden, other Parities, and
have embraced the concept with a mercenary passion. possibly others with interests in exploiting potential
vulnerabilities.
RR Explorers of the Unknown: Many Parities seek
new locales, planar phenomena, and other unique RR Social Intrigue: Parities are discouraged legally
planar occurrences. The Descendants of Dream, and magically impacted (see Occlusion and Radia
Steamwalkers, and Foreseen all take interest in these in Chapter 1) by the outright use of violence to
possibilities with a high enough priority as to sponsor serve their disputes. Rather, much of their conflict
expeditions into the most dangerous reaches of the within the shadows of the City occur on ballroom
multiverse. dancefloors, across dining tables, or in the Parity
Council’s meeting Halls. This sort of conflict
RR Military Conflict: At times of particular tension, benefits greatly from the rules presented in Ultimate
the Wardens and Privateer Fleet have become Intrigue.
embroiled in military actions against Prime World
interests and even invading forces. While the RR Shadow War: Due to the challenges of fighting
Occlusion prevents mass assault via the Shadow openly in the City, the Parities often find the need
Plane, the Bay of Yss and the Docks themselves to battle one another outside Hyraeatan. In this sort
are still subject to some targeted attacks. Extended of game player characters act as counter agents for
military conflicts might result in an entire space one Parity against another. Taking secret missions
naval campaign. to thwart the goals of their enemies while trying to
navigate “civil society” while in the City.
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Types of City of 7 Seraphs Campaigns
Guild Games
The Colleges District boasts a large segment of its
mid-streets known as the Halls. While Hyraeatan
has many proper trade guilds and craft guilds these
organizations tend to reside in their dominant
districts (Pacts for trade and Irons for craft).
The Halls area is instead a collection of magical
orders, adventuring companies, and mercenary
organizations. Nearly any of these organizations
are a good fit for a long-term campaign. Many of
them will have rivals, common objectives with other
organizations, and long-term enemies (anime like
Black Clover or Fairy Tail might be good sources of
inspiration for such games).
Story Hooks: A Guild game might utilize the
following story hooks:
RR Rivals: Many guilds like the Archraiders who
try to uncover old caches of Bookbinder lore
in the Archives are aggressive and competitive
when it comes to leads and finds. The possibility
of conflict with other guilds in the ruins of
trapped biblio-dungeons and clashes with the
local Grayroot gangs and cartels fills a large
level range of play. A close up on a single guild
could even involve rivals within an organization
allowing for tension building while driving
cooperation toward larger goals.
RR Procurement Services: The number of
eccentric geniuses, archmagi, and would-be
immortals in the City is quite high. Many of
them require unusual reagents to focus the
Radia’s strange planar emissions into specific
results and most are wealthy enough to hire
enterprising adventurers and agents to seek these
components out. A guild of this nature would
likely be comprised of eclectic specialists who
would range out on adventures for unspecified
amounts of time.
RR Recruited: Some guilds in the Halls actively
recruit new members from far flung locations,
many hoping to diversify skillsets or grow
their networking reach. New characters or
old might be recruited from the far reaches
of the multiverse to join one of these unique
organizations.
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Chapter 7" Gamemastery using the City of 7 Seraphs
Portal Jumpers the literal outsiders. A City that doesn’t truly belong yet
touches everything, everywhere. Infinitely strange and
The Pacts District regularly expresses random portals wondrous but only a breath from where we stand.
as a side effect of the Loci of Eternity drawing power
from the Radia. Guilds from the Halls section of the The City then is meant to be able to exist both
Colleges district send out teams to stake out these strange beyond ourselves and beyond the traditional frame of
apertures, as well as the Temple of Coins acquisitions fantasy games like the Pathfinder Roleplaying Game or its
teams, and teams of Wardens. ancestral system—to allow for new ideation, expanded
creation, and ultimately engaging stories. Strangely
Story Hooks: A Portal Jumpers game might utilize the familiar and hauntingly alien.
following story hooks:
Duality
RR Resource Collection/Invasion: The random nature
and timed windows of the Portals of the Pact District The City rests in the Shadow Plane at the conjunction
present windows of opportunity for exploration and of a massive Ethereal Vortex, caught between Light and
harvesting resources. These forays are often perfect Darkness, and showered by radiant demi-planar energies,
for single session delves into varied and unique sites. bleeding power from the Outer Planes, and proto-matter
Bound together by the narrative of the City and the of the Ethereal Plane. While these pairing forces provide
Gatecrasher’s Guilds, seemingly unrelated or totally some of the ambient feel and supernatural realities in the
random encounters can still be framed in a coherent City, they are hardly alone. Duality is present in nearly
and meaningful manner. every aspect of the settings narritive.
RR Defense: Alternatively, a portal leading to a hostile From the Parities’ divisions into those of Light and
or dangerous place might be the staging ground for Dark, to more embedded internal oppositions within
a miniature invasion or deadly natural challenge. them, the Dualities of the City are what drive it.
In this situation, the player characters become Steamwalkers strive to master the generative conflict of
supplemental forces or recruits into the Wardens Water and Fire. Descendants of Dream speculate the
to stave off alien colonization, fiendish hordes, and difference between Illusion and Reality. Meanwhile,
flows of Paraelemental Magma! Each challenge can Ashborn druids set fires to Destroy and clear the way
evoke the drama of first response while shaping the for new Growth. Within and without the City of Seven
storyline of a unit of elite troubleshooters. Seraphs dances Duality walking the line of balance and
collapse. These oppositions can become the fuel that
RR Reprise & Reference: Again the chaotic appearance drives a campaign’s stories.
of the Bright Portals of the Pacts District can present
nearly any reality. References and throwbacks to old Eternity
games, other concurrent campaigns, or even other
systems allowing for nearly any iteration of nostalgia, Each Parity in the City has its own viewpoints on
interaction, or crossover a GM wishes to facilitate the nature of the Eternal. And within them there are
within the frame of the City. even more perspectives on the complexities of Forever.
As a result, the Parities enact plans far reaching and
Themes in the meddlesome, study strange cases in individual worlds and
City of 7 Seraphs even engineer ascension and apotheosis events for those
they find aligned with their own views. They research
Much of the design work behind the City has not only a ancient Prime Material histories, rare forms of psychic
GM-oriented toolkit thought-process but also narrative power and practice skills virtually unknown elsewhere.
theme consideration. These elements are baked in These machinations and delvings help to fuel a deeper
allowing for deeper gravitas (if desired) to be lent to level of mystery to even the most mundane encounters in
even casual gaming experiences and to enable campaigns the City or with its agents.
to explore grounds that might have considerably more
depth than comparable games. Many of these themes are Additionally, the intrigues around these central themes
outlined below should a GM wish to make one or more a allow for games that implement optional rule-sets like
focus when developing a campaign. the Pathfinder Roleplaying Mythic Adventures rules,
Dreamscarred Press’ Ultimate Psionics, or new content
Alien View from the Third Party publishers or new core Pathfinder
Roleplaying Game releases with relatively controlled
The sense of the Other and Otherness is a strong theme exposure. This helps create an environment that the GM
inside the design of the City. As a shadow that reaches can utilize to experiment with exotic content or inject
beyond our recognizable reality there is a viewpoint of massive amounts of campaign change within the setting’s
story frame. As a source of external change or a setting
618
Jacob Cinciripini (Order #18219176)
Bringing It All Together
for game-changing evolution, the City of Seven Seraphs The classes, feats, and other mechanics of the City
can serve a game in ways that are endless. drive toward this end. Optional systems like Ultimate
Intrigue’s Reputation and Fame rules are supported and
Knowledge the mythic ascensions of various Parity personalities
of the city can feature the Pathfinder Roleplaying Game
Knowledge is another core theme of the City of Seven Mythic Adventures ruleset or dance around it as a agents of
Seraphs. Who should have it, how it can be found, and unfathomable mythic entities.
how it is distributed all come into play within walls
of the City. Two of the Parities in particular exemplar Transformation
the Knowledge theme in conflicting viewpoints: The
Steamwalkers Parity are devoted to research, exploration, Some of the Parities take this passion for personal
and education. They find themselves advocating for evolution a level further. The Chrysalis Covenant delves
Knowledge as a right of all people willing to engage the mysteries of guided Metamorphosis, exploring
its pursuit. Steamwalkers take the risks necessary to methods to allow radical physical transformation, and
push its boundaries. A second Parity, the Bookbinders, psychic ascendancy. Alternatively, the House of Heights
espouse a careful viewpoint of control seeing Knowledge tracks an ancient mystery in the paths of the Eternal and
as a dangerous weapon and access to it a privilege to the secrets of endless life. Still others seek to enter death
be earned. They broke with the Steamwalkers when itself, becoming vessels of ceaseless Hunger as vampiric
that Parity began to sponsor free basic education for scions of the Sanguine Sovereignty or the distraction free
all the children of the City. Bookbinders saw this as an icy clarity of the Icegrave Enclaves’ undead minds.
inappropriate grab at influencing the opinions of the
whole. Transformative magic and stories lends well to Ultimate
Campaign’s retraining rules, adding new Third Party
As the major advocates of Knowledge came to an content, or even moving short-lived campaigns from older
essential conflict it is no surprise that they manifested settings and rulesets into new and vibrant life.
these differences in developing the City itself. The
Steamwalkers partnered with the Descendants of Dream Unity
to create the area that would become the Colleges
District. From housing the primary Freeschool campuses, Perhaps the most intended theme of the City is Unity.
to the debate and performance kivas of the Descendants From the balancing of Dualities, the understanding of
the Colleges District advocates a lifetime of discovery and Eternity, and similar concepts that emphasize the long
expression. view and what exactly it takes to achieve it. Disparate
peoples coming together to forge something greater
In contrast the Bookbinders invested in the themselves is at the heart of fantasy adventuring party.
downtrodden neighborhoods around the Wellness Houses So too is the concept of Unity evident in the co-existence
of the Hands of Onus. Buying tracts of dilapidated of the Parities and the need to balance the mental and
properties the Bookbinders began construction of secret spiritual energies of the populace of the City. Each
libraries and hidden caches of the rarest books. It the Warden circle is ideally a microcosm of this theme and
past, the early organization that would become the can bring the ideas behind it home fast.
Bookbinders had a single organizational system. As years
marched on this system was overturned time and time The City is intended to help Game Masters bring their
again. Internal divisions resulted in fractured segments of players together into a rich and cohesive tapestry while
the Parity’s stores, burned or missing records, and largely still allowing for individual exploration and permissive
hidden vaults of books and scrolls secreted in trapped and game experiences.
dangerous buildings in the worst part of the City.
Bringing It All Together
Progression
Utilizing the connective options, campaign styles, and
In the City of Seven Seraphs, everyone is in the throes of themes presented above it is relatively easy to model a new
their own journey. Young wizarding women and magical or alter an existing campaign to become enhanced by the
boys strive at lessons in the Freeschools and Academies presence of Hyraeatan and its Seraphs. Below are some
Sorcerous of the Colleges District. Parity agents complete ideas of how combining these elements might work for a
operations, exercises, and patrols as they climb through GM.
the command structure of the Wardens. And ambitious
souls earn the respect of peers, enhance local reputations, Adventure Ideas
and compete for the reigns of the Parities themselves.
Everyone is on their way to becoming something greater. Academia of Heroes (Portals & Voidships – Academy
of Wonder – Progression & Unity): Gathered from
619
Jacob Cinciripini (Order #18219176)
Chapter 7" Gamemastery using the City of 7 Seraphs
across the multiverse, bright minds and stout hearts doing so they run into another group of strange travelers
study to be the heroes of tomorrow. Whether selected by seeking the fate of the dead woman. Do they fight? Do
mysterious patrons or chosen by mystical prognostication, they ally themselves with the strangers? Does the enemy
these young heroes have the eye of powerful mentors… nation discover them? Do they return to the City with
and unfortunately their rivals. A progression driven the Strangers when the work is done? A mixed game of
adventure takes shape as the students of the mystical familiar settings and alien secrets draws the heroes into
academies square off against trainers, academic deadly danger.
challenges, and battle rival schools. This campaign
reaches critical mass when a threat larger than all the Mirror Fractures (Portals – Portals – Duality &
students forces them to come together and defeat the Knowledge): A good-aligned party is approached in
undefeatable. a darkened alley by… themselves. Or at least a few of
them anyway. Explaining that they are from a fractured
Dark Roads of Eternity (Lattice – Guild Game – timeline within the Crowns District, they have fallen
Eternity & Transformation): In this game, a group of from the Grace that the party enjoys from “softer lives.”
Prime World adventurers encounters a strange group of They implore themselves to seek out the City and enter
rivals who beat them to the reclamation of an ancient the Fracture to reclaim a relic of great good that can be
treasure. A chase ensues. Following the opposition, they used to rectify the broken reality of their own time. Are
find a doorway to a mysterious black road. Its darkly they to be trusted? Can time be healed? Will they betray
shimmering path leads them to a foreboding dome of themselves? This dangerous dance of dopplegangers
darkness and beyond that, a strange City. Nearly lost unfolds a strange destiny for the party.
in the vastness they search. They track their new rivals
down. Finding a group much like themselves, they are Reclaiming the Tower of Jewels (Portals – Parity
told that the planar adventurers sold the treasure to a Intrigue – Duality & Transformation): An ancient
would-be immortal. Impressed, the party is also offered a abandoned ruin, the Tower of Jewels represents a failing
membership in the procurement guild. Do they join? Do of the assumption of the Lightbringers’ role in Hyraeatan
they investigate the immortal? Do they seek the secrets by the Eternal Dawning. Riddled with portals to the
of life eternal? Arriving in the major leagues of a planar fey-touched Prime Worlds of Hyandil’s early travels,
metropolis the party transcends its humble beginnings wanderers from time to time escape. In this game,
and becomes something new. the Eternal Dawning might recruit those who emerge
enlisting them to help reclaim the areas they are familiar
Drinking of the Well (Yggdrasil – Parity Intrigue with. It could also put the idea of two Light Parities of
– Eternity & Knowledge): The holy men of the drastically different natures against each other. Allowing
adventurers’ homelands have always held faith the characters from nearly any existing campaign, the
Aesir, immortal beings of valor from a strange Realm campaign would feature a location based dungeon setting
beyond. The heroes are initiated to seek lore the tribe with portals to Prime Worlds and Fey Realms.
desperately needs but their initial journeys tell them that
even Odin, Lord of the Aesir sought out Mimir’s Well to Secrets of Legacy Hall (Academy of Wonder – Parity
find the knowledge he needed. The party seeks Odin’s Intrigue – Knowledge & Progression): The Academy
temples. Scraps of ancient lore indicate that the Well lies of Legacy Hall takes the mission of developing potential
beneath the roots of Yggdrasil. Fighting guardians the Wardens among the youth of the City one step beyond.
adventurers discover that at the base of Yggdrasil there Its students are assigned a Legacy. A fallen warden is
lies in its shadow a City. Is this the location of the Well? chosen for them to emulate, study, and ultimately replace.
Do the strange Bookbinders mean to aid the seekers on Some find it morbid. Others wonder if the connection
the pilgrimage or seal them into the depths below the may be deeper. This adventure would focus around
City and bury them with their secrets? Uncovering the a group of students, investigators, or a mix of both
mysteries of the Gods and facing their keepers launches exploring the mysteries of a strange institution.
our adventures into the Planes.
Summary
A Final Wish (Lattice – Wardens & Parity Intrigue
– Knowledge & Alien): A strange traveler dies. On her However a Game Master chooses to do it, the City
body is a note written in a foreign tongue and a statuette stands ready to meet their game and players. Whether
of an angel. Young adventurers seek out a sage to translate it is enmeshing and unraveling the secrets of the City
the last words for them. He reads to them speaking of an sprinkled throughout this book, mining its copies rules
ancient magical City that needs the statuette to focus its for ideas for your own settings, or casting Hyraeatan’s
fragile reality. The note asks whoever finds it to take it shadow to link the roads and starry skies of a thousand,
to a rival nation’s capital and hide it there. If they don’t thousand worlds this book hopes to make your work
thousands may die in magical chaos. Deciding it is the easier.
right thing to do the heroes sneak across enemy lines
and seek the location to secret away the relic. While We hope you have the time of your life here.
620
Jacob Cinciripini (Order #18219176)
Backer List
Backer L ist John Bowlin (virtuadept), Jonathan & Kaitlin Sowards, Phoebe
Harris, Travis Carpenter, James Bonner Jr.
The Chrysalis Covenant
The Steamwalkers
James Durchenwald, Michael Lefavor (Overmage), Aaryn Gulledge
& Vanessa Moon, Donald J. Decker, Jeffrey & Susan Kreutz, Adair John Moeller, Adam Boucher, Matt Groen the Goblin King of the
"Pixie" Ranieri, Little Jerry Magwire. Salt Sea, Mark Cavazos, Keith Z. , Ben Walklate, Coyotekin, Simon
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E Werner, Jonathan Chiaravalle, Robert 'Bahumut' Norton, Rhel
Shawn Lake-Rhoades, Shawn Guy, Lee Fisher, Aria Lake-Rhoades, ná DecVandé, Jan Doschadis, Lucille Durchenwald, William D.
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(Cecil Sweetwhiskers), Charlie Dreisbach (Tremdor), JJ Garcia MacIntosh, Jesse Goldberg, R. Brandon Wallace, Dave Witesman,
(Freya), and Jonah Smellick (Mason). theyoungdaydreamer, Andrew Christian, Cassandra Massey-
Allen, Keith & Kimberly Persons, David Starner, Jeremy Styles,
The Circle of the Hole T.J. Compton, Charles Myers, Tony Smith, Carlos Ovalle, Mark
Magagna, Ron Dawson, MIke Franke, Robert SK Hill 3rd, Thomas
Patrick McElfaesh (Assari), Joshua Hilderbrand (Nagali), Tiffany Bunting.
“Finlynn” Smith (Axyr and Zanna), Hunter Dangler (Ostil), and
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The Circle of the Tinfoil Hat Jacob Cinciripini, Shell Moniz, James Leeson, Ben Stowell, Seann
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(Axavyr), and Carrie Gehring (Nynmana). Hindley, Dane Patterson, Brian Reck a.k.a. Kryzbyn, Robert
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Dan Tree, Dave Nelson, Patrick Curtain, Chris Zank, Jamie and Gishwiller, John Pingo, Brian Suskind, Hamish Thomson, Bryan
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Ramsett, Saajan 9000, Benjamin Billings, John T. Duffin, Charlie Richard “Rysky” Lawson, Michael Berger, Shayne Brown, Matt
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Adam Roy, Darren W. Aldredge, Lazaro Mares, Tim Ryan, Dr. David Stephenson, The Champion, Steve Davies, Beemer
Ryan Blackstock, Dax Lawless, Colin Fisher, Michael Woods, Tectonic, John V Moore III, Daniel Scholler, P. Dawson, Regan
Dave “Haruk” Bruno, Arch DeLux, Ronald G Paris, Jon Shelky, W. Messenger, Tarry Higgins, RGW, Patchen Mortimer, James
Rev. Bora Horza Gobuchel MRI, Joe Parrino, Andrew & Monica Crowder II, Jen McTeague, Alan D. Kohler, Jesse Breazeale, Jon
Marlowe, Ian A. A. Watson, Jon Meerdink, Kyle A. Lovett, John Goodwins, Terry Adams.
Duffield, Ian Johnston, Scott Maynard, Michael Smith, Craig
Bonham, Henry "Waldo" Waldschmidt, Chad "Doomedpaladin" The Bookbinders
Middleton, Norm Moffett, Jamie McRoberts, Kendra Leigh
Speedling, Marc17, Anon, Craig Denham, Terry Helman, David Everett, Johnny Worthen, Alexander Wilfinger, Nino Vecia,
Dbgtinfinite, Ian Cunningham, Robert H Hudson Jr, Buddy Shay, TheMonkeyCannon, David (Nefarious Plotter) Spektorov, D527C-
Barthélemy 'Skender' Alezandaru, Shawn Polka, Eric Latouche, Shane C., Ezekiel Bones, Erik Carter, Gary "the Pirate" Garitson,
Leslie Weatherstone, Peter Petrovich, Andrew Lotton, Chris Carlos Cabrera, Henrik Augustsson, Kyle Rawlings, Nate Swalve,
Skuller Stephen White, Bernd Linke, Rob Knop, Dave H-Bomb Marios Kalogeropoulos, Dr. Donald A. Turner, Daniel I Hauskins,
Herman, Luthorne, Catherine Bonham, Ronald Hopkins, Morris Simon Threasher, Alvin Dixon, Sterling for Order of the Amber
Ingemanson , Jude, Robert Rhoades, Harvey Howell, Mike Harris, Die, Tover "The Door" Malriz, Brendan Coffey, Matthew Stanton,
Jordi Rabionet Hernandez, Debra Lieven, Boric Glanduum, Bennett Order of the Amber Die, Sébastien "Nolinquisitor" Allard, Doug
Selchow, David Shlafer, Spellhawks Press, J. Evans Payne, Philip W. Bailey, Cormac mac Keane, Allen Billings, Melissa Sanders, Russ
Brooks, Adam Miess, Nathaniel "Old Man" Dozier, Scott Lindsay, Powell, Lee Palfreyman, Shin Taillelaine, Frank "Holla' at ya' Berk!"
Darrell Woods, Erik Johnson, Andres Zanzani, David DeRocha, Gawryla, Johnson Lamb, Stefan Uitdehaag, Benjamin Widmer,
Steven Kohn, Mechatarrasque, Scott Kehl, Shawn Cotton, Peter Haroen Hubert, Dave Poppel, Steven Wilson, D I Lewis, Andrzej
Wood, Jaye "Storm Bunny" Sonia, Todd Hansen, Matthias Mertens, Krakowian, Håvard, Sam Stoute, Ross Isaacs, Scott Meister,
Bob Barrick, Vira Starr Cucal (Bunnizilla), Joshua Root, Chase Robin Mayenfels, Necrosis Bob, RJ Gamble, Jason and Stephanie
Hopper, William Teebay, Michael G Townsend, Paul Ryan, Jere Williams, Nick W, Matt Bishop, Frank Lilly.
Manninen, Paul Lefebvre, stereofm, Kevin Glusing, Anja Kraus,
Daniel Lander, Josh Bender, Brother Tom, Jeremiah Sheret, The Descendants of Dream
Anastasia Hanes & Devin Owensby, BLT Stouder-Studenmund,
Kyle Whittlesey & Daniel Purdy, Oliver von Spreckelsen, Michael Christopher W. Dolunt, Brandon Urey, Olivia Wallace, Kate Baker,
Picone, Ben Malloy, David Kendall, Erik Ashby, Robert Fairbanks, Louis Porter Jr., Andreas Loeckher, Michael Pixton, Melody Tripp,
S. J. Jennings, Patrik Byhmer, Huscarle, Patrick & Sarah Pilgrim,
Timothy Baker, Ryan Dukacz, Ben McFarland, Brian Berg,
Chris Handforth, Justin Bush, Jacob "Milo v3" McKiernan, Jean
Buhlmann, Tai Payne, Cal Kotz, Lewis Crown, Inspector Butters,
621
Jacob Cinciripini (Order #18219176)
Chapter 7" Gamemastery using the City of 7 Seraphs
Randy Pudell, Mike Poland, Les Hostetler, Nick Zakhar, Lester Cory Burma, Curtis Gibson, Paul Fossgreen, Mariposa Cosplay,
Ward, Tyler Brenman, Nereas Silverflower, Joe "Big Mo" Medica, Matt Murray, Von Krieger, Joshua Hennington, Ron Pack, Steven
Joseph Wood Jr., Daniel Hannagan, Peter Maidens, Rostow, Jack Lord, Neal Tanner, Nicolas Desjardins, Jeffrey Harris, Matteo
Krause, Genevieve c, John Buckley, Anton Olsen, Samuel Clyde, Tirelli, Ryan Kent, Philippe Niederkorn, Paul Hyson, David
Dale McCoy, Jr, Jose W. L., amberkat, Oscar Cuellar, Yuno, Sanjar Semmes, James J Moe, Troy Wells, raijingaijin, Nate Ayronis, Kim
Khaksari, ChaoticDragon, Ilorin "Kyle" Lorati, Adam Bysko, Diego Frandsen, Liam Vermazen, C.J. Withers, Keith MacDonald, Mark
Valdez, Jason Kramer, Chris "Kvantum" Frizzell, Lenata Starborne, Frankis, Cecil Maye, Matt "Catapult" Wang, Philippe Bélanger
Michael/Ryan Ellis, Mikhail Sergeyevich Rekun, Eleanor Roy, WarDragon1984, David Lee Terhune, Jonathan, Ian McFarlin,
Suzukawa Ferron, Kaan Ozkal, Ingolf Schäfer, Nathan & Jean Kevin Tait, Christopher Hill, Abby Schwarz, Logan Simpson,
Sutterfield, Paul Watson, Annette, Jeff Erwin, David Margowsky, Brandon Peterson. Joseph Penrod.
Eikonos, Guilaume Degremont, Matthew "Krauxiliary" Parsons,
Martin Heim, Michael Blanchard, Mike Welham, Louis-Rene The Eternal Dawning
Hebert, Halwin Malison, Matthew Smitheram, Mark W Roy,
TriOmegaZero, Andrew Johnson, Stanley Tam, John R. Trapasso, Bridget, Lauren Reid, Wolfgang Baur, Alex Shanks-Abel, Bryant E
Graham McLaughlin, Torinn Brightscale, Andrew G. Charlton, Steve, Jinya Elsner, Michael Sayre, VaAs ChAOs, Jack Berberette,
Mahare, JJ Garcia & Charlie Dreisbach, Doctor Verbosus, Clay Savannah Broadway, Seth Jensen, Old Man and Lady Winter.
Rogers, Nova Wurmson, Calyst Korombos, Robert Stanojevic,
Brandon"I'm Socially Awkward" Dees, Samir El Aouar, Boris The Ashborn
"Howlykin" Volk, Rhys, Philip A. Pearson II, Roadie, Raphael
Bressel, Jamie, Warren P. Nelson, Ashran Firebrand, Nick TWGG Nichole Bonham, Lewis Crown, Andrew Mullen, Glade Sowards,
Esposito, Miranda Russell, Chris Griffin, Brian Zuber, Taylor Angie Thompson, DJ and Becky Morgan, Brianne Stewart, Melissa
"Red" Espy, Benjamin Haberek, Jacob King, Z.Vanetti, Brian Tucker, Todd Cervantes, James Crowder II, Aaron F Stanton, Wade
Moran, George Mitchell, Seth Smith, Keith Davies, Kevin James, Cornell, Unnar Thor Thorisson, John Preston Vilberg, Martin
John M. Portley, Trip Space-Parasite, Lloyd Parkes, Philippe Dreier, Stephen Evans, Jennifer Haugh. James O'Neil Ray, Dustin
Daigneault, Mithril Leaf, Martin Fagerström, Eric Paradis, Eric Black, Nick van der Meer, Willem Bauwens, Richard G. Skibba,
Lehan, Ryan Baldwin, Chris Brong, Gary Kelley, Draxbear, Phillip Carl Bevil, Matthew Ramsey, Ryan Perrin, Roarii T Anderson, TJ
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Harry Davis, Hartshorn Family, Michael Tully, The Fat Man of
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"P Kingfisher" Sawyer, Alcethenecromancer, Stuart Whitehouse,
622
Jacob Cinciripini (Order #18219176)
OPEN GAME LICENSE Version 1.0a
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Heroes of the Fenian Triarchy © 2013, Purple Jubilex from the Tome of Horrors Complete © Open Design LLC, www.koboldquarterly.
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Copyright 2004 Bruce R Cordell. All rights Scott Greene, based on original material by Scott Greene, based on original material by
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material by Philip Masters. koboldquarterly.com/k/front-page6556.php J. Cook.
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Augunas, Bradley Crouch, Daron Woodson,
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Capena, Will McCardell, Wojciech
Gruchala.
Liber Vampyr Copyright 2010-2013,
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Palmer.
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Owen K.C. Stephens, JamesMonte Cook, Jim Butler, Eric Cagle, Graeme Davis, Crenshaw, Eleanor Ferron, Thurston
and Skip Williams. Adam Daigle, Joshua J. Frost, James Jacobs, Hillman, James Jacobs, Isabelle Lee, Lyz
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Cook, and Skip Williams. Woodruff. Daigle, Matt Goetz, Tim Hitchcock, James
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and Russ Taylor. F. Wesley Schneider, David Schwartz, Mark J. Cortijo, Jim Groves, Tim Hitchcock,
Seifter, and Linda Zayas-Palmer. Pathfinder Richard A. Hunt, Colin McComb, Jason
Pathfinder Roleplaying Game Bestiary 5 © Roleplaying Nelson, Tom Phillips, Patrick Renie, Sean K
2015, Paizo Inc.; Authors: Dennis Baker, Pathfinder Roleplaying Game Monster Reynolds, and Russ Taylor.
Jesse Benner, John Bennett, Logan Bonner, Codex © 2014, Paizo Inc.; Authors: Dennis Pathfinder Roleplaying Game Ultimate
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Daigle, Thurston Hillman, Eric Hindley, N. Emerson, Jonathan H. Keith, Dale C. Benjamin Bruck, Ross Byers, Brian J. Cortijo,
Joe Homes, James Jacobs, Amanda Hamon McCoy, Jr., Mark Moreland, Tom Phillips, Ryan Costello, Mike Ferguson, Matt Goetz,
Kunz, Ben McFarland, Jason Nelson, Thom Stephen Radney-MacFarland, Sean K Jim Groves, Tracy Hurley, Matt James,
Phillips, Stephen Radney-MacFarland, Reynolds, Thomas M. Reid, Patrick Renie, Jonathan H. Keith, Michael Kenway, Hal
Alistair Rigg, Alex Riggs, David N. Ross, Mark Seifter, Tork Shaw, Neil Spicer, Owen MacLean, Jason Nelson, Tork Shaw, Owen
Wes Schneider, David Schwartz, Mark K.C. Stephens, and Russ Taylor. KC Stephens, and Russ Taylor.
Seifter, Mike Shel, James L. Sutter, and Pathfinder Roleplaying Game Mythic Pathfinder Roleplaying Game Ultimate Intrigue
Linda Zayas-Palmer. Adventures © 2013, Paizo Publishing, LLC; © 2016, Paizo Inc.; Authors: Jesse Benner,
Pathfinder Roleplaying Game Bestiary 6 ©
2017, Paizo Inc.; Authors: Robert Brookes,
Benjamin Bruck, John Compton, Paris
Crenshaw, Adam Daigle, Crystal Frasier,
James Jacobs, Thurston Hillman, Tim
Hitchcock, Brandon Hodge, Jason Keeley,
Isabelle Lee, Jason Nelson, Tim Nightengale,
630
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OPEN GAME LICENSE Version 1.0a
John Bennett, Logan Bonner, Robert Scott Greene, based on original material by Scott Greene, based on original material by
Brookes, Jason Bulmahn, Ross Byers, Robert Gary Gygax. David Cook.
N. Emerson, Amanda Hamon Kunz, Steven Quickwood from the Tome of Horrors, Revised, Spells & Spellcraft Copyright 2002, Fantasy
Helt, Thurston Hillman, Tim Hitchcock, © 2002, Necromancer Games, Inc.; Author Flight, Inc.
Mikko Kallio, Rob McCreary, Jason Nelson, Scott Greene, based on original material by Spheres of Might © 2017 Drop Dead Studios
Tom Phillips, Stephen Radney-MacFarland, Gary Gygax. LLC, Authors Adam Meyers, Ehn Jolly,
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Ross, David Schwartz, Mark Seifter, Linda Copyright 2007, Adamant Entertainment. Spheres of Power © 2014 Drop Dead Studios
Zayas-Palmer. Author: Gareth-Michael Skarka LLC, Author Adam Meyers
Pathfinder Roleplaying Game Ultimate Magic. Remarkable Races. Copyright 2009, Alluria Spriggan from the Tome of Horrors, Revised
© 2011, Paizo Publishing, LLC; Authors: Publishing; Author: J. Matthew Kubisz © 2002, Necromancer Games, Inc.; Author:
Jason Bulmahn, Tim Hitchcock, Colin Rise of the Ghouls, © 2005 Adam Windsor. Scott Greene and Erica Balsley, based on
McComb, Rob McCreary, Jason Nelson, Rot Grub from the Tome of Horrors, Revised, original material by Roger Moore and Gary
Stephen Radney- MacFarland, Sean K © 2002, Necromancer Games, Inc.; Author Gygax.
Reynolds, Owen K.C. Stephens, and Russ Scott Greene and Clark Peterson, based on Spycraft Copyright 2002, Alderac
Taylor. original material by Gary Gygax. Entertainment Group.
Paths of Power. Copyright 2009, 4 Winds Russet Mold from the Tome of Horrors, © Streets of Zobeck. Copyright 2011, Open
Fantasy Gaming; Authors Sean O’Connor 2002, Necromancer Games, Inc.; Author Design LLC, Authors: Ben McFarland,
and Patricia Willenborg, with Connie J. Scott Greene, based on original material by Mike Franke, Richard Pett, Christina Stiles,
Thomson and Robert W. Gary Gygax. Matthew Stinson.
Pazuzu from the Tome of Horrors Complete © Salon du Masque, © 2002, Green Ronin Sunken Empires. Copyright 2010, Open
2011, Necromancer Games, Inc.; published Publishing, LLC; Author Chris Pramas. Design, LLC; Authors: Brandon Hodge,
and distributed by Frog God Games; Author: Sandman from the Tome of Horrors, Revised David “Zeb” Cook, and Stefen Styrsky. www.
Scott Greene, based on original material by © 2002, Necromancer Games, Inc.; Author: koboldquarterly.com
Gary Gygax and Wizards of the Coast Scott Greene, based on original material by Supporting Roles: Combat Style Feats.
Pech from the Tome of Horrors, Revised © Roger Musson. Copyright 2012, Amora Game; Author:
2002, Necromancer Games, Inc.; Author: Scarecrow from the Tome of Horrors, Revised Amora Game
Scott Greene, based on original material by © 2002, Necromancer Games, Inc.; Author: Swarm, Raven from the Tome of Horrors
Gary Gygax. Scott Greene, based on original material by Complete © 2011, Necromancer Games,
Phycomid from the Tome of Horrors, Revised Roger Musson. Inc., published and distributed by Frog God
© 2002, Necromancer Games, Inc.; Author: Seas of Blood, Copyright © 2001, Mongoose Games; Author: Scott Greene.
Scott Greene, based on original material by Publishing. Swords of Our Fathers Copyright 2003, The
Gary Gygax. Seas of Blood, © © 2001, Mongoose Game Mechanics.
Player’s Guide to Skybourne© 2016 Drop Dead Publishing. Swords of Our Fathers, © 2003, The Game
Studios LLC, Author Adam, Meyers, Mike Secret College of Necromancy, © 2002, Green Mechanics.
Myler, David Silver Ronin Publishing, LLC; Authors David Tactical Implant: The Definitive D20 Guide to
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Design, LLC; www.koboldpress.com. Shadow Demon from the Tome of Horrors, © Adamant Entertainment.: Author: Malcolm
Player’s Guide to the Dragon Empire, 2002, Necromancer Games, Inc.; Author Sheppard
Copyright 2012, Open Design LLC. Design Scott Greene, based on original material by Tales of Freeport, © 2003, Green Ronin
Adam Roy. All rights reserved. Neville White. Publishing, LLC; Author Graeme Davis.
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Plexus – Potent Portals Copyright 2002 Mark Author: Malcolm Sheppard Tim & Eileen Connors, Ed Greenwood, Jim
Alexander Clover. Skillful Stunts Copyright 2006, Adamant Groves, Mike McArtor, Ben McFarland,
Poisoncraft: The Dark Art, Copyright 2004, Entertainment.: Author: Barak Blackburn Joshua Stevens, Dan Voyce
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and distributed by Frog God Games; Author: Sean K Reynolds. All rights reserved. Jonathan McAnulty, Ben McFarland,
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Possessors: Children of the Outer Gods Skulk from the Tome of Horrors, Revised © Adamant Entertainment.: Author: Barak
Copyright 2003, Philip Reed and 2002, Necromancer Games, Inc.; Author: Blackburn
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com and www.studioronin.com. Simon Muth. Revised © 2002, Necromancer Games, Inc.;
Psionics Augmented: Seventh Path, © 2015, Skull & Bones © 2003, Green Ronin Author: Scott Greene, based on original
Dreamscarred Press. Publishing, LLC; Authors Ian Sturrock, T.S. material by Gary Gygax.
Psionics Augmented: Wilders, © 2015, Luikart, and Gareth-Michael Skarka. Tentamort from the Tome of Horrors, Revised
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Psionics Expanded. Copyright 2011, Guide; p. 57 Scott Greene, based on original material by
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Psionics Unleashed. Copyright 2010, © 2002, Necromancer Games, Inc.; Author Terror in Freeport Revised, © 2001-2004,
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Ptolus: Monte Cook’s City by the Spire ©2006 Revised © 2002, Necromancer Games, Inc.; Green Ronin Publishing. All rightsreserved.
Monte J. Cook. Author: Scott Greene, based on original The Book of Arcane Magic. Copyright 2009, 4
Quickling from the Tome of Horrors, Revised material by Gary Gygax. Winds Fantasy Gaming; Authors Connie J.
© 2002, Necromancer Games, Inc.; Author: Soul Eater from the Tome of Horrors, Revised Thomson and Robert W. Thomson
© 2002, Necromancer Games, Inc.; Author:
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Chapter 7" Gamemastery using the City of 7 Seraphs
The Book of Beginnings Copyright 2010 The Ebon Vault: Unstoppable Hammers The Quintessential Witch copyright 2002,
Necromancers of the Northwest, LLC; Copyright 2013 Necromancers of the Mongoose Publishing.
Authors: Alex Riggs, Joshua Zaback, Justin Northwest, LLC; Authors Alex Riggs,
Holloway Joshua Zaback The Secrets of Adventuring Copyright 2013
Steven D. Russell, David Mallon, Jonathan
The Book of Divine Magic. Copyright 2009, The Expanded Elven Archer, © 2012, Open McAnulty, Will McCardell, Benjamin
4 Winds Fantasy Gaming; Authors Connie Design LLC; Authors: Charles Lee Carrier, Rombeaut
J. Thomson and Robert W. Thomson, with John Ling, Jr., and Nicholas Milasich.
Katheryn Bauer and Sean O’Connor. The Secrets of Divine Channeling Copyright
The Freeport Trilogy, © 2005, Green Ronin 2010 Steven D. Russell Author Jonathan
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LLC. Authors Adam Daigle and Mike William Simoni, and Robert J. Toth.
Welham. The Secrets of Martial Mastery Copyright 2010
The Genius Guide To Feats of Battle, © 2010, Steven D. Russell Author Steve D. Russell
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Might II: Songs and Souls of Power, and Stephens The Secrets of Tactical Archetypes II.
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Copyright 2001, 2002 Monte J. Cook. All The Genius Guide To: Chaos Magic. Copyright Will McCardell and Benjamin Rombeaut
rights reserved. 2013, Super Genius Games. Author: Owen
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The Book of Erotic Fantasy. Copyright 2006, Steven D Russell; Author Steven D. Russell
Arthaus, Inc.; Authors: Gwendolyn F.M. The Genius Guide To: Feats of Psionic Might.
Kestrel and Duncan Scott Copyright 2011, Super Genius Games. The Secrets of the Inquisitor Copyright 2012,
Author: Owen K.C. Stephens Steven D Russell; Author Steven D. Russell
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2010, Super Genius Games, LLC; Author: Steven D Russell; Author Steven D. Russell
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Publishing; Authors: Aaron Loeb, Erik The Secrets of the Magus Copyright 2011,
Mona, Chris Pramas, and Robert J. Schwalb. The Genius Guide to the Riven Mage. Steven D Russell; Author Steven D. Russell
Copyright 2012, Super Genius Games,
The Book of Hallowed Might. © 2002, Monte LLC; Author: Carl Gilchrist and Owen K.C. The Secrets of the Masquerade Reveler,
J. Cook. Stephens Copyright 2014 Steven D. Russell; Author
Mark Seifter
The Book of Roguish Luck Copyright 2005 The Genius Guide to: The Dragonrider.
Wolfgang Baur. All rights reserved. Copyright 2009, Super Genius Games. The Secrets of the Oracle Copyright 2011
Author: Owen K.C. Stephens. Steven D. Russell; Author David Mallon
The Cavalier’s Handbook, Copyright 2004,
Green Ronin Publishing; Author Robert J. The Genius Guide to: The Godling. Copyright The Secrets of the Taskshaper, Copyright 2010,
Schwalb 2010, Super Genius Games. Author: Owen Steven D. Russell; Author: Steven D. Russell
K.C. Stephens.
The Compleat Librum of Gar.Udok.s The Shaman’s Handbook. Copyright 2002,
Necromantic Artes Copyright 2002, The Genius Guide to: The Time Thief Green Ronin Publishing; Author Steve
Ambient Inc.; Authors M Jason Parent, Copyright 2010, Super Genius Games. Kenson
Denise Robinson, Chester Douglas II Author: Owen K.C. Stephens
The Tome of Horrors II © 2004, Necromancer
The Complete Book of Eldritch Might The Genius Guide to: The Vanguard. Games, Inc.; Author: Scott Greene.
Copyright 2004 Monte J. Cook. All rights Copyright 2010, Super Genius Games.
reserved. Authors: Marc Radle, Owen K.C. Stephens. The Tome of Horrors III, © 2005, Necromancer
Games, Inc.; Author: Scott Greene.
The Deluxe Guide to Fiend Summoning The Genius Guide to: The War Master
and Faustian Bargains Copyright 2013 Copyright 2010, Super Genius Games. The Unholy Warrior’s Handbook, © 2003,
Necromancers of the Northwest, LLC; Author: Owen K.C. Stephens Green Ronin Publishing, LLC; Author
Authors Alex Riggs, Joshua Zaback Robert J. Schwalb.
The Genius Guide to: The Witch Hunter
The Diamond Throne Copyright 2003 Monte J. Copyright 2010, Super Genius Games. The War of the Goblin King Copyright 2010
Cook. All rights reserved. Author: Owen K.C. Stephens Necromancers of the Northwest, LLC;
Authors: Alex Riggs, Joshua Zaback, Justin
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2011 Necromancers of the Northwest, LLC; wikidot.com Copyright 2008-2009 Purple
Authors Alex Riggs, Joshua Zaback, Justin Duck Creations; Authors: Mark Gedak, Alex Thessalhydra from the Tome of Horrors
Holloway Schroeder, Joel Arellano, George Fields, Yair Complete © 2011; Necromancer Games,
Rezek, Mike Whalen, Shane O’Connor, Inc.; published and distributed by Frog God
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2013 Necromancers of the Northwest, LLC; Eric Williamson, Slatz Grubnik, Charles R. original material by Gary Gygax and Wizards
Authors Alex Riggs, Joshua Zaback Wenzler Jr, John Fraser. of the Coast
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Authors: Alex Riggs, Joshua Zaback, Justin Carman and Rich Wulf.
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The Ebon Vault: Power of the Ring Copyright Horrors, Revised, © 2002, Necromancer
2012 Necromancers of the Northwest, LLC; The Iconic Bestiary: Classics of Fantasy, Games,
Authors Alex Riggs, Joshua Zaback Copyright 2005, Lions Den Press; Author
Ari Marmell Material from http://home.gwi. Time Flayer from the Tome of Horrors
The Ebon Vault: Secrets of the Staff Copyright net/~rdorman/frilond/, Copyright 2001-2005 Complete © 2011, Necromancer Games,
2011 Necromancers of the Northwest, LLC; R. Dorman. All rights reserved. Inc., published and distributed by Frog God
Authors: Alex Riggs, Joshua Zaback, Justin Games; Author: Scott Greene.
Holloway The Noble’s Handbook, © 2003, Green
Ronin Publishing, LLC; Author Rodney Tome of Horrors II © Necromancer Games,
The Ebon Vault: Swords of Legend Copyright Thompson. Inc.; Author: Scott Greene; Additional
2011 Necromancers of the Northwest, LLC; Authors: Erica Balsley, Kevin Baase, Casey
Authors: Alex Riggs, Joshua Zaback, Justin The Psychic’s Handbook, © 2004, Green Ronin Christofferson, Jim Collura, Meghan Greene,
Holloway Publishing, LLC; Author Steve Kenson. Lance Hawvermale, Travis Hawvermale, Bill
Kenower, Patrick Lawinger, Nathan Paul,
Clark Peterson, Bill Webb and Monte Cook.
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Tome of Horrors III, © 2005, Necromancer Unearthed Arcana Copyright 2004, Wizards of Zobeck Gazetteer Volume 2: Dwarves of the
Games, Inc; Author: Scott Greene, with the Coast, Inc.; Authors Andy Collins, Jesse Ironcrags, Copyright 2009, Open Design
Casey Christofferson, Erica Balsley, Decker, David Noonan, Rich Redman LLC., www. koboldquarterly.com. All rights
Kevin Baase, Lance Hawvermale, Travis reserved.
Hawvermale, Ian S. Johnston, Patrick Unearthed Arcana, © 2004, Wizards of the
Lawinger, Nathan Paul, Clark Peterson, Greg Coast, Inc.; Andy Collins, Jesse Decker, Zobeck Gazetteer, Copyright 2008, Open
Ragland, Robert Schwalb and Bill Webb. David Noonan, Rich Redman. Design LLC; Author: Wolfgang Baur
Tome of Horrors © 2002, Necromancer Games, Vegepygmy from the Tome of Horrors Zombie, Juju from the Tome of Horrors
Inc.; Authors: Scott Greene, with Clark Complete © 2011, Necromancer Games, Complete © 2011, Necromancer Games,
Peterson, Erica Balsley, Kevin Baase, Casey Inc., published and distributed by Frog God Inc., published and distributed by Frog God
Christofferson, Lance Hawvermale, Travis Games; Author: Scott Greene, based on Games; Author: Scott Greene, based on
Hawvermale, Patrick Lawinger, and Bill original material by Gary Gygax. original material by Gary Gygax.
Webb; Based on original content from TSR.
Vegepygmy from the Tome of Horrors, © 2002, City of Seven Seraphs, © 2019, Lost Spheres
Tome of Secrets, Copyright 2009, Adamant Necromancer Games, Inc.; Author Scott Publishing; Authors: Christen N. Sowards,
Entertainment, Inc. Authors: Walt Greene, based on original material by Gary Kate Baker, Wolfgang Baur, Clinton Boomer,
Ciechanowski and Gareth-Michael Skarka. Gygax. Savannah Broadway, Robert Brookes, Tytiana
Browne, Matt Daley, Thilo “Endzeitgeist”
Trailseeker #27, © 2015. Author: Carl Cramer. Wayfinder #3 © 2010, Paizo Fans United; Graf, Sasha Hall, N. Jolly, Michael Lefavor,
Trailseeker #33, © 2015. Author: Carl Cramer. Magic of the Inner Sea: Arcanamirium Bond Colin McComb, Ron Lundeen, Richard
Transcendent 10 – Feats of Offense – Masters, author Marc Radle Moore, Andrew Mullen, Jessica Redekop,
David N. Ross, Michael Sayre, Jaye Sonia,
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Spheres Publishing. Author: Christen N. Steel and Spell: The Battle Scion, author
Sowards Marc Radle
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Heartbound Heroes. © 2012, Lost Spheres Wayfinder #5. © 2011, Paizo Fans United;
Publishing. Author: Christen N. Sowards Authors: Ryan Costello, Jr., Liz Courts, Paris
Transcendent 10 – Feats of the Lost – Figures Crenshaw, Darrick Dahl, Adam Daigle,
Forlorn. © 2013, Lost Spheres Publishing. Blake Davis, Jess Door, Jeffrey Erwin, J.
Author: Christen N. Sowards Russell Estes, Charles Evans, Dawn Fischer,
Transcendent 10 – Systems of Skill – Expanded Christoph Gimmler, Robert Gresham, Jesper
Skill Checks. © 2012, Lost Spheres Haglund, Eric Hindley, Michael Kelley,
Publishing. Author: Christen N. Sowards Michael Kortes, Michael Lane, Thomas
Transcendent 10--Spells of Synergy – Multiclass LeBlanc, Jeffrey Lee, Tom McQueen,
& Melee. © 2013, Lost Spheres Publishing. Kevin Andrew Murphy, Tom Phillips, Dane
Author: Christen N. Sowards Pitchford, Marc Radle, John C. Rock, Carl
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of Power. © 2013, Lost Spheres Publishing. Justin Sluder, Neil Spicer, David Schwartz,
Author: Christen N. Sowards Ian Turner, Brandon Waldenberg, and Mike
Trapper from the Tome of Horrors Complete © Welham.
2011, Necromancer Games, Inc.; published
and distributed by Frog God Games; Author: White Pudding from the Tome of Horrors,
Scott Greene, based on original material by Revised © 2002, Necromancer Games, Inc.;
Gary Gygax. Author: Scott Greene, based on original
Traps and Treachery, Copyright 2001, Fantasy material by Gary Gygax.
Flight Inc.; Authors Greg Benage, Kurt
Brown, Mark Chance, Brian Ferrenz, Wild Spellcraft Copyright, 2002 ENWorld.
Lizard, David Lyons, Brian Patterson, Scott Wildwood, Copyright 2004, Bastion Press, Inc.
Stoecker, Wil Upchurch. Witch’s Handbook, Copyright 2002, Green
Troll, Ice from the Tome of Horrors, Revised
© 2002, Necromancer Games, Inc.; Author: Ronin Publishing; Author Steve Kenson
Scott Greene, based on original material by Wolf-In-Sheep’s-Clothing from the Tome of
Russell Cole.
Troll, Rock from the Tome of Horrors, Revised, Horrors, Revised © 2002, Necromancer
© 2002, Necromancer Games, Inc.; Author Games, Inc.; Author Scott Greene, based on
Scott Greene. original material by Gary Gygax.
Ultimate Antipodism Drawn from Light and Wood Golem from the Tome of Horrors, ©
Darkness, Copyright 2015, Interjection 2002, Necromancer Games, Inc.; Authors
Games, LLC; Author: Bradley Crouch. Scott Greene and Patrick Lawinger.
Ultimate Charisma © 2015, Everyman Gaming, Yellow Musk Creeper from the Tome of
LLC; Author Alexander Augunas. Horrors, © 2002, Necromancer Games,
Ultimate Covenant Magic is copyright 2018, Inc.; Author Scott Greene, based on original
Purple Duck Games, Authors: David N. material by Albie Fiore.
Ross, Julian Neale, Mike Myler Yellow Musk Zombie from the Tome of
Ultramodern Firearms d20, Copyright 2002, Horrors, © 2002, Necromancer Games,
Charles McManus Ryan. Inc.; Author Scott Greene, based on original
material by Albie Fiore.
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Greene, based on original material by Gary
Gygax.
Zobeck Gazatteer, © 2012, Open Design LLC;
Authors: Wolfgang Baur & Christina Stiles.
633
Jacob Cinciripini (Order #18219176)
Jacob Cinciripini (Order #18219176)
”When we first saw the Radia, we were certain we had
slipped from Shadow into the Heavens.
But what we found was far more precious and strange,
the energies of Light and Dark balanced on a pin…”
A fully-realized Planar Metropolis, the City of Seven Seraphs includes:
R 14 Planar Organizations: The Parities, which focus on the core Dualities of
the Multiverse. Each Parity entry outlines history, key NPCs, and signature
mechanics including Archetypes, Prestige Classes, feats and more.
R 8 Distinct City Districts: Explore the secrets of the Archives, the fey-magic of
the Orchard, or the shattered temporal zones of the Crowns district.
R Planar Mechanics: Dozens of Feats, Spells, and Archetypes to support the
Parities and allow your characters to take on the powers of the planes both in
the City and in the worlds Beyond.
R Bestiary & NPC Codex: Dozens of foes and allies statistics for easy use in
your planar games. Varied CRs from ranging from 1–20+.
R 8 New & Revised Base Classes: New veilweaving classes, revised third-party
favorites, and the Aethernaut, a bold explorer of the Planes with location-based
powers unlike any other class.
R 8 New & Re-imagined Playable Species and fresh takes OGL Classic Races:
7 New races like the judow - inevitable-spawned humaoids twisted by kyton,
fiend-caging xodai, and the arachnid veryx!
R Worlds of the Lattice & Campaign Toolkit: Rules for planar adventure,
intrigue and advice on how the City connects to your existing campaigns and
links them to each other!
R Expanded Compatibility: Full Support for both the Pathfinder Roleplaying
Game Occult Adventures system AND the Ultimate Psionics system from
Dreamscarred Press. Optional support for the Pathfinder Roleplaying Game
Mythic Adventures and Ultimate series expanded rules.
Discover the Hero Within!
lostspherespUBlishinG.Com
Jacob Cinciripini (Order #18219176)