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Monsternomicon 02

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The document discusses a book that details over 50 deadly monsters found in the Iron Kingdoms setting and provides insights into the history and geography of the world from the journey and explorations of Professor Viktor Pendrake.

Professor Viktor Pendrake journeys to the Skorne Empire in eastern Immoren and explores the empire, learning about the destruction of the ancient elven empire of Lyoss and the legacy of the mysterious giants of Immoren.

Readers can learn about the destruction of the ancient elven empire of Lyoss, the legacy of the mysterious giants of Immoren, and unseen corners of Immoren from Professor Pendrake's explorations. The book also includes an illustrated full-color poster map of the entirety of Immoren.

TM

Jason Andresen (order #1578489) 9


A Creature Book of Monstrous Proportion
Creators of the Iron Kingdoms
Brian Snoddy & Matt Wilson
Wordsmiths & Rules Developers Cover and Inks
Kevin Clark • Luke Johnson • Nathan Letsinger Brian Snoddy
Wesley F Schnieder • Doug Seacat • Dan Weber
Visual Design Architekts
Editors Steve Angeles • Kimberly Goddard • Mike South
Christopher Bodan • Nathan Letsinger
Projekt Taskmaster & Layout
Continuity Overseers Bryan Cutler
Doug Seacat • Jason Soles
Cartography
Concept Artists Pierre-Alexandre Xavier
Chris Walton • Matt Wilson

Special thanks to Dan Brandt, Douglas Colton, Marky Erhardt, Alfonso Falco, Duncan Huffman, Steve
Kanick, Josh McDowell, and Mike Underwood for their contributions to the ideas behind the book’s various
monsters. Thanks also to our faithful and loyal players who are about to lose dozens of characters to the beasts
herein and to their GMs. Together we can make the Iron Kingdoms a little more deadly and even more fun.

Privateer Press
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Bellevue WA 98005
Voice: (425) 643-5900
Fax: (425) 643-5902
frontdesk@privateerpress.com
Visit: www.privateerpress.com
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This book is printed under the copyright laws of the United States of America. All contents herein including the Privateer Press logo, the Iron Kingdoms
logo, the Iron Kingdoms, WARMACHINE®, HORDES, Formula P3, Full Metal Fantasy, places, things, character names and factions, and their distinctive
likenesses are © and/or TM 2002–2007 and property of Privateer Press, Inc. First printing: April 2007. Printed in China. All rights reserved. This book
is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this publication may be reproduced, stored
in any retrieval system, or transmitted in any form or by any other means electronic, mechanical, photocopied, recorded, or otherwise without prior
written permission unless such a reproduction is for personal use only or as permitted by 17 USC § 107 - 108. Copies for personal use must maintain
all copyrights, trademarks, or other notices contained herein. The Infernal Executor sees you when you’re sleeping. He knows when you’re awake. He
knows if you’ve violated these copyrights, and he will automatically mark your soul for collection. Oh, and the secret monster of the day is Rhinodon.

This product is compatible with the 3rd edition and revised 3rd edition rules under the open gaming license.

ISBN: 978-1-933362-17-5 PIP203

Jason Andresen (order #1578489) 9


Jason Andresen (order #1578489) 9
Table of Contents
Ancestral Guardian. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Junker Hulk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Anura. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Kovaas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Basilisk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Letheans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Drake Lord of the Feast. . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Skorne-conditioned Krea Machine Wraith. . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Bloodstone Manticora . . . . . . . . . . . . . . . . . . . . . . . . 18 Mammoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Cataphract Beetle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Mazak Fruit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Chimera. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Necrotech Constructs. . . . . . . . . . . . . . . . . . . . . . . . 120
Cullenrock Barnacle. . . . . . . . . . . . . . . . . . . . . . . . . . 26 Bile Thrall
Cyclops. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Bloat Thrall
Deathless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Soul Hunter
Desert Hydra (5-headed). . . . . . . . . . . . . . . . . . . . . . 36 Razorbats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Devil Rat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Revenant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Dragons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Rhinodon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Ashnephos Riven. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Charsaug Sand Dervish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Dragonspawn (incognitus). . . . . . . . . . . . . . . . . . . . . 46 Satyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Carnivean Scylla Flock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Harrier Sludge Brute. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Nephilim Storm Glutton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Raek Tatzylwurm, Black . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Seraph Tatzylwurm, Painted. . . . . . . . . . . . . . . . . . . . . . . . . 150
Teraph Tatzylwurm, Viper. . . . . . . . . . . . . . . . . . . . . . . . . . 152
Drake, Deep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Tharn Bloodtrackers. . . . . . . . . . . . . . . . . . . . . . . . . 154
Drake, Frost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Titans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Drake, Sea. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Duskwolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Pyre Troll
Efaarit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Slag Troll
Ethon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Twilight Sisters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Ferox. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Woldwatcher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Gentleman Stranger . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Woldwrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Genzoul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Woldwyrd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Giants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Introduction to Eastern Immoren . . . . . . . . . . . . . . 176
Ajaxus The Skorne Empire . . . . . . . . . . . . . . . . . . . . . . . . . 181
Oulixes Weapons & Gear. . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Hekor Quickplates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Chilon Haywire
Glimmer Imp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Awakened
Hornbeak Trask. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Barnacle Encrusted
Infernal, Executor. . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Skorned Conditioning
Infernal, Quavash. . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Skorne Character Classes. . . . . . . . . . . . . . . . . . . . . 222
Infernal, Quelvitar . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Paingiver
Infernals, Deciconscriptus, Bivashen . . . . . . . . . . . . . 96 Mortitheurge
Infernals, Deciconscriptus, Bivether. . . . . . . . . . . . . . 98 Extoller
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Foreword
The plan to give birth to the second volume of the critically-acclaimed Monsternomicon came years before I had the honor
to join the excellent team of writers, editors, and creative minds at Privateer Press. Without their experience, patience, and guid-
ance this book would never have survived its brutal adolescence to transform into the uncompromising beast it is today.
A glorious hybrid of monster book and campaign guide, this book owes much to its predecessor in style and format and of
course to the indomitable character of Professor Viktor Pendrake. For those of you new to these books, you can read more about
Professor Pendrake on p. 218 of the Monsternomicon Volume I.
Many of the characters introduced in the first volume make an appearance here, including associate professors Lynus
Wesselbaum and Edrea Lloryrr. Not to be missed are the tales of Alten Ashley, western Immoren’s foremost monster hunter, nor
the experiences of Bloodstone Marches expert and guide Quimut.
This tome is dedicated to all those who were disappointed when their mothers told them there were no such thing as monsters.

Using this Book


The entries in this book are slightly different in format from the previous volume. In particular the first line of the monster
stats provides a one or two letter abbreviated alignment followed by the creatures size, type, and challenge rating in a condensed
format.
Two new entries have been added as well. Senses provides information on a creature’s sight and bonuses to Spot and Listen skills.
Immunities/Resistances provides information on the immunities, racial traits, and damage and spell resistances of the creature.
A great deal about using the Legends & Lore entry can be found in pages 208-209 of the first volume of the
Monsternomicon.
Lastly, in order to condense the monster stats and provide more room for descriptive text, when a stat is not applicable (such
as having no Advancement) the line has been removed from the statistics.

The back story...


Unlike the previous Monsternomicon, a number of events have led to Professor Pendrake venturing into previously unex-
plored territories.
Before undertaking his career as an explorer or earning appointment as Chancellor of Extraordinary Zoology at Corvis
University, Professor Viktor Pendrake served as a scout in the Cygnaran Army. After Corvis experienced a near catastrophic inva-
sion by the skorne in 603 AR and a renewed invasion in 606 AR, Professor Pendrake felt it was his patriotic duty to become
a scout once again. He ventured into the Bloodstone Marches to investigate the scope of this threat alongside his trusty Idrian
guide Quimut, a man of proven familiarity with the wind-swept wasteland.
The good professor’s efforts were cut short after violent clashes with the invaders. Quimut was nearly cut in twain by the tre-
mendous blade of a cyclops warrior from the east. Pendrake left Quimut in the care of friendly trollkin and followed the skorne
unaware that doing so would change his destiny. The skorne discovered their pursuer and captured him. Pendrake was thrown in a
cage after being dealt grievous injury at the powerful hands of a titan.
Pendrake was dragged east to a massive fortress bridging the Abyss controlled by none other than Vinter Raelthorne IV,
former king of Cygnar and now supreme tyrant of the Skorne Empire. Raelthorne offered Professor Pendrake a simple choice:
venture into the east to chronicle Vinter’s greatness or face immediate execution.
The threat of death notwithstanding, Pendrake knew he had been handed a singular opportunity. No scholarly man had gone
into eastern Immoren—half of the continent remained unexplored. He knew he must seize the chance to see creatures undreamt
of in the west. Pendrake was joined in his explorations by a skorne watcher named Kaleda who was tasked with both keeping him
safe and on a short leash.
The full extent of Pendrake’s adventures in the east must remain a tale for another time, but he witnessed many sights and spec-
tacles chronicled on the pages herein. He may not have expected to live to return west and publish his work, but fate conspired to
bring friends and allies to his rescue. After a harrowing boat trip through the Shattered Spine Islands and crashing on the Alchiere
Subcontinent, Pendrake at last returned to the hallowed halls of his university. With him he brought a wealth of previously untapped
lore and has shed new light on eastern Immoren and its dangerous species. Many mysteries are yet to be explored and lie waiting
beyond the next horizon for discovery by adventurers following in Professor Pendrake’s esteemed footsteps.

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Map of Immoren

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Ancestral Guardian
Usually LE Large Construct (Ancestor) CR 8 Special Qualities: Ancestor traits, construct traits, heavy step,
Hit Dice: 9d10+30 (79 hp) gather spirits, spirit drive, spirit pool, other
Immunities/Resist: Ancestor traits, construct traits, guardian abilities (see below)
Senses: Darkvision 60 ft., Listen 12, Spot 12, Saves: Fort +3, Reflex +3, Will +5
low-light vision, Abilities: Str 25, Dex 11, Con –,
Initiative: +4 Int 15, Wis 14, Cha 16
Speed: 30 ft. Skills: Bluff +7, Intimidate +7, Knowledge
Armor Class: 25, touch 9, flat-footed 25 (–1 size, (history) +10, Listen +12, Move
+16 natural) Silently +4, Sense Motive +10, Spot +12
Base Attack/Grapple: +6/+17 Feats: Combat Expertise, Improved Disarm,
Attack: +1 glaive +13 melee (2d8+13) or slam Improved Initiative, Power Attack, Weapon
+12 melee (1d6+7) Focus (glaive)B, Weapon Specialization
Full Attack: +1 glaive +13 melee (2d8+13) or 2 (glaive)B
slams +12 melee (1d6+7) Environment: Any Skorne fortress, city, or crypt
Special Attacks: Retaliatory strike Organization: Solitary
Space/Reach: 10 ft./10 ft. (15 with +1 glaive) Advancement: 10–18 (Large), 19–27 (Huge)

S korne cities possess relatively little in the way of


ornamentation or iconography. Periodically, however,
I observed these great, armed statues chiseled of black
stone, most of them set with what looked like orbs of
glass stained blood red. My keepers told me these contained
the essence of skorne ancestors, a fact I took as symbolic until
I saw one begin to move! This statue had stood near an arch-
serve those who die from the Void. The Void is, as far as I
understand, the dreaded afterlife of oblivion awaiting most
skorne, and their fear of it far exceeds any western unease
regarding Urcaen.
A controlling sacral stone rests within the sculpted head
of each ancestral guardian and contains the exalted spirit of
the ancestor who animates it. Across its body lie other empty
way and I watched as it suddenly came to life and advanced stones which have yet to receive the soul of a skorne. In battle
up the street with stoic deliberation. The skorne on the street the guardian can reach across the battlefield to “rescue” the
cleared, bowing as they backed away, treating it as one might a spirits of skorne as their flesh fails. From another people I
lord or noble in the west. I could never pass another of these would doubt such tales or consider this purely a religious
statues without feeling an itch of paranoia, wondering if some abstraction, but Kaleda assured me of its literal truth. Those
ancient restless spirit within looked upon me, deciding whether saved by a guardian the skorne call “revered companions”.
or not I should live. Though not held in the same regard as the full exalted, skorne
According to Kaleda, when I could get her to say more consider these spirits saved from the Void companions to their
than barking simple commands, these guardians serve a more ancient and notable ancestors. Extollers supposedly can
variety of roles among the skorne. They do not place every see these spirits with their mystic sight as the guardians gather
exalted ancestor preserved for posterity in a sacral stone them, a process invisible to the naked eye.
into one of these guardians. They reserve this “honor” for I must admit I find it awe-inspiring to watch these impossi-
certain warriors who died in battle and retain a keen aware- bly massive stone statues stride to battle next to skorne whose
ness of the living world after they transform into their chests swell with pride at the thought that they walk along-
deathless state. They stand guard over the estates of major side one of their revered ancestors. I have seen one of these
skorne houses, usually protecting a house’s store of crys- constructs in battle. Faster than anything made of stone has a
tallized sacral stones that contain other notable ancestors right to move, broad sweeping blows from the guardian’s mas-
deemed worthy of preservation. Some guard other treasures sive stone halberd quickly felled an escaped cyclops driven mad
or lore of a house, such as the occult libraries of their by its conditioning. Kaleda said the energy of those spirits a
mortitheurges or significant ancient records preserved as guardian preserves fuels its blows, a fact which, like most of
house secrets. Their most respected use is to accompany the what I have heard of skorne occultism, made me uncomfort-
warriors of a house into battle, and by their presence pre- able. Do they sip on souls as a man drinks tea? I sensed this
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Ancestral Guardian
was an area where Kaleda would have no humor, so I resisted subjugate our species. One rumor I am anxious to confirm is a
the urge to ask irreverent questions. report that some witnesses have seen entire ranks of animated
Though my exposure to the ancestral guardians statue soldiers marching together and fighting en masse. If
was fascinating while I was in the east, I must admit that is the case, I think such “statue soldiers” must be of a
I view them in an altogether different light now distinctly different type of entity and may function differently.
that I am back in the west. In my conversa- Certainly, I am assured the stalwart defenders of Cygnar’s east-
tions with the monster hunter Alten Ashley, I ern border are likely to become all too familiar with the sight
have learned that these formidable animated of well-armed guardians and other skorne horrors marching
statues are being seen wherever the skorne against them. Any lore we can discover regarding their vulner-
invaders march. Given the price of their abilities will save countless lives in the grim days ahead.
construction, the fact that they have been
included in the armies marching across
the Bloodstone Desert is a reminder of
the implacable resolve of the skorne to
Combat
An ancestral guardian boasts the experience and prowess of a
long-dead skorne warrior. All ancestral guardians are formidable
opponents, but those containing the souls of particularly
ancient ancestors often have a broader array of powers and
abilities than those of the more recently exalted.
All ancestral guardians have the following:
Heavy Step: An ancestral guardian can only run at triple
its speed.
Spirit Pool (Su): Aside from the dominant spirit that
animates the construct, guardians rely on the crystallized
essences of other skorne spirits held within their forms.
Each these spirits contributes to a spirit pool from which
the guardian can power a variety of abilities. An ancestral
guardian will have a number of points equal to 1d3 x hit
dice in its spirit pool when encountered. An ancestral
guardian may have a maximum of hit dice x 4 points in
its spirit pool. Using this pool does not destroy the souls,
but it does temporarily exhaust them. Points return at a
rate of 1 per day.
Ancestral guardians of 9 hit die typically have 18
points in their spirit pool when encountered.
Gather Spirit (Su): Any allied skorne dying
within 60 feet of a guardian has its soul
drawn into the guardian and its essence
added to the spirit pool. Each soul adds a
number of points to the spirit pool equal
to the hit dice of the fallen skorne. A
soul must be gathered in its entirety. If
adding these points exceeds the ancestral
guardian’s maximum spirit pool, that soul
cannot be gathered.
Spirit Driven (Su): A skorne ances-
tral guardian’s spirit pool fuels not just
its special abilities, but also its ability
to animate itself. Should an ances-
tral guardian deplete its spirit pool
it weakens to a point that it can do
nothing more than take a single move

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Ancestral Guardian
action per round. This state persists until the ancestor has
gathered new spirit points to its pool.
Ancestor Subtype
“Ancestor” is a subtype that applies to entities that were once
In addition, an ancestral guardian will have one or more of
living skorne but are preserved after death in sacral stones and
the following abilities. The number of these abilities depends
prevented from leaving Caen. This subtype applies
on the age of the ancestral spirit. Very recent ancestral
to constructs as well as certain types of undead.
guardians will only have one power, while extremely ven-
Ancestors are self-willed sentient beings with all the
erable ones might have all of them.
memories of their former life as well as memories
Guard (Su): As a swift action, an ancestral
of experiences since becoming an ancestor.
guardian can absorb the damage dealt to an adja-
cent allied creature or object. Guardians cannot Traits:
block damage that does not involve hit points, All ancestors possess the following traits
such as level drain, ability damage, and death (unless otherwise noted in a creature’s
effects. The effectiveness of this ability entry):
depends upon how many points it spends • Ancestors cannot speak or oth-
from its spirit pool. erwise communicate except by
If the ancestral guardian spends 1 means of Exalted Dialogue
point from its spirit pool, it takes half (see Extoller, p. 232).
of the damage dealt to the target in a • While ancestors may
single attack and the target takes the inhabit or control a con-
remainder as normal. struct they do not have
By expending 2 points from its bodies and are not alive. The
spirit pool, a guardian can take all of destruction of a construct con-
the damage dealt to the target from a trolled by an ancestor does not
single attack. destroy the ancestor.
Retaliatory Strike (Su): The • Ancestors are typically
ancestral guardian gains a +2 contained within a “crystal-
bonus on attack and damage lized” obsidian sacral stone,
rolls against creatures that struck which has hardness 11 and
them in the pervious round. By hit points equal to 5 x the
expending a point from its spirit hit dice of the soul contained
pool, an ancestral guardian can increase within. Destroying an occupied sacral
these bonuses to +4. stone creates a kovass (p. 102).
Ancestral guardians with empty • Treat a crystallized sacral stone not con-
spirit pools may still make one attack trolling a construct or undead body as an
per round against a creature that attacked object. Such a stone radiates a strong aura of
them in the previous round. necromancy.
Ancestral Wrath: The following lists
the most common spell-like abilities a guard-
ian might possess. Those of greater advance-
ment may have access to other spells. An ancestral
Treasure
Ancestral guardians do not collect treasure, but set into
guardian must expend a number of points from its each guardian are a number of sacral stones that are highly
spirit pool as noted in parentheses every time it wishes to use valued by the skorne and which have inherent value for their
a spell-like ability. At will—darkness (4), doom (2), meld into stone raw materials. An ancestral guardian will include 1 control-
(6), silence (4). ling crystallized sacral stone containing the spirit of a revered
Spirit Sprint (Su): The guardian can spend up to 2 points ancestor and one additional sacral stone for each HD (9
from its spirit pool as a free action to increase its movement by for the ancestral guardian depicted). Generally 1d4 of these
10 feet per point spent. This speed increase lasts for 1 round additional stones will be crystallized and contain the spirits
per hit die (9 rounds for guardian listed). of recently killed skorne while the remainder are empty. The
Spirit Vision (Sp): The guardian can spending 1 point number of crystallized stones may be higher if the ancestral
from its spirit pool and use a standard action to gain the ben- guardian were recently proximate to a large battle.
efit of true seeing for 24 hours.

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Ancestral Guardian
Crystallized sacral stones glow dimly from within and Obscure: Ancestral guardians absorb the souls of slain skorne
radiate a strong aura of necromantic magic. The controlling in the vicinity. These souls infuse the guardian with additional
stone is priceless to the skorne, and they will go to great supernatural abilities. Without these souls charging the guard-
lengths to recover it. The voluntary return of such a stone ian it cannot function as efficiently. Also, though removing the
to an extoller might allow an outsider to gain favor with that controlling sacral stone of an ancestral guardian might stop
extoller. The raw material value of a controlling sacral stone it from functioning, actually destroying the stone is extremely
is 100 gp/HD of the ancestral guardian (900 gp for the dangerous and will result in the manifestation of a kovass.
ancestral guardian depicted here). Other sacral stones on an
ancestral guardian are worth 400 gp each in raw materials. To
an interested buyer, such stones may fetch higher prices, par-
ticularly due to their magical auras and obviously supernatu-
Hooks
The adventurers manage to acquire a valued item found amid
ral nature. A necromancer specialist or others interested in the pawn shops of Corvis—a tarnished silver bracelet set with
the manipulation of souls may be willing to pay up to three a curious dark-red stone that seems to glow very slightly from
or four times a stone’s actual value. within. The half-blind shopkeeper undervalued this item and
Empty sacral stones radiate a faint aura of necromancy and sold it for a pittance. Although it radiated both necromancy and
can attract the soul of a skorne of up to 4 hit dice who dies conjuration strongly, the shopkeeper remained unaware that it
within 10 feet of the stone. If this happens, the stone becomes had the properties of a bracer of armor (+2). In truth this item
permanently crystallized. Generally crystallized stones are is far more valuable than even its apparent worth as a magic item
worth more than empty stones because they are considerably suggests, for the source of its magic power is the controlling
more durable, however certain necromancers may be willing to stone of a destroyed ancestral guardian.
pay a premium for an empty stone in order to study its soul- Originally recovered by a Cygnaran soldier, the stone has
attracting properties. For more specific details about sacral passed through numerous hands. It was first sold to a mem-
stones and their respective durability, see p. 236. ber of the Fraternal Order who incorporated it into a magic
item, then it was stolen by a thief and fenced. Unfortunately
for the adventurers, several parties are on the trail of the

Legends & Lore


Common: None.
bracelet including the Fraternal Order wizard and also a
skorne extoller. The extoller is bringing with him a number
of veteran skorne soldiers and a fully functional ancestral
Uncommon: The spirits of skorne ancestors possesses ances- guardian. He considers it a matter of caste honor to reclaim
tral guardians and to fight alongside one is high honor for a the stone, and he will kill anyone who has profaned it with
skorne. physical contact.
Rare: The large sacral stone in the forehead of the guardian
possesses the ancestor’s spirit. Other stones possess lesser souls,
considered revered companions of the ancestor.

Scout General Rebald has asked me to estimate how many


guardians to expect in a given skorne army. Giving a hard number
is difficult, but my estimate is fewer than one per hundred soldiers.
Higher caste warriors (such as cataphract Cetrati, Arcuarii or veteran
Praetorians) are more likely to be encountered with one or two
ancestral guardians as escorts.
—V P
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Anura
Croaker Warrior Croaker Twin, 3rd level sorcerer
Usually N Medium Monstrous Humanoid CR ½ Usually N Medium Monstrous Humanoid CR 4
Hit Dice: 1d8+1 (5 hp) Hit Dice: 1d8+1 + 4d4 +4 (17 hp)
Senses: Darkvision 60 ft., Listen +0, Spot +0 Senses: Darkvision 60 ft., Listen +2, Spot +2
Initiative: +2 Initiative: +6
Speed: 30 ft. (6 squares), Swim 40 ft., Climb 20 ft. Speed: 30 ft. (6 squares), swim 40 ft., climb 20 ft.
Armor Class: 14, touch 12, flat-footed 12 (+2 Dex, Armor Class: 13, touch 12, flat-footed 11 (+2 Dex,
+1 natural armor, +1 small shield) +1 natural armor)
Base Attack/Grapple: +1/+2 Base Attack/Grapple: +1/+2
Attack: Spear +2 melee (1d6+1/x2 plus poison) Attack: Spear +2 melee (1d6+2/x2 plus poison)
or +2 ranged (1d6+1/x2 plus poison) or +2 ranged (1d6+2/x2 plus poison)
Full Attack: Spear +2 melee (1d6+1/x2 plus poison) Full Attack: Spear +2 melee (1d6+2/x2 plus poison)
or +2 ranged (1d6+1/x2 plus poison) or +2 ranged (1d6+2/x2 plus poison)
Space/Reach: 5 ft./5 ft. Space/Reach: 5 ft./5 ft.
Special Qualities: Croaking, hold breath, poison glands, Special Qualities: Extra limbs, hypnotic croaking, hold breath,
wall climber poison glands, spells, wall climber
Saves: Fort +1, Ref +4, Will +2 Saves: Fort +2, Ref +5, Will +6
Abilities: Str 12, Dex 14, Con 12, Abilities: Str 10, Dex 14, Con 12,
Int 10, Wis 10, Cha 10 Int 10, Wis 10, Cha 15
Skills: Climb +9, Hide +6, Jump +8, Skills: Climb +8, Concentration +7, Hide +6,
Rope Use +2, Swim +9 Jump +5, Search +2, Spellcraft +2,
Feats: Skill Focus (Jump) Swim +8
Environment: Warm or tropical forest, marshes, or jungle Feats: AlertnessB, Improved Initiative, Spell Focus
Organization: Wart (4-7), Pox (10-40 plus 1 or Environment: Warm or tropical forest, marshes, or jungle
2 sorcerers, 1 3rd level corporal per 10 Organization: Wart (4-7), Pox (10-40 plus 1 or
adults, and 1 leader of 4th-6th level), 2 sorcerers, 1 3rd level corporal per 10
Plague (40-400 plus 50% noncomba- adults, and 1 leader of 4th-6th level),
tants plus 2 to 4 sorcerers, 1 3rd level Plague (40-400 plus 50% noncomba-
corporal per 20 adults, 1 or 2 lieutenants tants plus 2 to 4 sorcerers, 1 3rd level
of 4th or 5th level, and 1 leader of 6th- corporal per 20 adults, 1 or 2 lieutenants
8th level) of 4th or 5th level, and 1 leader of 6th-
Advancement: By character class 8th level)
Advancement: By character class

A fter the harrowing experience of escaping from the


eastern port city of Kademe, I briefly fancied my
adventures of discovery and danger in the east fin-
ished. Circumstances quickly disabused me of this
notion. Our uncertain vessel made its way down swift-flowing
channels into what I have come to call the Shattered Spine
Islands. Very soon the climate underwent a radical change from
We navigated our boat into a narrow river canyon and pro-
ceeded to row inward. Our first sign of ambush came with the
sudden heavy thunk of weapons hurled into the deck and hull
of our vessel.
We ducked below the gunwales and hoped to press onward
past the region, but some submerged obstruction pulled
into the waterway in the dark of twilight blocked our ship.
dry clean heat to muggy sweltering humidity. The towering We slammed with a jolt into this and came to a standstill. I
foliage of some foreboding and impenetrable jungle rose on prompted my fellows to keep to cover and stand ready to free
either side of our waterway. Low on supplies because of our the ship while I took measures to draw away whatever crea-
harried departure from the skorne city, we decided to brave the tures beset us. I swam to shore and spotted our assailants soon
jungle in search of fresh water. enough through the foliage. The strange bipedal creatures with

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Anura

green and brown mottled skin and long, slender limbs remind- observed that their fingers had wide and soft pads that seemed
ed me of nothing so much as walking frogs. to affix like suckers to the tree branches, yet remained dex-
A harrowing chase into the unknown jungle followed, with terous in the manipulation of their spears, ropes, and other
unfamiliar creatures dogging my heels. Eventually I eluded implements. Though clearly a tool using species capable of
them, but I could not resist circling back to investigate their language, music, and interaction, I did not observe any crafts
nature. I had not expected to find any organized intelligence of great complexity, nor metalworking. Still, I have learned in
among these knotted trees and vines. I discovered creatures I my years not to discount the potential of any thinking species.
have named ‘Anura’, an old Caspian term related to frogs, but I found most intriguing, however, the sight of certain half-
at the time observing them I preferred calling them by the buried ruins at the feet of some of these trees. Possessing an
more descriptive term ‘croakers’ after their interactions with entirely different character, I presume these must mark some
one another, including a variety of complex croaks and warbles former civilization that once dominated this region. I suspect
which must make up some hitherto unheard language. Several from carvings I observed on those pieces of stone that the
times I saw one of them hold their head high and make a par- anura did not erect them, as I saw figures quite manlike on
ticular loud and almost musical sustained, warbling call. those ruins. Likely the anura emigrated here as the climate
Their culture and society seemed primitive. Their dwell- changed and became more tropical. I hope to return to this
ings consisted of peculiar hanging sacks of wattle and net- fascinating region one day and explore more thoroughly.
ting strung below the overhanging trees like improvised dens. A most peculiar and profound sight among the croakers
The croakers moved quite nimbly among the tree branches interrupted these ruminations. A chant went up from the “vil-
and climbed surfaces human hands would find impassable. I lagers”—for so I had come to imagine them—as a figure of

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Anura
some importance arrived. Drifting up on a small flat-bottomed nished vision, and phantom sounds followed one minute later
boat came another croaker of fatter frame and different color- by substantial loss of motor control. Anura are immune to
ation wearing an assortment of ornaments made from carved this poison. Croaker musk – injury or ingestion, Fortitude save
bone and bits of shining metal strung from straps. I stealthily (DC 11), initial -2 Wis, secondary -1d3 Dex.
came closer and discovered to my amazement that this new Wall Climber (Ex): An anura’s sticky feet and hands allow
croaker had grotesque deformities, yet received tremendous it to climb in its natural environment with ease. Furthermore,
respect from its peers. It appeared to have four arms, where it need not make Climb checks to traverse vertical or horizon-
most had a single pair, the extra arms attaching lower on its tal natural surfaces. It cannot, however, run while climbing.
torso and somewhat stunted. More remarkable, upon its shoul- Skills: Croakers have a +8 racial bonus to all Climb checks
ders protruded what seemed to be a second head, slumped off and may always choose to take 10 even if rushed or threatened
to an angle, looking somewhat misshapen and uncomfortably while climbing. Croakers who choose an accelerated climb
situated on its neck. I believe it may have resulted from of move at double their climb speed and make a single Climb
some kind of “twin” birth, where the bodies fuse into one, as check at a -5 penalty. While climbing a croaker cannot run,
tragically sometimes happens even in our species. Yet it seemed retains its Dexterity bonus to Armor Class, and opponents get
this presented no social barriers to this particular anura. no special bonus on their attacks against it.
I saw this twin creature raise its arms and there came a Croakers can move through water at their swim speed
flash of light and a sudden outpouring of fog, followed by without making Swim checks. They have a +8 racial bonus on
much bobbing and crooning among the others. This and a few any Swim check and can always choose to take 10 on a Swim
other sights convinced me the deformed croaker in fact com- check, even if distracted or endangered. A Croaker can use the
manded sorcery, clearly the source of its power and esteem run action while swimming provided it swims in a straight line.
among its fellows. I did not discover whether such sorcery only A conjoined twin anura’s two heads give it a +2 racial
manifests to those born in this conjoined condition or not. bonus on Listen, Spot, and Search checks.
Out of concern for my fellows I crept back to the shoreline Spells: Anura conjoined twins always have levels in sorcerer.
and found our boat freed. My companions had begun to pre- The anura sorcerer above knows the following spells: 0-level:
pare an expedition to rescue me again, and I understood their acid splash, dancing lights, daze, mage hand, resistance, touch of fatigue; 1st-
unhappiness that I had made them worry for nothing. In the level: color spray, hypnotism, mage armor; 2nd-level: summon swarm.
course of such investigations a scholar must take what oppor-
tunities he can. For now I know little of the anura’s numbers
or how far into the tropical Shattered Spine Islands their crude
Treasure
Anura keep an assortment of primitively fabricated weapons,
villages extend. Clearly they are territorial and handy at driving scraps of armor, wooden shields, ropes, and other supplies. Such
out others who would intrude. As much as they interest me, items have little value except to collectors. Anura trade among
however, the ruins I glimpsed intrigue me even more. themselves using barter and do not have a concept of coinage.
They do occasionally keep decorative bits of metal, including
Combat
Croaking (Ex): An anura may make a single loud croaking
pieces of copper, silver, or even gold found among the ruins near
their habitations.
sound that travels over a mile and serves as a signal call.
Extra Limbs (Ex): Anura conjoined twins have an extra
pair of arms (and another head). Their extra pair of arms
Legends & Lore (Skorne)
Common: None.
allows them to cast spells requiring somatic components even
while climbing, swimming, bearing shields, or otherwise using Uncommon: A prolific, primitive race of intelligent amphib-
their main pair of arms. ians who make crude weapons inhabit the Shattered Spine
Hold Breath (Ex): An anura can hold its breath for a num- Islands.
ber of rounds equal to six times its Constitution score before Rare: A mild poison coats anura skin and they use it on their
it risks drowning. weapons. A flower grows on their islands that serves as an anti-
Poison Glands (Ex): Glands in an anura’s skin emit an oil dote and drinking a tea made of its leaves might fortify one
poisonous to most humanoids if injested or entered into the from the effects of the poison.
blood stream. Anura warriors coat their spears and daggers Obscure: Some anura are powerful sorcerers and are born as
with this oil. Creatures grappling with an anura do not suffer twisted mockeries of the others, boasting two heads and two
from the poison unless suffering piercing or slashing damage pairs of arms. These conjoined twins are venerated by their peers
during the grapple. The inital effects include confusion, dimi- but are not the chieftains of their crude mud and reed villages.

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Anura

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Basilisk
Basilisk Drake (male) Skorne-Conditioned Basilisk Krea (female)
Usually NE Large Magical Beast CR 8 Usually N Large Magical Beast CR 9
Hit Dice: 6d10+24 (57 hp) Hit Dice: 6d10+30 (63 hp)
Senses: Darkvision 60’, Listen +7, Spot +8, Senses: Blindsense 60 ft., Listen +7, Spot +8,
low-light vision, scent low-light vision, magic sense, scent
Initiative: +5 Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft. Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16, touch 10, flat-footed 15 (-1 size, +1 Armor Class: 16, touch 10, flat-footed 15 (-1 size, +1
Dex, +6 natural) Dex, +6 natural)
Base Attack/Grapple: +6/+15 Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d6+7) Attack: Bite +10 melee (2d6+7)
Full Attack: Bite +10 melee (2d6+7) Full Attack: Bite +10 melee (2d6+7)
Special Attacks: Withering energy, poison Special Attacks: Paralytic aura, spiritual paralysis
Space/Reach: 10 ft./5 ft. Space/Reach: 10 ft./10 ft.
Saves: Fort +9, Reflex +6, Will +3 Special Qualities: Blind rageS, coquette, leanS
Abilities: Str 20, Dex 12, Con 18, Saves: Fort +11, Reflex +6, Will +5
Int 3, Wis 12, Cha 10 Abilities: Str 20, Dex 12, Con 20,
Skills: Listen +7, Spot +8 Int 3, Wis 12, Cha 6
Feats: Alertness, Blind-Fight, Improved Initiative Skills: Listen +7, Spot +8
Environment: Any desert or warm land Feats: Alertness, Armor Proficiency (Heavy),
Organization: Solitary, mated pair, or harem (1 male + Blind-Fight, Die Hard, Endurance,
2-3 females) Improved Initiative
Advancement: 7-14 (Large), 15-20 (Huge) Environment: Any desert or warm land
Organization: Solitary, mated pair, or harem (1 male +
2–3 females)
S
From the Skorne Conditioning quickplate Advancement: 7–14 (Large), 15–20 (Huge)

I first encountered the basilisk during the early days of


my captivity, and it remains painful today to remem-
ber that time. In the bowels of the Abyssal Fortress
I endured the abuse of my loathsome former mentor
Saxon Orrik as he gloated about skorne supremacy and how
the west should abandon all hope. I found a properly sci-
entific and detached frame of mind difficult to adopt as he
never imagine that have populated the extreme environments
and conditions in the east.
Much later in my travels alongside my “guide” Kaleda, I
witnessed the lands where the skorne first discovered, caught,
and tamed the basilisk, and I began to understand them better.
I thought back on my conversations with the giant Chilon and
his description of the unnatural disaster that consumed eastern
paraded before me what he considered a “triumph” of the Immoren thousands of years ago, and the manifestation of the
twisted skorne conditioning techniques. At first blush the basilisks’ power became more plausible. East of the skorne set-
creature seemed just a strange, semi-bipedal reptile with an tled area lie the Trembling Waste, which seems a small pocket
ornery disposition not remotely as impressive as the massive of the terrible chaos and upheaval that may once have devas-
titans or even the brutish cyclops. tated half the continent. Earthquakes, from small tremblers to
When goaded properly with painful hooks or barbs, this massive lurching of the ground, occur commonly. The rain,
seemingly unimpressive reptile, by the force of its gaze alone, heavy, sizzling, and burning the skin from some peculiar heat
caused a block of granite to shimmer and explode. I am still and corruption, comes at random intervals. This is where the
at a loss to explain any plausible way such a power could arise basilisks and other creatures as peculiar live and hunt. By the
in nature. This creature does much to explain the differences power of its eyes this somewhat soft-skinned reptilian creature
between western and eastern Immoren. It exemplifies the rules the Wastes, as those creatures which would compete with
extraordinary and unusual beasts such as westerners would it or hunt it long ago learned to steer clear.

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Basilisk
The primary behavioral difference in the wild between discovery allowing the skorne to use the krea in battle. The
male drakes and female kreas lies in temperament. Drakes must skorne discovered a new and even more potent manifesta-
rouse to action whereas krea often lash out with their destruc- tion of the krea’s supernatural power when they blinded it
tive vision at the slightest provocation. I count it a sign of and sewed it eyes shut. The females can turn whatever gives
skorne insanity or determination that they did not immediately rise to the waves of disruptive energy inward and focus
give up on taming these creatures. Even after their beast-han- it into something else again. I witnessed a demonstration
dlers learned to control the drakes it took some time before whereby a dagger dropped near a krea actually slowed in
they attempted to tame the krea. The cost in lives and the mid-air and drifted slowly to earth like a feather. I heard
creature’s resistance to the methodical torture the skorne call also that the krea suffers no particular difficulty sensing its
training proved, at first, insurmountable. surroundings, perhaps through some secondary benefit of
I fear and respect this creature, though I have no fond- this inexplicable aura of power.
ness it. Even for this beast, however, it turns my stomach By such means a krea can apparently slow even rifle or
to consider the barbaric experimentation that led to the cannon fire. Given the reliance of my own kingdom on the

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Basilisk
accuracy and power of a stout rifle, this discovery chills me. I 17) for half. Creatures reduced to 0 or fewer hit points disin-
just hope the difficulty in training and breeding these creatures tegrate entirely, leaving behind only a trace of fine dust. This
means the skorne have limited access to such power. I would be attack also damages objects. Creatures within this cone must
just as happy if the basilisk species became suddenly extinct. also succeed at a Will save (DC 17) or suffer effects identical
I cannot say this about many creatures, but basilisks in skorne to the repulsion spell. Save DCs are Constitution-based. Basilisks
hands mean nothing but trouble for Cygnar. ignore the effects of this energy.
Poison (Ex): Injury, Fortitude save (DC 17), initial dam-
age 1d6 Con, secondary damage 2d6 Con. The save DC is
Combat Constitution-based.
Drake Skorne-Conditioned Krea
Basilisks have no natural enemies due to their terrible gaze; Skorne-conditioned krea turn the terrible powers of a basi-
only the skorne actually confront and capture them. Basilisks lisk’s gaze inward and grant these females strange control over
dwell in burrows but emerge to sun themselves like other cold- debilitating energies. Krea prefer to fight alongside males.
blooded reptiles. Temperamental and aggressive, particularly They use their paralytic auras to impede prey while drawing
in mated pairs, they are highly territorial and eagerly attack vigor from their closeness to potential mates. Skorne training
intruding creatures. Basilisks walk erect on two legs or use all also instills the desire to locate enemy magical sources and
four limbs for movement with equal alacrity. They reserve their disrupt spellcasting.
forward claws for burrowing and attack with their
poisonous bite if engaged.
Those captured, bred, and trained by the
skorne will be Conditioned (see Quickplates, p.
221). Female basilisks undergo more severe and
specialized conditioning.
Withering Energy (Su): As a standard
action the basilisk can focus tremendous disin-
tegrating energies from its eyes to
tear apart flesh and melt metal.
The basilisk cannot use this power
again for 1d4 rounds. This cone
of disruptive energy originates
from the basilisk’s eyes, extends
out 30 feet, and deals 6d6
damage, Fortitude save (DC

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Basilisk
Paralytic Aura (Su): As an immediate action a krea can
surround itself with a field of dense energy that slows and
Treasure
Wild drake and krea basilisks do not collect treasure. Because
potentially paralyzes enemies for one round. Treat all spaces
capturing and taming the easily provoked wild basilisks is dif-
within 10 feet of the krea as difficult terrain. Any opponent
ficult, some skorne houses prefer to steal basilisk eggs and raise
within 10 feet of a krea must make a Will save (DC 11) every
the creatures in captivity though it is rare for such hatchlings
round or become unable to move. While this aura is active, the
to survive. A krea may have a clutch of 2-6 eggs in her under-
krea and all creatures within 5 feet of the krea gain damage
ground burrow. Intact eggs may fetch 25 to 50 gp each.
reduction 15/magic against ranged weapons. A krea has full
Other houses employ the drake’s musk gland to lure krea
control over this ability and can chose what creatures it affects.
into their traps. Both the eyes and musk gland of the male
The save DC is Charisma-based.
basilisk are prized by skorne generally, and now western alche-
Spiritual Paralysis (Su): As a standard action, a krea can
mists seek them as well. Both eyes and musk glands will fetch
impede spellcasting within 160 feet. The target must make a
hundreds of gold pieces (100 – 400 gp).
Will save (DC 14) or he must make a Concentration check
(DC 16 + spell level) every time he attempts to cast a spell for
the next 1d6 rounds. The save DC is Wisdom-based.
Coquette (Ex): Kreas gain a +2 morale bonus on all attack
Hooks
Cygnaran military intelligence is reporting that the drake basi-
and damage rolls while within 30 feet of a basilisk drake.
lisk’s presence seems to have a strong effect on krea. The party
Magic Sense (Su): The krea may use detect magic at will
is tasked with discovering the truth of the matter and if there is
as a spell-like ability.
a way to exploit this weakness. The party gets their chance when
they cross the path of a lone paingiver escorting a conditioned
Legends & Lore (Skorne)
Common: Strange creatures that can kill with a look inhabit
krea back to a skorne encampment that is home to several male
basilisks.
the Trembling Waste. In one skorne city, young skorne males enjoy a dangerous holi-
Uncommon: The ornery basilisks have no fear of predators day involving being chased by a wild krea though the streets after
because they can literally melt flesh, bone, and even stone with they are dowsed with ample musk from a drake. The skorne
the massive disruptive energy they produce from their eyes. must run until either the bullish krea becomes too exhausted to
This power also makes them valuable to the skorne houses that pursue or risk meeting her disapproval as a potential mate.
can capture and tame them.
Rare: Although more dangerous than the male drake, the
female basilisk krea has particular value to the skorne. When
blinded by a special process, its power takes a new and dra-
matic form.
Obscure: Drakes possess a musk gland that, while odorless
to man or skorne, has a dramatic effect on kreas. Although
potentially provoking a krea to violence, this scent can also lure
them in a particular direction.

Both sexes of basilisk exhibit a fascinating and deadly power from


their eyes. How is it, I wonder, that basilisks of the fairer sex, or
“krea” as I prefer to call them, exhibit even more power when
their eyes are stitched closed? I must acquire a live specimen.
—V P
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Jason Andresen (order #1578489) 9


Bloodstone Manticora
Always N Large Plant CR 3 Full Attack: Needles +4 ranged (1d6 and paralysis)
Hit Dice: 6d8+12 (41 hp) or slam +1 melee (1d6–2 piercing and
Initiative: +1 paralysis)
Immunities/Resist: Plant traits Special Attacks: Paralysis, drain
Senses: Listen –2, Spot –2 Space/Reach: 10 ft./5 ft.
Speed: 0 ft. Special Qualities: Water sight, plant traits
Armor Class: 18, touch 10, flat-footed 17 (–1 size, Saves: Fort +7, Reflex +3, Will +0
+1 Dex, +8 natural) Abilities: Str 7, Dex 13, Con 15,
Base Attack/Grapple: +4/+6 Int –, Wis 7, Cha 2
Attack: Needles +4 ranged (1d6 and paralysis) Environment: Any desert or warm land
or slam +1 melee (1d6–2 piercing and Organization: Solitary, Patch (3-5), Forest (10 -20)
paralysis) Advancement: 7–12 (Large), 13–16 (Huge)

O ne thing this treatise should make abundantly


apparent: the fauna, flora, and even the very terrain
of the Marches and the east are orders of magni-
tude more deadly than those we find in our home-
lands. Perhaps in the coming years this understanding will aid
those in positions of power to defend against and, though
unlikely, perhaps cement peaceful dealings with the peoples
After my capture by the skorne and forced travels to the
east, I found to my fascination that this plant also lives on the
eastern side of the Abyss. I could see no way for the earth-
bound cactus to cross so wide and deadly a natural barrier. I
am left with the stunning thought that the Abyss opened after
the initial spread of this species. Whatever the case, my stud-
ies clearly show that explorers should take nothing for granted
that call that bleak place home. For now, though, let my expe- when confronting the creatures of the Marches.
riences serve as a warning to the daring, curi- Should even this parable not deter you,
ous and—at the risk of redundancy—young, I have three additional pieces
to limit their escapades to lands less lethal, of advice: take legible notes
closer to home, and equally rich in in your travels, work with only
strange cultures and ancient mysteries. waterproof journals, and send
Should this reckless audience copies of your findings to Prof.
require one further warning, though, V. Pendrake care of the Corvis
let me tell you of the long thorn University.
manticora. Not a beast but a desert
plant standing 5 to 8 feet in height
and similar in appearance to a
hairy common cactus found in the
Combat
Vegetable predators, manticora can sense and attack
western marches and the Protectorate. any creature with water in its body that comes nearby.
I found time to sketch a full-grown speci- These dangerous fauna lash out with their lengthy black spines
men during my initial scouting of skorne movements in the to kill or paralyze their prey and soak their wide ranging roots in
deep Bloodstone deserts. I noted its strangely long thorns and moist flesh. Their needles have a range increment of 10 feet and
the unusual number of remains, including a dune-prowler, a maximum range of 50 feet.
about its trunk. These dry corpses offered some warning, and Most manticora grow solitary on paths leading to an oasis
I guessed that these cacti might prove poisonous or emit some or along the migratory routes of desert beasts. However, small
noxious spore like plants I have previously encountered. I had patches and even rarely forests do exist. Those growing on the
not expected the plant to physically whip its segments and banks of an oasis or river are often water-blind and docile and
fling a hail of its stiletto-sharp thorns at me. Although I man- rarely attack unless provoked.
aged to dodge the deadly bombardment, the few needles that Manticora look much like another species of harmless cactus.
struck me—holing my favorite greatcoat—proved suggestion It requires knowledge of the creature and a Spot check (DC 25) to
enough to conduct my examination from afar. determine the manticora’s true nature from a distance over 50 feet.
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Bloodstone Manticora
Paralysis (Ex): In addition to extra damage, on a success-
ful hit the target of a manticora’s spine attack must make a
Treasure
A Search check (DC 16) has a 30% chance of revealing half
Fortitude save (DC 15) or be paralyzed for 1 minute. The DC
standard treasure from creatures slain by the manticora in the
is Constitution-based.
sands about the plant.
Drain (Ex): A manticora within 30 feet of a helpless
Idrian nomads value manticora needles and will trade 10
creature can make a +6 grapple check (add an additional +4
gp worth of goods for needles harvested from adult plants.
since the target is prone). If this check succeeds, it deals 1d4
Besides material wealth, cutting into a manticora husk
points of damage as the plant stabs several spiny roots into its
yields enough juicy pulp to serve as water and food for one
target. Every following round, the manticora deals 1 point of
person for one day per 2 HD of the plant. The above plant
Constitution damage as it leaches the water and nutrients from
would, for example, provide food and water for one person for
its target. A manticora gains 5 temporary hit points for each
three days or three persons for one day.
point of Constitution drained.
Water Sight (Ex): Manticoras are incredibly sensitive to
moisture in the air, allowing them to automatically detect the
presence of water—and in effect most living creatures—within
Hooks
Traveling through the wastes, the PCs come across a strangely
100 feet. Spells that create rain or drench a manticora (like
still, solitary figure standing alone in the desert. The manticora
control weather or quench) or emptying a gallon of water onto the
killed this skorne and his desiccated corpse fell against the plant.
plant effectively blinds it until the water evaporates. A manti-
The remains now camouflage the plant’s deadly nature.
cora cannot be blinded in any other way.

Legends & Lore


Common: Manticora are cactus-like des-
ert plants capable of releasing sprays
of needles at passing pray.
Uncommon: Manticora needles
have a weak paralytic agent that
can cripple prey wounded deeply
enough.
Rare: These plants sense prey by
detecting the presence of nearby
water. Rain and other great
amounts of water blind them.
They subsist on the water from
living creatures by slaying them
and drinking their body fluids
using spine-covered roots.
Obscure: Despite the dan-
ger of harvesting it,
all manticora hold
enough water in
a reservoir within
their husks to keep
a man alive for days
in the desert.

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Cataphract Beetle
Always N Small Vermin CR 3 Special Attacks: Acid spray, sand trap
Hit Dice: 5d8+10 (34 hp) Space/Reach: 5 ft./5 ft.
Senses: Listen +0, Spot +0 Special Qualities: Spiked shell
Initiative: –1 Saves: Fort +6, Ref +0, Will +1
Speed: 20 ft. (4 squares), burrow 10 ft., fly 20 Abilities: Str 12, Dex 9, Con 15,
ft. (clumsy) Int 2, Wis 10, Cha 10
Armor Class: 17, touch 10, flat-footed 17 (+1 size, -1 Environment: Any desert
Dex, +7 natural) Organization: Solitary, clutch (2–8), or swarm (16–
Base Attack/Grapple: +3/+0 32)
Attack: Bite +5 melee (1d4+1) Advancement: 6–10 HD (Small); 11–18 HD
Full Attack: Bite +5 melee (1d4+1) (Medium), 19–24 (Large)

W hile I can’t say that my forced travels into the


east were comfortable, I admit that I’ve par-
ticipated in expeditions where worries about
food, which paths to follow, and what beasts
might harry my footsteps have been more personally pressing
concerns. In retrospect, while I offer my corpse-faced captors
few thanks for their efforts, my survival doubtlessly hinged
of an ant-lion. In his desperation to regain the surface, the
man’s struggling had the opposite effect from which he desired,
and he slid ever deeper. As if to confirm my comparison, the
glistening, onyx-black head of a gigantic beetle—easily the size
of a powder keg—reared up from the depression’s center with
hungrily snapping mandibles the size of daggers. An armored
carapace covered the insect’s back. Jagged spires and needle-
upon their treading each step of our journey before me. thin minarets, resembling Morrowan cathedrals, encased the
In skorne lands even the most unassuming sands can bug in an artistically sculpted armor.
quickly grow fangs. Some clever soul tossed Volker a
My co-captive Aubrey Albrect Volker, a length of rope, which he eagerly
stoic former soldier who claimed to hail from grasped and began hauling himself
Highgate but who spoke with an obvious up with. The beetle, unwilling
Ordic accent, demonstrated the precari- to let its prey escape so eas-
ousness of life in even the quiet desert. ily, hissed shrilly and sprayed
With the wastes stretching out forth an acrid, yellow bile.
around us and nowhere to run, The sand turned black and
our captors left us relatively bubbled where the insect’s acid
unguarded when our proces- struck, as did Volker’s breeches
sion stopped just before the and the leg beneath.
coming of the freezing dark. Finally, the rapid popping of a
Aloof from the rest of the reiver saved Volker’s life. An impa-
prisoners, Volker removed himself some tient skorne venator expertly dis-
fifty paces from camp, either simply for solitude charged his weapon into the insect’s
or on some more private business. No one had yet missed the head before snarling commands for
scowling Tordoran when a surprised and distressed yelp sound- us to return to camp. Volker spent
ed over the barking skorne officers. Looking to the source, that night tormented by his acid
even in the dying red light all could see Volker sinking into the burns, which left him barely able to rise, much less keep to
sand just as if he had stumbled into a quicksand bog. the skorne’s unforgiving march. Although I personally tried to
Being more sympathetic than our captors, I was among minister to him, none of my simple remedies seemed to ease
the first of the prisoners to head to Volker’s rescue. We found the pain of the beetle’s vicious attack. The next morning, the
that Volker had disturbed, and now scrambled along the col- skorne forced us to leave the cursing Highgater behind as a
lapsing side of, a shifting pit or kind of sandy nest like that cruel warning to all of us to watch our steps.

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Cataphract Beetle
Combat
Digging sandy redoubts to protect themselves, these monstrous
Treasure
Given an intact cataphract beetle corpse, a bone grinder or
insects use their sand trap ability to draw prey closer, attacking armor smith can potentially create armor similar to a breastplate
from the center of steep-walled pits. Even if caught outside that weighs only 15 pounds. The smith must first succeed at a
their traps, their razor-sharp, cathedral-like armor deters attack- Knowledge (nature) (DC 15) check to determine whether he
ers while their powerful mandibles and acidic salvia reduces vic- can use the materials. If he fails, he cannot create the armor.
tims to editable pieces. Otherwise, such armor requires the normal amount of time to
Acid Spray (Ex): The cataphract beetle spews a 10-foot create, costs 2,000 sp, requires Craft (armorsmithing) (DC 15)
cone of acid, once every 5 minutes up to three times per day. checks, but needs no additional expenditure of materials. In
This inflicts 2d6 points of acid damage; a Reflex save (DC addition, cataphract beetles will not attack creatures wearing this
14) halves the damage. The save DC is Constitution-based. armor unless attacked first.
Sand Trap (Ex): A cataphract beetle can create a danger-
ous trap by burrowing circles in loose earth, turning stable
ground into a precarious, 10-foot-diameter pit. A sand trap
serves a cataphract beetle in two ways. First, the beetle can
Hooks
Thousands of cataphract beetles swarm for hundreds of miles
burrow into the pit’s center as a full-round action, gaining a every four years, seeking mates. This year, they descend on the
+4 circumstance bonus on Hide checks and providing it with fortress compound of a noble skorne family who seek outside
cover (+4 bonus to AC and a +2 bonus on Reflex saves). aid defending their ancestral home.
This cover lasts until the beetle breaks from the ground, thus
loosing its sandy covering, and makes an attack. Secondly, the Idrean nomads report a hitherto unknown vermin lurking below
sloping sides of the pit are precarious, requiring that creatures the sands and attacking their horses. Cygnaran scouts along the
within make a Balance check (DC 14) to move half speed border believe it is some new skorne deviltry and will pay hand-
through the area and risk falling prone and sliding to the bot- somely for evidence of how to destroy it.
tom of the pit (see the description of the Balance skill). A
cataphract beetle can move into and out of its own pit without
penalty. It takes a cataphract beetle 10 minutes of uninter-
rupted activity to create a sand trap.
Spiked Shell (Ex): Cataphract beetles are covered in a
spiny carapace. Any creature that grapples with one takes 1d4
points of damage every round the grapple continues.

Legends & Lore


Common: Cataphract beetles are carnivorous
insects that lurk beneath desert
sands.
Uncommon: These beetles cre-
ate cunning, conical sand traps to
draw prey into their jaws.
Rare: These beetles have a pow-
erful acid that can even eat
through dense metals.
Obscure: A cataphract
beetle’s own acid can be
used to work its cara-
pace into useful items.
Efaarit craft crude items
and shields from these
creatures.

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Chimera
CE Colossal Dragon CR 22 Special Attacks: Breath weapon, fractured form, frightful presence
Hit Dice: 32d12+512 (720 hp) Space/Reach: 30 ft./20 ft.
Immunities/Resist: Aberrant traits, damage resistance 20/ser- Special Qualities: Dragon traits, fast healing 10, malleable
ricsteel, immunity to acid, electricity, fear, form, vulnerable to cold.
fire, spell resistance 30 Saves: Fort +36, Ref +20, Will +24
Senses: Darkvision 240 ft., Listen +43 Spot +43, Abilities: Str 48, Dex 11, Con 42,
low light vision Int 20, Wis 22, Cha 21
Initiative: +4 Skills: Balance +39, Climb +54, Hide +19,
Speed: 60 ft. (12 squares), Fly 300’ (clumsy) Intimidate +40, Jump +40, Listen +43,
Armor Class: 46, touch 2, flat-footed 46 (–8 size, Move Silently +35, Search +40,
+44 natural) Spot +43, Survival +41, Tumble +39
Base Attack/Grapple: +32/+67 Feats: Alertness, Blind-Fight, Cleave, Combat
Attack: Bite +43 melee (4d6+16); one option, Reflexes, Great Cleave, Great Fortitude,
see fractured form Improved Initiative, Improved Sunder,
Full Attack: Bite +43 melee (4d6+16), and 2 claws Lightning Reflexes, Multiattack, Power
+42 (2d8+8), and 2 tentacles +41 Attack
(4d6+8), and tail slam +41 (4d6+8), Environment: The Stormlands
one option, see fractured form Organization: Unique

T he skorne inhabit some of the harshest lands I’ve


ever encountered, enslave beasts capable of beat-
ing a warjack into scrap, and dare the elemental
fury of the Stormlands, but even they know bone-
shaking fear. In the shadow of their preposterously named
“Conqueror’s Bridge,” skorne troops whisper of the chimera.
I first learned of this creature from my captors, although
from the Abyss itself. I hypothesize a most fascinating and sin-
gular defense mechanism for this peculiar shape shifter: it can
transform, at least partially, into that which it has killed.
If this horrid, pitiable creature truly is some tortured form
of dragon then woe to us all if it consumes another athanc
and reclaims its full draconic form.

Kaleda spoke only reluctantly of what had unnerved her sol-


diers. At that point, I had yet to learn much of their language,
but a dust-storm to the north and lights among the haze
Combat
The chimera, an ancient dragon, had its athanc permanently
clearly elicited more fear in them than I had ever seen them warped and flawed by the magical destruction wrought when the
display, then or since. They knew little enough of this abomi- Bridge of Worlds collapsed. As its physical form regenerated the
nation, other than it was an enormous horror whose shape was creature could no longer remember its past life, its true form, or
different every time it was seen, and that any who faced it died its true nature.
a terrible death. The skorne call it the Child of the Pit, a ter- Standing taller than a fortress of ten floors, the chimera
rible beast spawned from the black void of the Abyss like an possesses unnatural flexibility of form. Crawling, leaping, and
all-devouring emptiness given form. flying, the chimera makes its way through the melted stone
I only learned more of this creature after my rescue in ruins that dot the plateau islands jutting from the Abyss’s
the accursed skorne homeland. My rescuers had apparently unfathomable depths, taking out its fury on all but the most
encountered this chimera while crossing the Abyss and barely insignificant beings it encounters.
escaped with their lives. From their description the creature Despite is keen native intellect and draconic cunning, the
seemed almost draconic, like some twisted and deformed rela- chimera has no long-term memory, and functions completely
tive of those great and terrifying creatures, yet removed of all on instinct. It remembers no language, does not plot, or seek to
their draconic grace and driven mad by its own condition. Like collude with other creatures. The chimera knows only rage and
a dragon, this chimera’s blood had given rise to lesser spawn. incomparable loss. It forgoes tactics to lose itself in the black
These malformed but dangerous entities manifested limbs, indulgence of unbridled rampages. Untouched by fear, the chimera
heads, claws, and other aspects of eastern beasts and creatures never retreats and finds relief only in devastation and slaughter.
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Chimera
Chimerablight (Su): Chimerablight functions as a form gain bonuses or special attack options as noted below. The
of dragonblight and affects a number of miles equal to the chimera can change what attack forms it uses from round to
chimera’s hit dice (32 miles). Living and non-living things in round, as it desires (although, using some special abilities, like
this area suffer a -4 penalty to all saving throws from trans- the gore attack’s awesome blow, would require it to manifest a
mutation effects. All transformation spells cast in the area of horn for the gore attack on two consecutive rounds).
chimerablight gain the effects of the Greater Spell Penetration Number
and Heighten Spell metamagic feats, giving +4 bonus on caster Attack of Attacks Damage Special
level checks made to overcome a creature’s spell resistance and Bite 1 4d8 —
increasing its caster level by 2. Claws, Two: 2 4d6 —
Breath Weapon (Ex): The chimera’s breath weapon is nor- Gore: 1 4d6 Awesome Blow
mally a scalding cone of electrified acid. 70 ft. cone, damage Tail Slam: 1 4d6 Tail slap, tail sweep
7d10 acid, 7d10 electricity, 7d10 fire, Reflex save (DC 42)
Tentacle: 1 4d6 Improved grab
half. The save DC is Constitution-based.
Wings 2 2d8 +300 ft. fly (clumsy)
At will, the chimera may alter the draconic humors that
create this attack, causing its breath weapon to deal 21d10 Bite: The chimera bites with a ferocious set of fanged jaws.
points of acid, electricity, or fire damage instead of a mixture. Claws, Two: The chimera grows a pair of savage claws and
Fractured Form (Ex): The chimera can manifest natural attacks with both. Attacking with both claws counts as using
attacks as it desires. On any round it can use an attack action one natural attack for the purposes of determining how many
to make one of these natural attacks, or use a full-round attacks it can manifest in a round.
action to make five of these natural attacks. The first attack is Gore: On the round after manifesting a gore attack, the chi-
considered the chimera’s primary attack and is made using the mera can use the gore again as if it had the feat Awesome Blow.
chimera’s full base attack bonus plus its Strength modifier; the Tail Slam: On the round after manifesting a tail, the chimera
following attacks are secondary and are made at a –2 penalty. can use it to make either a tail slap or tail sweep attack.
Depending on the natural attack manifested, the chimera may

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Chimera
Tentacle: Upon hitting with a tentacle attack, a chimera can
attempt to start a grapple as a free action without provoking
an attack of opportunity.
Wings, Additional: On the round after manifesting
additional wings, the chimera’s fly speed increases
by 20 feet and its maneuverability improves to
clumsy.
Frightful Presence (Ex): 360-foot radius,
HD 44 or less, Will save (DC 31) negates. The
save DC is Charisma-based.
Aberrant Immunities (Ex): The chimera has no
centralized system of organs. As such, the creature has
no need to breathe, cannot starve or become fatigued,
is not affected by sneak attacks or critical hits, and is
immune to all poisons and diseases.
Malleable Form (Ex): The chimera can change
its form as its needs dictate, such as growing wings.
Thus, it is never restrained by effects that entangle
(as the entangle or web spells), impeded by rough ter-
rain, or penalized by squeezing through spaces half
its size.

Chimera-Spawn Features
Legs Arms
1d6 Roll Feature 1d6 Roll Feature
1 Biped, no tail 1–2 Two arms
2 Biped, with tail 3 Two arms and two wings2
3 Quadruped, no tail 4 Two arms and four wings3
4 Quadruped, with tail 5 Two arms, two burrowing claws4
5 Snakelike tail, no legs 6 Two tentacles5
6 Spider or centipede-like, many legs1
Claw or Tentacle Bite Base Hit
Size Damage Damage Movement Dice AC
Fine — 1 5 ft., fly 20 ft. (good) 1/8d10 +2 natural
Diminutive 1 1d2 10 ft., fly 40 ft. (good) 1/4d10 +3 natural
Tiny 1 1d3 20 ft., fly 40 ft. (good) 1/2d10 +4 natural
Small 1d3 1d4 20 ft., fly 40 ft. (good) 1d10 +5 natural
Medium 1d4 1d6 30 ft., fly 60 ft. (poor) 2d10 +7 natural
Large 1d6 1d8 40 ft., fly 70 ft. (poor) 4d10 +10 natural
Huge 1d8 2d6 40 ft., fly 80 ft. (poor) 8d10 +12 natural
Gargantuan 2d6 2d8 30 ft., fly 70 ft. (clumsy) 16d10 +16 natural
1 4
Grants climb speed at the chimera-spawn’s base land speed. Grants burrow speed at the creature’s base land speed.
2 5
Grants fly speed. Grants +10 foot reach.
3
Grants fly speed +20 feet and improved maneuverability one step.

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Chimera
Chimera-Spawn
The chimera still yearns for servants, and to fulfill its need, it
6 Spell Resistance: Spell resistance equal to 8 + the
chimera spawn’s HD (minimum SR 9).
can spill its blood to create chimera-spawn, abominable amalga- 7 Damage Reduction: DR equal to 2 + half the
mations of creatures it has seen. The chimera can create a num- spawn’s HD (minimum DR 3/magic).
ber of hit dice worth of spawn equal to the chimera’s hit dice, 8 Chimera-spawn has multiple abilities, roll twice on
but no chimera-spawn may have more than half the chimera’s hit chart. If 8 is rolled again, roll for another ability,
dice (rounded down). Creating spawn costs the chimera nothing and so forth.
unless it has dropped below half its hit points, at which point
the spawn’s hit points are pulled directly from the chimera’s.
The chimera may opt to eat any of its spawn and regain lost hit
points equal to the spawn’s current hit points. Chimera-spawn,
no matter their form, are considered magical beasts. This sample chimera-spawn is bipedal, wingless, and has
All chimera-spawn possess the following abilities: four arms.
Blindsight (Ex): Regardless of whether an individual has eyes, Always CE Huge Magical Beast CR 8
all chimera-spawn can sense objects within 80 feet Hit Dice: 10d10+40 (95 hp)
as though they could see. Immunities/Resist: Aberrant immunities, immune to acid,
Fractured Form (Ex): Chimera-spawn of Large size or greater electricity, and fire
have additional natural abilities. For every size- Senses: Darkvision 120 ft., Listen +2,
category above Medium, the creature gains one Spot +2
additional random natural attack as appropriate to Initiative: +3
its size (roll 1d4, see below). Speed: 40 ft. (12 squares)
Armor Class: 23, touch 7, flat-footed 22 (–2 size, –1
Slam or Claw or Gore or
Size Tentacle (1) Bite (2) Sting (3) Tail (4) Dex, +16 natural)
Large 1d6 1d8 1d6 1d8 Base Attack/Grapple: +10/+17
Huge 1d8 2d6 1d8 2d6 Attack: Bite +17 melee (2d6+7)
Gargantuan 2d6 2d8 2d6 2d8 Full Attack: Bite +17 melee (2d6+7), and
4 claws +15(1d8+3)
Immunities (Ex): All chimera-spawn are immune to fear, sleep, Special Attacks: Breath weapon, fractured form, fear aura
and paralysis effects. Space/Reach: 15 ft./10 ft.
Regeneration (Ex): Acid inflicts normal damage on chimera- Special Qualities: Dragon traits, malleable form,
spawn. All other damage regenerates at the rate of 2 vulnerability to cold
hp per round. Saves: Fort +11, Ref +6, Will +1
Abilities: Str 24, Dex 8, Con 19,
Vulnerability to cold: All chimera-spawn takes half again Int 3, Wis 7, Cha 8
as much (+50%) damage as normal from cold, Skills: Hide +3, Listen +2, Spot +2
regardless of whether a saving throw is allowed or if Feats: Combat Reflexes, Improved Initiative,
the save succeeds. Multiattack, Power Attack
Special Abilities Environment: Any land and underground
All chimera-spawn have a randomly determined special ability. Organization: Any
1d8 Roll Ability
1–3 None.
4 Breath Weapon: Same breath weapon as the
chimera, damage dice equal to one-forth of the
chimera’s breath weapon, choose one damage type:
acid, electricity, or fire.
Combat
Breath Weapon (Su): The chimera-spawn’s breath weapon
5 Fear Aura: Creatures that come within 30 feet of is a 70 ft. cone of reeking stomach contents that deals 5d10
the chimera-spawn suffer fear, DC 10 + half the acid damage. Reflex save (DC 19) half. The save DC is
chimera-spawn’s HD + Charisma modifier. Constitution-based.

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Cullenrock Barnacle
Always N Tiny Aquatic Vermin CR ½ Full Attack: Touch +3 melee (attach)
Hit Dice: 1/2 d8 (2 hp) Special Attacks: Attach, blood drain
Immunities/Resist: Mind-affecting effects Space/Reach: 2 ft./0 ft.
Senses: Listen +0, Spot +0; termorsense 20 ft. Special Qualities: Blood cloud, encrust
Initiative: +1 Saves: Fort +2, Ref –5, Will +0
Speed: Swim 5 ft. Abilities: Str 2, Dex 12, Con 10,
Armor Class: 16, touch 13, flat-footed 15 (+2 size, Int 1, Wis 10, Cha 1
+1 Dex, +3 natural) Environment: Temperate and warm aquatic
Base Attack/Grapple: +0/–12 (+8 when attached) Organization: Cluster (3–5) or colony (11–21)
Attack: Touch +3 melee (attach)

D uring my expedition to the southern islands east


of Mercir, we weighed anchor near a tree-cov-
ered coastline of the largely unexplored island
of Cullenrock. Together with my top aide Lynus
and Gorden and Hadge, a pair of local Cygnaran bravos who
offered to serve as bodyguards for a few coins, I boarded a
rowboat and paddled from our hired steam-
We fled to avoid the sea vermin and face the dracodile out
of its element. The creature refused to pursue but proceeded
to destroy our rowboat and our hopes of returning to the ship.
Afterward, and with much effort, I sliced the barnacle off
my skin, and though my blood flowed, I felt no pain. This
procedure sparked a suspicion that I later confirmed: The
dracodile’s resistance to pain and its remarkable aggression
ship to the beach. As would be our luck, arose in large part from these bony creatures, which
we accidentally disturbed a slumbering I have dubbed cullenrock barnacles. I have since
dracodile as we neared the rocky learned that some Cygnaran sailors know of
beach. The thing reared, and its these nasty creatures, though they claim
sudden assault sent my guards they are a fairly new arrival in
overboard into the shallows. the waters of the Broken
Lynus, Gorden, and Coast and the Bay of Cygnar.
Hadge wanted to flee
into the jungle, but
something about the
creature seemed out
Combat
When a living creature comes
of the ordinary so within range of a cullenrock
I suggested we slay barnacle’s tremorsense, the
the beast so I might barnacle waits until the
dissect it for further prey is within 5 feet,
study. We splashed into then detaches, floats
the shallows swords and across the intervening
pistols at the ready. I wouldn’t space, and attaches to
dare deal lightly with a dracodile under its new host. Small jets
normal circumstances, but I noticed large bar- on the barnacle’s underside
nacles covering the creature, which I thought meant it and tiny fins along its length allow it to move and maneu-
was old, weakened, and hopefully dying. I proved greatly mis- ver in the water.
taken. The dracodile fought ferociously and seemed immune Attach (Ex): A cullenrock barnacle that succeeds on a
to our attacks though its dark blood colored the water. I had touch attack attaches to its new host. An attached barnacle
a moment of panic when I felt something in the water latch is effectively grappling its prey. The barnacle has a +20
onto my leg and, looking down, discovered one of the barna- racial bonus on grapple checks (already figured into the
cle-like growths that covered the creature. The surprised shouts Base Attack/Grapple entry above). To remove a barnacle,
of my companions told me I wasn’t the only victim. the opponent must achieve a pin against the barnacle.
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Cullenrock Barnacle
Removing the barnacle this way causes 1d3 points of dam- know no fear or pain and are best faced on land where the bar-
age to the host. nacles themselves pose less of a threat.
Blood Cloud (Ex): A cullenrock barnacle may eject a cloud Obscure: Black and deformed cullenrock barnacles found in
of inky blood that gives it concealment (20% miss chance) in blighted waters are rumored to attach to undead and blighted
the water. creatures even though the hosts are not warm-blooded.
Blood Drain (Ex): When a cullenrock barnacle attaches to This variation of the sea vermin may have supernatural or
a new host, it gorges on blood; the host takes 1d4 points of unknown properties.
temporary Constitution damage.
After the initial attack, the barnacle settles down and
drinks more slowly. It causes no damage but the host must
make a Fortitude save (DC 9 + 1 per barnacle attached) every
day or become sickened for the rest of the day.
If not immersed in water at least one hour a day an
attached barnacle will gorge doing 1 point of temporary
Constitution damage to its host.
Encrust (Ex): When multiple cullenrock barnacles attach
to a single creature, the barnacles provide natural armor, immu-
nity to pain, and an uncanny lack of fear. The host gains the
cullenrock-encrusted quickplate (see Appendix). The number
of attached barnacles needed to attain the quickplate depends
on the creature’s size (See Quickplates, p 220).

Legends & Lore


Common: Cullenrock barnacles lurk in
warmer waters and do not live in colder
climes. Ships returning from long
voyages to the south and east are
rumored to bring entire colonies
of barnacles with them.
Uncommon: Barnacles are
repelled by vinegar and
can be removed without
damage to the host
using vinegar and a
sharp knife (and a suc-
cessful DC 15 Heal
check). Even so the
tale-tell “sucker scar”
may form where the
barnacle attached.
Rare: Some hearty intel-
ligent creatures that live
in the sea go out of
their way to find cul-
lenrock barnacles and
attach them to them-
selves for the protection
provided by the barnacles’
shells. These creatures

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Jason Andresen (order #1578489) 9


Cyclops
CE Large Monstrous Humanoid CR 5 Skorne Conditioned Cyclops, 2nd-level Barbarian
Hit Dice: 6d8+24 (51 hp) CE Large Monstrous Humanoid CR 9
Senses: Darkvision 60 ft., Listen +3, Spot +3 Hit Dice: 6d8+36 plus 2d12+12 +8 (92 hp)
Initiative: +6 Senses: Darkvision 60 ft., Listen +5, Spot +5
Speed: 50 ft. (10 squares) Initiative: +7
Armor Class: 17, touch 13, flat-footed 15 (-1 size, +2 Speed: 30 ft. in skorne plate armor (6 squares),
Dex, +2 natural, +2 light hide armor, base speed 50 ft. (10 squares)
+2 insight bonus) Armor Class: 23, touch 14, flat-footed 20 (-1 size, +3
Base Attack/Grapple: +6/+14 Dex, +2 natural, +7 skorne plate armor,
Attack: Large improvised club +10 (2d6+4/x2) +2 insight bonus)
Full Attack: Large improvised club +10/+5 Base Attack/Grapple: +8/+16
(2d6+4/x2) Attack: Masterwork large falchion +16
Space/Reach: 10 ft./10 ft. (2d6+10/18-20/x2)
Special Qualities: Hunter’s sight, ocular reliance, prescient Full Attack: Masterwork large falchion +16/+10
dodge, prescient strike (2d6+10/18-20/x2)
Saves: Fort +6, Ref +7, Will +6 Space/Reach: 10 ft./10 ft.
Abilities: Str 19, Dex 14, Con 18, Special Qualities: Blind rage 2x/dayS, fast movement, hunt-
Int 6, Wis 12, Cha 8 er’s sight, leanS, ocular reliance, prescient
Skills: Climb +3, Jump +3, Listen +3, dodge, prescient strike, uncanny dodge
Spot +3, Survival +4 Saves: Fort +14, Ref +9, Will +10
Feats: Improved Initiative, Endurance, Blind-fight, Abilities: Str 24, Dex 17, Con 24,
TrackB Int 6, Wis 14, Cha 4
Environment: Any desert or warm land Skills: Climb +4, Jump +4, Listen +5,
Organization: Gang (2-6) Spot +5, Survival +6
Advancement: By character class Feats: Armor Proficiency (Heavy)S, Blind-fight,
Die HardS, Improved Initiative, Endurance,
TrackB, Weapon Focus (large falchion)
Environment: Any desert or warm land
Organization: Solitary, pair (2) or squad (2-8)
Advancement: By character class
S
From Skorne Conditioning quickplate.

M y journeys through eastern Immoren often


brought me afoul of the enormous, semi-pre-
scient beasts I have named cyclopes. Possessing
only a massive single eye, these creatures take
in their surroundings with a malevolence I have not often seen
outside my own species. Either in the wild or as conditioned
slaves in the service of the skorne, I quickly learned to loath
When encountered in the wild, the nearly nine foot tall
cyclops appears almost feral and clothed in little more than a
tattered loincloth, if anything. Wielding stout tree branches
or rocks, they seem capable of creating only the rudest of
tools. While many of their kind have served the skorne in
captivity for generations, I was fascinated to learn that small
nomadic bands of lean and bloodthirsty cyclopes still wander
these brutes. the harsh climes north of the Skorne Empire. These ruthless
While many fascinating primitive races populate Immoren, hunters no doubt employ the same techniques of ambush
I have never experienced one with the preternatural skills of used by their ancestors centuries before to bring down titans
the cyclops. As I have learned, their great eye grants them the and the massive desert hydra. While other primitive species
ability to see brief flashes of the immediate future. They put seem to advance their tool use over time, wild cyclops remain
this talent to excellent use as cunning hunters in the wild or in successful hunters in these desolate lands with only the crud-
battle as skorne beasts of war. est implements. I have a theory that their prescient eye keeps
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Cyclops
their race in this primitive state. Why, after all, should they the skorne remains heavily drugged, lest it turn on its masters
invent better tools for the hunt if they can compensate for in a bloody rage, until they can break its spirit. Some born in
their simple weapons’ deficiencies with the power of immedi- captivity, however, must have their wildness conditioned so
ate foresight? they remain cruel and powerful yet obedient enough to serve as
A tamed, or at least conditioned, cyclops under the com- guards. Indeed, when conditioned and employed as a beast of
mand of skorne beast handlers provides a fascinating look war, a cyclops wears fine armor and may carry a heavy falchion
into just how dangerous these cunning creatures can be when or polearm. This fact only serves to inform my opinion that
given access to advanced weapons. the creatures are entirely capable of using complicated tools,
A wild cyclops captured by but their supernatural powers keep them primitive in the wild.
This doesn’t mean I agree with my skorne captors’ insistence
that the conditioning somehow improves the destiny of the
cyclops race by using them as weapons of war.
My professional curiosity regarding their behaviors or
characteristics has gradually succumbed to a slow, seeth-
ing disgust that creatures granted such a remarkable talent
would squander it as little more than a cheater’s edge in a
duel. All attempts to learn about these creatures in the wild
have invariably resulted in a hasty retreat from a
deadly situation. They delight in causing pain
and this cruelty serves the skorne well in
battle. Cyclopes even willingly inflict
suffering on their own kind. This
malicious hatred culls the weak
and leaves only the most brutal.
It is a joke only a divinity could
manufacture, and one I don’t find
amusing.

Combat
Fierce and bloodthirsty, cyclopes skillfully track down and
slaughter the dangerous creatures of the Bloodstone Marches.
They delight in cruelty, sometimes deliberately withholding a
killing strike as their victim suffers. They generally hunt in small,
coordinated groups and prepare ambushes. They track dangerous
or numerous foes from a distance and wait to attack until the
target is asleep or otherwise distracted.
In the wild, cyclopes wear light hide armor and wield over-
sized clubs, often improvised from the bones of their prey.
The cyclops’ eye provides the supernatural ability to see
glimpses of the very near future, giving them an enormous
edge in combat. All of these abilities are negated if a cyclops
is blinded or otherwise unable to see its foe.
Prescient Dodge (Su): This allows the cyclops to antici-
pate an enemy’s attacks before they happen, granting a +2
insight bonus to AC so long as they are aware of an incoming
attack. Cyclopes also gain a +4 insight bonus to Sense Motive
rolls to avoid a feint.
Hunter’s Sight (Su): The cyclops can partially correct
flawed or deflected attacks before they happen. During the
cyclops’ action they designate an opponent and receive a +2

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Cyclops
insight bonus to attack rolls against that opponent. They may Gerhard Fortros, a cigar-chomping wealthy and gregarious
choose a new opponent each time they perform an action. Rhulic fight-promoter in Corvis, is looking for a team of mon-
Prescient Strike (Su): A cyclops can see when its attack ster hunters willing to bring him a healthy captive cyclops to use
will hit and can maximize the impact. After a cyclops hits in the fighting pits of the undercity for what he is billing as “the
with an melee attack, they gain a +1 cumulative insight fight of the century” between the “Beast from the East” and the
bonus to damage for every point by which their attack roll hulking Ogrun prize-fighter Barak ”The Hammer”.
exceeded the opponent’s AC (not including the +2 insight

The skorne beast handlers often


bonus from hunter’s sight). Bonus damage may not exceed the
cyclops’ base attack.
Ocular Reliance: A cyclops that loses the use of his eye
or is otherwise blinded does not gain the benefit of his super-
natural special abilities.
indulge the cyclops’ natural
penchant for cruelty. As an
Treasure
Cyclopes in the wild have no treasure to speak of, but some-
“honored guest ” of my skorne
times collect items from their victims. A cyclops conditioned
by the skorne wears a suit of masterwork plate armor and captors I believe I escaped
wields a masterwork weapon, usually a falchion or halberd.
Some also employ heavy shields. An intact cyclops eye could the worst abuses of my personal
fetch 10 - 1,000 gp from the right buyer, such as a bone
grinder or alchemist. cyclops bodyguard, but for my
part if I never look into the
Legends & Lore
Common: Found in eastern Immoren, the cyclops is a nine- baleful eye of a living cyclops
it will be too soon.
foot tall ill-tempered, barbaric creature with one eye. They are
more likely to communicate with weapons than with speech
when dealing with non-cyclopes.

-V P
Uncommon: Though dim-witted, cyclopes fight remarkably
well. They are natural hunters and can track their prey over
long distances.
Rare: Cyclopes can see into the future briefly, giving them
an edge in combat. They are at their most defenseless when
surprised.
Obscure: Blinding a cyclops robs it of both its sight and its
ability to see into the future.

Hooks
Either a sole survivor of a failed assault or an unlikely deserter,
a lone skorne-conditioned cyclops has shed his arms and
armor to revert to its natural barbaric state and live like a beast
in the wilderness of western Immoren. Likely it could survive
indefinitely hunting in the wilds if not for having developed a
taste for human flesh. Its ravenous hunger drives it to a nearby
village. Even if the PCs defeat or drive off the marauding
creature, its skorne keepers will eventually arrive in hopes of
recovering it.

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Cyclops

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Deathless
The following is an example of a level 8 fighter / level 8 sorcerer Orgoth deathless.
CE Medium Undead (Augmented Humanoid) CR 19 Skills: Climb +16, Concentration +8,
Hit Dice: 16d12 (96) Intimidate +15, Jump +16, Knowledge
Immunities/Resist: Cold, damage reduction (10/holy), elec- (arcana) +8, Knowledge (Orgoth
tricity, fire, polymorph, turn immunity, history) +10, Spellcraft +8
spell resistance 26, undead traits Feats: Improved Initiative, Weapon Focus (great
Senses: Darkvision 60 ft; Listen +1, Spot +1 sword), Weapon Specialization (great
Initiative: +4 sword), Greater Weapon Focus (great
Speed: 40 ft (8 squares), climb 10 ft. sword), Power Attack, Combat Reflexes,
Armor Class: 30, touch 11, flat-footed 29 (+9 breast Improved Critical (great sword), Spell
plate +4, +1 Dex, +10 natural armor) Focus (Evocation), Iron Will, Lightning
Base Attack/Grapple: +12/+17 Reflexes, Spell Penetration, Greater Spell
Attack: +4 unholy vorpal great sword +23 melee Penetration
(2d6+9 17-20, plus 2d6 vs. good) Spells: This deathless knows the following spells:
Full Attack: +4 unholy vorpal great sword 0: ghost sound, daze, acid splash, mage
+23/+18/+13 melee (2d6 +9 17- hand, arcane mark, message, open, light; 1st:
20, plus 2d6 vs. good) charm person, magic missile, burning hands,
Space/Reach: 5 ft./5 ft. shield, enlarge; 2nd: scorching ray, web, ghoul
Special Qualities: Energy drain, illusionary control, spell-like touch; 3rd: fireball, displacement; 4th: phan-
abilities tasmal kille
Saves: Fort 8, Reflex 8, Will 12 Spells per day: 8/5/3/2/1
Abilities: Str 20, Dex 12, Con –,
Int 11, Wis 13, Cha 19

T he Orgoth reached our shores in 600 BR and within


two hundred years they held nearly all of western
Immoren in their grasp. Only the discovery of blast-
ing powder, the creation of the colossals, and the
‘gift’ of sorcery allowed our ancestors to eventually drive the
Orgoth from our lands. A few signs of their centuries of domi-
nation remain. Across the land lie places where crops refuse to
I found among these the professor’s personal journal. He
described that in the bleak countryside of Ord’s Olgenholt,
not far from an ancient slave pit, clues and rumors had led
him to a long forgotten tomb of a former Orgoth governor.
He employed a group of local tomb raiders to bypass its traps.
Utilizing such people presents its own dangers, as such men are
sometimes little better than grave robbers or bandits. Hlal said
grow, silent woods where animals fear to tread, and the dread he understood the risks.
ruins of the occupation. Many such tombs and crumbling Once inside, the pristine state of the place, apparently
fortresses hold dark things lingering oblivious to the march of perfectly preserved despite the centuries, awed the profes-
time, such as the dread and the depraved excrutiator torturers, sor. Frescos decorated the walls, the polished flagstones had
yet we have not seen the limit of Orgoth depravity nor the full no dust, and ever burning blue-green torches lit the way to
extent of their determination to deny death. Some have lingered the inner chamber. The impossible sight which here greeted
on by sheer force of will and dream of their empire of old. him struck Professor Hlal speechless. What seemed a living,
I discovered this creature through the unfortunate death of breathing Orgoth lord sat before him on a great stone throne
the late professor Maphin Hlal, chief archeologist at Corvis flanked by his honor guard. He wondered if the torches
University and an Orgoth expert. Away for some time on expe- contained some hallucinogen until the Orgoth lord spoke to
dition, a student found his body tragically impaled and float- him. In ancient Caspian the lord commanded him to kneel,
ing in the western Black River. I put aside my grief and, upon which Hlal did without a thought. His companions fled, but
request, went to sort through the copious notes and journals the Orgoth guards cut them down. Their screams resounded
sent back to the university, hoping to collect and publish his through the halls.
works for posterity.
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Deathless
Still mortally terrified and powerless before the creature’s “Shamed by what I have done, what I have become,” Hlal
will, Professor Hlal, nevertheless, collected his wits enough to wrote in the last entry of the journal, “I must escape his
formulate a likely hypothesis for what he saw. Hlal deduced, grasp.” This entry convinces me that Hlal took his own life
despite his senses, that he faced a long dead Orgoth who’s will rather than continue his unholy servitude; a tragic and horrible
to live had impressed itself upon his surroundings. The lord’s end to a great mind. Eventually I hope to arrange an expedi-
words as he imperiously surveyed his chamber and ordered his
soldiers made it clear that the creature mistook himself for
living in the time of the Rebellion and had no
knowledge of the modern world.
Hlal recorded that, upon this
discovery, he pierced the veil of
deception, and the tombs’ fix-
tures and dressings began to fade
from sight. The governor’s flesh
also dissolved. Hlal saw the ter-
rible visage of an armored skeleton
upon the throne. Only an instant of
doubt, however, served for the illu-
sion to reasserted itself.
In awe Hlal unthinkingly spoke
aloud. “You are dead!”
At this exclamation the lord
scowled with rage and a light
gleamed in his eyes. Advancing
with blade in hand, he forced
Hlal to apologize for his
impertinence and to swear
his allegiance and fealty.
Hlal was powerless to
resist. Thankfully the jour-
nals became less coherent
at this point. I deduced
Hlal did not wish to set
to paper, and I did not
wish to know, the hor-
rible deeds the dead
Orgoth commanded
him to perform. I
read enough, how-
ever, to realize with
horror that this
vague time coincid-
ed with a series of
particularly dreadful
murders in Carre
Dova and later in
Ceryl. I believe now
Hlal must have been
involved.

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Deathless
tion to destroy Hlal’s tormentor, but for now I can only cau- Special Qualities:
tion to not explore Orgoth ruins lightly. Their legacy lingers, Illusionary Dominion (Su): A deathless has no awareness of
undying, to this day. its state and creates a powerful illusion of their
surroundings by force of will and stubborn belief.

Creating a Deathless
History has lost the process for creating the deathless. What
This will exactly replicate, down to the smallest
detail, any fortress, palace, or estate the creature
occupied before death. This works as a permanent
little information remains describes a gruesome process requir- mirage arcana and may include one or several permanent
ing the removal vital organs into preservative fluids held in metal image illusions as well. While in its tomb, the
vats. Only the skeleton remains of the body, though it gains the deathless and its undead retinue look as they did
strength of steel. in life, such as Orgoth warriors in armor, cloaked
The deathless is a template that can be added to any sorcerers, priests, etc. Treat these illusions as a
human Orgoth character (referred to hereafter as the base crea- permanent disguise self on the deathless and each
ture). Unlike most templates the deathless is not an acquired undead servant. A successful Will
template added to an existing living creature but is applied to save (DC equal to 10 + hit die of
long deceased Orgoth governors, sorcerers, and warlords. the deathless + Charisma bonus)
Size and Type: The creature’s type changes to undead will reveal this illusion.
(augmented humanoid) do not recalculate
base attack bonus, saves, or skill points. Size is
unchanged.
Hit Dice: Increase all future and current Hit Dice to d12s.
Speed: Same as the character.
Armor Class: The base creature’s natural armor improves by
+10.
Attacks: A deathless retains all the weapon proficiencies of
the base creature and also gains two slam attacks if
it didn’t already have one.
Damage: A deathless’ slam attacks does damage appropriate
for its size.
Size Damage
Fine 1
Diminuitive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A deathless retains all
the special attacks of the
base creature.
Spells: A deathless can cast any
arcane spells it could while
alive.

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Deathless
Immunities (Su): A deathless is immune to cold, fire, electricity require the character to return to the deathless when finished,
and polymorph. and the cycle continues.
Damage Reduction (Su): A deathless’ skeletal body, infused with If characters attack the deathless it will respond with its
unholy energy. Gains damage reduction 10/holy. undead servants, usually dread, first. The deathless enters
combat personally only if its servants are destroyed or if it
Energy Drain (Su): Living creatures hit by a deathless’ slam
perceives a ‘worthy’ foe among its attackers.
attack gain one negative level. A deathless may use
its energy drain ability once per round.
Spell Resistance (Su): A deathless gains spell resistance 20 +1 per
character level beyond 10th.
Treasure
Deathless were always buried with treasures. These tarnished
Spell-Like Abilities (Su): At will – command, modify memory; 3/day artifacts, even if otherwise worthless, can command impressive
- dominate person, greater command; 1/day – geas fees from collectors and scholars.
Turn Immunity (Su): A deathless cannot be turned. Coins, Silver & Gold
Undead Servants: The deathless are entombed with a retinue of Long, flat, and marked with Orgoth runes, fingers of silver
lesser undead servants, usually several dread and one formed the typical currency of the Empire. Tarnished and dam-
or more excrutiators. It may have a number of such aged Orgoth silver coins may fetch 1-5 gp from collectors, with
servants up to three times its hit dice, which serve rare mint condition coins going for up to twice that amount to
the deathless faithfully until destroyed. an interested party.
Saves: Same as base creature. Orgoth gold coins bear a face on one side, generally the
Abilities: Change from the base creature as follows: Str +4, emperor at the time or the governor of an enslaved province,
Wis +2, Cha +4. As an undead creature, a deathless which may, in fact, be the deathless. To serious collectors
has no Constitution score. undamaged coins may command up to 20 gp while worn
Skills: Same as base creature. The deathless gain a +10 specimens go for 2-10 gp. Impure golden wheels fetch only 1
racial bonus to Knowledge (Orgoth history) gp apiece.
Characters may sell golden idols bearing the howling vis-
Feats: Same as base creature.
ages common to Orgoth ornamentation, thought to hold reli-
Environment: Any underground (Orgoth tomb) gious significance, to collectors for 100-200 gp. Exotic larger
Organization: Solitary or Retinue (see undead servants above) gold items might fetch up to five times their value in gold.
Challenge Rating: Same as the base creature +3 Marble Icons
Alignment: Always evil Usually a leering face on a field of stars, thought to be the sym-
Level Adjustment: Same as base creature +8 bol of the Empire, carved into black marble, these icons vary in
Advancement: The deathless continue to advance in level as per size from one square foot for distant outposts to massive wall
their original class. sized affairs in a central stronghold. Smaller slabs fetch 100 gp
if undamaged, but often prove difficult to remove. The extreme-
ly heavy large slabs can sell for up to 5,000 gp if undamaged.
Combat
The deathless considers newcomers as visitors seeking an
Masks
Strange masks often turn up among Orgoth ruins, particularly in
audience and will not immediately attack. The deathless burial vaults, and seem linked to Orgoth scholars or arcane prac-
believes it still lives, that the empire still exists, and that any titioners. Excrutiators always wear such masks, fabricated from
Immorese they meet are either slaves or envoys from other thick metal. In several instances those foolishly donning these
Orgoth warlords. They can speak the ‘slave tongue’—ancient masks have found themselves possessed by malignant forces.
Caspian—to communicate, as well as Orgoth and pos-
sibly other extinct languages. They demand obedience and Writings
deference from any visitors and grow angry, and eventually Very rare, each Orgoth text is unique, exotic, and priceless.
enraged, if visitors insist things are not as the deathless These are usually preserved by excrutiators serving as minions to
remembers. the deathless. Certain Orgoth tomes can be treated as Scholarly
If a visitor plays along with the deathless’ delusions, the Works (MN1 pg. 223) with a bonus ranging from +1 to +6 on
deathless will swear them to silence and use his powers to send a knowledge topic related to the period being covered. Estimate
them on a variety of missions on its behalf. Such missions a value of 500 gp per +1 bonus that the work provides.

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Desert Hydra (5-headed)
N Huge Magical Beast CR 15 Special Attacks: Improved grab, vomitous taint, swallow
Hit Dice: 17d10 (195 hp) whole, wounding
Immunities/Resist: Damage reduction 10/bludgeoning or Space/Reach: 15 ft./10 ft.
slashing, resistance to acid 10 and fire 10, Special Qualities: Regeneration 2
spell resistance 14 Saves: Fort +16, Ref +14, Will +5
Senses: Darkvision 60 ft., Listen +5, Spot +10, Abilities: Str 26, Dex 14, Con 22,
scent Int 2, Wis 11, Cha 8
Initiative: +2 Skills: Listen +5, Move Silently +7, Spot +10
Speed: 40 ft. (8 squares), burrow 20 ft. Feats: Blind-Fight, Combat Reflexes, Improved
Armor Class: 29, touch 10, flat-footed 27 (–2 size, Sunder, Lightning Reflexes, Power Attack
+2 Dex, +19 natural) Environment: Any desert
Base Attack/Grapple: +17/+33 Organization: Solitary
Attack: Bite +23 melee (2d6+8) Advancement: 18–26 HD (Huge), 27–35 HD
Full Attack: 5 bites +23 melee (2d6+8) (Gargantuan)

I can honestly say that, in all my extensive travels, I’ve


delighted in encountering few creatures more than the
desert hydra. Gigantic, powerful, terrible to behold, and
foul-tempered in the extreme, these beasts offer a very
definition of monsters. Their appeal extends beyond their
obviously fearsome appearances, however. Naturalists dream of
studying creatures possessed of such a wholly unique physiol-
bloody trunk of its dead kin. In a feat I’m prepared to deem
unique in all the world, the surviving hatchling’s swift heal-
ing process mistakes the dead sibling’s form for a separated
appendage and assimilates it, reinvigorating the other’s neck
and head as its own wholly functional extension. The now two-
headed desert hydra then hunts for more of its kind to claim
their strengths as its own.
ogy and reproductive and maturation processes that one might Look for my complete treatise on these delightful terrors,
best describe as terrifyingly novel. Already I’m excitedly outlin- Assimilation to Regeneration: The Physiology of the Desert Hydra.
ing an extensive thesis on these sand-bound horrors.
To highlight some of the beast’s most
intriguing traits, the desert hydra resem-
bles a titanic desert snake (although
CombatTenacious, resilient, and sav-
what might be the vestigial hints age, the many-headed desert
of numerous feet are obvi- hydras live only to eat and
ous). Resilient against reproduce. What they can-
the desert heat and not rip apart with their
many forms of attack, wicked, four-jawed maws,
the creature quickly they expel their toxic stomach
heals wounds and even contents upon and leave their prey
regrows heads, as its brain to burn, seizure, and cramp into defense-
and vital functions reside deep within less, partially digested meals.
its trunk. The torso also protects internal, hermaph- A desert hydra can be killed only by slaying its body
roditic organs that keep the beast almost perpetually pregnant. where its brain is lodged, and not by severing all its heads.
Desert hydras lay sizable clutches of swift-hatching eggs on a However, the heads are the source of its natural attacks and if
near weekly basis. all are severed the creature will seek to flee. To sever a head,
Upon hatching, a desert hydra’s whelps swiftly turn their an opponent must make a successful sunder attempt with a
nest into an arena. The strongest hatchlings not only savage slashing weapon. (The player should declare where the attack is
their twins but core out many of their vital organs, most nota- aimed before making the attack roll.) Making a sunder attempt
bly the brain. After devouring these parts, the victor bites a provokes an attack of opportunity unless the attacker has the
swiftly healing wound into its own flesh and winds around the Improved Sunder feat. An opponent can strike at a hydra’s
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Desert Hydra
heads from any position in which he could strike at the desert additional save or be poisoned by the disgusting, venomous
hydra itself, because the hydra’s heads writhe and whip about in bile that taints all it touches (Injury, Fortitude (DC 24),
combat. An opponent can ready an action to attempt to sun- initial and secondary damage 1d4 Dex). Both save DCs are
der a desert hydra’s head when the creature bites at him. Each Constitution-based.
of a desert hydra’s heads has hit points equal to the creature’s Wounding (Ex): Any living creature damaged by a desert
full normal hit point total, divided by its original number of hydra’s bite continues to bleed, losing 1 hit point per round
heads. For example each head of the desert hydra listed above thereafter. Multiple wounds do not result in cumulative bleed-
has 39 hit points (195 hit points divided by 5 head = 39 hit ing loss. Succeeding at a Heal check (DC 10) stops the bleed-
points per head.) Losing a head deals damage to the body ing, as does a cure spell or some other healing magic.
equal to half the head’s full normal hit points. The desert Regeneration (Ex): Cold deals normal damage to a des-
hydra listed above suffers 19 hit points damage when it loses ert hydra. If a desert hydra loses a head, the lost appendage
a head. A natural reflex seals the neck shut to prevent further regrows in 1d4 hours. The creature can reattach the severed
blood loss. A desert hydra can no longer attack with a sev- member instantly by holding it to the stump.
ered head but takes no other penalties. A desert hydra’s heads Swallow Whole (Ex): Hydra’s of Huge size and larger
regrow at a rate of one severed head per week. may swallow whole creatures of Medium size or smaller. If
Improved Grab (Ex): To use this ability, the desert hydra the hydra begins its turn with an opponent held in one of
must hit with a bite. It can then attempt to start a grapple as a its mouths, it can attempt a new grapple check (as though
free action without provoking an attack of opportunity. attempting to pin the opponent). If it succeeds, it swallows its
Vomitous Taint (Ex): Once per day per head it possesses prey, and the opponent takes bite damage. In the round imme-
(but no more than once per round), a desert hydra can vomit diately following and every round afterward, the swallowed prey
forth a slurry of acidic stomach contents, half digested sand, suffers the damage of Vomitous Taint. The hydra’s interior AC
and steaming blood in a 15-foot cone (4d6 acid damage). is 20 and does not have Damage Resistance.
Characters may make a Reflex (DC 24) save Advancement: For every 6 hit dice a desert hydra possesses
for half damage. over 17 HD it grows one additional head and gains an addi-
Those who fail this Reflex tional bite attack. A hydra may advance over a period of days
save must make an equal to its current Hit Dice for every 6 Hit Dice of another
hydra in consumes.

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Devil Rat
Devil Rat Devil Rat Swarm CR 3
Usually NE Small Magical Beast CR ½ Usually NE Tiny Magical Beast (Swarm)
Hit Dice: 1/2d10+1 (3 hp) Hit Dice: 6d10+6 (39 hp)
Senses: Listen +0, Spot +0; darkvision 60 ft., Immunities/Resist: Swarm traits
scent Initiative: +3
Initiative: +2 Senses: Listen +0, Spot +0; darkvision 60 ft.,
Speed: 40 ft. (8 squares), Swim 20 ft. scent
Armor Class: 13, touch 13, flat-footed 11 (+1 size, Speed: 30 ft. (6 squares), Swim 15 ft.
+2 Dex) Armor Class: 13 (+1 size, +2 Dex), touch 13,
Base Attack/Grapple: +1/–3 flat-footed 11
Attack: Bite +4 melee (1d4) Base Attack/Grapple: +6/–
Full Attack: Bite +4 melee (1d4) Attack: Swarm (2d6 plus disease)
Special Attacks: Disease (DC 11), distracting attack Full Attack: Swarm (2d6 plus disease)
Space/Reach: 5 ft./5 ft. Special Attacks: Disease (DC 16), distraction (DC 14),
Saves: Fort +3, Ref +4, Will +0 enrage
Abilities: Str 10, Dex 14, Con 12, Space/Reach: 10 ft./0 ft.
Int 3, Wis 11, Cha 4 Special Qualities: Half damage from slashing and piercing,
Skills: Hide +8, Move Silently +4, Swim +8* swarm traits
Feats: Weapon Finesse Saves: Fort +6, Ref +8, Will +2
Environment: Temperate forests and underground Abilities: Str 6, Dex 16, Con 11,
Organization: Pack (5–20) Int 3, Wis 11, Cha 4
Advancement: 1–3 HD (Small) Skills: Hide +17, Move Silently +10,
Swim +6*
Feats: Ability Focus (disease), Stealthy, Weapon
Finesse
Environment: Temperate forests and underground
Organization: Solitary, pack (2–4 swarms), or infesta-
tion (7–12 swarms)

I did not have to go far to study devil rats; the creatures


infest Corvis. They demonstrate particular cunning
for something akin to an animal. Their assaults on the
Corvis University laboratory remind me that some crea-
tures, no matter how fascinating in the wild, become nothing
but nuisances when they invade your office and make off with
several specimens. These irritating creatures display problem-
wild gobbers hunt devil rats for food but none have sought
them as pets, guardians, or companions.
I cannot say the same for their larger and more brutish
bogrin cousins, however. The cruel nature and devious think-
ing of those creature seem a match for devil rats, and I have
seen the two working together with success on at least one
occasion. We were making for Highgate on a rather lonely
solving abilities and can use simple tools like keys or switches. bit of forest before ascending the Wyrmwall Pass when we
They also adeptly avoid detection and traps set for them. In were raided by a score of barbaric bogrin. Not unlike the
fact, I dare say they are just as likely to set a trap for their crude swamp gobbers of Corvis, these raiders would normally
hunter as they are to be trapped themselves. attempt to steal the most accessible goods before retreating
They have an uncanny intelligence and, I believe, an inborn back into the wild. I understood full well the possibility of
malevolence that qualifies them as far more than just the such a raid, and I had already seen to it that our most precious
vermin they seem. Unlike more amiable creatures like the lab cargo was hidden away. This time however, the raiders had
mouse, they seem incapable of domestication and so mean- the help of furry, double-vexing spies. As much as I can piece
spirited as to resist even being tamed. For example, in my together afterward, several devil rats must have stowed away
extensive studies on gobberkind, I noted that many tribes of on our supply caravan and uncovered the location of our most
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Devil Rat
valued foodstuffs and medicines. When the bogrin attacked *Skills: A devil rat has a +8 racial bonus on any Swim
they knew exactly where to go after seeing the rats boil out of check to perform a special action or avoid a hazard. It can
those particular wagons. As we were to discover afterward, all always choose to take 10 on a Swim check even if distracted or
the securing lines of our gear had been chewed through, mak- endangered. It can use the run action while swimming provided
ing it easy for the bogrin to haul off with the goods before it swims in a straight line.
we could chase them off. What was already a long journey
became longer still without ample food, but the sighting of a
family of rare species of seahawks the next day did somewhat
make up for our troubles.
That said, it is unclear if the bogrin had tamed the rats
or, as is more to my thinking, they were working by some
unspoken mutual agreement. I’m too old, and I might
add wise, to think both attacks mere coincidence.
In any case I recommend that no travelers endure
the sight of any vermin, lest they secretly betray
your interests.
Whatever can be said of these miserable, if
fascinating, creatures, young devil rats are actually
worse. Devil rats give birth in huge broods, and
a colony of rats can spawn hundreds if not thou-
sands of their kind. As a result, devil rats less than
6 months old invariably gather in vicious swarms
that devour anything with flesh in their hunger to
grow. I have heard tell that some parts of the
Corvis undercity teem with them,
a fact which makes conducting
research of the oldest parts of the
city impossible.

Combat
(Devil Rat)
Cunning creatures who work
well in packs, devil rats
prefer to ambush their oppo-
nents, surround them, and
confuse them with distract-
ing bites while other devil
rats position themselves for
more lethal attacks.
Disease (Ex): Devil fever —
bite, Fortitude save (DC 11), incuba-
tion period 1d3 days, damage 1d3 Str and
1d3 Con. The save DC is Constitution-based.
Distracting Attack (Ex): Devil rats know
how to take advantage of an opponent’s
divided attention. When two devil
rats flank an opponent, each gains
an additional +2 bonus on attack
rolls (for a total of +4).

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Devil Rat
(Devil Rat Swarm) Obscure: Devil rats use a primitive system of squeaks and
Immature devil rats take comfort in their extreme numbers and hisses to communicate with each other. A tea made from a
know no fear. They become enraged if they see a great number licorice root found in the Widowers Wood, though itself
of their brethren die, tearing and ripping at their opponents. mildly toxic, can help treat devil fever (+2 on Heal checks to
This reaction is a survival instinct. Young devil rats choose fight treat the disease).
rather than flight no matter the opponent (perhaps explaining
why so few of them survive to maturity).
Disease (Ex): Devil fever — swarm attack, Fortitude save
(DC 16), incubation period 1d3 days, damage 1d3 Str and
Hooks
The Balingworth family flees its estate house, citing strange
1d3 Con. The save DC is Constitution-based. happenings: vases topple from shelves, doors open and close,
Distraction (Ex): Any living creature that begins its turn and food goes missing. The Balingworths believe their house
with a devil rat swarm in its square must make a Fortitude haunted by the ghost of Roderick Volnov, a Khadoran soldier
save (DC 14) or be nauseated for 1 round. The save DC is whom the Balingworths’ grandfather slew in battle several
Constitution-based. decades ago. They hire a team of ghost hunters to cleanse their
Enrage (Ex): When a devil rat swarm drops to half hit house. In reality, several adult devil rats infest the manor and
points or fewer, the remaining rats enter a rabid frenzy. The wanted the place to themselves for the birth of their young.
swarm gains a +2 bonus on damage rolls (making its dam- The ghost hunters arrive just in time to feed the swarm of
age 2d6+2) for a number of rounds equal to 5 plus its hungry youngsters.
Constitution bonus if any.
Skills: *A devil rat swarm has a +8 racial bonus on any Several underground fight promoters have banded together to
Swim check to perform a special action or avoid a hazard. It collect a handsome fee for the extermination of several broods
can always choose to take 10 on a Swim check even if distract- of devil rats that are beginning to disturb the crowds gather-
ed or endangered. It can use the run action while swimming ing to watch the illegal fights. A regular attendee of the fights
provided it swims in a straight line. informs the PCs that he has a “flawless plan” to get rid of
the rats easily, but he needs their help. All that is required is
to slip past the rats and blast open a small hole in the river’s
Treasure
Devil rats do not hoard treasure, but an enterprising explorer
retaining wall to wash away the creatures. Unfortunately, the
water drives the creatures up into the city streets and brings the
may find a few valuable bits that they use in their nests, neck- authority’s eyes to the activities below.
laces or shreds of fine cloth, for example. Bainsmarket and other
agricultural cities often pay a bounty for each adult devil rat In Five Fingers, a pair of “civilized” bogrin living in the hid-
killed. Some less civilized locations in the remote parts of west- den coves under the city have attempted to train devil rats to
ern Immoren prize them as a source of food and trade. deliver messages through the underground tunnels snaking
through the islands. This has met with no success, and instead
the bogrin find themselves continuingly feeding the rats neigh-
Legends & Lore
Common: Cunning, rat-like creatures dwell in profusion
boring their home lest they and their families fall prey to the
growing threat. Worse still, the meddling with the devil rats
beneath the streets of Corvis and other cities. They carry dis- of Captain’s Isle has angered agents of the Cult of the Wurm
ease and their young swarm. who have been using the creatures to spread disease in the city.
Their anger is assuaged when it turns out both bogrin become
Uncommon: These creatures are much smarter than any mere carriers of devil fever. Now the agents urge the plagued bogrin
animals. They travel in packs and use group tactics to over- to mingle with the city dwellers atop the island.
come much larger prey. When you encounter one, expect more
to wait in ambush.
Rare: Young devil rats gather and hunt in massive swarms that
devour everything in their path. These swarms become even
more dangerous when provoked. A swarm may be distracted by
offerings of fresh meat if they are not so enraged.

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Devil Rat

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Dragons
Ashnephos
CE Colossal Dragon (Fire) CR 32 Saves: Fort +37, Ref +26, Will +29
Hit Dice: 44d12+572 (858 hp) Abilities: Str 44, Dex 14, Con 36,
Immunities/Resist: Damage reduction 20/serricsteel, dragon Int 28, Wis 20, Cha 26
traits, fire, fear, spell resistance 32 Skills: Appraise +44, Balance +38, Bluff +38,
Senses: Blindsight 360 ft., keen senses, Listen +52, Climb +64, Diplomacy +34, Escape
Spot +52 Artist +38, Intimidate +55, Jump +53,
Initiative: +6 Knowledge (arcana) +44, Knowledge
Speed: 40 ft. (8 squares), Fly 200 ft. (clumsy) (geography) +44, Knowledge (history) +44,
Armor Class: 48, touch 2, flat-footed 46 (-8 size, +2 Knowledge (giants) +44, Listen +52,
Dex, +44 natural) Search +44, Sense Motive +31, Spot +52,
Base Attack/Grapple: +44/+77 Survival +52, Swim +33
Attack: Bite +53 melee (6d8+17/19-20) Feats: Awesome Blow, Cleave, Flyby Attack,
Full Attack: Bite +53 melee (6d8+17/19-20) and Great Cleave, Hover, Improved Critical
2 claws +51 melee (6d6+8) and tail (bite, claw), Improved Bull Rush, Improved
slap +52 melee (4d6+25) Initiative, Improved Natural Attack (bite,
Special Attacks: Breath weapon, crush 4d8+25, frightful claw), Multiattack, Power Attack, Snatch,
presence, tail sweep 2d8+25, ruinbringer Wingover
Space/Reach: 30 ft./25 ft. (30 ft. with bite) Environment: Suneater Mountains
Special Qualities: Dragonblight, regeneration 20, Organization: Unique
vulnerable to cold

T ales relate that once a single great dragon named


Erdross terrorized northeastern Immoren. Erdross
sought shelter from its unrelenting sire Toruk the
Dragonfather among the smoky peaks and jagged
spires of the Suneater Mountains and there came to contest
with the civilization of the giants. Even in ancient times
when the giants had other cities, Erdross commanded their
dry. Even if lesser creatures than their sire, these dragons rep-
resent a threat beyond the capability of the giants to overcome.
The giants and the dragons have pursued duels of wits and
claw, blood and hammer, and axe and sword for millennia.
While the dragons have not yet gained the upper hand, they
do slowly win this war as the number of giants thins and the
dragons remain undiminished.
fear and respect and supposedly slew hundreds if not thou- Of these two great serpents the giants regard the one called
sands. So the giant Chilon, the topic of other pages of this Ashnephos as the most rapacious and cruel of the pair if also
volume, told me. the less clever. Ashnephos menaces the northern giants with
Eventually the giants organized against this foe, concen- particular enthusiasm and seems to find no greater joy than
trated their considerable powers, and endured great sacrifice burning flesh from their frames with its blighted breath.
to bring Erdross low. They divested its carcass of the pulsing None know what plans Ashnephos has beyond the oblit-
athanc they sensed as the heart of its unholy power. Their eration of Bemoth, for it spends all of its time engaged in
efforts to destroy this strange crystal simply multiplied the ter- one campaign or another against these ancient enemies. The
ror. They succeeded only in dividing the stone, foolishly hurled giants blame Ashnephos for accelerating the withering of
these shards into a volcano, and gave birth to two dragons their species, already suffering badly after the calamity that
instead of one. shattered eastern Immoren. Even after this disaster the three
Neither Ashnephos nor Charsaug enjoy the same legend- great strands of giant-kind once stretched across the river
ary stature as their sire. Legends claim Erdross had wings that valleys and circled the lake of the Suneater Mountains in
would eclipse all the sky and fire enough to boil the oceans myriad and hardy tribes and villages that struggled for their

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own survival against the elements. Despite triumphing over based. Any creature killed by this blast leaves behind a lingering
natural and unnatural forces, these lesser communities fell cloud of burning ash for three rounds in the squares they occu-
like wounded prey when Ashnephos descended upon them pied. This acts as a hypnotic pattern (Will save (DC 40) to resist,
with fang and fire. save is Charisma-based) affecting up to 24 hit dice worth of
Giants describe Ashnephos as equally beautiful and ter- creatures. Those affected only see Ashnephos as a threat for
rible. Its scales seem to shimmer like oiled steel in the sun. purposes of gaining a new save or automatically breaking out of
Its fangs gleam bright like polished silver blades. Ashnephos’ their fascination if the dragon directly attacks them.
fire hypnotizes all who see it with such roiling beauty that Ruinbringer (Su) As a standard action Ashnephos can
they stand paralyzed with rapture even as their flesh boils shed and stir up a great cloud of blighted ash around his body
away. The giant Chilon described many poems and songs then ignite these particles with explosive blighted energy that
written of the deadly beauty of Ashnephos, how those tears apart stone, earth, and flesh. This 160 foot emanation
who witnessed its slaughters could never shake the memory inflicts 2d10 fire damage, Fortitude save (DC 45) for half, and
and would find themselves longing for the beauty of death also affects all creatures on the ground, structures, terrain, and
brought by this unrepentant wyrm. vegetation within the area as the earthquake spell.
Frightful Presence (Ex): 360-foot radius, HD 43 or less,
Will save (DC 40) negates.
Combat
Breath Weapon (Su): Ashnephos has an incinerating breath
Visions (Sp): Once per day as a standard action
Ashnephos can enter into a trance, losing awareness of its sur-
weapon some giants have named the “roiling death” for the way roundings during the process but gaining the benefits of any
it leaves extremely fine ash granules in its wake which boil in one of the following divination spells: discern location, divination,
the air like a living thing. This is a 70-foot cone, damage 25d10 legend lore, or scrying. Treat Ashnephos as a 20th level caster for
fire, Reflex save (DC 45) for half. The save DC is Constitution- purposes of this ability.

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Dragons
Legends & Lore (skorne)
Common: None
Obscure: Ashnephos and Charsaug have a unique relationship
among dragons, as they seem willing to cooperate and live in
relatively close proximity. Each will eventually seek to consume
Uncommon: None the other after they destroy the giants. Ashnephos plans to uti-
Rare: This is the only creature the giants fear. Ashnephos is lize its divinatory powers to eventually obliterate its “twin” but
insane but this insanity grants periodic visions, which come to finds the arrangement useful for now.
it as though instructions from its deceased sire.

Charsaug
NE Colossal Dragon (Fire) CR 30 Special Qualities: Dragonblight, regeneration 20, vulnerable to cold
Hit Dice: 40d12+480 (740 hp) Saves: Fort +34, Ref +24, Will +28
Immunities/Resist: Damage reduction 20/serricsteel, Abilities: Str 40, Dex 14, Con 34,
dragon traits, fire, fear, sleep, paralysis, Int 34, Wis 32, Cha 26
spell resistance 30 Skills: Appraise +55, Balance +45, Bluff +51,
Senses: Blindsight 360 ft., keen senses, Listen +54, Climb +58, Diplomacy +51, Escape
Spot +54 Artist +45, Intimidate +51, Jump +58,
Initiative: +2 Knowledge (arcana) +55, Knowledge
Speed: 40 ft. (8 squares), Fly 200 ft. (clumsy) (geography) +55, Knowledge (history) +55,
Armor Class: 46, touch 4, flat-footed 44 (-8 size, +2 Knowledge (giants) +55, Listen +54,
Dex, +42 natural armor) Search +54, Sense Motive +54, Spot +54,
Base Attack/Grapple: +41/+72 Survival +54, Swim +58
Attack: Bite +48 melee (6d8+15/19-20) Feats: Awesome Blow, Cleave, Flyby Attack,
Full Attack: Bite +48 melee (6d8+15/19-20) and Great Cleave, Hover, Improved Critical
2 claws +46 melee (6d6+7) and (bite, claw), Improved Bull Rush, Improved
tail slap +46 melee (4d6+22) Natural Attack (bite, claw), Multiattack,
Special Attacks: Breath weapon, burnination, crush Power Attack, Snatch, Wingover
4d8+22, frightful presence, tail sweep Environment: Suneater Mountains
2d8+22, Organization: Unique
Space/Reach: 30 ft./25 ft. (30 ft. with bite)

C harsaug, the more intelligent and reserved, but no


less malevolent, of the dragon pair, seems obsessed
with grander schemes and more wide reaching plans
than simply destroying Bemoth and terminating
the slayers of its sire. Perhaps this is paranoia, but the giants
believe it. They apparently have had less direct contact with
Charsaug, although this dragon has left its own bloody claw
it has thus far avoided direct battle with that smaller species.
Like its “twin” the giants remain its main prey.
Described as a black shadow against the night that eclipses
the stars, Charsaug possesses scales so dark that mortals can
only see it in daylight or when highlighted by a wash of lava,
into which the dragon frequently plunges. It seems to prefer to
hunt nocturnally and moves less boldly than Ashnephos, who
print on the peoples of Bemoth and relishes the opportunity seems more inclined to tangle with the giants individually than
to destroy any giant it finds vulnerable and exposed. They have to risk its own destruction against a large number of them.
observed Charsaug winging far from the Suneater Mountains, As with any child of Toruk, Charsaug likely has deadly fiery
exploring many volcanoes of the north, and inspecting other breath, but Chilon had little evidence of this and indicated the
ruins. It roamed as far away as the southern Abyss, and scat- dragon preferred slaying by claw and fang. On several occa-
tered skorne records refer to this creature. Several times it has sions, records describe Charsaug capturing a giant in its claws,
loomed up over the Shroudwall, yet from what I have heard stealing him away, and delighting in his struggle until the
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Dragons
dragon could plummet down into a volcano, grasping the giant
until the creature melted away.
Legends & Lore (Skorne)
Common: None
Uncommon: None
Combat
Breath Weapon (Su): Charsaug does not often utilize his breath
Rare: A pair of dragons supposedly lairs deep in the
Shroudwall Mountains. One of these occasionally prowls
weapon, but can expel an acidic spray which ignites in the air. among the ruins that line the Abyss and elsewhere, searching
This is a 100-foot line, damage 20d10 fire, Reflex save (DC for something.
42) for half. The save DC is Constitution-based. Anything this
Obscure: Charsaug may be searching for a tool it can use
spray hits suffers an additional 10d10 points of acid damage the
against Ashnephos when their alliance eventually crumbles, as
following round. A full round spent immersed in water prevents
each knows it inevitably will.
this secondary damage.
Burnination (Su): Charsaug often immerses himself in
a volcano, allowing lava to seep into his scales and coat his
wings, and the heat of his body keeps this lava molten. As a
standard action he can shiver this lava outward in a 70-foot-
radius aura, inflicting 3d10 fire damage against any creature
which fails a Reflex save (DC 42).
Lava Bath (Ex): Any metal or wood weapon or item
striking Charsaug’s body must make a Fortitude save
(DC 42) or dissolve. Items immune to fire are
immune to this effect.
Frightful Presence
(Ex): 360-foot radi-
us, HD 43 or less,
Will save (DC
40) negates.

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Dragonspawn (incognitus)
Carnivean Special Qualities: Fast healing 4, soulless, unnatural aura
Always NE Huge Magical Beast CR 12 Saves: Fort +8, Ref +9, Will +5
Hit Dice: 13d10+104 (175 hp) Abilities: Str 16, Dex 17, Con 14,
Immunities/Resist: Damage reduction 8/magic, death attacks, Int 4, Wis 16, Cha 6
disease, fear, mind-affecting effects, paraly- Skills: Listen +15, Spot +14
sis, resistance to cold 10, sleep effects, Feats: Alertness, Flyby Attack, Multiattack
spell resistance 16 Environment: Any
Senses: Blindsight 80 ft., Listen +8, Spot +8, scent Organization: Flock (2–5)
Initiative: +2 Advancement: 9–14 HD (Small); 15–20 HD (Medium)
Speed: 50 ft. (8 squares), Climb 20 ft.
Armor Class: 21, touch 10, flat-footed 19 (–2 size, Nephilim
+2 Dex, +11 natural) Always NE Large Monstrous Humanoid CR 9
Base Attack/Grapple: +13/+29 Hit Dice: 12d8+48 (96hp)
Attack: Bite +19 melee (3d8+8/19–20) Immunities/Resist: Damage reduction 10/magic, death attacks,
Full Attack: Bite +19 melee (3d8+8/19–20) and disease, fear, mind-affecting effects, paraly-
2 claws +17 melee (2d8+4) sis, resistance to cold 10, sleep effects
Special Attacks: Breath weapon (6d10), improved grab (bite), Senses: Blindsight 120 ft., Listen +31*, Spot +30*
swallow whole Initiative: +5
Space/Reach: 15 ft./15 ft. Speed: 40 ft. (8 squares), or glide 50 ft. (10
Special Qualities: Fast healing 6, soulless, unnatural aura squares)
Saves: Fort +16, Ref +10, Will +6 Armor Class: 20, touch 10, flat-footed 19 (–1 size,
Abilities: Str 26, Dex 14, Con 26, +1 Dex, +10 natural)
Int 3, Wis 14, Cha 6 Base Attack/Grapple: +12/+23
Skills: Climb +16, Listen +8, Jump +12, Spot +8 Attack: Masterwork large greatsword +21 melee
Feats: Cleave, Great Cleave, Improved Critical (3d6+12/17–20) or bite +18 melee
(bite), Power Attack, Multiattack (2d8+10)
Environment: Any Full Attack: Masterwork large greatsword +21/+16/+11
Organization: Solitary melee (3d6+12/17–20) or 2 claws +18
Advancement: 13–22 (Huge); 23–33 HD (Gargantuan) melee (2d6+7) and bite +13 melee (1d8+10)
Space/Reach: 10 ft./10 ft.
Harrier Special Qualities: Fast healing 6, glide, souled, telepathy,
Always N Small Magical Beast CR 5 unnatural aura
Hit Dice: 8d10+24 (68 hp) Saves: Fort +8, Ref +9, Will +14
Immunities/Resist: Death attacks, disease, fear, mind-affecting effects, Abilities: Str 24, Dex 13, Con 18,
paralysis, resistance to cold 10, sleep effects Int 6, Wis 22, Cha 12
Senses: Blindsight 80 ft., Listen +15, Spot +14 Skills: Jump +17, Listen +31, Spot +30
Initiative: +3 Feats: Alertness, Cleave, Improved Critical
Speed: 20 ft. (4 squares), Fly 40 ft. (average) (greatsword), Improved Initiative, Greater
Armor Class: 18, touch 14, flat-footed 15 (+1 size, Weapon FocusB (greatsword), Power Attack,
+3 Dex, +4 natural) Weapon FocusB (greatsword), Weapon
Base Attack/Grapple: +8/+7 SpecializationB (greatsword)
Attack: Talons +12 melee (1d8+3) Environment: Any
Full Attack: Talons +12 melee (1d8+3) and Organization: Solitary or gang (2–4)
bite +10 melee (2d6+1) Advancement: By character class (fighter, barbarian, or
Special Attacks: Savage flyby ranger)
Space/Reach: 5 ft./5 ft.

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Dragonspawn (incognitus)

O nly rarely does one in my profession witness the


sudden emergence of an entirely new variant of a
species. While exciting, I cannot view this event
with purely scientific detachment as it involves
dragons. Creatures that may represent a new and terrible dan-
ger move in the north of Khador and the frozen mountains
beyond that rugged land. Though I cannot yet claim we have
Lynus’ description of the creatures he saw––eyeless,
very draconic in appearance, with enormous fanged maws,
black curved claws, and tails ending in barbed scythe-like
tips––led me to classify them as dragonspawn. I have seen
dragonspawn before, particularly their corpses, including
those in the Wyrmwall Mountains I believe created by the
blood of Blighterghast. The spawn I studied, however, were
a perfect understanding, I have learned enough for concern. If malformed and misshapen, like many things associated with
not for my capture in the east I would have lead an expedition dragonblight. No two had the same shape. Lynus saw some-
to investigate this situation. As I could not do this, we might thing wholly different. These creatures displayed terrifying
have missed the opportunity to learn much of this threat in its unity of form and symmetry. His account leads me to sus-
earlier stages. pect—ominous as it sounds—that a singular mind shaped
Fortunately for us all, my former student and now asso- these things for some larger purpose. A naturalist like
ciate professor Lynus Wesselbaum bravely ventured north myself tasked with equipping the perfect predators with
to learn what he could. While he didn’t consider himself physiology geared solely toward hunting
fortunate for his success, he found a few of these beasts and killing we could hardly have improved
and escaped to tell the tale, barely. He also met a upon the creatures Lynus observed.
beleaguered Nyss shard and learned much from Moreover, I have never heard of dragon-
them. Though he has definitively con- spawn appearing in numbers. I under-
firmed an unprecedented number stood that the slow and taxing unnatural
of dragonspawn and blighted process of fabricating such abomina-
creatures in this region, our tions caused dragons to
knowledge remains woefully make very few of
inadequate. them. How

Carnivean
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Dragonspawn (incognitus)
footprints. I have consequently learned more about
dragons in general even as I studied these fascinat-
ing illustrations Lynus brought back: spawn with
wings clearly designed to fly, others which hunt
in a pack like wolves, and––perhaps most omi-
nously––a bipedal dragonspawn wielding a blade
of unusual and unfamiliar design. Refugee Nyss
in Lynus’ reports describe this last species with
particular horror while making a gesture invok-
ing their god as if to ward off evil. Add to this the
fact that many of the Nyss themselves display some
blighted characteristics, including possible insanity,
and the evidence of draconic catastrophe mounts
significantly.
Likely culprits at first included Halfaug and
Scaefang, both dragons reported as plaguing the north.
Halfaug in particular menaced the Nyss in previous
ages, and they named it Glyssingfor. Something in this
theory struck me awry, however. Why would an old
enemy not have unleashed these weapons before? The
speed with which this threat arose, perhaps its most remark-
able and puzzling attribute, leads me to suspect a new threat.
Edrea gave me the seed that has germinated into my cur-
rent theory. Knowing my fascination with dragons, and entirely
Harrier unrelated to Lynus’ expedition and investigation, Edrea sent me
a letter containing an abridged version of the Iosan tale of the
dragon Ethrunbal’s obliteration of the elven city called Issyrah
centuries ago. I found it fascinating indeed, for I had found
references to this dragon before in connection to the lost and
dark empire of Morrdh.
then to explain what Lynus saw or the tales he heard from The information sent by Edrea cast these hints and rumors
the ragged Nyss survivors he encountered? in a new light, particularly the Iosan account of what hap-
In an attempt at systematic science I have avoided fully pened to Ethrunbal’s heartstone after they destroyed the drag-
facing the larger facts Lynus presented to me: that the Nyss as on’s body. Iosan heroes carried this imperishable stone far from
a people have suffered some tremendous upheaval. Given that their kingdom. From previous research of the Wyrmsaga Cycle
his reports originated from a dubious source, possibly only a I know only great cold has a chance of slowing the rebirth of
single shard beset by dragonspawn, I will refrain from extrapo- a dragon. Could this latest plague of dragonspawn stem from
lating too far. I find even this fact ominous, as I rank the the rebirth of an athanc thought dormant and destroyed? It
Nyss among the most skilled hunters and combatants I have seems the most likely explanation. I do not know what value
encountered in my travels. I have heard from certain members such knowledge has, and I fear learning the source of these
of Cygnar’s military that Khador may have repurposed border creatures brings cold comfort to the Nyss or others confront-
guards from the war to fight this menace. Clearly something ing this menace.
unusual is happening which could affect entire ecologies in the
frozen north. As I have concluded that these creatures indeed
constitute distinct types of a related “species” of dragon-
Combat
While every dragonspawn differs, dragonspawn of Everblight,
spawn, I will approach them in this fashion.
aka Ethrunbal, all possess the following special qualities unless
I must admit I find this concept both loathsome and
noted otherwise.
fascinating, and I feel compelled to unravel this mystery.
Blindsight (Ex): Though eyeless, dragonspawn have blind-
A dangerous habit for a naturalist, yet with dragons I
sight out to 80 feet.
have often found clues in unlikely places, as these ancient,
Fast Healing (Su): Dragonspawn possess fast healing equal
immortal creatures rarely pass the ages without leaving
to a quarter of their hit dice.
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Dragonspawn (incognitus)
Immunities (Ex): Everblight dragonspawn are immune to attempt to start a grapple as a free action without provok-
death effects, disease, fear, magic jar, mind-affecting effects, ing an attack of opportunity. If it wins the grapple check, it
paralysis, sleep effects, soul bind, or trap the soul. establishes a hold and can try to swallow the opponent in the
Resistance to Cold 10 (Ex): Everblight dragonspawn have following round.
resistance to cold 10. Swallow Whole (Ex): A carnivean can try to swallow a
Soulless (Ex): Dragonspawn cannot be returned to life by grabbed opponent by making a successful grapple check. Once
any means short of a miracle or wish. inside the creature, the opponent takes 2d6 points of acid
Unnatural Aura (Su): Wild and domesticated animals can damage per round.
sense the unnatural presence of an Everblight dragonspawn A swallowed creature can climb out of the creature’s
at a distance of 300 feet. They will not approach nearer than gullet with a successful grapple check. This returns it to
that and panic if forced closer; they remain panicked as long as the carnivean’s maw, and must make another successful
they remain within that range. grapple check to escape. A swallowed creature can also cut
its way out by using a light slashing or piercing weapon
Carnivean to deal 25 points of damage to the carnivean’s interior
Ethrunbal created carniveans for sheer destructive ability and (AC 15). Once the creature exits, the carnivean’s regenera-
imbued the desire to charge forward and shred their enemies in tive capacity closes the hole. Another swallowed opponent
their minds and bodies. If left to their own devices, they tear must cut its own way out.
apart anything that gets in their way.
Breath Weapon (Su): 40-foot cone of fire, usable once
every 1d4 rounds, 1d10 points of fire damage per 2 hit
die of the carnivean (6d10, for the carnivean presented
here), Reflex save (DC 24) for half. The save DC is
Constitution-based.
Improved Grab (Ex): To use this ability, a car-
nivean must hit a creature at least one size smaller
than itself with its bite attack. It can then

Nephilim

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opportunity. A glid-
ing nephilim travels a
few feet off the ground and so
avoids difficult terrain, certain traps,
and other obstacles. A nephilim can
charge during a glide, but it can glide
Seraph only once per round and can move a
maximum of 50 feet during the glide. The
same restrictions to movement while charging
also apply to gliding.
This ability also grants a nephilim a +10 bonus on Jump
checks.
Skills: Nephilim have exceptional senses. A nephilim has a
+15 racial bonus on Listen and Spot checks.
Souled: Nephilim souls make them vulnerable to spells that
effect souls and can be seen with reveal souls.
A Huge car-
nivean’s interior can Raek
hold 2 Large, 8 Medium, The stealthy raek slinks through the shadows before pouncing
32 Small, 128 Tiny, or 512 on its chosen prey and tearing off limbs with its great jaws.
Diminutive or smaller opponents. Pounce (Ex): If a raek charges, it can make a full attack,
including two rake attacks.
Harrier Rake (Ex): Attack bonus +13 melee, damage 1d8+3
Harriers attack from the air with tearing claws and ripping teeth Stalk Prey (Su): A raek focuses on its target to an uncanny
and prefer to hit and run. When directed at a specific target, or extent and reacts with supernatural swiftness to the target’s
a powerful enemy, they concentrate and continue their attacks actions.
mercilessly. At any time during an encounter, a raek can designate a
Savage Flyby (Ex): When a harrier makes a flyby attack, or specific opponent as its prey. During its prey’s turn, the raek
when it makes a flying charge, it can make a full attack in addi- may take a single move action or standard action at any time,
tion to its movement. as a free action, in addition to attacks of opportunity the
Skills: Harriers have a +4 racial bonus on Listen and Spot opponent may provoke.
checks. The raek may choose a different enemy to be its prey as a
Nephilim free action on its turn.
Tail Strike (Ex): Raeks use their jaws to hold oppo-
Unlike most dragonspawn, nephilim actually have souls, which
nents fast for an instant while its tail snakes forward to
gives them stronger minds, a better sense of self, and limited
strike. If a raek makes a full attack and hits with its bite
decision making capability.
attack, its tail attack hits automatically, dealing 2d6+9
Glide (Su): Though nephilim have tiny wings, they can-
points of damage.
not fly and may only glide for short distances as a super-
Blood Scent (Su): If a raek kills a creature, it immediately
natural process. The nephilim may move up to 50 feet in a
gains the scent of all creatures related directly to the victim by
straight line as a move action that does not provoke attacks of
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Dragonspawn (incognitus)

Raek Seraph
Always NE Medium Magical Beast CR 9 Always NE Large Magical Beast CR 9
Hit Dice: 9d10+27 (76 hp) Hit Dice: 11d10+44 (104)
Immunities/Resist: Damage reduction 5/magic, death attacks, Immunities/Resist: Damage reduction 5/ magic, death attacks,
disease, fear, mind-affecting effects, paraly- disease, fear, mind-affecting effects, paraly-
sis, sleep effects, resistance to cold 10, spell sis, resistance to cold 10, sleep effects, spell
resistance 20 resistance 14
Senses: Blindsight 80 ft., Listen +5, Spot +5, Senses: Blindsight 80 ft., Listen +8, Spot +8
improved scent Initiative: +6
Initiative: +5 Speed: 20 ft. (4 squares), Fly 60 ft. (good)
Speed: 50 ft. (10 squares) Armor Class: 21, touch 15, flat-footed 15 (–1 size,
Armor Class: 21, touch 15, flat-footed 16 (+5 Dex, +6 Dex, +6 natural)
+6 natural) Base Attack/Grapple: +11/+19
Base Attack/Grapple: +9/+15 Attack: Tail +14 melee (2d8+4 plus poison) or
Attack: Bite +15 melee (2d8+6/19–20) breath weapon +16 ranged touch (special)
Full Attack: Bite +15 melee (2d8+6/19–20) and Full Attack: Tail +14 melee (2d8+4 plus poison)
two claws +13 melee (1d8+3) and and bite +12 melee (2d6+2) and 2
tail +13 melee (2d6+9) talons (1d6+2) or breath weapon +16
Special Attacks: Pounce, rake 1d8+3, stalk prey, tail strike ranged touch (special)
Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, poison
Special Qualities: Blood scent, blurring speed, fast healing 4, Space/Reach: 10 ft./10 ft. (15 ft. with tail)
improved scent, soulless, unnatural aura Special Qualities: Airborne grace, distortion, fast healing 5,
Saves: Fort +9, Ref +11, Will +8 soulless, unnatural aura
Abilities: Str 23, Dex 21, Con 17, Saves: Fort +11, Ref +13, Will +4
Int 8, Wis 20, Cha 10 Abilities: Str 18, Dex 22, Con 18,
Skills: Hide +17, Jump +16, Listen +5, Move Int 4, Wis 12, Cha 10
Silently +17, Spot, +5, Survival +5* Skills: Listen +8, Spot +8
Feats: Improved Critical (bite), Improved Natural Feats: Flyby Attack, Multiattack, Hover,
Attack (bite), Multiattack, Stealthy Wingover
Environment: Any Environment: Any
Organization: Solitary or pair Organization: Solitary or pair
Advancement: 10–15 HD (Medium); 16–21 HD Advancement: 12–17 HD (Large); 18–23 HD
(Large) (Huge)

blood (parents, children, and siblings). If the raek detects this Seraph
scent anywhere, it recognizes the scent as a relative of the slain Seraphim are exceptionally graceful fliers and utilize their
creature and will stalk this new prey if possible. terrible breath weapon to kill their prey from a distance.
Blurring Speed (Su): Raeks alternate between complete Their poisoned tail stinger makes them formidable in close
stillness and bursts of speed so fast their forms blur. If a raek combat as well.
moves at least 10 feet during its turn, it gains concealment Airborne Grace (Ex): Seraphim are exceptionally nimble in
(20% miss chance) for 1 round. the air. A seraph gains a +4 dodge bonus to AC against ranged
Improved Scent (Ex): Double the ranges at which a raek attacks while flying.
detects creatures with scent. Breath Weapon (Su): A seraph’s breath weapon is a gout of
Skills: A raek has a +4 racial bonus on Hide and Move superheated blight, flame, and incendiary ash. The seraph does not
Silently checks, a +10 racial bonus on Jump checks, and a +8 need to target a grid intersection and makes a normal ranged touch
racial bonus on Survival checks when tracking by scent. attack to hit its target; if it misses, determine deviation normally.

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Dragonspawn (incognitus)
and making the seraph difficult to see. While it flies, it has
concealment against ranged attacks (20% miss chance).
Teraph
Teraph
Always NE Large Magical Beast CR 8 Teraphim prefer to bury themselves 5 feet underground, and
Hit Dice: 10d10+30 (85 hp) since they do not breathe, eat, or drink, they can remain buried
Immunities/Resist: Damage reduction 5/magic, death attacks, indefinitely. Teraphim sense enemies with their tremorsense and
disease, fear, mind-affecting effects, paraly- burst forth with blazing speed to carve opponents into bloody
sis, resistance to cold 10, sleep effects chunks with their poisonous tails.
Senses: Blindsight 80 ft., Listen +12, Spot Breath Weapon (Su): A teraph’s breath weapon is a gob
+11, tremorsense 60 ft. of superheated blight and ash that explodes on impact. The
Initiative: +4 teraph targets a grid intersection with the attack, just as with
Speed: 40 ft. (8 squares), Burrow 20 ft. any other grenade-like weapon; determine deviation nor-
Armor Class: 19, touch 9, flat-footed 19 (–1 size, mally. The attack then explodes in a 20-foot-radius burst.
+10 natural) All caught within it take 1d8 points of fire damage for every
Base Attack/Grapple: +10/+19 2 hit dice of the teraph (5d8 in the case of the teraph pre-
Attack: Tail +14 melee (2d8+5 plus poison) or sented here), Reflex save (DC 18) for half.
breath +9 ranged touch (special) The teraph can use its breath weapon once every 1d4
Full Attack: Tail +14 melee (2d8+5 plus poison) rounds. The save DC is Constitution-based.
and bite +12 melee (2d6+2) or breath Burst of Speed (Ex): Once per hour, a teraph can send its
+9 ranged touch (special) metabolism into overdrive as a free action. The teraph can do
Special Attacks: Breath weapon, burst of speed, poison, so even on other creatures’ turns.
sneak attack +2d6 For the round in which the teraph uses this ability, its
Space/Reach: 10 ft./10 ft. (15 ft. with tail) initiative count increases by +8, its base speed increases by
Special Qualities: Dig in, fast healing 5, soulless, unnatural +10 feet, and it can make a full attack action after taking a
aura move action.
Saves: Fort +10, Ref +7, Will +6 Beginning the round after using burst of speed, a teraph is
Abilities: Str 20, Dex 11, Con 16, fatigued for 1d4 rounds.
Int 4, Wis 16, Cha 10 Poison (Ex): Tail, Fortitude save (DC 20), initial and sec-
Skills: Listen +12, Spot +11 ondary damage 1d6 Con. The save DC is Constitution-based.
Feats: Ability Focus (poison), Alertness, Combat Sneak Attack (Ex): Teraphim are instinctively skilled at
ReflexesB, Improved Initiative, Multiattack taking advantage of surprised or distracted opponents. This
Environment: Any ability functions like the rogue ability of the same name.
Organization: Solitary Dig In (Ex): A teraph can dig a hasty bulwark in the
Advancement: 11–16 HD (Large); 17–22 HD ground as a full-round action that provokes attacks of oppor-
(huge) tunity. While within this bulwark, it gains cover (+4 AC)
against opponents on three sides.

Legends & Lore


Common: None.
The stream hits the targeted square (or individual) and all
adjacent squares (including diagonals). It deals 1d8 points of Uncommon: A number of eyeless, draconic beasts have lately
fire damage for every 2 hit dice of the seraph (5d8 in the case appeared in the far north. Many types exist, all exceedingly
of the seraph presented here), Reflex save (DC 19) for half. If dangerous.
the seraph hit its target, that creature cannot attempt to save. Rare: These creatures resemble dragonspawn, but they differ
The seraph can use its breath weapon once every 1d4 from those seen elsewhere by appearing in greater numbers
rounds. The save DC is Constitution-based. and apparently belonging to distinct “species” with separate
Poison (Ex): Tail, Fortitude save (DC 19), initial and sec- strengths and tactics. Rumors say these creatures have devas-
ondary damage 1d6 Con. The save DC is Constitution-based. tated the Nyss.
Distortion (Su): A seraph’s wings trail a blighted stream in
flight, distorting the air around it in an unnatural ripple effect

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Dragonspawn (incognitus)
Obscure: The dragonspawn all originate from an as-yet- A shard of Nyss and a kriel of trollkin have been at war over
unknown dragon, which has also blighted and taken control of territory since the fleeing of the Nyss from their homeland.
many Nyss tribes and ogrun of the northern mountains. Some The appearance of the PCs can break the stalemate between the
senior minions of the dragon can control the dragonspawn in tribes, but only if the PCs can get the Nyss and trollkin to fight
battle, and all these servants work towards some larger goal. together will they survive the upcoming assault by voracious
These creatures have begun to move south. dragonspawn.

The lone and wild-eyed survivor of a destroyed Nyss shard


Hooks
The scholar Nikolai Verikov takes stories of these dragonspawn
claims he wants the PCs to help rescue his people. In actually he
is possessed of madness and instead seeks the last known lair of
the dragon Glyssingfor. He hopes to rouse the creature to take
seriously. Too weak to travel, he hires a group of adventurers to
revenge on the dragonspawn that ravaged his people.
bring back reports and bits of flesh from at least four differ-
ent types. Nikolai has more than just an academic stake in this
research. The creatures threaten Khador, and he has concocted a
dangerous plan to study the specimens to discover if he can har-
ness the dark power that controls the dragonspawn.

Teraph

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Drake, Deep
Usually NE Huge Magical Beast CR 13 Special Attacks: Bellow, improved grab, static breath
Hit Dice: 15d10+90 HD (178 hp) Space/Reach: 15 ft./10 ft.
Immunities/Resist: Electricity Special Qualities: Slow fall, spell-like abilities, squeeze
Senses: Abyss vision 80 ft., low-light vision; Saves: Fort +15, Reflex +19, Will +8
Listen +11, Spot +11 Abilities: Str 29, Dex 15, Con 22,
Initiative: +12 Int 3, Wis 12, Cha 15
Speed: 40 ft. (8 squares), climb 40 ft. Skills: Climb +13, Hide +0, Listen +11,
Armor Class: 28, touch 16, flat-footed 20 (–2 Size, Move Silently +14, Spot +11
+8 Dex, +12 Natural) Feats: Alertness, Dodge, Blind-Fight, Improved
Base Attack/Grapple: +15/+28 Initiative, Mobility, Spring Attack
Attack: Claw +18 melee (1d8+5) Environment: Any underground
Full Attack: 2 claws +18 melee (1d8+5) and Organization: Solitary
bite +13 melee (2d6+2) Advancement: 16–32 (Huge)

T he fecundity and variety of life among the crea-


tures of Immoren never fails to amaze me; it lends
credence to my belief that whatever deity claims
responsibility for populating the land with beasts
once had a great deal of time on its hands. In point, drakes.
While flies, beetles, and all manner of insects might bear slight
differences to distinguishing them each as unique, nearly all
finally took shape I admit it resembled little in my experi-
ence. Lithe and with bones more flexible than most avians,
it vexed me for some hours before, amid the preserved and
cataloged entrails, I found an unusual gas bladder not unlike
the mist-spewing organ possessed by a fog drake. The similari-
ties proved numerous after that realization, and I set Lynus to
cataloging and comparing the two seemingly dissimilar and ter-
remain recognizable as the same family. A borokuhn minefly ritorially disparate creatures.
and a deadsands dust lurker are unmistakably kin. ’Tis a shame, though. All my student’s hard work
From fog to frost, however, drakes bear such wild now awaits an appropriately sized dust pan in my
differences in form and ability that even a learned corner.
scholar might hold descriptions of two such beasts
and never imagine them kindred.
The semi-complete deep drake skeleton that
once hung in my study—and now lies swept into
Combat
Degenerate predators capable of scaling
a corner after the unfortunate escape of a pair of the sheerest walls and seeing in the darkest
razorbats—exemplifies this. A group of Cygnar’s abysses, deep drakes constantly hunger and
finest out of Fort Whiterock, who had been inves- attack anything that moves. Capable of spewing
tigating the disappearance of a local scout, recovered lightning and caustic fog, these hunters use their
the remains for me. Their rescue had turned into a ability to climb and squeeze into unexpected plac-
monster hunt when they discovered several fleshy es to attack from above and catch victims
bits of their lost friend. Heading deeper off guard. If a battle goes poorly for a
into the mountains, as the story goes, the deep drake, it typically looses its hold
hunters found themselves harried by what on a cavern wall and plunges harmlessly
they called a “big and bugger-fast cave lizard,” down the nearest pit.
that seemed most adept at attacking at night and from craggy Bellow (Su): A deep drake can release a horrible roar.
hollows none would have expected. They finally cornered the Anyone caught in the 40-foot cone must make a Reflex save
beast in a narrow chasm and employed a sizable charge of (DC 20) or be knocked back 5 feet and take 1d6 points of
explosives to finish it off. Consequently, the body I received damage. If used underground or indoors, creatures taking
had extensive damage. damage from the bellow must make a Fortitude save (DC
Piecing together the mysterious skeleton consumed Lynus’ 20) or become deafened for 2d4 rounds. Both saves’ DC is
every free moment for some weeks, but when a likely form Constitution-based.
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Drake, Deep
Improved Grab (Ex): To use this
ability, the deep drake must hit with a
claw attack. It then pulls its prey into
its powerful jaws for a bite attack.
Static Breath (Su): Three times
per day a deep drake can expel one
of two types of breath, a line of
electricity or a 60-foot cone of irri-
tating, salty vapor.
A deep drake can expel a 100-
foot-long line of electricity that deals
8d8 electrical damage. Reflex save (DC
23) for half damage.
Alternately, a deep drake can expel
a cone of irritating vapor which blocks
sight as the spell obscuring mist. Those
within or who enter the cone must
make a Fortitude save (DC 23)
or be blinded for 2d4 rounds.
Those who succeed take no
penalty and are immune
to that cloud’s effects.
Additionally, this cloud
of vapor is highly conduc-
tive. Any sort of electric-
ity—whether natural,
from a spell,
or from a deep
drake’s other breath
weapon—entering
a square filled with
this breath effects all
creatures within the area
of the irritating vapor. The dispersed elec-
tricity is weaker than a normal strike, dealing only half damage
with a DC half normal. For example, a deep drake breathing
electricity into its lingering cloud of vapor would cause all
creatures within to take 4d8 electrical damage with a Fortitude
save (DC 11) for half. Slow Fall (Ex): A deep drake within 10 feet of a wall can
This vapor lingers for 5 minutes. A moderate wind (11+ use it to slow its descent. A falling deep drake takes damage as
mph), such as from a gust of wind spell, disperses the vapor in 4 if it fell 90 feet less than it actually did.
rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Squeeze (Ex): Emaciated and nearly skeletal, deep drakes
Abyss Vision (Su): A deep drake’s eyes are complex recep- can fit into places other creatures of their size cannot. Deep
tors no longer dependant on light. Capable of sensing minute drakes take no penalties to movement, attack rolls, or AC when
shifts in the surrounding environment, its eyes perceive air in an area only 10 feet wide.
displacement, micro-changes in air density, and—to a lesser
degree—heat. Thus, deep drakes have all the benefits of
darkvision out to 60 feet, and cannot suffer magically blind-
ness. This sight also allows deep drakes to see through magical
trickery, making them immune to all illusion spells with the
figment descriptor.

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Drake, Frost
Usually NE Huge Magical Beast (Cold) CR 11 Special Attacks: Bellow, sleet breath, improved grab
Hit Dice: 16d10+64 (156 hp) Space/Reach: 15 ft./10 ft.
Immunities/Resist: Cold Special Qualities: Amphibious, icewalking, vulnerability to fire
Senses: Darkvision 60 ft., heat vision, Listen +8, Saves: Fort +14, Reflex +14, Will +8
Spot +7, low-light vision Abilities: Str 24, Dex 15, Con 18,
Initiative: +2 Int 4, Wis 16, Cha 11
Speed: 40 ft. (8 squares), Burrow 20 ft., Skills: Climb +10, Hide +5*, Jump +13,
Climb 20 ft., Swim 30 ft. Listen +8, Spot +7
Armor Class: 25, touch 10, flat-footed 23 (–2 size, Feats: Alertness, Combat Reflexes, Dodge,
+2 Dex, +15 natural) Lightning Reflexes, Mobility, Stealthy
Base Attack/Grapple: +16/+31 Environment: Cold mountains
Attack: Claw +21 melee (1d8+7) Organization: Solitary or clutch (2–4)
Full Attack: 2 claws +21 melee (1d8+7) and Advancement: 17–24 (Huge), 25–32 (Gargantuan)
bite +16 melee (2d6+3)

I place little value on the writings of armchair naturalists


who, lacking proper field experience, often levy absurd
theories from the comforts of marble-tiled libraries and
fire-warmed studies. One ludicrous remark espoused by
the supposedly esteemed Professor Remston Lochlan Ives of
Ceryl University asserted that, in the case of the frost drake,
“the severity of temperature and harshness of its glacial envi-
Combat
Deadly predators of icy peaks and mountain passes, frost drakes
are masters of frozen ambushes. Hiding in banks of snow, amid
jagged icicles in ice caves, or below frozen lakes, these drakes
make cunning use of their mobility to strike from unexpected
vantages. While their heat vision and icy breath typically give
them significant advantages, frost drakes that find themselves
rons prove directly responsible for the creature’s aggressive
outmatched often use their piercing bellow to bring down ava-
demeanor.” While tempted to pen a public dismissal of Prof.
lanches of ice and snow, trusting their strength and resilience to
Ives’ “the cold makes it mean” theory I find myself, to my dis-
allow them to escape the arctic crush.
taste, partially agreeing.
Amphibious (Ex): Frost drakes can breathe equally well in
Rathlok, an accomplished trollkin tracker of the Scarsfell
air or water.
Forest and my companion on many expeditions, regularly
Bellow (Su): A frost drake can release a horrible roar.
recounted his encounter with a frost drake while hunting elk
Anyone caught in this 40-foot cone must make a Reflex save
with several young hunters of his kriel. The hunt, according
(DC 22) or be knocked back 5 feet (and prone if on icy
to Rathlok, had been an epic success largely due to his efforts,
ground) and take 1d6 points of damage. The save DC is
but had taken the group far from home. While encamped
Constitution-based.
beneath the cover of a rocky, ice-sheathed overhang, the
Sleet Breath (Su): Three times per day a frost drake can
trollkin celebrated their success—partaking of an embarrassing
breathe a blast of frozen saliva and arctic cold. Any creature with-
amount of rimegut—long into the night.
in this 60 cone takes 5d6 points of damage and is blinded for
Although Rathlok’s tale blurs in its telling, the noise of the
1d4 rounds, Reflex save (DC 22) for half and to avoid blindness.
trollkin and smell of elk blood attracted a young frost drake. Its
In addition, the breath coats the cone-shaped area with a
long, sharply pointed claws gave it purchase on the icy ceiling
thin layer of ice. A creature can walk within or through the
above the camp as it crept down on the hunters from above. It
area at half normal speed with a Balance check (DC 10).
blasted the trollkin with its blizzard-like breath and sent them
Failure means it can’t move in that round, while failure by 5 or
scattering and sliding across ground now slick with ice. Before
more means it falls (see the Balance skill for details). This ice
the young hunters could collect their wits and weapons the beast
lasts for 1 minute in warm climes but may linger indefinitely
had snatched half the hunt’s takings and made off into the icy
in frigid areas.
dark. Although furious, the resulting antics of twelve nearly three
Heat Vision (Su): A frost drake’s incredibly heat sensitive
hundred pound, wildly drunk trollkin on icy footing apparently
eyes can pick out living bodies and even the residual warmth
proved distracting enough to quell all thought of pursuit.
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Drake, Frost
of plants and the earth. This allows a frost
drake to ignore the sight limiting effects
of snow, mist, or other weather
(natural or magical). A frost drake
can detect warm bodies through
barriers no thicker than 1 foot.
Icewalking (Ex): This ability
works like the spider climb spell,
but only on icy surfaces. It is
always in effect. Ice drakes may
also burrow through snow and
ice (but not earth or stone).
Improved Grab (Ex): To use this
ability, a frost drake must hit with a
claw attack. It then pulls its prey into
its powerful jaws for a bite attack.
*Skills: Due to their
wintery coloring, frost
drakes gain a +8 bonus
on Hide checks made
in areas of ice and
snow.

Legends &
Lore
Common: Frost drakes are peerless hunters of arc-
tic peaks and glacial environs.
Uncommon: A frost drake bellow can break ice and cause ava- Bone grinders and anyone creating magic items related
lanches as well as stun its prey. to cold, ice, or snow prize the gland at the base of the frost
drake’s neck that produces its frigid breath. When used to
Rare: Frost drakes move across ice or other slippery surfaces
produce items such as potions of energy resistance (cold) or boots of the
unimpeded. They can also unleash a blast of frigid cold that
winterlands, a frost drake’s breath gland replaces the cost of the
coats an area in ice.
materials normally required.
Obscure: Frost drakes can see heat, allowing them to hunt hot-
blooded creatures in even the densest blizzard.
Hooks
Rhulfolk once worked a mine high in the Silverun Peaks said
Treasure
Frost drakes have an obsessive fascination with reflective objects,
to produce diamonds of unparallel size and purity. For reasons
quietly forgotten, though, the stone lords collapsed this mine
and might spend hours gazing at their reflections. This attrac- centuries ago. Hearing tales of the wealth senselessly abandoned
tion also extents to mirrored objects and shiny metals, and the by his ancestors, clan lord Dolhan Fortros has quietly assembled
drakes often keep several such items within their lairs. Searching explorers from outside Rhul to find the mine and reopen it. He
a 16 to 24 HD frost drake’s lair uncovers standard treasure, has sent four expeditions into the mountains thus far, though
while the lair of a 25+ HD frost drake holds double standard and the gigantic frost drakes that lair in the region have made
treasure, mostly in armor, gems, and shiny objets d’art. sure that none have returned.

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Drake, Sea
Usually N Huge Magical Beast (Aquatic) CR 9 Special Attacks: Bellow, hurricane breath, improved grab
Hit Dice: 9d10+54 (109 hp) Space/Reach: 15 ft./10 ft.
Senses: Darkvision 80 ft., Listen +1, Spot +9, Special Qualities: Spell-like abilities
low-light vision Saves: Fort +12, Reflex +10, Will +4
Initiative: +6 Abilities: Str 29, Dex 15, Con 22,
Speed: 20 ft. (4 squares), swim 60 ft. Int 3, Wis 12, Cha 15
Armor Class: 24, touch 10, flat-footed 22 (–2 size, Skills: Listen +1, Spot +9, Swim +21
+2 Dex, +14 natural) Feats: Improved Critical (bite), Improved
Base Attack/Grapple: +9/+26 Initiative, Power Attack, Snatch
Attack: Bite +16 melee (2d8+9/19–20) Environment: Any aquatic
Full Attack: Bite +16 melee (2d8+9/19­–20) and Organization: Solitary, pair, or clutch (3–6)
2 claws +11 melee (1d6+4) Advancement: 9–26 (Huge), 27–36 (Gargantuan)

I ntrigued by rumors of sea drakes hunting in Eyewall Bay


and likely lairing in sea caves beneath Cullenrock, I went
on a personal expedition several seasons ago to catch a
glimpse of the elusive drakes in these secluded waters.
Choosing a small islet near the center of the bay, I ventured out
with a week’s worth of supplies and a pack of empty journals.
I had rowed no more than five hundred feet from the rock-
ing to escape can unleash a cloud of foul-smelling ink to conceal
its retreat.
Bellow (Su): A sea drake can release a horrible roar.
Anyone caught in this 40-foot cone must make a Reflex save
(DC 20) or be knocked back 5 feet and take 1d6 points of
damage. The save DC is Constitution-based.
Hurricane Breath (Su): Three times per day a sea drake
strewn coast when an eruption of foul-smelling bubbles boiled can unleash a breath of violent wind. Treat this as a gust of
up about my only passably sea-worthy launch. While surmising hurricane force wind that emanates from the sea drake’s direc-
that the coast hid some manner of sulfurous springs I knew tion and lasts until its next turn. Creatures of Medium size or
nothing of—and hypothesizing that perhaps this attracted smaller must make Fortitude save (DC 20) or be blown away.
both sea drakes and cullenrock barnacles to the area—the This save DC is Constitution-based. A creature blown away is
water partially beneath my craft exploded with the glistening knocked prone and rolls 1d4 × 10 feet and suffers 1d4 points
serpentine form of a seemingly surprised young sea drake. It of non-lethal damage per 10 feet. A flying creature that is
made a few half-hearted snaps at me and gouged my armor blown away is blown back 2d6 × 10 feet and takes 2d6 points
with a long webbed claw. I deterred the serpentine beast with a of non-lethal damage due to battering and buffeting.
few whacks of a sturdy oar. The creature had little fight in it, Improved Grab (Ex): To use this ability, a sea drake needs
though, and soon submerged, leaving behind only a few blue- to hit with a claw attack. It then pulls its prey into its powerful
green scales and a cloud of ink. jaws for a bite attack.
Encouraged by my luck thus far, I reached my rocky desti- Ink Cloud (Ex): A sea drake can emit a spherical cloud
nation and passed an eventful weeklong retreat observing the of jet-black ink with a radius of 100 feet three times per day.
drakes, which politely only invaded my camp twice and left The effect is otherwise similar to fog cloud, and lasts for 10
plentiful remains for dissection. The expedition afforded me minutes in relatively calm water and 1 minute in churning or
ample time and resources to fill three journals, two on the sea stormy waters. This ability has no effect outside the water.
drakes’ fascinating hunting and social habits and a third on the Spell-Like Abilities: 3/day—control water; warp wood (DC
surprisingly genial black cullenrock macaw. 16). Caster level 9th. The save DC is Charisma-based.

Combat
Sea drakes excel at knocking prey from the decks of ships and
Legends & Lore
Common: Sea drakes dwell in the warm waters of the Broken
reducing hulls to worthless timbers. Their ability to unleash as Coast and the Gulf of Cygnar. Their serpentine appearance
blast of tornado-strength wind can easily blow an entire crew lends credence to sailors’ tales of sea serpents and monsters
from their vessel or even scuttle smaller ships. A sea drake seek- lurking in the briny depths.
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Drake, Sea

Uncommon: Sea drakes posses the terrible roar of all other Scholars, arcanists, and status-seekers the world over value
drakes. They often roar deep below the water, just before sur- sea drake ink for its tendency to dry in shades of deep red
facing, and a sudden torrent of huge bubbles typically precedes and purple. A Survival check (DC 22) allows one to harvests a
their attack. number of pints from a sea drake equal to 1/8th the creature’s
Rare: Sea drakes seem to actively enjoy tipping sea-going ves- HD. A pint of sea drake ink sells for at least 150 gp.
sels, finding flailing sailors easier prey than swift-swimming
fish. Their powerful lungs can expel blasts of air capable of
flinging a man into the air and far from his ship. Hooks
Supposedly the Mateu Merchant House in Five Fingers keeps
Obscure: When threatened, a sea drake can expel a cloud of a mated pair of sea drakes in a flooded cave below one of their
ink to hide its escape. Despite being primarily ocean-bound cliff-side warehouses to dispose of unwanted persons and guard
predators, a sea drake can drag itself across the land and loot sunk into their lair. Recently, and quite accidentally, the sea
manipulate the water to menace the coast. drakes broke through a wall of their lair and into the channels
of Five Fingers and now prey upon the populace as they please.
The Mateu wish to see the drakes deposed of quickly and qui-
Treasure
Sea drakes seem to like objects that float, which perhaps explains
etly. The Fingers Buccaneers desperately want individuals capable
of discovering the new underwater entrance and looting the
their regularly attacks on ships. These drakes often drag hunks Mateu’s waterlogged vault.
of wood, barrels, and even corpses underwater with them to
float at the tops of their sea cave lairs. Those able to reach a sea
drake’s lair might find double standard treasure in the home of
a 9 to 26 HD sea drake and four-times the standard treasure in
the lair of a 27+ HD sea drake.

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Duskwolf
Male Duskwolf Female Duskwolf
Always N Large Magical Beast CR 5 Always N Large Magical Beast CR 5
Hit Dice: 8d10+24 (68 hp) Hit Dice: 8d10+16 (60 hp)
Senses: Listen +8, Spot +8; low-light vision, scent Senses: Listen +8, Spot +8; low-light vision, scent
Initiative: +2 Initiative: +4
Speed: 50 ft. (10 squares) Speed: 50 ft. (10 squares)
Armor Class: 15, touch 11, flat-footed 13 (–1 size, Armor Class: 17, touch 13, flat-footed 13 (–1 size,
+2 Dex, +4 natural) +4 Dex, +4 natural)
Base Attack/Grapple: +8/+19 Base Attack/Grapple: +8/+18
Attack: Bite +13 melee (3d6+9) Attack: Bite +13 melee (3d6+9)
Bite +15 melee (3d6+10) Full Attack: Bite +13 melee (3d6+9)
Full Attack: Bite +15 melee (3d6+10) Special Attacks: Trip
Special Attacks: Trip, unnerving howl Space/Reach: 10 ft./5 ft.
Space/Reach: 10 ft./5 ft. Special Qualities: Shadow merge
Saves: Fort +8, Ref +6, Will +2 Saves: Fort +7, Ref +8, Will +2
Abilities: Str 25, Dex 15, Con 17, Abilities: Str 23, Dex 19, Con 15,
Int 2, Wis 12, Cha 10 Int 2, Wis 12, Cha 10
Skills: Listen +8, Hide +2, Move Silently +6, Skills: Listen +8, Hide +6*, Move Silently +10,
Spot +8, Survival +11 Spot +8, Survival +11
Feats: Improved Natural Attack (bite), Run, Feats: Improved Natural Attack (bite), Run,
Weapon Focus (bite) Stealthy
Environment: Temperate forests and plains Environment: Temperate forests and plains
Organization: Pack (4–8) Organization: Pack (4–8)
Advancement: 9–16 HD (Large); 17–24 HD (Huge) Advancement: 9–16 HD (Large); 17–24 HD (Huge)

A ny scholar of Extraordinary Zoology must remain


mindful of myths and exaggeration. Not every crea-
ture discussed around a campfire actually exists, at
least as described. For years I heard a number
of fanciful tales of duskwolf attacks, but having
never witnessed this elusive predator I thought
it a campfire story. I discovered my mistake
can stand against a troll. Only as the troll moved to strike did I
finally see the hints of movement surrounding it.
What seemed the shadows of wolves leapt from
all directions to fall upon the troll, catching it
quite by surprise.
The troll fought ably, but only injured
a single attacker before they quickly
while climbing the peaks of the eastern brought it down. I identified these
Wyrmwall for evidence of a drake. secondary wolves, slightly smaller
I had found the trail of a and with less prominent manes,
troll and tracked the beast lest it as likely females of the species.
catch my scent and come upon me I had witnessed a fascinating
unaware. I came upon the massive hunting pattern. The male
thing as it advanced, spear in hand, would attract hostile atten-
upon an enormous wolf that howled from tion and distract the target
atop a short, tree-covered rise. The marvel- while the females flanked.
ous creature put me in mind of a lion as its The pack soon melted into
thick mane and powerful muscled upper torso the trees. One of them looked
resembled no wolf I had seen before. As admi- in my direction long and hard as if warning me against trying
rable an animal as it appeared, I feared for its life. Few beasts to follow.
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Duskwolf
Combat
When a duskwolf pack encounters something it considers
Certain tribal cultures prize the skulls of duskwolves as
adornments, and when properly imbued these trophies bestow
on their wearers the senses of a wolf. A character wearing
a threat (rather than prey), the males move to engage. They
this helm may use the scent ability. Helm of the Hunt: faint
howl to draw the opponents’ attention and to unnerve them.
transmutation; CL 6th Craft Wondrous Item; Price 4,000 gp;
Meanwhile the females slink around to flank their targets.
Weight 3 lb.
If a duskwolf encounters an overwhelming threat when
alone, it howls to alert its fellows and then retreats. Both males
and females can howl in this way, though the males’ howls
often carry a supernatural effect.
Legends & Lore
Common: None.
Trip (Ex): A duskwolf that hits with a bite attack can
attempt to trip its opponent (+10 check modifier for females, Uncommon: Duskwolves are especially large wolves and have
+11 for males) as a free action without making a touch attack been known to hunt humans found alone in the wilderness.
or provoking an attack of opportunity. If the attempt fails, the They are elusive and very difficult to track.
dusk wolf does not risk being tripped itself. Rare: Duskwolves are far more intelligent than normal wolves.
Unnerving Howl (Su): Once every hour, a male duskwolf They can make themselves practically invisible and sound of
can imbue his howl with supernatural fear. Howling is a stan- their howls can chill a man’s blood.
dard action that does not provoke attacks of opportunity. All Obscure: Male duskwolves are stronger, while females are
non-duskwolves within 60 feet that can hear the male must stealthier. Rumors hold that some Tharn tribes have partially
make a Will save (DC 14) or be shaken for 3d6 rounds. Note tamed these creatures and use them as steeds.
that other males’ howls can worsen this condition to frightened
or panicked. The save DC is Charisma-based.
Shadow Merge (Su): A female duskwolf ’s pelt changes
to take on the color and texture of any shadows she occupies.
Some witnesses report that the creature appears slightly trans-
lucent as well. In areas of shadow, female duskwolves gain a
+8 circumstance bonus on Hide checks.
Scent: Dusk wolves track by scent.
*Skills: Dusk wolves have a +4 racial bonus on Hide,
Listen, Move Silently and Spot checks and a +8 racial bonus on
Survival checks. Females have a +8 circumstance bonus on
Hide checks in shadows, as described above.

Treasure
The pelts of female dusk-
wolves maintain some of
the wolf ’s shadow-blending
abilities when removed
and properly cured.
An intact female pelt
can be used to create
a hooded cloak that
gives the wearer a +5
competence bonus
on Hide checks.
Duskwolf cloak: faint
illusion; CL 3rd Craft
Wondrous Item; Price
2,500 gp; Weight 2 lb.

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Efaarit
Usually N Small Humanoid (Efaarit) CR ½ Skills: Concentration +3, Handle Animal +3,
Hit Dice: 2d8+2 (11 hp) Listen +2, Spot +2, Survival +2 (+8
Senses: Listen +2, Spot +2, low-light vision to avoid getting lost)
Initiative: +1 Feats: Endurance, Weapon Focus (Glaive)
Speed: 20 ft. (4 squares) Environment: Any desert
Armor Class: 15, touch 12, flat-footed 14 (+1 size, Organization: Solitary, trade caravan (4-12 with belcher
+1 Dex, +2 leather armor, +1 natural) mounts), raiding band (10-40 plus 1
Base Attack/Grapple: +1/+1 3rd-level sergeants per 20 adults and
Attack: Glaive +3 melee (1d8) or 1 leader of 4th-6th level with belcher
sling +3 ranged (1d6) mounts) or tribe (20-120 plus 100%
Full Attack: Glaive +3 melee (1d8) or noncombatants plus 1 3rd-level sergeants
sling +3 ranged (1d6) per 20 adults, 1 or 2 lieutenants of 4th
Space/Reach: 5 ft./5 ft. or 5th level, 1 leader of 6th-8th level)
Special Qualities: Dogged, innate direction, sand walk, Advancement: By character class
shallow breath Level Adjustment: +1
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 11, Dex 13, Con 12,
Int 9, Wis 13, Cha 10

I have learned little of the desert nomads the skorne call


“efaarit” that I trust, yet what I have heard gives me hope
that more than brutish monsters and cold-souled devils
make up the creatures of the east. Kaleda, my jailer—no
matter what she would call our relationship—spits whenever I
refer to the nomads and insists that I turn my intellect toward
more worthy interests. I spent much time fruitlessly investi-
Combat
Perpetually threatened by deadly environs and savage beasts,
efaarits rely on their tribal organization and knowledge of the
dangers around them for survival. Untiring and observant,
efaarits patiently study their opponents to exploit weaknesses
and wear down the unprepared with quick attacks and ambushes,
often from the cover of sand storms.
gating what those outside the skorne call the tribesfolk, as
Dogged (Ex): As desert survivalists, an efaarit can go for a
I’m relatively sure that “efaarit” is a demeaning skorne curse.
number of days equal to his Constitution modifier (minimum
Kaleda insisted that the nomads make very poor slaves, largely
1) without water before becoming dehydrated, or a number
unresponsive to all but the most intensive and damaging condi-
of days equal to his Constitution modifier + 3 (minimum 4)
tioning, and characterized them only as thieves and murderers.
without food before he begins starving.
I’ve only had the opportunity to inspect the corpse of one
Innate Direction (Ex): Efaarits have an innate grasp on
efaarit briefly. Its short stature and flat features were slightly
their surroundings and the creatures within them. This trans-
reminiscent of the skorne yet less severe, and I suspect the race’s
lates into a +6 racial bonus on Survival checks to avoid getting
genesis more closely coincides with the gobbers of the west.
lost and a +2 racial bonus on saving throws against maze and
What facts I have gleaned place these nomads at home in the
illusion spells of the glamer subschool.
Blasted Desert, a region boiling with highly flammable pools of
Sand Walk (Ex): Efaarits can move through sand, scree, or
oil. Regularly set afire by the raging weather of the Stormlands,
similar areas of fine, loose debris without suffering any move-
these oily lakes turn vast expanses into smoking infernos. The
ment penalties.
efaarit guide their strange, oil drinking mounts called “bletch-
Shallow Breath (Ex): Efaarits do not risk suffocation from
ers” through these unimaginable conditions seeking what rare
sand storms and gain a +2 racial bonus versus poisonous gases.
water collects in the region and the starved excuses for animals
They may hold their breath for a number of rounds equal to
that dare drink the polluted stuff. Their ability to survive in
three times their Constitution score before they risk drowning
these conditions, subsisting upon what they can find and capture
or suffocation.
through raiding, marks their determination and resilience as a
Skills: Efaarits have +2 racial bonus on Concentration and
race despite the contempt my captors heap upon them.
Handle Animal checks.
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Efaarit

Efaarits as Characters
Most efaarits are adepts, rangers, or warriors. They have
little patience for activities that provide nothing for the
tribe, making frivolities such as art, the study of magic, and
the worship of deities nearly unknown.
Efaarits possess the following racial traits.
— +2 Constitution, +2 Wisdom, –2 Intelligence.
— Small size. +1 bonus to Armor Class, +1 bonus on
attack rolls, +4 bonus on Hide checks, –4 penalty on
grapple checks, lifting and carrying limits 3/4 those of
Medium characters.
— An efaarit’s base land speed in 20 feet.
— Low-light vision.
Legends & Lore
Common: Efaarit are nomads that wander the Blasted Desert.
— 1 point of natural armor.
— Racial Hit Dice: An efaarit begins with two levels of
Generally distrustful, even of their own kind, efaarit greatly humanoid, which provide 2d8 hit dice, a base attack
fear the skorne, who prefer to slay rather than enslave them. bonus of +1, and saving throw bonuses of Fort +0,
Uncommon: Some efaarit have a canny ability for calming the Ref +3, and Will +0.
otherwise indomitable animals of the east. They might make — Racial Skills: An efaarit’s humanoid levels give it skill
good guides through the deadly deserts but notoriously betray points equal to 4 × (2 + Intelligence modifier, mini-
and rob their allies. mum 1). Its class skills are Concentration, Intimidate,
and Survival. Efaarits have a +2 racial bonus on
Rare: Efaarit and their mounts largely ignore desert storms Concentration and Handle Animal checks.
and often travel in such conditions to escape pursuing skorne — Racial Feats: An efaarit’s humanoid levels give it one
slavers and warriors. Efaarit will also raid skorne encampments feat. Efaarit’s gain Endurance as a bonus feat.
during storms, using the weather for concealment while they — Weapon and Armor Proficiency: An efaarit is proficient
steal food, water, and weapons. with and all simple weapons and a pole-arm of their
Obscure: Efaarit have a long if crude oral tradition that traces choice.
their history back to the time of Lyoss. Their language, a col- — Special Qualities: Dogged, innate direction, sand walk,
lection of harsh whispering sounds and occasional barking shallow breath.
shouts, is very hard to learn, but those who master it would — Automatic Languages: Efaarit. Bonus Languages:
discover a great wealth of untold history of the eastern lands. Cyclops, Skorne (Soresh or Havaati).
— Favored Class: Ranger.
— Level Adjustment +1

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Ethon
Usually N Huge Magical Beast CR 10 Space/Reach: 15 ft./15 ft.
Hit Dice: 13d10+39 (110 hp) Special Qualities: Storm snare, wind rider
Immunities/Resist: Immunity to electricity Saves: Fort +11, Reflex +19, Will +7
Senses: Listen +3, Spot +17, low-light vision Abilities: Str 24, Dex 25, Con 17,
Initiative: +7 Int 3, Wis 17, Cha 9
Speed: 10 ft. (2 squares), fly 120 ft. (good) Skills: Hide +3, Spot +17
Armor Class: 24, touch 15, flat-footed 17 (–2 size, Feats: Flyby Attack, Hover, Lightning Reflexes,
+7 Dex, +9 natural) Snatch, Wingover
Base Attack/Grapple: +13/+28 Environment: The Stormlands
Attack: Bite +18 (2d6+10) Organization: Solitary or mated pair
Full Attack: Bite +18 (2d6+10) Advancement: 14–23 (Huge), 24–38 (Gargantuan)
Special Attacks: Electrically charged, spell-like abilities

O ne never need look far while traveling the


Stormlands to see it resembles no place in west-
ern Immoren (Morrow be praised). While our
home surely has its deserts and bleak lands, the
Stormlands feel all the rage nature can muster on a daily basis.
Any life that would dare inhabit this cursed place the sky
quickly blasts to ash with spears of wild blue lightning. Or so
seem unnatural. Not only do ethons prove immune to the
Stormlands’ electrical outbursts, they apparently actually
draw sustenance from them. The gigantic flyers actively seek
out the most tumultuous eddies of their home’s persistent
storms, circling and somehow attracting the raging
energy in bizarre elemental feasts.
I have yet to do more than theorize
I thought. about the mysterious anatomy
The ethon is one of that hides beneath an ethon’s
the tenacious few crea- dense hide. However, one
tures that actually call likely reason for the
the Stormlands home. beasts’ electrical con-
Their form marks ductivity lies in
them as part bird and their diet. I’ve
part lizard, combin- seen ethons
ing powerful avian swoop
talons and a hawk-
like beak with a
reptilian frilled
head ridge,
thick brown-
green scales,
and leath-
ery wings. from the Stormlands’ burnt clouds to harass armored skorne
Although troops on their massive bridge spanning the Abyss, yet the
clumsy in appearance, their powerful, nearly 40-foot wingspans beasts demonstrate little interest in skorne flesh. My skorne
allow these strange beasts to soar the violent winds above the captors tell me that the ethons actually devour metal, likely
wastes, impervious to the ever-lasting storms and magical ener- storing the material in their bodies to attract lighting strikes.
gies raging above the Abyss. While this remains a theory, I’m eager for a chance to return
However, on a typical, calm day scores of lightning to the Stormlands to test my hypothesis and discover the cer-
blasts likely strike an ethon. How does the creature survive tainly countless other oddities at work in these pertinacious
forces that would bake a cyclops in his armor? I dare not raptors of the angriest skies.
attribute this feat to nature alone, for the storms themselves
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Jason Andresen (order #1578489) 9


Ethon
Wind Rider
(Ex): Ethons
masterfully ride
the unpredict-
able gales of
the Stormlands.
When flying
ethons ignore the
movement penalties
of wind (magical or
natural).

Legends & Lore


Common: None.
Uncommon: Ethon are flying reptil-
ian creatures acclimated to the ram-
pant weather of the Stormlands.
Rare: Electricity not only fails to dam-
age ethons, it invigorates them, causing
the squat reptiles to act more swiftly and
even discharge electrical blasts through
their bite.
Obscure: Ethons only roost temporarily
to hatch their young. They choose the remote,
storm-racked cliffs of the Abyss for this purpose and
ever hungry, lightning immune deep drakes often hunt them.
Combat
Deadly predators of the Stormlands’ skies, ethons seek prey ripe
with both metal and meat. Scouring the blasted wastes, ethons
employ their spell-like abilities and the raging heavens to bom-
Treasure
Content to perpetually sail the skies above the Stormlands,
bard potential prey with lightning, favoring meals cooked by ethons keep no lairs and anything they can’t devour they drop
electricity and flavored by ozone. Upon weakening their targets, hundreds of feet to the ground below. Despite their lack of
ethons use their incredible speed and control to swoop through wealth, the bodies of ethons fetch handsome bounties in the
the angry skies and snatch the most metal-rich meals. west. Few scholars yet understand the creatures’ relationship with
Electrically Charged (Su): The ethon takes no damage electricity and pay upwards of 10,000 gp for a full-grown and
from electricity. If an attack that deals electricity damage intact body, while a live ethon might net a canny hunter more
strikes an ethon, roll damage as normal but inflict no dam- than 20,000 gp.
age points. Treat the ethon as gaining the benefits of haste for
a number of rounds equal to every 10 points of damage the
electrical attack would have dealt. In addition, the ethon’s bite
attack deals an additional 1d6 points of electricity damage
Hooks
Skorne beast handlers captured several hatchling ethons from
during this time. the Abyss and brought them to their camps in the Bloodstone
Spell-like Abilities: At will—call lightning storm, fog cloud, gust Marches to try conditioning them for military use. The pros-
of wind; 3/day—control winds; 1/day—control weather, wind wall. pects looked improbable when the raptors collectively sum-
Storm Snare (Ex): Any magical attack or natural event that moned a thunderstorm whose repeated lightening strikes melted
deals electricity damage within 30 feet of an ethon is diverted several protective lightening rods and consumed the ethons’ cage.
from its target to strike the ethon instead and leaves the origi- Now the quickly maturing ethons have migrated west in search
nal target unaffected. of storms.

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Ferox
Always N Large Animal CR 3 Space/Reach: 10 ft./5 ft.
Hit Dice: 4d8+8 (28 hp) Special Qualities: Infect, perfect balance
Senses: Listen +4, Spot +3, low-light vision Saves: Fort +6, Ref +8, Will +1
Initiative: +4 Abilities: Str 21, Dex 18, Con 14,
Speed: 50 ft. (8 squares) Int 2, Wis 11, Cha 12
Armor Class: 17, touch 13, flat-footed 13 (–1 size, Skills: Balance +12, Climb +15*, Hide +8,
+4 Dex, +4 natural) Jump +13*, Move Silently +10
Base Attack/Grapple: +3/+12 Feats: Alertness, Run
Attack: Claw +7 melee (1d6+5) Environment: Any desert or warm land
Full Attack: 2 claws +7 melee (1d6+5) and Organization: Solitary, pair, or pride (3–14)
bite +2 melee (1d8+2) Advancement: 5–8 (Large), 9–12 (Huge)
Special Attacks: Bristle, pounce, rake 1d6+2

M en learned the usefulness of the horse early in


the rise of civilization as a tool to relive their
burdens, a method of speeding transport, and a
companion to stave off loneliness. These loyal
mounts have flourished in the centuries since, and even in these
modern days one can scarcely tread a city bock without cross-
ing the path of someone’s trusty steed. The
a relationship akin to masters and slaves. Skorne warriors have
a keen appreciation for the cats’ ferocity and treat them as dan-
gerous hunters, but are always ready to show who is the domi-
nate member in their relationship. Once trained, the cats seem
happy to obey the commands of their riders, no doubt because
they also desire to quickly decimate their enemy.

crafty ferox fills a similar role in skorne society,


though their experience—as in seemingly all
Combat
Fierce predators of the wastes, ferox are patient, stealthy
cases—is markedly crueler. hunters. Often hiding in ambush in rocky outcroppings
Like many creatures common throughout where they can leap upon prey and rend them with their
the Skorne Empire, ferox display distinctly rep- reptilian claws and diseased bite. Even
tilian traits. In this case, fine, tooth-like scales if a meal manages to escape a ferox, the
and rough, yellow to red-brown leathery skin infectious saliva often slows, even para-
cover the beast. The long canines, a pair of lyzes, survivors and makes them easy tar-
razor-sharp curved fangs the size short swords, gets for a second attack. A ferox which finds
remain the creature’s most distinctive feature. itself outmatched bristles its serrated spines
The beast seems as clever evolutionarily as it is and seeks a rocky place to hide.
predatorily. Bristle (Ex): As a free action a ferox can
Ferox in the wild behave much like the raise the tooth-like scales covering its body.
gray-spotted Thundercliff mountain stalkers Any creature grappling or bareback riding
or the haughty crag lion prides that posture a ferox that bristles takes 1d6 damage every
about the hills of the Rotterhorn. Ambush round the grappling or riding continues.
predators, they prefer to hunt from above and Infect (Ex): Any creature bitten by a ferox
patrol rocky hills and crags with the intent of leap- must make a Fortitude save (DC 14) or take
ing upon prey. Male and female ferox hunt together. 1 point of Dexterity damage. Repeat this save
Only their combined numbers can bring down the wild every minute until the creature successfully saves or takes 5
titan and korbesh cattle herds that serve as their most points of Dexterity damage. This is a fast-acting disease effect
common sources of prey, but might just as likely turn into and can only be negated by remove disease. A specific ferox can
attackers and need fending off. only infect a creature once per day; the victim remains immune
The skorne also break and train ferox. I say “break” here to a new infection from that ferox for 24 hours after the bite,
instead of “domesticate”. Skorne do not ride loyal compan- whether it saves or not. The save DC is Constitution-based.
ions, as we think of our steeds. These riders and mounts have
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Ferox
Legends & Lore
Common: Ferox are powerful desert-dwelling felines the skorne
often employ as mounts.
Uncommon: A ferox can bristle the sharp scales that cover its
body, shredding any creature that attempts to grab it or ride it
without a specially made saddle.
Rare: The bite of a ferox is not deadly merely for the size and
sharpness of the creature’s teeth, but for the infections that
often fester within its mouth.
Obscure Some skorne noble houses value young aggressive
ferox that they can breed and condition into deadly mounts for
their armies.

Treasure
Ferox hoard the bones of their
prey, often in morbid piles within
or just outside their rocky lairs.
Not knowing the difference
between bones and armor,
whole suits of metal armor
sometimes find their ways into
a ferox’s trophy pile.
Although not an item
horded by ferox, the skorne
have created a number of items
to aid in riding the dangerous
felines, most notably a heavy
saddle made from leader and
iron. The saddle prevents the
rider from being harmed if
the ferox bristles its scales.
The saddle also includes a
Pounce (Ex): A ferox can make a full attack if it charges, cruel set of reins with a needled bit.
including two rake attacks. These spikes bite into the soft flesh of the cat’s mouth when
Perfect Balance (Ex): A ferox may always take 10 on yanked, doing little to harm the beast’s use as a mount and
Balance, Climb, and Jump checks even when threatened or dis- deterring it from attacking. A ferox saddle weighs 75 pounds
tracted. and costs 30 gp.
Rake (Ex): A ferox that pounces onto a creature can make
two rake attacks with its hind legs. Attack bonus +7 melee,
damage 1d6+2. Hooks
As tribute to Archdomina Makeda, one of her inferior fami-
*Skills: Ferox have a +4 racial bonus on Hide and Move
Silently checks and a +8 racial bonus on Climb and Jump lies wishes to gift her a fully trained adult ferox known for its
checks. Cats have a +8 racial bonus on Balance checks. They ferocity and number of kills. No ferox seems better suited than
may use their Dexterity modifier instead of their Strength Blackfang, the infamous dominate male of a pride that lairs
modifier for Climb and Jump checks. near Slasrath’s Rock. The mountain of gilded armor outside
Carrying Capacity: A light load for a ferox is up to 459 warns that many skorne have tried to capture Blackfang, but
pounds, a medium load is 460–918 pounds, and a heavy load none have survived.
is 919–1,380 pounds.

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Gentleman Stranger
NE Medium Fey (Grymkin) CR 6 Abilities: Str 13, Dex 18, Con 16,
Hit Die: 8d6+24 HD (48 hp) Int 17, Wis 17, Cha 25
Immunities/Resist: Damage reduction 10/magic, Skills: Bluff +16, Climb +14, Concentrate +10,
spell resistance 16 Diplomacy +14, Disguise +19, Escape
Senses: Listen +5, Spot +5, low-light vision Artist +9, Forgery +12, Gather
Initiative: +4 Information +9, Intimidate +9, Jump +14,
Speed: 30 ft. (6 squares), Climb 30 ft. Knowledge (Nobility) +14, Listen +5,
Armor Class: 18, touch 14, flat-footed 14 (+4 Dex, Sense Motive +11, Spot +5, Tumble +7
+4 natural) Feats: Ability focus (master of disguise)B,
Base Attack/Grapple: +4 /+5 DeceitfulB, Improved FeintB, Iron Will,
Attack: Longsword +5 melee (1d8+1) Persuasive, Skill focus (bluff), Skill focus
Full Attack: Longsword +5 melee (1d8+1) (diplomacy)
Special Attacks: Mocking laughter Environment: Urban
Space/Reach: 5 ft./ 5 ft. Organization: Unique
Special Qualities: Charm, spell-like abilities Advancement: By character level (usually rogue)
Saves: Fort +5, Ref +10, Will +12

T he Gentleman Stranger, Marques of Wagers, Terror


of Caspia, the Highgate Boogeyman, the Last
Laugher, are just a few appellations given this mys-
terious but very real threat that stalks the wealthy
and affluent of our cities.
I would think the multitude of stories of the Old Man of
the Swamp and the grizzly tales of the wicked twins Gristle
from the kitchen servants. As the son of a junker I am not too
proud to speak with any class of folk, but the tale they told
would have earned them a beating from their employers.
According to these folk, a stranger described as devilish in
both manner and appearance had come to stay in the mansion
as a guest and won over the master’s confidence. I had met this
marques, a noble supposedly visiting from Ceryl, just the night
and Flay should provide incentive before and found him typical of dandies from that city, hardly
enough to keep oneself holed up in the sinister black-taloned creature the servants described.
one’s city, if not one’s home. Recent After gaining their trust, the servants shared their suspi-
events have reminded me that cions of the marques’ involvement in the tragic death of Baron
grymkin also haunt even our larg- Marus Brasher, a remote cousin of Lord Admiral Sparholm
est and most urbane cities. III. Apparently the Baron had bragged of having the fastest
Several years ago I trav- ship in all of Cygnar and this marques publicly challenged
eled to Caspia to witness him to a race down the Black River. During this competition
the knighthood cere- the baron failed to steer his ship from dangerous rocks and
mony for the Heroes of drowned within sight of Caspia’s walls. The servants insisted
Corvis who had assisted this was no accident but a carefully orchestrated murder.
in the Battle of Corvis This piqued my curiosity. At some expense I paid for a
in 603 AR. I have little local salvage team to dredged up the ship. The suspicions
taste for extravagant par- proved true when we determined that the workings of the
ties, yet politeness dictat- baron’s ship had been sabotaged.
ed I accept an invitation by Armed with this evidence but being no fool––one does not
a certain noble whose name lightly accuse a “noble” of murder––I requested the assistance
I will withhold. My interest of Harlan Phineas Versh from the Order of Illumination.
in the event waned rapidly. I had What happened next shocked me, if not my witch-hunting
just decided to head to the piers companion. We planned to confront the marques alone out-
and find a ship to Mercir when I side, away from his sycophantic hangers-on. He must have
overheard some intriguing scuttlebutt sensed our distrust because he dropped any attempt at civil-
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Gentleman Stranger
ity and demanded in a growling tone that we leave at once. Mocking Laughter (Su): Three times per day the gentle-
Despite all I knew, of a sudden I felt the desire to do as he man stranger may emit a cracking, mocking laughter that func-
bid. Fortunately Versh would have none of it. The illuminated tions just like crushing despair, Will save (DC 21) to negate. This
one raised his symbol of Morrow and demand the marques DC is Charisma-based.
“show his true self ”. I gasped as the marques transformed Spell-Like Abilities: 3/day – mass suggestion, misdirection,
under my very eyes. Rather than the refined gentleman dressed jump, spider climb; 1/day – mass charm monster, demand, mirage arcana,
in finery, here stood a twisted mockery in ratty and stained nightmare. Caster Level 12th.
clothes, fingers tipped with long black talons. Skills: The gentleman stranger has a +8 racial bonus to
Spiting and cursing, the thing leapt like a tatzlywurm to Disguise, Climb, Jump, and Sense Motive skill checks.
a nearby wall. It scurried to the roof like a spider and disap-
peared while evading the noisome blast from my companion’s
quad-iron. So far as I know the creature never returned to
Caspia, but whenever I move in polite society I expect to
encounter him again. I have since heard many tales from as far
away as Ord and northern Khador of others in high society
killed in bizarre “accidents” playing on their vanity, and always
accompanied by rumors of an instigator that draws black looks
from the lower classes. It seems no city is
safe from this predator. I just hope my
own blood stays common enough to
remain beneath his attentions.

Combat
The gentleman stranger takes pains to
obscure its identity while in polite soci-
ety. It usually charms a well-to-do noble and
becomes an honored guest, meanwhile plotting
the downfall of nobles vulnerable to manipulation.
It delights in bringing the arrogant and mighty to
ruin, usually to their deaths, but only after suffer-
ing a proper amount of humiliation.
The gentleman stranger uses charmed
retainers as a buffer. He is always encountered
with 16 HD of charmed retainers willing to
give up their lives defending him. If outmatched
he uses jump and spider climb to escape. If cornered
he will use his mocking laughter.
Master of Disguise (Su): A gentleman strang-
er’s true form is always disguised by the illusion of
a well-to-do noble. This supernatural effect works
as a continual disguise self. Defeating this illu-
sion requires direct contact with the stranger
(such as shaking his hand) or witnessing
his supernatural abilities, and making
a Will save (DC 23). This DC is
Charisma-based.
Master of Illusions (Su): A
gentleman stranger gains a +20 to
concentration checks to maintain
any illusion he has created.

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Genzoul
Genzoul, 5th level skorne mortitheurge Special Qualities: Armored caster, cannibal control, feasting,
CE Medium undead (Augmented Humanoid) CR 7 fast healing (3), mortification, mortitheurgy,
Hit Dice: 6d12 (36) necromantic affinity, spells
Immunities/Resist: Damage reduction 10/magic, undead Saves: Fort +6, Reflex +6, Will +6
immunities Abilities: Str 18, Dex 17, Con -,
Senses: Darkvision 60 ft., Listen +2, Spot +2 Int 15, Wis 14, Cha 10
Initiative: +7 Skills: Concentration +8, Decipher Script +10,
Speed: 40 ft (8 squares), climb 10 ft. Knowledge (arcana) +10, Knowledge
Armor Class: 20, touch 13, flat-footed, 17 (+3 stud- (medicine) +10, Spellcraft +10
ded leather armor, +3 Dex, +4 natural Feats: Dodge, Improved Initiative, Lightning
armor) Reflexes, Spell Mastery
Base Attack/Grapple: +3/+7 ECL: +9
Attack: Bite +7 melee (1d6+4) Spells: This genzoul has the following spells memo-
Full Attack: Bite +7 melee (1d6+4) and rized: 0: daze, touch of fatigue, detect magic;
2 claws +2 melee (1d4+4) 1st: cause fear, sleep, chill touch; 2nd: bull’s
Special Attacks: Fearsome gaze, gorge, ravening strength, ghoul touch, fog cloud; 3rd: vam-
Space/Reach: 5 ft./5 ft. piric touch

A s with all peoples, the skorne suffer their own unique


maladies and ailments. Like the blacktounge that tor-
ments the children of northern Khador and Llael, or
the ruby wastes that seasonally plague the people of
Bainsmarket, skorne throughout their vast empire spit to hear
the word “ravening.”
Ravening, or karovoul in the skorne tongue, appears to be a
Creating a Genzoul
“Genzoul” is an acquired template that can be added to any
humanoid creature (referred to hereafter as the base creature).
A genzoul uses all the base creature’s statistics and special
abilities except as noted here.
Size and Type: The creature’s type changes to undead
(augmented humanoid or monstrous humanoid).
kind of communicable psychological affliction. Similar to the
Do not recalculate base attack bonus, saves, or skill
way that some maladies lurk in the victim’s blood, ravening
points. Size remains unchanged.
too spreads by the exchange of blood but in the most brutal
way. Ravening, as the name suggests, is a degenerative form Hit Dice: Increase all future and current hit dice to d12s.
of cannibalism. Speed: A genzoul has a climb speed of 10 feet. If the base
The skorne call those who contract ravening genzoul, a creature has a higher climb speed, use that instead.
strange combination of curse and warning in their tongue In addition, its base land speed increases by 10 feet.
and without parallel in our languages. Words like “luna- Armor Class: The base creature’s natural armor improves by +4.
tic” and “leper” elicit similar but lesser responses among
Attack: A genzoul retains all the attacks of the base creature
westerners. These genzoul suffer from an obsessive addic-
and also gains a bite and two claw attacks if it
tion to the flesh of sentient beings, typically of their own
didn’t already have them. If the base creature can
race. Degenerating into a feral state as their minds erode,
use weapons, the genzoul retains this ability. A
these infectious cannibals attack any who come close. Those
creature with natural weapons retains those natural
they kill become meals. Those who escape them, having
weapons. A genzoul fighting without weapons uses
felt their bites, risk becoming genzoul themselves. Only the
its bite attack. A genzoul armed with a weapon uses
patient ministrations of an attentive nurse might stave off its bite or a weapon, as it desires.
the gore-filled madness those infected with ravening face. In
the Skorne Empire, the swiftest cure comes at the edge of a Full Attack: A genzoul fighting without weapons uses its bite
sword and, thus, few infected ever recover. and two claws to attack. If armed with a weapon,
it chooses whether to use the weapon or use its
natural attacks.
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Genzoul
Damage: Genzoul have bite and claw attacks. If the base
creature does not have this attack form, use the
appropriate damage value from the following table
according to the genzoul’s size. Creatures that have
other kinds of natural weapons retain their old
damage values or use the appropriate value from the
following table, whichever is better.
Size Bite Damage Claw Damage
Fine 1 —
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
Special Attacks: A genzoul retains all the special attacks of the
base creature and gains those following. Saves have a
DC of 10 + 1/2 the genzoul’s HD + the genzoul’s
Cha modifier unless otherwise noted.
Fearsome Gaze (Su): Creatures of 5 HD or less are frightened for
1 minute. 30-foot range, Will save negates.
Gorge (Su): Sustained by the sinew and flesh of sentient
creatures, genzoul can forgo all other attacks in a
round to make a particularly savage bite attack. If
this attack succeeds, the genzoul gains temporary
hit points equal to half the damage it dealt. A
genzoul can gain no more than 4 temporary hit
points per HD it possesses. These temporary hit
points disappear after 1 hour.
Ravening (Su): Supernatural disease—bite, Fortitude save,
incubation period 1 day; damage 1d4 Con and 1d4
Cha. The DC is Charisma-based.
Creatures bitten by a genzoul risk being infected
with ravening. As undead creatures, genzoul are
immune to ravening and all other diseases.
Special Qualities: A genzoul retains all the special qualities
of the base creature and gains the following. Saves
have a DC of 10 + 1/2 the genzoul’s HD + the
genzoul’s Cha modifier unless otherwise noted.
Because it is undead and cannot suffer nonlethal
damage, genzouls lose the lesser moritheurgy and
mortitheurgy abilities.
Cannibal Control (Su): Genzoul have a limited amount of control
over those affected by ravening but who have not yet
succumbed to the disease. At will, they can mentally
spur any creature infected with ravening as per the
spell suggestion.
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Genzoul
Damage Reduction (Su): Genzoul have damage reduction 10/ Sanctified Flesh: Genzoul cannot eat from the bodies of those
magic. Treat a genzoul’s natural weapons as magic who have had final rites, their remains concentrated and
weapons for the purpose of overcoming damage souls sanctified for their journey into Urcaen. Treat a
reduction. genzoul that eats the flesh of a sanctified corpse
Feasting (Su): Genzoul restore their bodies by eating living or as though nauseated for 10 minutes. Any
dead flesh. As a full round action, a genzoul can cleric or paladin can sanctify
eat a helpless, unconscious, or dead corporeal a corpse against a genzoul
creature. The genzoul deals bite damage against using the spell bless.
its victim (if it still has any hit points left) and
regains 2 hit points. A genzoul can eat from a
body for a number of rounds equal to the victim’s
HD, after which the corpse is considered stripped
of edible flesh. (This does not affect the corpse’s
ability to be returned to life.) A genzoul
counts as flat-footed while feasting.
If given the option, genzoul will feast
even when they do not have damage to
heal. If allowed to feast uninterrupted
for 5 consecutive rounds, a genzoul is
invigorated. It gains a +4 bonus to Str and
Dex for 10 minutes following its feast.
Fast Healing (Ex): A genzoul heals 3 points of damage each
round so long as it has at least 1 hit point.
False Cadaver (Su): If reduced to 0 hit points in combat a
genzoul is not destroyed, but it collapses into
inanimate, desiccated remains. Any additional
damage dealt to a genzoul while in this form has
no effect. If left undisturbed for 24 hours the
genzoul awakens at full health.
Abilities: Change from the base creature as follows: Str +4,
Dex +4, Wis +4, Cha +2. As an undead creature, a
genzoul has no Constitution score.
Environment: Any, usually same as the base creature.
Organization: Solitary, pair, pack (3-6).
Challenge Rating: Same as the base creature +2.
Alignment: Base creature’s alignment changes to chaotic evil.
Level Adjustment: Same as the base creature +4

Genzoul Weaknesses
Genzoul have a number of weaknesses related to their endless
hunger for living flesh.
Cannibal Cravings: Genzoul endlessly hunger for flesh. A
genzoul begins losing 1 point of Intelligence for every day
past a week it goes without using its feasting ability. This loss
continues until the genzoul reaches Intelligence 2 and becomes
a feral beast consumed by hunger. After feasting, a genzoul
slowly regains its Intelligence at a rate of 1 point per hour up
to its original score.

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Genzoul
Repelling a Genzoul: Folklore and campfire tales name all new genzoul identical to the original reforms around the stom-
manner of herbal concoctions and baseless superstitions bane ach within 24 hours.
against genzouls. Of these, only four in particular seem to
hold any merit. Suffering the Ravening
Genzoul cannot abide the light of the full moon of Calder. Unlike normal diseases, ravening, known as karovoul to the
Treat them as sickened while exposed to its direct light. While skorne, continues until the victim reaches Constitution 0 (and
daylight does not harm genzoul, they find it uncomfortable dies) or is cured as described below.
and thus act primarily at night. Ravening is as much a psychological disorder as a disease,
Blood spilt by natural processes disgust genzoul. Blood affecting the victim’s brain and making him hunger for dead
gathered after a birth or other natural loss burns a genzoul like sentient flesh. A victim must consume at least 1 pound of
acid. They also will not willingly come near a creature with meat harvested from a sentient creature per day or take double
hands smeared with such blood. damage from the disease. The victim becomes increasingly
As sanctified flesh weakens them, a genzoul never willingly more feral as it loses Charisma.
enters a graveyard, catacombs, or other place of righteous A victim can only make checks to recover from ravening
internment. on a day it consumes 1 pound of flesh from a living sentient
Filling the creature’s mouth with metal will prevent a creature. Upon consuming such a meal, the victim may make a
genzoul from reviving from its false cadaver state. Only the Fortitude save to recover from the disease as normal.
removal and burning of its fanged, black stomach, the seat of A victim who dies of ravening immediately resurrects as a
its ravenous nature, will permanently destroy a genzoul. If the genzoul.
stomach is not destroyed, the false cadaver disintegrates and a

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Giants

I am thrilled to relate that I have spoken to a giant and


confirmed the existence of an entire species of these
tremendous beings. My mind still reels as I write this
and try to remember every detail. By a single series of
conversations I have learned enough to make everything I have
suffered since my capture worthwhile.
The Department of Extraordinary Zoology at Corvis
of burden, and other mammoth creatures pulling tremendous
loads and winching oversized stones up for the construction of
new buildings. Amidst a major construction project, I caught
the heart-rending sight of a giant looming over every head yet
bent by his burden. He carried a tremendous supply of granite
bricks, as a man might carry buckets of water, from a brace
across his shoulders. His weary face looked pained and his legs
University already has the existence of giants on record, of lined with lashes from the skorne handlers who whipped him
course. In 603 AR, High Prelate Pandor Dumas donated cruelly. With a shock of excitement and sympathy I recognized
to us the skeletal remains of the legend- immediately the creature I saw before me as the
ary giant Kohlasa. Necromantic energies same species as the long-dead Kohlasa.
had despoiled this body once interred I eventually convinced Kaleda that I
and forgotten in a sunken Morrowan must try to communicate with this crea-
tomb. Dumas only stipulated that ture. She agreed to arrange a time after
he must supervise the treatment his labors. When I approached the
of the remains to ensure proper chained creature, he eyed me with
honors, as Kohlasa had served as similar curiosity evident in his
a Knight of the Prophet. The intelligent and brooding eyes as
skeleton remains on display at I’m sure showed in my own.
the university, surrounded by After a period of frustrat-
holy sigils, and the sight of ing incomprehension
the twenty-foot tall form of numerous
has amazed and brought tongues, I
wonder to all who discov-
have seen it. Few ered that
confirmed facts the crea-
remain regarding ture spoke
Kohlasa, who a passable
died centuries if accented
ago. He “came Shyr. I learned the dif-
from the east, across ficult language of the elves
the sands” was all they years ago from my Iosan associate
knew, and he would say no more, Edrea, and though I have a weaker
yet he performed legendary feats of grasp of it than I would wish, by this lan-
strength, courage, and righteousness in guage and some words of skorne we communi-
Morrow’s name. cated a great deal. He told me his name was Chilon.
There is also my own highly unusual encounter with the We talked for several days off and on, as his labors
guardian giant Gorgolorbaramamiatt. Although these crea- allowed, and only ceased when my handler forced me away.
tures do bear some physiological similarities—discounting the I intend eventually to write a longer work detailing this
plethora of eyes on the guardian giant—in having two fingers conversation in full. Even if only a portion of these anec-
and a thumb, similar skulls, height, and build, I am reluctant dotes prove true, chasing them would take a younger scholar
to extrapolate much about the species of giants found in the through an entire career. The skorne had only recently
east based on this extremely unusual creature. enslaved Chilon, and before this time his work had eerily
The last thing I expected to encounter as my captors led resembled my own. I could not have asked for a better
through the crowded press of the skorne capital Halaak was instructor on the lore of his people. However, I must warn
a giant! The sights of the city had already overwhelmed me, that his enslaved condition may have prompted him to exag-
with four-armed titans stomping through the streets as beasts geration. I have no means to verify the accuracy of any of

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Giants
what he told me, and some of his stories stretched my credu- wonder that the giants consider themselves a people alone
lity to its limit. against the world. Chilon cautioned me never to enter their
I learned his species, although severely declining and company without an escort. He imparted certain bits of advice
nearing extinction, lived to the north of the Skorne Empire. on how to make such an approach safely, but out of my respect
He did not give a precise number but I gathered only a few for him I will not relate them in print.
hundred at best survived in the last city of their kind, called
Bemoth. The giants suffered in some great calamity of the
ancient past, somehow related to the exodus of the elves, the
details of which I am still trying to apprehend. This disaster
Monstrous Giant Type
Monstrous Giants are humanoid shaped creatures of great
obliterated both the old pre-Iosan empire and the civilization strength and size, which often have supernatural or magical
of giants and most of their cities. abilities.
They otherwise appear nearly immortal and do not suffer
the ravages of time. They endure a perilously withered fertil-
Features
ity and a general lack of females of their species; not one in A Monstrous Giant has the following features.
ten children born among them are female, and few of those • 12-sided hit dice.
can bear offspring. There seems little hope of this condition • Base attack bonus equal to total hit dice (same as fighter).
reversing itself, but those who survive continue their proud • Good Fortitude, Reflex, and Will saves.
traditions and fight to preserve what little remains of their • Skill points equal to (4 + Int modifier, minimum 1) per hit
culture. Adding to the peril of their situation, they prosecute die, with quadruple skill points for the first hit die.
an ongoing animosity and battles with the most terrible crea- Traits
tures that walk the face of Caen: the dragons. Now that the
A Monstrous Giant has the following traits, unless otherwise
skorne have grown bold by capturing one, I wonder if more
noted in its description.
will follow. While I would welcome any distraction to slow
• Low-light vision.
the skorne advance on my own people, I do not wish the
• Immunity to paralysis, sleep, and fear effects as well as
giants extinguished.
spells with the [Earth] descriptor.
I will focus on several notable individuals of this species
• Proficient with all simple and martial weapons and any
that my enslaved friend described. He used them as examples
weapons mentioned in its entry.
to provide a glimpse of the history and legacy of the giants.
• Proficient in light armor, shields, and whatever type of
Giants are far from pacifists, and Chilon’s tales dashed any fan-
armor (light, medium or heavy) it is described as wearing,
tasy I entertained of making an easy jaunt to set eyes on their
as well as lighter types.
cyclopean structures. The outer guardians and patrols from
Monstrous giants eat, sleep, and breathe but can endure
Bemoth take great pleasure in crushing any possible threat,
extended time without engaging in these activities, based
large or small. The diminished state of their civilization has
on bonus points of Constitution. Monstrous giants can go
made the giants paranoid, with some justification. Wrestling
without eating for 1 month per point, without sleeping for 1
with gigantic beasts like the chimera, or defending against the
day per point, and without breathing for 1 hour per point of
unassailable might of Charsaug and Ashnephos, I find it no
Constitution bonus.

I recall the childhood tales of the mighty giant Kohlasa who


perished protecting Corvis against a monstrous painted tatzlywurm
hundreds of years ago. I wonder now if he came alone across
the storm-wracked Abyss or if others of his kind still dwell
in the far reaches of our lands.
—V P
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Giants
Ajaxus
LN Huge Monstrous Giant CR 25 Special Qualities: Cast spells as a 17th level cleric,
Hit Dice: 30d12+420 (615 hp) regeneration 5
Immunities/Resist: Damage reduction 5/-, paralysis, sleep, Saves: Fort +31, Ref +19, Will +27
fear effects, spells with the [Earth] descrip- Abilities: Str 40, Dex 14, Con 38,
tor, acid, lightning, spell resistance 30 Int 19, Wis 30, Cha 22
Senses: Listen +20, Spot +20 Skills: Climb +25, Concentration +45, Craft
Initiative: +2 (smithing) +29, Diplomacy +26,
Speed: 40 ft. (8 squares) Heal +43, Intimidate +26, Jump +35,
Armor Class: 30, touch 12, flat-footed 28 (-2 size, +2 Knowledge (history) +24, Knowledge
Dex, +12 natural armor, +8 armor) (religion) +29, Listen +20, Sense
Base Attack/Grapple: +30/+53 Motive +30, Spellcraft +24, Spot +20
Attack: Govan—+5 gargantuan axiomatic maul Feats: Cleave, Combat Casting, Great Cleave,
+50 melee (6d6+27/x2 +2d6 vs. Power Attack, Improved Initiative, Earth’s
chaotic) or Fist +43 (1d8+22/x2) Skin1, Endurance, Improved Sunder,
Full Attack: Govan—+5 gargantuan axiomatic maul Weapon Focus (maul), Greater Weapon
+50/+45/+40/+35/+30/+25 Focus (maul), Spell Penetration
melee (6d6+27/x2 +2d6 vs. chaotic) Environment: Bemoth or surroundings
or Fist +43/+38/+33/+28/+23 Organization: Unique (may be encountered with a retinue
melee (1d8+22/x2) of 2-5 other giants)
Special Attacks: Call to earth
1
Space/Reach: 15 ft./15 ft. IKCG feat

C hilon described Ajaxus as peerless among giants, a


mighty leader, and what passes for a high priest in
Bemoth. No humble priest such as we might find
overseeing services in a cathedral of one of our
cities, this massive champion strides forth to shake the earth
and bring his tremendous maul Govan against any intruders
that threaten his peoples’ seclusion and safety. The tales of
“Earth Mother”. Giants call these first fifty progenitors the
“Hekatonkheires” or “hundred handed”. These divided into
three distinct tribes, settled, and founded a civilization.
The translation may have confused me, but Chilon seemed
to place Ajaxus among the Hekatonkheires. This may instead
refer to a title denoting great respect. Ajaxus serves as a priest
of Monloeth and leads his faith in Bemoth. He stands sworn
Ajaxus reminded me of the stories of Kohlasa and his ham- to defend his people against the serpent enemy, which they
mer Duteus. believe spawned the dragons. Their religion also praises an
Through the tales of Ajaxus the king and priest, I labored Earth Mother Shebess, perhaps another name for Dhunia.
to understand the religion of the giants. Their creation myth Chilon has had few personal conversations with Ajaxus.
convinces me they worship an entity nearly identical to the The priest-lord apparently roams far from Bemoth on holy
Creator of Man! Their size, three-fingered hands, and thick- sojourns, north into the mountains to review the defensive
ened skulls would suggest no relation, but I have learned works against the dragons or onto the southern plains to
stranger truths. The giants tell of how their creator, a masked squash other enemies of the giants. Chilon described Ajaxus
giant named Monloeth who towers above the mountains, as the most wrathful of giants with tremendous influence over
once chased a tremendous serpent at the dawn of the world. his people who fear and love him. They boast that Ajaxus has
The sharp peaks of volcanoes sliced open his feet such that shattered entire mountains with his hammer, and stones spring
he trailed blood for fifty paces. The first giants sprang to life from the earth to form walls at his command. Ajaxus has
from the soil stained with their god’s blood, nurtured by the slaughtered a number of skorne who ventured too far north.

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Giants
As Chilon related these stories I realized he focused upon a -5 penalty to melee attack and damage rolls. There is no
these individual giants from some hopeful longing that one or limit to how many times Ajaxus can utilize this ability, but it
several of them might come to rescue him eventually. I have no can only effect one target at a time. Individual creatures can
idea whether that is likely or a fever-dream. only be affected by this power once per day. The save DC is
Strength-based.
Regeneration (Su): Fire deals normal damage to Ajaxus.
Combat
While most formidable as a melee combatant, Ajaxus remains
If Ajaxus loses a limb or body part, the lost portion regrows
in 3d6 minutes, or instantly if the severed member is held to
a powerful divine caster who utilizes spells to bolster his power the stump.
or hinder his adversaries. He has no fear of fighting alone, but Spells: Ajaxus casts divine spells as a 17th level cleric,
against the northern dragons a loyal retinue accompanies him, with access to the domains of Earth and Law. Save DCs are
including a shieldbearer, an archer-scout, and several armored Wisdom-based.
subordinates of Bemoth’s priesthood. Typical Cleric Spells Prepared (6/8+1/8+1/7+1/7+1/6+1/
Call to Earth (Su): As a standard action, Ajaxus can tar- 6+1/4+1/3+1/2+1; DC 20 + spell level)
get a single creature within 1500 feet which must succeed a 1–command, divine favor, doom, protection from chaos + magic stone;
Fortitude save (DC 40) or fall to the ground, suffering normal 2–align weapon, bear’s endurance, enthrall, hold person, make whole, shat-
falling damage after losing any powers of flight, lasting for a ter, silence, zone of truth + soften earth and stone; 3–blindness/deafness,
duration of 10 minutes. Any creature affected by this ability, continual flame, dispel magic, invisibility purge, meld into stone, searing light,
including one already on the ground, can only move at half stone shape + magic circle against chaos; 4–discern lies, divination, freedom
speed, loses the benefit of a Dexterity modifier, and incurs of movement, restoration, sending, tongues + order’s wrath; 5–command
(greater), flame strike, mark of justice, righteous might, symbol of pain, true
seeing + wall of stone; 6–blade barrier, dispel magic (greater), forbid-
dance, geas/quest, harm, heal + forbiddance; 7–dictum, regenerate,
repulsion, symbol of stunning+earthquake; 8–antimagic field, earth-
quake, fire storm + shield of law; 9–implosion + temporal stasis

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Giants
Oulixes
N Huge Monstrous Giant CR 25 Space/Reach: 15 ft./15 ft.
Hit Dice: 32d12+320 (528 hp) Special Qualities: Camouflage, favored enemy, favored terrain,
Immunities/Resist: Damage reduction 4/-, paralysis, sleep, regeneration 4, trackless step, vanish, wood-
fear effects, spells with the [Earth] descrip- land stride
tor, lightning, spell resistance 30 Saves: Fort +28, Ref +27, Will +23
Senses: Listen +32, Spot +32 Abilities: Str 32, Dex 28, Con 30,
Initiative: +8 Int 20, Wis 20, Cha 16
Speed: 50 ft. (10 squares) Skills: Climb +31, Craft (trapmaking) +32,
Armor Class: 33, touch 17, flat-footed 24 (+6 studded Heal +23, Hide +33, Jump +31,
leather +3, -2 size, +9 Dex, +10 natu- Knowledge (geography) +35, Listen +32,
ral armor) Move Silently +41, Search +20,
Base Attack/Grapple: +32/+51 Spot +32, Survival +40, Swim +31,
Attack: Hegad–+3 huge distance composite long- Use Rope +29
bow (+10 strength bonus) +42 ranged Feats: AlertnessB, Combat Expertise, Combat
(3d6+13/x3) or Wurmfang–+3 Reflexes, Die HardB, Dodge, EnduranceB,
huge bane (dragons) longspear +44 melee Far Shot, Improved Precise Shot, Manyshot,
(3d6+11/x3) or Argosis–+3 huge keen Mobility, Precise Shot, Rapid Shot, Shot on
shortsword +44 melee (2d6+11/17- the Run, Point Blank Shot, RunB, Stealthy,
20/x2) TrackB
Full Attack: Hegad +42/+37/+32/+27 Environment: Suneater Mountains
ranged (3d6+13/x3) or Wurmfang Organization: Unique
+44/+39/+34/+29 melee
(3d6+11/x3) or Argosis
+44/+39/+34/+29 melee
(2d6+11/17-20 x2)

O f all Chilon’s tales, I found the stories of Oulixes


most difficult to believe. This giant, a famed hunt-
er and trickster, descends from some lost tribe that
once dwelt further up the rivers of the Suneater
Mountains. I have difficulty imagining a creature as large as
a giant capable of stealth, subtlety, and nimble evasion, yet I
suppose a gobber might say the same of lumbering humans.
traps. He apparently shaped each of his extraordinary weapons
himself. His bow Hegad reputedly can launch an arrow to any
distance Oulixes can see. His spear uses a point carved from a
tooth of the dragon Erdross. His blade can cut through hide
and flesh without resistance. I can’t imagine any of these things
hindering a dragon, yet Chilon insists that is the foremost
avocation of this hunter, who knows the peaks and valleys of
To hear Chilon speak, Oulixes makes a sport of tormenting the Suneater Mountains better than any of their kin. Oulixes
the northern dragons. He leads them on diversionary chases which acts out of vengeance as the sole survivor of a village north of
keep the remaining giants of Bemoth safe. Chilon described him Bemoth wiped out by Ashnephos.
in terms one might reserve for a god or some tremendous hero As with the other giants, enmity with the dragons does
of legend. Excepting himself, Chilon described all the individual not translate to any friendliness toward other creatures. They
giants this way. Perhaps the regular citizen of Bemoth is different? believe it safer to slay what one does not understand rather
I am unsure of the ages of any of these giants, as such questions than risk harm befalling them from an unfamiliar source. I
puzzled Chilon. I think they may not measure age or even pay suspect death by Oulixes would come swiftly and with no
attention to the passage of time as we do. warning. Chilon described him as having phenomenal powers
A swift giant noted for his prowess with his bow, spear, to elude sight and detection, drawing shadows to himself and
and blade, Oulixes also constructs elaborate and extensive disappearing into the landscape without a trace.
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Combat
Oulixes prefers to ambush from a distance and avoids engaging
damage or suffering any other impairment. However, terrain
magically manipulated to impede motion may still affect him.
Favored terrain (mountains+6, hills+4, arctic+2) (Ex):
enemies directly whenever possible.
Oulixes has the listed competency bonus to Hide, Move
Camouflage (Ex): Oulixes can use the Hide ability in any
Silently, Spot and Survival checks in each respective terrain
sort of natural terrain, even terrain that does not grant cover
type and also reduces movement penalties in the favored terrain
or concealment.
to the next highest fraction.
Favored Enemy (dragon+10, magical beast +8, abbera-
Vanish (Su): As a free action, 1x/day Oulixes can com-
tion +6, animal +4, humanoid (skorne) +2) (Ex): Oulixes
pletely vanish from sight and senses. This ability combines the
gains the listed bonus on Bluff, Listen, Sense Motive, Spot,
effects of invisibility and mind blank, making Oulixes undetectable
and Survival checks when using these skills against a creature
by scent as well and lasting for as long as Oulixes maintains
of the listed type. Likewise he gains the listed bonus on dam-
concentration.
age rolls against such creatures.
Regeneration (Su): Acid and fire deal normal damage to
Trackless Step (Ex): Oulixes leaves no trail in natural sur-
Oulixes. If Oulixes loses a limb or body part, the lost portion
roundings and cannot be tracked. He may choose to leave a
regrows in 3d6 minutes, or instantly if the severed member is
trail if so desired.
held to the stump.
Woodland Stride (Ex): Oulixes may move through any
type of undergrowth at his normal speed and without taking

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Giants
Hekor
LN Huge Monstrous Giant CR 25 Special Qualities: Bulkwark shield, regeneration 10
Hit Dice: 28d12+532 (708 hp) Saves: Fort +35, Ref +21, Will +23
Immunities/Resist: Damage reduction 10/-, paralysis, sleep, Abilities: Str 34, Dex 16, Con 48,
fear effects, spells with the [Earth] descrip- Int 16, Wis 24, Cha 18
tor, acid, fire, spell resistance 30 Skills: Climb +32, Craft (smithing) +28, Craft
Senses: Listen +27, Spot +27 (stoneworking) +28, Diplomacy +19,
Initiative: +3 Heal +17, Intimidate +35, Jump +37,
Speed: 40 ft. (8 squares) Knowledge (history) +18, Listen +27,
Armor Class: 36, touch 11, flat-footed 33 (-2 size, Spot +27, Swim 28
+3 Dex, +9 armor, +6 shield, +10 Feats: Blind-FightB, Combat Expertise, Combat
natural) ReflexesB, Cleave, Great Cleave, Greater
Base Attack/Grapple: +28/+48 Weapon Specialization (longsword)B,
Attack: Deklos—+5 huge wounding longsword Improved Bull RushB, Improved Critical
+44 melee (3d6+21/17-20) or +3 (longsword)B, Improved Critical (pilum)B,
pilum +33 ranged (3d6+17/19-20 Improved Critical (shield discus)B,
x3) or +4 shield discus +33 ranged Improved Disarm, Improved SunderB,
(3d8+16/19-20 x3) Improved Shield Bash, Improved Unarmed
Full Attack: Deklos—+5 huge wounding long- StrikeB, Power Attack, Run, Stunning
sword +44/+39/+34/+29/+24 Fist, Weapon Focus (longsword), Weapon
melee (3d6+21/17-20) or +3 Focus (pilum), Weapon Specialization
pilum +33/+28/+23 ranged (longsword)B, Weapon Specialization
(3d6+17/19-20 x3) or +4 shield dis- (pilum)B
cus +33 ranged (3d8+16/19-20 x3) Environment: Bemoth
Space/Reach: 15 ft./15 ft. Organization: Unique
Special Attacks: Pilum impalement, shield discus, shield
sundering

M any of Chilon’s favored tales involved the war-


riors defending his city. He spoke of none with
greater admiration than Hekor, Champion of
Bemoth. Language and cultural barriers made
it sometimes difficult to garner exact meaning, but I gathered
that the giants credit Hekor for the survival of Bemoth in the
time of the great upheavals. This implies he is upwards of five
the city to review outposts and bulwarks and direct those who
work to keep the dragons at bay. Chilon praised Hekor with
every breath and named him almost alone as the reason their
species had not vanished in several catastrophes. If Chilon’s
boasts are true, Hekor is unique among giants being unharmed
by fire, a great asset against the dragons.
The only hint of reproach in the tales of Bemoth’s
thousand years old. I barely restrained my skepticism on hear- Champion stems from Hekor’s involvement in the destruction
ing this. Chilon described Hekor as “brother” of Ajaxus, but of Erdross, the first dragon of the north. Hekor loaned all
whether he meant a fraternal or figurative bond I could not his strength and guile to the task of shattering the defeated
tell. The paragon soldier in Bemoth, I gathered Hekor would dragon’s athanc. His great blow finally divided the heartstone
act as general if his people could muster an army. To hear and shattered his old sword to dust. Without knowing their
Chilon speak, Hekor alone is the equal of an army. folly, the giants cast the two pieces into a volcano, which gave
Hekor is a master-at-arms and responsible for ensuring rise to the two dragons Charsaug and Ashnephos. The destruc-
that every giant, no matter his avocation, is prepared to fight tion that followed torments the Champion of Bemoth as the
when called upon. He stays close to Bemoth but ventures from dragons slew many of his kin before they erected defenses.
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Giants
He holds himself personally responsible and has maintained ever stand against Hekor or his brother, however. The two have
unsleeping vigil ever since. united their people by blade, fiery oratory, and reminders of
Hekor’s fascinating accouterments reminded me of the dragon peril.
descriptions of ancient warriors from Calacia, the precursor
to Caspia. He apparently wears splinted armor and carries
a round shield, behind which he keeps javelins called pilum.
The shafts bend upon striking to trip up a foe or force him
Combat
Pilum Impalement (Ex): Hekor may use a pilum to hinder his
to abandon his shield. This fighting style implies that giants opponent’s movement. After a successful ranged attack with a
once warred among themselves. Chilon affirmed this; even in pilum the opponent must make a successful Reflex save (DC 39)
these troubled modern times the giants do not always agree or suffer -10 feet movement until he removes the pilum. This
and occasionally clash to determine supremacy. None could penalty does not stack with further pilum impalements.
Removing a pilum requires a standard action and a Strength
check (DC equal to the damage done). A thrown pilum cannot
be reused. Hekor keeps 3 pila on his person. The pilum has a
range increment of 50 feet and cannot be used in melee.
Shield Sundering (Ex): Hekor may use a pilum to sun-
der an opponent’s shield with a ranged attack. This sun-
dering attempt does not provoke an attack of opportuni-
ty. If the sundering damage does not destroy the shield,
the character bearing the shield suffers the same
penalties to movement as pilum impalement
(these effects do not stack). The character
may unequip his shield or remove the
pilum to remove this penalty.
Shield Discus (Ex): So long it
holds no pila, Hekor may hurl his
shield as a special ranged attack
with a range increment of 20
feet. Any target hit by the shield
must make a Reflex save (DC
39) or be knocked prone.
Bulwark Shield (Su):
So long as he bears
his shield, Hekor
automatically reflects
back on the caster
all spells targeting
him (as spell turning).
Hekor can voluntarily
forfeit this protection as a
free action.
Regeneration (Su): Cold deals
normal damage to Hekor. If Hekor
loses a limb or body part, the lost
portion regrows in 3d6 minutes, or
instantly if the severed member is held
to the stump.

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Giants
Chilon
N Huge Monstrous Giant CR 18 Skills: Appraise +30, Bluff +17, Climb +27,
Hit Dice: 25d12+125 (288 hp) Concentration +30, Craft
Immunities/Resist: Damage reduction 2/slashing or piercing, (stoneworking) +18, Decipher Script +25,
paralysis, sleep, fear effects, spells with the Diplomacy +17, Disable Device +18, Escape
Earth descriptor, spell resistance 15 Artist +11, Jump +16, Knowledge (archae-
Senses: Listen +18, Spot +18 ology) +39, Knowledge (giant history) +36,
Initiative: +4 Knowledge (religion) +28, Knowledge
Speed: 50 ft. (10 squares) (ancient history) +33, Knowledge
Armor Class: 22, touch 12, flat-footed 18 (-2 size, +4 (Lyoss) +20, Knowledge (geography) +28,
Dex, +10 natural) Listen +18, Search +33, Spot +18,
Base Attack/Grapple: +25/+43 Survival +21, Swim +17, Use Rope +14
Attack: Fist +35 melee (1d6+10) Feats: Alertness, Athletic, Diligent, Diehard,
Full Attack: Fist +35 melee (1d6+10) Endurance, Improved Grapple, Iron Will,
Space/Reach: 15 ft./15 ft. Power Attack, Skill Focus (knowledge
Special Qualities: Regeneration 2 (archaeology))
Saves: Fort +19, Ref +18, Will +22 Environment: Halaak or eastern Immoren
Abilities: Str 30, Dex 18, Con 20, Organization: Unique
Int 26, Wis 22, Cha 24

I n contrast to the tales of his peers, Chilon remained


humble and self-effacing. I cannot claim a comprehen-
sive understanding of giant culture, but Chilon counted
himself a lesser caste than the heroes he named. Some
true difference may exist in the unique powers boasted by
various inhabitants of Bemoth, what they call the “blessings
of Shebess”.
cautiously, stealthily circle the ruins and draw the noose on
Chilon. Though discounting his own capability in combat,
Chilon admitted he snapped the necks of dozens of skorne
and shattered the back of a titan brought to assist the capture.
Eventually the skorne weakened him with drugged whips and
darts, brought him down, wrapped him in chains, and dragged
him south. He claims that starvation and thirst at skorne
While claiming no great combat prowess, Chilon demon- hands has robbed him of much of his former vitality and
strated fantastic strength of mind. He seemed a scholar among strength, but he still seemed formidable to my eyes.
his people, an explorer of old ruins, and he spoke a dozen lost He learned the skorne language far faster than I, and
tongues unfamiliar to me. The language of the Iosans has not they quickly put him to use as manual labor, apparently as
changed substantially in thousands of years, apparently, for we an expedient way to try to break his will. He has resisted
conversed in it passably. He had made it his work to examine their efforts to turn his strength to warfare. The house that
the lost cities of the Empire of Lyoss. “owns” him dearly wishes to use him as a weapon, but he
Chilon blamed himself for his capture, having acted reck- swears to die before he will fight in their name. The plight
lessly in his explorations. He shunned the company of his of this proud and stubborn creature struck a chord with this
peers and preferred to work alone. While investigating a sin- fellow captive. I later encouraged certain events by which I
gularly expansive set of surviving Lyossan ruins surrounded hope to assist his eventual escape. Nothing would give me
by wind-swept desert and dunes just north of the Shroudfall greater pleasure than to see Chilon free to return to his
Mountains, he had scared off curious desert dwellers––by people. Perhaps he will remember a stimulating exchange of
which he meant the efaarit––but in so doing attracted notice words with a diminutive human of the west. I think this the
of skorne nomads. Having passed down tales of disastrous only hope that one day a meaningful exchange of information
encounters with giants, these skorne war-bands proceeded to might occur between our species.

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Giants
Combat
Chilon does not consider himself a warrior, yet by size and
Legends & Lore (Skorne)
Common: Giants dwell north of the Shroudwall Mountains.
strength alone he boasts formidable melee capabilities. He pre- Uncommon: Extremely intelligent and strong, giants kill any
fers to avoid battle if possible and engage potential adversaries in who intrude on their territory.
conversation. If cornered he fights without reservation, fear, or
apparent fatigue. Rare: Giants inhabit a great city named Bemoth but slay any
Mind Over Matter (Su): Chilon is immune to all enchant- who approach this place.
ment effects, death magic, symbols, and can resist any divina- Obscure: Tenacious and resilient, very few creatures can harm,
tion spells or efforts to force him to answer by coercion so let alone kill, a giant. They have a vulnerability to fire, how-
long as he can maintain concentration. By this ability Chilon ever, that clever opponents can exploit.
can also ignore the effects of being fatigued, sickened, exhaust-
ed, or nauseated.
Perfect Memory (Ex): Chilon always treats any Knowledge
skill check as if he had rolled a 20.
Regeneration (Su): Fire and acid deal normal damage to
Chilon. If Chilon loses a limb or body part, the lost portion
regrows in 3d6 minutes, or instantly if the severed member is
held to the stump.

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Glimmer Imp
Usually CE Small Fey (Grymkin) CR 4 Space/Reach: 5 ft./ 5 ft.
Hit Dice: 5d6 (15 hp) Special Qualities: Greater invisibility, mirror viewed
Senses: Blindsight, low light vision, Listen +10, Saves: Fort +1, Ref +8, Will +6
Spot +7 Abilities: Str 9, Dex 18, Con 10,
Initiative: +4 Int 11, Wis 14, Cha 12
Speed: 20 ft. (4 squares) Skills: Balance +8, Climb +5, Escape Artist +10,
Armor Class: 17, touch 15, flat-footed 13 (+1 size Move Silently +10, Search +4,
+4 Dex +2 padded armor) Tumble +10, Open Lock +10
Base Attack/Grapple: +2/-2 Feats: Weapon finesse
Attack: Sharpened spoon +6 melee (1d4-1) Environment: Urban
Full Attack: Sharpened spoon +6 melee (1d4-1) Organization: Solitary
Special Attacks: Paralyzing gaze, scoop

S ome months after finishing my first volume but before


I began to explore the Bloodstone Marches in earnest,
an inconvenience related to the war abroad forced me
to stay several days in Fharin. Crowding
in town necessitated sharing a room with Jerim
Vanderly, a self-absorbed merchant dandy
much bothered by the delays. He
blinked at me through this stolen eye. Just as I reached for my
sword, the creature scrambled away and out our open door I
distinctly remember locking. The entire time I saw it only in
the mirror, never in the room.
Mr. Vanderly, his eye missing, understandably panicked. It
didn’t help matters when we found, folded neatly upon
the nightstand, a leather eye-patch left as either a
turned in early while I stayed up joke or some kind of demented offering. Vanderly
to hear a fascinating if morbid stormed from the room and ignored my sug-
tale from the barkeep. Six months gestion that we try to investigate the
before a local woman of means matter and track down the culprit. I
had claimed to see some hideous later heard it related that the follow-
man-like creature while attending ing evening, while staying elsewhere
to her appearance, lost both her behind a guarded and locked door,
eyes, and gone insane. Mr. Vanderly lost his other eye,
I put no more faith in this presumably to the same creature.
than the usual tavern gossip and I brooded on why the creature
ghost tales. Eventually I retired ignored me, and could only con-
to my room and had just fallen clude that having one of my
to sleep when horrible scream- own eyes damaged made me
ing brought me awake. Mr. unsuitable prey.
Vanderly stood upright staring As to the imp, I have
into the mirror by the dresser, one learned little beyond what I
hand clapped over his face, while saw, but I have heard tales of
babbling incoherently. Blood leaked this eye-thief repeated in other
from around his clenched fingers. towns and villages, always
Leaping to my feet to render associated with a mirror. I
assistance, I saw something truly unset- only know it has no eyes and
tling in the mirror. An eyeless impish creature seeks to steal a pair for its use. I
grinned at me triumphantly from the glass. In one hand it did meet one man, whose tale I cannot confirm, who claimed
held a sharpened metal spoon, while in the other dangled the he caught the imp after losing his first eye and negotiated for
orb of an eye violently excised from its owner. The imp hap- its return, thereby restoring his vision. Yet every other tale ends
pily inserted this grisly trophy into its own empty socket and with a victim left forever in darkness.
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Glimmer Imp
Mirror View (Su): The
glimmer imp is never invis-
ible when viewed in a mirror
and may make gaze attacks.
Furthermore, a glimmer imp
can see an invisible creature’s
reflections in a mirror.
Paralyzing gaze (Su):
A glimmer imp may only
use this non-standard gaze
attack if the target can see the glimmer imp.
Thus, unlike normal gaze attacks, this attack affects
someone viewing the glimmer imp through a reflective
surface. Victims become paralyzed for 1d4 rounds, 60
feet range, Will save (DC 13) negates. The save DC is
Charisma-based.
Scoop (Ex): As a full round action the glimmer imp
may scoop out the eye of a helpless target. Removing
an eye partially blinds the victim, inflicting a -1 to
Armor Class, -1 to all ranged attacks, a -2 on Search
and Spot checks, and -2 to most Dexterity-based skill
checks. Characters who remain partially blinded for
a long time grow can overcome some of these draw-
backs through adaptation. If both eyes are removed
the victim is blinded.
A character may return his vision by recovering his
eye from a dead glimmer imp and using the remove blind-
ness spell. Otherwise eyes may regrow using regeneration.

Legends & Lore


Common: A spiteful creature called an “eye thief ” stalks men
and women in their homes, waiting to steal away their eyes.
Combat
Glimmer imps seek out the eyes of humans, elves, and dwarves
Be suspicious of the sudden appearance or secret gift of a
new mirror.
but rarely show interest in the eyes of any other creature. They Uncommon: The glimmer imp has no eyes of its own and
prefer rare colors especially brilliant green. They ambush their craves to see through the eyes of others. It prefers to gather a
prey whenever possible, silently stalking and using their paralytic matched pair though it can only install one eye each day. Once
gaze when their prey looks in a mirror or reflective surface such it has stolen one eye, it always comes back for the other. A
as a pool of water. well-laid trap might be your only chance to return your eye.
Borrowed Eyes (Su): Once per day a glimmer imp may install
Rare: A glimmer imp only appears in reflective surfaces like
a scooped eye into its eye socket and gain +2 Charisma. A glim-
mirrors, but it may paralyze you if it catches you looking. The
mer imp without any eyes has blindsight. If a character recovers
glimmer imp prefers exotic colored eyes over plain ones and
their eye from a glimmer imp they become immune to the paralyz-
rarely bothers those with simple brown eyes.
ing gaze of glimmer imps and those that recover both stolen eyes
may use see invisibility as a spell-like ability for a half hour once per Obscure: Glimmer imps may sometimes leave one victim in
day. A glimmer imp’s borrowed eye lasts about 6 months before it peace if it will lead them to someone else with prettier or
shrivels to dust and forces the imp to hunt anew. more unusual eyes. Recovered eyes may retain some mysterious
powers of the imp itself.
Greater Invisibility (Su): Always invisible, glimmer imps
remains invisible even when attacking and only appear when
seen in a reflective surface.
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Hornbeak Trask
Always N Small Magical Beast CR ½ Special Attacks: Adrenaline surge
Hit Dice: 1d10 (5 hp) Space/Reach: 5 ft./5 ft.
Senses: Darkvision 60 feet, low light vision; Special Qualities: Gluttonous metabolism, hibernation, scent
Listen +5, Spot +5 Saves: Fort +2, Ref +5, Will +1
Initiative: +3 Abilities: Str 7, Dex 16, Con 10,
Speed: 30 ft. (6 squares), Climb 15 ft. Int 2, Wis 12, Cha 10
Armor Class: 16, touch 14, flat-footed 13 (+1 small, Skills: Hide +8, Listen +5, Move Silently +8,
+3 Dex, +2 natural armor) Spot +5
Base Attack/Grapple: +1/-5 Feats: Weapon Focus (bite)
Attack: Bite +1 melee (1d4-2/x2) Environment: Tropical forest, hills, or jungle
Full Attack: Bite +1 melee (1d4-2/x2) Organization: Solitary or small pack (2-8)

S cholars of Extraordinary Zoology inevitably come


across unusual creatures, but I try to leave them in the
wilderness where they belong. My associate and junior
professor Lynus Wesselbaum picked up one such crea-
ture and made the dubious decision of keeping it around. I
don’t suspect getting rid of it will be an easy task now. I have
yet to encounter another one like it, and I am fairly certain
it a menace and likely to eat Lynus if he should forget to
keep it satiated. I believe he left the beast with some associ-
ate at Corvis University during his recent travels to northern
Khador, and I have no doubt it was responsible for any num-
ber of unpleasant accidents and missing pets during its stay.
Aside from being one of the few specimens of native
wildlife from Zu, I find the creature fascinating because of
it originated on the southern continent of Zu. Lacking any its strange metabolism and the behavior this has engendered.
proper context, he has come to refer to it as a hornbeak trask, Like certain tenacious and hyperactive rodents, the trask seems
owing to its superficial similarity in appearance to the less capable of surprising bursts of speed and energy. I believe it a
exotic razorback trask. The name serves as well as any other. fearsome predator in its natural environment capable of bring-
For all I know these things are common as rats in ing down creatures larger than other hunters its size. I
Zu, but I hope not. Their prodigious appetites and say this after watching it stalk a large hawk behind
apparently accelerated metabolism suggests that, if com- the university. It leapt and caught the bird in
mon, they would soon strip the continent bare. I can mid flight before the startled thing could
only hope in their natural environment they have some even rise two feet from the ground.
predator keeping them in check. Lynus gets quickly Between meals it prefers slumbering to
offended when I mention such ecological necessities, preserve its energy reserves.
but then he has had an attachment to the creature The trask alternates between
ever since it followed him from a wharf-side bursts of hyperactive, violent action
tavern in southern Mercir. To the best of and complete somnolence. In the lat-
my understanding the creature bonded to ter state it seems to ignore the rest
him after he incautiously fed it from of the world and often proves
his plate. As soon as it discovered in nearly impossible to rouse. All
him a reliable source of provender, of this presents an unusual
it followed him. Now you can template for the life of these
rarely find Lynus without the creatures in the wild. Given
hungry beast lingering nearby. how firmly it has bonded to
Even after the creature ate Lynus I must presume
Lynus’ unfortunate they have some
dog in a fit of glut- kind of pack
tony, he forgave it or strong family
and kept it around. group behavior in
Personally, I consider their natural climate, and
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Hornbeak Trask
I’d expect a group of these creatures would make formidable
hunters. It has demonstrated intelligence and capability for
Legends & Lore
Common: None
mischief. I hope Lynus’ example doesn’t prompt other students
to seek them out, as the last thing we need is hundreds of rav- Uncommon: Sailors returning from Zu tell of a strange reptile
enous half-tamed carnivores set upon our major cities. that sometimes stows away on board and sleeps for the entire
trip. Though seemingly friendly to those that feed it, it has an
incredible appetite.
Combat
The hornbeak trask stalks its prey until it closes, then it
Rare: The hornbeak trask demonstrates some of the qualities
of both a mammal and a reptile. Though apparently warm-
unleashes a tremendous burst of hyperactive strength. Trasks blooded, it supposedly hatches from a thick leathery egg. On
prefer to hunt in small groups, each taking their turn to attack occasion it can enter a dangerous, aggressive state but afterward
before falling back and defending one another if a prey should becomes almost harmless and exhausted.
prove difficult.
Obscure: The indigenous peoples of Zu call this creature
Adrenaline Surge (Ex): Once a day the trask can prompt
“Karshar” and consider them possessed of the spirits of the
an adrenaline surge as a free action. During this surge the
dead sages who have decided to linger in the world. The sorcer-
trask ignores any previous penalties from fatigue or exhaus-
ers of certain tribes value the karshar’s intelligence and loyalty
tion. The trask temporarily gains a +8 bonus to Strength and
and often choose them as
Constitution, +4 to Will saves, +10 speed and 2 secondary
familiars. They bestow
claw attacks.
a the ability to move
Hit points gained from the bonus to Constitution go away
very quickly for short
when the surge fades. During the surge the trask cannot use
bursts but at the cost
Dexterity or Wisdom based skills. The surge lasts for a num-
of increased hunger.
ber of rounds equal to 2 plus its new Constitution bonus (4
rounds for the trask above). At the end of the surge the trask
loses the modifiers and becomes exhausted. A trask which was
already exhausted when entering the surge falls unconscious.
The above trask has the following stats during an adrena-
line surge:
Hit Points: 9 hp
Speed: 40 ft. (8 squares), Climb 30 feet
Attack: Bite +5 melee (1d4+2)
Full Attack: Bite +5 melee (1d4+2) and 2 claws +0 (1d4+1)
Saves: Fort +6, Ref +5, Will +5
Gluttonous Metabolism (Ex): So long as the trask can glut
itself, it only requires half the normal time to recover from
exhaustion or fatigue. If the trask cannot consume half its
weight in food every 24 hours it becomes fatigued.
Hibernation (Ex): A trask that has not eaten in 3 days
will hibernate, falling unconscious for an extended period
to conserve its energies. A hibernating trask does not
require any food or water but will slowly lose weight.
A trask can hibernate a maximum of three
months, at which time it must emerge, though
it can wake if exposed to an obvious source
of food (strong odor) or if its surroundings
change drastically. A newly awakened trask is
sickened until it can eat.
Skills: The hornbeak trask has a +4 racial
bonus to Hide, Move Silently, Listen, and Spot.

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Infernal, Executor
Always LE Medium Outsider (Infernal, Nonokrion Order) CR 20
Hit Dice: 16d8+80 (152 hp) Abilities: Str 22, Dex 24, Con 21,
Immunities/Resist: Cold, damage reduction 15/epic, mind- Int 28, Wis 24, Cha 30
affecting effects, petrification, poison, resis- Skills: Appraise +33, Bluff +34,
tance 30 to acid, fire and electricity, spell Concentration +24, Diplomacy +34,
resistance 30 Forgery +33, Gather Information +34,
Senses: Darksight, Listen +26, Spot +26 Hide +26, Intimidate +34, Knowledge
Initiative: +11 (arcana) +33, Knowledge (infernal
Speed: 50 ft. (10 squares) lore) +33, Knowledge (religion) +33,
Armor Class: 34, touch 17, flat-footed 27 (+7 Dex, Knowledge (any other) +33, Listen +26,
+17 natural) Move Silently +26, Search +26, Sense
Base Attack/Grapple: +16/+22 Motive +26, Spellcraft +33, Spot +26
Space/Reach: 5 ft./5 ft. Feats: All metamagic featsB, all item creation
Special Attacks: Shape minion, spell-like abilities, spells featsB, Combat Casting, Improved
Special Qualities: Metamagic mastery, outsider traits, superior Initiative, Iron Will, Lightning Reflexes,
infernal presence, superior soul mark, spell- Spell Penetration, Greater Spell Penetration
like abilities, spells, telepathy 120 ft. Environment: Any
Saves: Fort +15, Ref +19, Will +19 Organization: Solitary (each is unique)

I would have derived great pleasure from never writing


of infernals again; the topic profoundly disturbs me.
I obtained the lore noted here from a most unusual
source. I discovered that a woman named Sybeth
Roane, an open Thamarite, had taken an interest in my asso-
ciate Edrea and arranged a meeting. I managed to intercept
this charming but thoroughly subversive wizard, as I worried
mastery, executors can bend the very fabric of reality. Magic
flows through them and comprises their essence just as flesh,
sinew, and blood compose the fundamentals of our bodies.
This is the highest Nonokrion Order caste mortals can contact
directly. Others rank above executors, but these architects and
magnates are few in number and godlike in stature.
Sybeth insisted she did not practice infernalism, but she
about Edrea’s naïve curiosity and feared some kind of seduc- had the friendship of individuals on that treacherous path.
tive recruitment effort. I forced Sybeth to endure my com- She claimed to have stood within the infamous Infernal
pany, and I believe she took pleasure in unsettling me with Archive of Ceryl, a treasure-trove of forbidden lore that the
tales of some of the most dire and insidious creatures imag- Order of Illumination would give nearly anything to destroy.
inable who come to Caen to harvest souls and twist them to The Archive takes particular note of negotiations with execu-
perverse purposes. tors and records these singularly momentous arrangements.
Sybeth called my previous efforts to summarize infernal Such bargains can change the face of Caen, albeit in subtle
cosmology “quaint” and attempted to learn the source of and well disguised ways.
my information. I took this as a sign of the accuracy of The executors appear when a deal grows too large for
my account. She provided one correction in terminology, a curator to fulfill. These great supervisors of the dark
explaining that infernals prefer the term “conscriptus” for trade do not deal in individual souls or a bit of life essence.
their warrior caste, and I have adjusted my texts accordingly Arrangements with an executor involve dozens or hundreds of
(the soul stalker and umbral reavers from my first volume souls, according to Sybeth. Additionally executors can make
likely occupy this caste). Her eagerness to impress me with even more unusual and lasting arrangements to purchase souls
her own daring led us to the topic of executors. Entities of as yet unborn through debts of blood lineage. She did not
tremendous power, executors exist above the already formida- explain this processes fully, and when I questioned whether
ble curators who do the bulk of the day-to-day negotiations the gods would allow such an arrangement she offered only a
for the souls of mortals. mocking smile and said nothing.
Executors come from an entirely higher echelon and stand- Sybeth proved evasive when I asked for specific examples
ing. While curators boast tremendous arcane lore and occult of executor arrangements. She did claim that the coal pit
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Infernal, Executor
explosion and inferno at Billingsdale, known now as Black
Ghost Mountain, in fact comprised part of some price for
an arrangement between an executor and an infernalist in
Fharin. Sybeth insisted that executors specialized in this sort
of subtle manipulation. Few suspect the number of souls
thought safely in Urcaen that actually pass into infernal
hands, a disturbing thought. I hope my own ancestors were
not incautious in their promises to any dark powers. A man
likes to consider his soul his own, but the executors put even
that certainty into question.
Ancillary Adjutants
Executors, like curators, sometimes bring peculiar creatures as
servants. I understand they shape these entities from fragmentary
pieces of soul matter similar to the “deciconscriptus” I describe
in the following pages. I have attempted to illustrate one exam-
ple, an otherworldly clerk to the executor, which Sybeth called
an “archivist”. It seems strange that creatures so unattached to
material reality should concern themselves with paperwork, but
apparently executors and their subordinates find a sacred sig-
nificance in formalizing negotiations in immutable text. This
binding agreement ties to their arcane nature and reality itself
conforms to preserve the contract.
Sybeth described such an archivist as the least of
creatures an executor can shape with soul-matter. The
archivist serves as a reservoir of soul-material as we might
use a coin-purse. Executors can shape battle-ready con-
scriptus out of this reserve with a mere thought, although
such creatures cannot long endure our reality without a bind-
ing contract. I cannot imagine a more perilous enterprise than
summoning one of these creatures and giving it liberty to do
as it wishes.

Combat
Executors behave with extreme caution if challenged in battle,
for death obliterates them permanently. Tremendously curious,
executors prefer to watch a fight to completion. They will flee
if they believe their destruction is imminent and return with a
better plan of attack. Executors never engage in melee, utilizing
their powers in all instances or creating conscriptus to fight in
their stead.
Executor
Arcane Font (Su): Dispel magic, greater dispel magic, and antimagic
field do not effect executors. They cannot cast spells through an Executor
antimagic field, but such fields do not affect items carried by
the executor, the executor’s supernatural abilities,
spell-like abilities, or spells it cast targeting itself.

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Infernal, Executor
Darksight (Su): Executors can see
clearly in absolutely any kind of dark-
ness, magical or otherwise.
Immunities (Ex): Executors are
immune to all mind-affecting and charm
effects as well as cold and poison.
They can endure any environment
on Caen, Urcaen, and their native
realm without penalty.
Languages (Su): Executors
understand all forms of verbal,
somatic, and written communi-
cation with complete proficiency
and may communicate through any
means physically possible; if phy-
ically impossible, they will use
telepathy.
Metamagic Mastery
(Su): Their close rela-
tionship with arcane
magic allows execu-
tors to use two
of the following
feats on a single
spell without paying
any of the costs (no
increased level costs,
etc.): Empower Spell,
Enlarge Spell, Extend Archivist
Spell, Heighten Spell, Maximize
Spell, Quicken Spell, Silent Spell, Still Spell, Widen
Spell. They may use additional metamagic feats (beyond Motive checks. Any spell cast to mitigate any of these effects
two) to enhance a spell, but they must pay half the listed must overcome spell resistance 36.
cost for using them. They may use metamagic feats not Spell-like Abilities: At will—arcane mark, break enchantment,
listed here, always only paying half of the listed cost for detect magic, dismissal (DC 25 + special), dream, feeblemind (DC
the enhancement. 25), invisibility, mage hand, read magic, sending, clairvoyance/clairau-
Resistances (Ex): Executors have resistance 30 to acid, dience, detect thoughts (DC 22), dispel good (DC 25), dispel magic,
electricity, and fire. greater teleport, hold person (DC 23), insanity (DC 27), legend lore,
Spell Resistance (Ex): Executors have spell resistance 30. geas/quest (DC 26), scrying, seeming (DC 25), spell turning, sug-
Superior Infernal Presence (Su): The environment warps gestion (DC 23), true seeing. All save DCs are Charisma-based.
when an executor answers a summons. This has a maximum Executors can use geas/quest only to fulfill negotiated con-
range of 1000 feet but restricts itself to the immediate area tracts. Caster level 18th.
(such as an enclosed room). Everything gets dark, strange Shape Minion (Su): An executor in physical contact with
lights drift in the air, distant cries and rattling chains echo its archivist or with another means of accessing souls (such as
around, a wind arises where none should blow, etc. The sum- a soul cage) may expend souls to create conscriptus or deci-
moner cannot dampen these effects and becomes trapped conscriptus to fight in its stead or fulfill parts of a contract.
in the area (doors lock and objects shift to make escape by Executors do not spend souls needlessly.
mundane means impossible) unless the executor wishes oth- The executor must spend 2 hit dice worth of souls to cre-
erwise. The immediate area comes under the effect of mage’s ate 1 hit die of conscriptus or deciconscriptus. The executor
private sanctum and the executor counts as having mind blank. can utilize additional soul hit die to advance the conscriptus or
All this grants the infernal a +8 circumstance bonus to Sense deciconscriptus at the same 2:1 ratio.
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Infernal, Executor
Using this ability requires concentration and 1 standard
action for every 16 HD of souls spent. For example, making a
Quavash conscriptus (12 HD base) and advancing it +4 HD
would require the executor to spend 32 hit dice of souls and Infernal Archivist, Always LE Medium Outsider
use 2 standard actions. (Infernal Nonokrion Order, Deciconscriptus) CR 3
Spells: All executors have the spellcasting abilities of 18th Hit Dice: 8d8 (30 hp)
level sorcerers but with twice the typical spells known per level. Immunities/Resist: Damage reduction 5/–, spell resistance 20
Superior Soul Mark (Su): Executors place an invisible Senses: Listen +8, Spot +8
mark on the soul of any mortal promised them in a contract Initiative: +1
or that they kill. This mark traps the soul on Caen and flags Speed: 40 ft. (8 squares)
it for infernal collection. Paladins, clerics (of all kinds), Armor Class: 25, touch 20, flat-footed 25 (+5 natu-
and other religious servant PC classes are immune to this ral, +10 deflection)
ability, though they may forego this immunity voluntarily. Base Attack/Grapple: +2/+9
Depending on the nature of the contractual agreements, an Attack: Tentacle +2 melee (3d4)
individual who voluntarily accepts the mark may extend it Full Attack: 1d4+1 tentacles +2 melee (3d4)
also to his descendents to a limit agreed upon in the con- Space/Reach: 5 ft./5 ft.
tract. An individual born with such a mark can only sup- Special Qualities: Area sense, deciconscriptus traits, outsider
press it by joining a religious order with honest intent and traits, soul storage
maintaining their status with that organization until death. Saves: Fort +10, Ref +10, Will +10
An executor can only mark the souls of individuals immedi- Abilities: Str 10, Dex 10, Con 10,
ately present and helpless or killed under precisely delineated Int 13, Wis 10, Cha 8
circumstances. In certain situations an executor may mark a Skills: Climb +15, Jump +8, Listen +8,
large number of unwilling souls not necessarily present. This Move Silently +8, Spot +8
demands a special contract whereby the summoner or associ- Feats: Combat Expertise, Improved Disarm,
ated party slays those individuals in a very specific fashion. Improved Trip
Unlike most lesser infernals, an executor can immediately Environment: Any
collect the souls of those it kills and keep them on its per- Organization: Only found in the company of infernal
son or store them in its archivist. executors
Telepathy (Su): Executors can communicate via telepathy Advancement: 9-20
with any creature capable of understanding it within 120 feet,
though they usually choose to speak aloud.
Uncanny Dodge/Improved Uncanny Dodge (Ex):
Executors cannot be flanked except by 20th level rogues and
are not denied their Dex bonus to AC even when flat-footed or can garner up to 100 gp from interested parties, with larger
struck by an invisible attacker. quantities priced accordingly.
Archivist
Area Sense (Su): The infernal archivist cannot be flanked or Legends & Lore
Common: None
caught flat-footed.
Soul Storage (Su): The infernal archivist can hold up to Uncommon: Even infernals must answer to their own higher
500 hit dice worth of souls that an executor can utilize for its authorities, and curators must answer to creatures called execu-
shape minion ability. Archivists generally have 10d6 hit dice tors. The dark annals of Scion Ekris record that his tremen-
of souls when encountered. These souls can be perceived with dous mortal longevity required a bargain with an executor.
reveal souls or similar spells, appearing as marked. Ekris may also have negotiated for certain occult powers long
before the Gift.
Treasure
Any items on an executor, except those it picks up on Caen,
Rare: Each executor has a name infernalists must learn in order
to negotiate with it. Discovering an executor’s name requires
vanish into greasy smoke upon its destruction. The only way to negotiations with a curator.
preserve any part of an infernal is to take it before the infernal Obscure: Only 81 executors exist in the Nonokrion Order.
dissipates. Black sticky fluids similar to blood sometimes remain Executors only negotiate with mortals for upward of a hun-
after cutting or piercing an infernal. A few drops of this fluid dred souls or more.
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Infernal, Quavash
Always LE Large Outsider (Infernal Conscriptus, Shapechanger) CR 10
Hit Dice: 12d8+72 (126 hp) Space/Reach: 10 ft./10 ft.
Immunities/Resist: Acid, blindness, cold, damage reduction Special Qualities: Conscriptus traits, mundane guise, outsider
20/magic, mind-affecting effects, poison, traits, soul mark
petrification, resistance to electricity 15 and Saves: Fort +14, Ref +10, Will +10
fire 15, spell resistance 19 Abilities: Str 22, Dex 14, Con 22,
Senses: Darkvision 60 ft., Listen +17, Spot +17 Int 14, Wis 14, Cha 12
Initiative: +6 Skills: Balance +17, Climb +21, Hide +17,
Speed: 40 ft. (8 squares) Jump +21, Listen +17, Move Silently +17,
Armor Class: 27, touch 11, flat-footed 25 (-1 size, +2 Search +17, Spellcraft +17, Spot +17,
Dex, +16 natural) Swim +21
Base Attack/Grapple: +12/+22 Feats: Combat Reflexes, Improved GrappleB,
Attack: Piercer +17 melee (3d8+6 x4) or Improved Initiative, Improved Sunder,
handbite +17 melee (1d6+3 + 1d12 Improved Unarmed AttackB, MultiattackB,
acid) or acid spit +13 ranged (1d12) Power Attack
Full Attack: 2 piercers +17 melee (3d8+6 x4) and Environment: Any
2 handbites +15 melee (1d6+3 + 1d12 Organization: Solitary, Pair, or Squad (3-6)
acid) or 2 acid spit + 13 ranged (1d12) Advancement: 13-24 HD (Large), 25-36 HD
Special Attacks: Acid saliva, mouth grab, piercing (Huge)

L ike our human cultures, societies of infernals engage


in clashes and battles. Rather than fighting one
another directly, however, they use the subordinate
warrior-caste of fabricated infernals called “conscrip-
tus” as proxies. None of the conscriptus I described before
rank among the “front line” of an infernal fighting force. The
Quavash fill that role.
for their corrupted masters. Many an intrepid “soldier of
light” has met their end, and lost their souls, facing horrors
like these. I am given to understand that their masters shape
Quavash as peerless killers and soldiers. They can insidiously
disguise their grotesque shapes to appear as ordinary body-
guards or servants and only betray their nature in battle.
Quavash boast two powerful
Primarily employed in the limbs tipped with sharp claw-like
battles between infernal societies, projections that can pierce even
human collaborators may sometimes the thickest protection, as well
“borrow” a Quavash as bodyguards as longer and more grotesque
and accomplices in their treacher- appendages that appear to end in
ous machinations. Summoners toothy mouths. These can bite and
must negotiate with a curator for tear loose flesh, but their gummy
a Quavash’s service. This bargain lips, strong tongue, and rounded
requires the infernalist to sacri- teeth can also manipulate objects
fices specific souls as payment. For example, a curator might with surprising dexterity. These mouths may secrete acidic
demand: one soul of a woman who has given birth to three saliva that dissolves flesh or even metal.
children, another of a former musician now deaf, and a man
who has killed another man. The contract reshapes this last
soul into the Quavash, which remains to discharge its obliga-
Conscriptus Subtype
tion with no memory of its former existence. Three immortal This subtype of outsiders serve among the infernals in a vari-
souls paid for a hideous creature that serves for only a few ety of combat and support roles. Executors shape conscriptus
years. Such is the way of infernal bargains. from the raw essence of souls marked and collected by infer-
A righteous person seeking to bring an infernalist to jus- nals. Treat conscriptus as living and breathing creatures who
tice must beware entities like these that may wait to intercede do not need to eat or sleep. If something should destroy the
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Infernal, Quavash
physical form of a conscriptus its marked soul essence, visible with true seeing. It usually appears as a human wearing simple
to reveal souls, remains behind, and infernals can collected and but ordinary clothing. In this form the Quavash has Str 12
use it again. Soul stalkers and umbral reavers from the MN1 and Dex 12 and can communicate by gesture or telepathy but
are conscriptus. cannot speak. If given armor (light, medium, or heavy) or a
simple or martial weapon Quavash can fight at their normally
Combat
A disguised Quavash takes pains to avoid betraying its nature
base attack bonus. They can drop this guise as a free action.
Blood Loss (Ex): If the piercer attack hits, the target must
until it decides that a threat requires the full scope of its powers. make a Fortitude save (DC 15) or suffer 1 point of temporary
Acid Saliva (Ex): Each of the mouthed appendages of the Constitution damage from blood loss. Creatures immune to
Quavash can spit acid as a ranged attack with a 20 foot range critical hits also ignore this Constitution damage.
increment, dealing 1d12 damage. These appendages deal an Soul Mark (Su): A Quavash marks the souls of intelligent
additional 1d12 acid damage after a successful handbite attack. creatures it kills for collection by other infernals. This mark
This acid dissolves organic material and metal but not stone. traps the soul on Caen. The Quavash cannot personally collect
A struck opponent’s armor and clothing dissolve and become this soul. Paladins, clerics (of all kinds), other religious servant
useless immediately unless they succeed at a Reflex save (DC PC classes, and anyone affected by protection from evil is immune
22). These saves are Constitution-based. The Quavash’s acid to this effect unless they voluntarily forego this protection or
saliva deals 22 points of damage per round to wooden or foreswear their god before death. Particularly pious characters
metal objects but the mouth must contact the object for 1 gain a Will save (DC 25) to resist the mark. Actions such as
full round to deal this damage. A Quavash can choose not to bearing a holy symbol or standing on holy ground might pro-
inflict acid damage with handbite attacks. vide a circumstance bonus to this save.
Mouth Grab (Ex): The Quavash can make improved Telepathy (Su): Quavash can communicate via telepathy
grapple and improved sunder attacks with its mouthed with any intelligent creature within 100 feet. Quavash prefer to
appendages. On a successful grapple the victim takes 1d12 avoid contact and do not use this ability often.
acid damage, and on a successful sunder attempt the item
takes 1d12 points of acid damage in addition to sunder
damage. A Quavash can choose not to inflict acid dam-
age with these attacks.
Mundane
Guise (Su):
Quavash can
assume a single
specific Medium
humanoid form as
a standard action.
While wearing
the guise, the
Quavash will pass
as a humanoid of
neutral alignment to
detection spells but
can be discerned

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Infernal, Quelvitar
Always LE Large Outsider (Infernal Conscriptus) CR 9 Special Qualities: Aura of the hunter, conscriptus traits, eva-
Hit Dice: 10d8+30 (75 hp) sion, inspire denial, outsider traits, soul
Immunities/Resist: Blindness, bull rush attacks, cold, dam- mark, telepathy, wallwalker
age reduction 10/magic, mind-affecting Saves: Fort +10, Ref +13, Will +10
effects, poison, petrification, resistance to Abilities: Str 18, Dex 22, Con 16,
electricity 10 and fire 10, spell resistance Int 16, Wis 16, Cha 16
16, trip attacks Skills: Balance +19, Escape Artist +19,
Senses: Darkvision 60 ft., Listen +16, Spot +16 Hide +23*, Jump +25*, Listen +16,
Initiative: +9 Move Silently +19, Search +16,
Speed: 50 ft. (10 squares) Spellcraft +16, Spot +16, Swim +17,
Armor Class: 25, touch 15, flat-footed 19 (-1 size, +6 Tumble +19
Dex, +10 natural) Feats: Combat ReflexesB, Dodge, Improved
Base Attack/Grapple: +10/+18 Initiative, Mobility, MultiattackB,
Attack: Piercer +14 melee (2d6+4 x4) or Spring Attack, TrackB
Stinger +14 melee (1d6+4 plus poison) Environment: Any
Full Attack: 2 Piercers +14 melee (2d6+4 x4) and Organization: Organization type (number)
Stinger +14 melee (1d6+4 plus poison) Advancement: 11-20 HD (Large), 21-30 HD
Special Attacks: Piercing, soul parasites (Huge)
Space/Reach: 10 ft./10 ft.

A s she described these horrifying creatures, Sybeth


went to great pains to caution me against ever feeling
confident in my appraisal of an infernal. The cura-
tors and executors work souls like clay and can mold
conscriptus into any form with any powers the creators can
conceive. Thus conscriptus are weapons more so than any nat-
ural creature. By way of example she described the Quelvitar,
of their gnashing teeth heralds the Quelvitar’s movements.
These parasites latch onto the infernal’s prey as it attacks and
chew on the very soul of a person to cause singular agony
and nauseating disorientation. They apparently cannot cause
actual harm to an immortal soul, which would not suit the
Quelvitar’s purposes, but they do prove a loathsome distrac-
tion and add to the horror of any attack by these other-
or “soul gnawer”. worldly creatures.
A swift and elusive conscriptus, the Quelvitar falls more
easily to concentrated effort than the Quavash, yet it can evade
its enemies and engage on its own terms. It stalks conflicts
as an assassin to bring death or ruin to its chosen prey. The
Combat
The Quelvitar obeys the orders of its master and attacks accord-
Quelvitar’s role on infernal battlefields holds less interest than ingly, but can use its powers to stalk and strike targets at their
the threat it posses on Caen at the behest of infernalists who most vulnerable, if so directed. When the Quelvitar attacks it
arrange for it to track down and slaughter their own enemies. unleashes its soul parasites to weaken its adversary, or target a
The Quelvitar can cross walls or ceilings with equal alac- more dangerous obstacle standing in the way of its target.
rity and can leap tremendous distances. The air shimmers Aura of the Hunter (Sp): The Quelvitar is considered
darkly about them, and flickering echoes appear ahead or under the effects of permanent freedom of movement and displacement.
behind them to disguise their exact location. Shadows quickly Evasion (Ex): If the Quelvitar makes a successful Reflex
enfold them and unless one focuses fully they can vanish save against an attack that normally does half damage on a
entirely, reappear from some unexpected quarter, and deliver successful save, it instead takes no damage. Helpless Quelvitar
a swift, painful death. do not benefit from evasion.
A strange swarm of flying spiritual parasites surrounds Inspire Denial (Su): The sight of the Quelvitar so
the Quelvitar like flies. These fragments of soul-stuff or life unnerves and traumatizes mortals that any who see these crea-
essence, perhaps more ghastly than the infernal itself, take tures must pass a Will save (DC 18) or fail to process the
the shape of hungry, disembodied mouths. Only the sound information and believe the Quelvitar something mundane,
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Infernal, Quelvitar
even if under the effects of spells like true seeing. Anyone fail-
ing this save explains Quelvitar attacks as something else,
such as animal attacks or the acts of a deranged mad-
man. Those personally attacked by the Quelvitar
are unaffected by this power.
Piercing (Ex): Piercer attacks
bypasses 10 points of damage reduction.
Each piercer attack also deals 1 point
of temporary Constitution damage
from blood loss. Creatures immune
to critical hits do not suffer this
Constitution damage.
Soul Mark (Su): Quelvitar can
use this ability only in regards
to the creatures it kills. It can-
not make deals with creatures
for their souls. See Infernal
Executor for details.
Soul Parasites (Su): Every
round living non-infernal creatures
within 10 feet of the Quelvitar
must make a Will save (DC 18) or
be nauseated for one round unless
benefiting from protection from evil.
Those who make their saves are sick-
ened. This ability does not function
on creatures that do not have souls.
The Quelvitar can gather these para-
sites into its form at any time as a
free action to disable this ability. This
save is Charisma-based.
Wallwalker (Su): The Quelvitar
can move on vertical surfaces and even
upside down at its normal movement
rate with no penalties. This ability func-
tions even on severely slippery surfaces
and makes the Quelvitar immune to trip
and bull rush attacks. Rare: While deadly by itself, a Quelvitar brings with it a host
Skills: *Quelvitar receive a +8 racial bonus to Jump and of parasites that gnaw on the souls of those it fights, causing
Hide checks. tremendous agony.
Telepathy (Su): Quelvitar can communicate via telepathy Obscure: Negotiating for the services of Quelvitar requires an
with any intelligent creature within 100 feet. Quelvitar do not infernalist of great subtlety, as curators demand the soul of a
choose to utilize this ability often, preferring to avoid contact. person duped into participating in an infernal summoning of
their own free will. They need not know their fate, but cannot
Legends & Lore
Common: None
be bound, helpless, or otherwise forced to attend the negotia-
tions. Curators also require payment of one additional soul.

Uncommon: This is one of countless variety of conscriptus


used by the Nonokrion Order.

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Infernals, Deciconscriptus, Bivashen
Bivashen Space/Reach: 5 ft./5 ft.
Always LN Medium Outsider (Infernal Deciconscriptus, Special Qualities: Deciconscriptus traits, mundane guise, out-
Shapechanger) CR 4 sider traits, soul mark, telepathy
Hit Dice: 4d8+16 (34 hp) Saves: Fort +7, Ref +4, Will +4
Immunities/Resist: Blindness, cold, damage reduction 5/magic, Abilities: Str 16, Dex 12, Con 18,
petrification, poison, resistance to electricity Int 10, Wis 12, Cha 10
5 and fire 5, spell resistance 14 Skills: Climb +10, Hide +8, Jump +10,
Senses: Darkvision, 60 ft., Listen +8, Spot +8 Listen +8, Move Silently +8, Search +7,
Initiative: +1 Spot +8, Tumble +8
Speed: 30 ft. (6 squares) Feats: Improved InitiativeB, Power Attack,
Armor Class: 17, touch 11, flat-footed 16 (+1 Dex, Weapon Focus (Piercer)
+6 natural) Environment: Any
Base Attack/Grapple: +4/+7 Organization: Solitary, Squad (2-6), Troop (7-20),
Attack: Piercer +8 melee (2d4+3 x4) Throng (21-50), or Mass (51-300)
Full Attack: 2 Piercers +8 melee (2d4+3 x4) Advancement: 5-10 (Medium) 11-15 (Large)
Special Attacks: Advanced flanking, lesser piercing

T he unsettling information Sybeth Roane shared


with me included the description of a type of
lesser infernal I had never heard of called a deci-
conscriptus. The name suggests these rank at one
tenth the strength, and require one tenth the investment, of a
true conscriptus. Rather than being constructed from whole
single souls, these things are made from fragments of souls,
case souls—usually wins. Even war in our world, however,
involves so many variables and complexities as to defy sim-
plistic predictions.
This creature takes on an altogether different aspect when
considering its use by the traitors of our own species who
make pacts and sacrifice innocents. Even such lesser infernals
can serve as significant rewards to an infernalist still new
a literal tenth of a soul according to Sybeth. It frightens me in his command over their arts. As deciconscriptus involve
that the twisted creatures called infernals can manipulate even considerably less investment and do not require relinquish-
the fragments of souls into monsters. I am no theologian and ing an entire soul, curators offer them with greater liberty to
can make no claims as to how such a division of the soul is mortals. While far less powerful than a full conscriptus, such
even possible. I could only take Sybeth’s word on the mat- creatures remain formidable protectors and guardians, espe-
ter. I take comfort only in the fact that transactions between cially in groups, and even these weakest of infernal soldiers
mortals and infernals remain exceedingly rare, and that most have many advantages over mortal minions. As with most of
of our souls stay out of their clutches from the protection these creatures, gaining their service generally requires nego-
of our gods. tiation with a curator and the offering of either soul or life
In some cases deciconscriptus serve specific func- essence, often stolen from an innocent victim kept bound and
tions, more like tools or machines with organic form and helpless or sacrificed on the spot.
little will of their own. I believe this category includes
the “discerning beast” witnessed with some curators and
the “archivist” described accompanying executors. I have
come to understand also that infernals are capable of creat-
ing armies made of deciconscriptus warriors to wage war
Deciconscriptus Subtype
Similar to conscriptus, deciconscriptus are outsiders created
against their own kind. According to Sybeth, their masters with fragmented soul essence. When a deciconscriptus is
throw masses of the deciconscriptus called Bivashen into destroyed an invisible residue of soul essence remains and can
battle, heedless of the cost, to surround and overwhelm be collected by infernals, but appears only as an indistinct
their enemies. Their enemies, in turn, field their own hordes haze to reveal souls.
of weaker troops, so I wonder if such strategy achieves any-
thing. I suspect the side with the most resources—in this
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Infernals, Deciconscriptus, Bivashen
Combat
Straight-forward combatants compared to most infernals,
fer siphoning the strength of flesh or health vitality over other
types of essence for this type of negotiation. Bivashen are not
inherently evil, but they do bear an infernal mark that can be
Bivashen obey orders from their master and engage when
detected with the proper methods.
instructed. They prefer to fight together with others of their
kind, take advantage of openings created by their peers, and
operate smoothly without communication.
Infernal Flanking (Ex): If a Bivashen is in a position to Hooks
Fearing reprisals on his family after crossing a High Captain in
receive a flanking bonus from another Bivashen, double the
bonus (+4 to attack) and the attack deals +1d6 bonus sneak Five Fingers, an infernalist new to the art bargains for a pair of
attack damage. Bivashen to guard his daughter. A young witch-hunting priest of
Attuned Piercing (Su): By taking a standard action, a Morrow new to the city has his suspicions aroused when he wit-
Bivashen can attune its piercer attacks to bypass the damage nesses the girl’s guardians trash an entire gang in the streets. He
reduction of creatures normally vulnerable to chaotic, lawful, employs the PCs to investigate. When the PCs confront the ever
neutral, bludgeoning, slashing, evil, or any non-magical mate- silent guards of the girl they may first find themselves fighting
rial including serricsteel. A bivashen requires a standard action along side them against the High Captain’s next attack and then
for each vulnerability to which it attunes. A Bivashen’s natural against them when their true form is exposed.
attacks automatically bypass the damage reduction of creatures
vulnerable to magic or piercing damage.
Blood Loss (Ex): If the piercer attack hits, the target must
make a Fortitude save (DC 15) or suffer 1 point of temporary
Constitution damage from blood loss. Creatures immune to
critical hits also ignore this Constitution damage.
Mundane Guise (Su): Bivashen can assume a single specific
Medium humanoid form as a standard action. While wearing
this guise, the Bivashen will pass as a humanoid of neutral
alignment to detection spells but can be discerned with true
seeing. It usually appears as a human wearing simple but ordi-
nary clothing. In this form the Bivashen has Str 12 and Dex
12 and can communicate by gesture or telepathy but cannot
speak. Bivashen are considered proficient in light, medium,
and heavy armor. They have proficiency in all simple and
martial melee weapons but not ranged weapons. They can
drop this guise as a free action.
Telepathy (Su): Bivashen can communicate via telepathy
with any intelligent creature within 100 feet. Bivashen prefer to
avoid contact with non-bivashen, and they usually only utilize
their telepathy to coordinate attacks with their fellow Bivashen.

Legends & Lore


Common: None
Uncommon: None
Rare: While most warrior conscriptus are very powerful,
having been shaped of entire souls, curators can divide a
soul into pieces and make lesser warriors thereby. These
warriors may take the form of mortal men but are far
more deadly in their “natural” form.
Obscure: If bargaining for Bivashen, the curators may
accept life essence in the place of a sacrificed soul. They pre-

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Infernals, Deciconscriptus, Bivether
Bivether Special Attacks: Arcane backlash, sorcerous delivery
Always N Small Outsider (Infernal Deciconscriptus) CR 2 Space/Reach: 5 ft./5 ft.
Hit Dice: 2d8+2 (11 hp) Special Qualities: Bound, deciconscriptus traits, evasion,
Immunities/Resist: Cold, damage resistance 3/magic, petrifica- outsider traits, sorcerous payload, spell-like
tion, poison resistance to electricity 5 and abilities
fire 5, spell resistance 13 Saves: Fort +4, Ref +7, Will +3
Senses: Listen +5, Spot +5 Abilities: Str 12, Dex 18, Con 12,
Initiative: +4 Int 6, Wis 10, Cha 4
Speed: Fly 40 ft. (Perfect, 8 squares) Skills: Hide +9, Listen +5, Move Silently +17*,
Armor Class: 16, touch 14, flat-footed 11 (+4 Dex, Search +3, Spot +5
+1 natural armor, +1 size) Feats: DodgeB, Mobility
Base Attack/Grapple: +2/+3 Environment: Any
Attack: Tentacle +4 melee (1d4+1) Organization: Solitary
Full Attack: 2 Tentacles +4 melee (1d4+1) Advancement: 3-5 HD (Medium)

T he casual disregard with which these infernal crea-


tures manipulate the very immortal essence of our
being turns my stomach. Sybeth described the pecu-
liar Bivether to me when illustrating the versatility
of soul material. While some deciconscriptus act as warriors,
others serve as tools for a single purpose. The ‘tools’ called
Bivether hold arcane energy in reserve and serve as couriers for
the witch they sought. It was weeks before the wizards of the
Order realized that they had the wrong captive, and the infer-
nalist had escaped their grasp.

Combat
The Bivether exists only to maneuver invisibly to its intended
spells, carrying arcane effects great distances, to deliver them target and deliver a spell payload. It employs its weak melee
precisely as intended. attack only if prevented from reaching its target. Once a Bivether
I have only experienced magic second-hand, but this struck has unleashed its spell it returns to its master by the most expe-
me as a singularly ominous and useful practice. Such a crea- dient means possible.
ture would enable an arcanist to have any of a number of Arcane Backlash (Su): When a Bivether storing a spell
potent effects stored ahead of a conflict and ready at hand. reaches 0 hit points, it explodes in an arcane burst of energy
Furthermore the Bivether can make themselves fade from sight against the attacker. The target suffers 1d6 electricity, fire, and
and detection to deliver devastating spells far from their origi- force damage per spell level of the stored spell, Reflex save
nal source and with no peril to the caster. This clearly suits the (DC 13 + level of spell stored) for half.
cowardly nature of the curators and executors, who only reluc- Bound (Ex): Bivethers are always bound to an arcane caster
tantly risk their own perishable forms. or to another infernal, will only obey that individual, and
Sybeth recalled a particularly cruel tale of a cunning infer- can only store and deliver spells cast by that individual. The
nalist so consumed with revenge that she willingly traded a caster can command the Bivether telepathically at a distance
portion of her own life force to send not one, but three of up to 50 miles per point of Intelligence modifier. A Bivether
these sorcerous creations to her hated enemy that had exposed can only communicate a vague sense of its surroundings. The
her to the public and scrutiny of the Order of Illumination. Bivether can only recognize a target not immediately present
She was being hunted as a witch, and through the use of if its controller has seen that target and remembers it clearly.
Bivether she had devised a means both to rid herself of her A caster may store spells in a number of Bivethers equal to his
enemy and throw the witch hounds off her track. Intelligence modifier, although mortals very rarely boast more
This trio of infernal misfortune descended on the intended than one of these creatures.
victim and unleashed their magic payload, transforming the Evasion (Ex): If the Bivether makes a successful Reflex
victim into the very form that witch hunters sought. No save against an attack that normally does half damage on a
sooner had the Bivether struck than did the agents of the successful save, it instead takes no damage. The Bivether does
Illuminated capture the victim thinking they had at last found not gain the benefit of evasion if rendered helpless.
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Infernals, Deciconscriptus
Sorcerous Payload (Su): A Bivether can indefinitely store
a single spell of a spell level equal to or less than twice its hit
die. (A 4 HD Bivether can up to an 8th level spell.) A Bivether
cannot store spells with a target of “You” or a range of
“Personal”. The spell is cast normally but its target is withheld
by the caster and the spell does not activate when cast. After
a rest period the caster can prepare and cast spells normally,
ignoring spells stored by a Bivether.
Sorcerous Delivery (Su): As a free action, the Bivether
can deliver its spell to a target. The spell operates normally
as if cast by its original caster but is targeted by and origi-
nates from the Bivether. The Bivether will attempt a touch
attack if required. Damage caused by a spell centered on the
Bivether itself, such as by fireball, causes damage normally to
the Bivether.
Skills: The Bivether gains a +12 racial bonus to Move
Silently.
Spell-Like Abilities: At-will – invisibility (self only), dimen-
sion door (self only); caster level 8th.

Legends & Lore


Common: None
Uncommon: None
Rare: Some infernals and infernalists are accompanied by
strange floating creatures that look like jellyfish, when they can
be seen at all.
Obscure: While these creatures are very easy to kill, they can
store arcane energy and can be used as vessels for extremely
powerful magic.

Hooks
A powerful and now desperate man betrayed by the PCs has
enlisted the aid of an infernal or an infernalist who sends
Bivether to plague the party. Should the party work to rectify
their differences with the man, he will be willing to hear them
out. Unfortunately the infernal or infernalist is not so forgiving
and seeks to collect payment for his services – and likely the
souls of the party as well.

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Junker Hulk
Always N Large Construct CR 6 Special Attacks: Junker hulk ability, rage
Hit Dice: 8d10+30 (74 hp) Space/Reach: 10 ft./10 ft.
Immunities/Resist: Damage reduction 5/serricsteel, construct Special Qualities: Construct traits
traits Saves: Fort +2, Ref +1, Will +4
Senses: Darkvision 60 ft., low-light vision, Abilities: Str 23, Dex 8, Con –,
Listen +9, Spot +10 Int 5, Wis 14, Cha 7
Initiative: –1 Skills: Hide -5*
Speed: 40 ft. (8 squares) Feats: Alertness, Power Attack, Weapon Focus
Armor Class: 18, touch 8, flat-footed 18 (–1 size, –1 (slam)
Dex, +10 natural) Environment: Urban
Base Attack/Grapple: +6/+14 Organization: Solitary or pair
Attack: Slam +12 melee (1d8+6) Advancement: 9–14 HD (Large); 15–26 HD
Full Attack: 2 slams +12 melee (1d8+6) or junk (Huge); 21–32 HD (Gargantuan)
+4 ranged (1d6+6)

W hile scouring a junkyard in Corvis, I was


surprised when some of the scrap rose clank-
ing from a surrounding pile and fought back. I
staggered backward in surprise, reached for
my sword, and found it suddenly gone. The creature resembled
a steamjack composed of accumulated junk held together by
mysterious means, including the sword that had leapt from my
Combat
Junker hulks spend much of their time quiescent and practically
indistinguishable from big piles of junk. When a creature enters
their territory, though, they become aggressive. They usually
watch intruders for a time, waiting for the opportune moment to
burst forth in a sneak attack. They hurl chunks of detritus only
if they can’t get to grips with the enemy.
scabbard to join the hulking pile.
Junk Throwing (Ex): Junker hulks can hurl pieces of heavy
I cast about desperately for something I could use as a
and/or sharp junk lying around them. The range increment
weapon as the creature approached, chains dangling from its
is 120 feet. The junk deals bludgeoning, piercing, or slashing
great fists. Finally my eyes lit upon a sturdy but rusty steel
damage, as
bar. I snatched it up and smashed it into the creature’s head. It
appropriate.
paused for only an instant then renewed its attack un-phased.
I only dispatched the mechanical nightmare after a running
battle through the labyrinth of scrap piles by commandeer-
ing the junkyard’s steam-driven wrecking crane. When I sifted
through the remains I discovered a cracked old cortex. I hauled
it off for study, and though mechanika is not my specialty,
I have a theory regarding the natural appearance of these
mechanical creatures.
I believe these junker hulks, as I have named them, occa-
sionally arise when a discarded cortex somehow achieves sen-
tience though a mysterious magical interference not unlike that
which gives birth to animatons. This may also explain the irra-
tional hatred junker hulks supposedly display for warcasters. I
believe the junker hulk’s cortex takes a fierce pride in its inde-
pendence, and these individuals—as well as any that attempt to
command it—invoke its rage.
Junker hulks are also terribly territorial, as I discovered. I’ll
certainly never again search a junkyard alone.

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Junker Hulk
Junker Hulk Ability: The junker hulk has one of the Extra Arm (Ex): The junker hulk has an extra arm-like
special abilities listed under “Junker Hulk Advancement and appendage grafted onto it somewhere. When it makes a full
Repair”. attack, it gains a third slam attack.
Junker Rage (Ex): Junker hulks carry a residual and deep- Magnetic Draw (Su): Once every 1d4 rounds, the junker
seated hatred of creatures that attempt to control them. If hulk can magnetize its body. Every piece of ferrous metal weigh-
such a creature attempts to influence the junker hulk through ing up to 2 pounds per hit die and within 5 feet per hit die of
the ’Jack Handling skill or contact its insecure, flawed cortex the junker hulk flies toward the junker hulk and attaches to it.
though means native to warcasters, it enters a rage, gaining a Items attended and armor worn by creatures are immune to this
+4 bonus to Strength and a +2 morale bonus on Will saves ability though they would feel the pull. The magnetic field lasts
but taking a –2 penalty to AC. for only one round, after which the items fall to the ground.
A junker hulk’s rage lasts for a number of rounds equal Electrical Charge (Ex): When a metal weapon strikes a
to half its hit dice (4, in the case of the junker hulk pre- junker hulk in a melee attack the attacker takes 1d6+1 points
sented above). per hit die of electricity damage (1d6+8 for the junker hulk
Skills: *Junker hulks have a +12 circumstance bonus on presented above). A junker hulk may use electrical charge
Hide checks in junkyards, steamjack factories, and similar areas once per hour.
full of metal scrap.

Junker Hulk
Advancement
and Repair
A junker hulk with access to enough
junk can replace ruined or
broken parts of itself. A
junker hulk usually has half
its total hit points worth of
junk (37 hp for the example
above) available in its lair. A
junker will repair itself at the
rate of 5 hp per hour by adding
and replacing junk to itself.
When creating an advanced
version, for every 4 hit dice
added to a junker hulk, it also
gains +2 Strength (maximum
35), +1 Intelligence (maximum
11), and one special ability
from the list below:
Deadly Attack (Ex):
The junker hulk adds a
dangerous weapon to one or
both of its arms: a giant blade,
a claw, a steam-powered drill,
an electrical baton, or
anything similar. The
damage from one of the
junker hulk’s slam attacks
increases from 1d8 to
2d6 and may deal pierc-
ing or slashing damage as
well as bludgeoning.

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Kovaas
CE Large Undead (Ancestor, Incorporeal) CR 10 Special Qualities: Form of ruin, incorporeal traits, spirit
Hit Dice: 14d12 (91 hp) shards, undead traits
Immunities/Resist: Incorporeal traits, undead traits Saves: Fort +4, Ref +9, Will +11
Senses: Darkvision 60 ft., Listen +21, Spot +16 Abilities: Str —, Dex 16, Con —,
Initiative: +7 Int 16, Wis 14, Cha 24
Speed: 30 ft. (6 squares), fly 60 ft. (perfect) Skills: Diplomacy +19, Hide +16, Intimidate +24,
Armor Class: Incorporeal: 19, touch 19, flat-footed 16 Knowledge (arcana) +18, Knowledge (his-
(–1 size, +3 Dex, +7 deflection); form tory) +20, Listen +21, Move Silently +15,
of ruin: 24, touch 12, flat-footed 21 (-1 Spot +16
size, +3 Dex, +12 natural armor) Feats: Alertness, Blind-Fight, Combat Reflexes,
Base Attack/Grapple: +7/– Improved Initiative, Lightning Reflexes
Attack: Stone shards +12 melee (2d6) Environment: Any
Full Attack: 3 stone shards +12 melee (2d6) Organization: Solitary
Special Attacks: Desiccation Advancement: 15–21 HD (Large), 22–29 HD
Space/Reach: 10 ft./5 ft. (Huge)

I ’ve already related the peculiar fashion whereby the skorne


preserve their ancestors as animated statuary which walk
the streets of Halaak and their other cities. Passing the
centuries in this state—which I expect would drive any
being mad—such spirits become assured of their immortality
and are revered by their descendants. The problem arises when
one of these sacral stones is destroyed, something
To the skorne, a kovaas embodies a corruption of one of
their most honored achievements and hallowed
states. In my opinion, kovaas arise from a
society gone mad. They are a manifestation
of skorne violence and arrogance and—
bluntly—exactly what they deserve.

I am given to understand fortunately happens


rarely. The traumatic shattering of the vessel
containing their soul drives the ancestral spirit
Combat
Kovaas use their once revered, practically
insane and turns them into a murderous and invulnerable forms as brutal weapons to
vengeful entity called a kovass. This ghost-like send skorne spirits screaming into the Void.
apparition clings to the fragmented shards of its Form of Ruin (Su): Naturally incor-
destroyed sacral stone or ancestral guardian shell poreal, many of the kovass’ abilities
as if desperate for a tangible body and lashes out at remain tied to the shattered stones that
the living. The skorne treat these creatures as a grave once made up its physical form. As
threat to their society. Their history includes several a move action and by spending 20
examples of such spirits causing tremendous destruc- points from its spirit hoard, a kovaas
tion and slaughter. can reassemble the swirling stone
These ancient ghosts seek shards that whip about its incor-
revenge upon those who poreal body to manifest physical
destroyed their revered forms, attacks. In this state it can make
revenge upon the empire use of abilities it otherwise could
they wasted countless years not, gains Str 20 and natural
serving, and revenge against armor +12, but loses its deflection
the people who could not bonus to AC. A kovaas may retake
maintain the sanctity of their its incorporeal form as a move action.
former sacral stone. A kovaas exacts It costs a kovass 1 point from its spirit
its rage against all it encounters, casting its hoard for every round it uses form of
victims’ souls to the oblivion it has escaped. ruin, and when its spirit hoard is empty it
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becomes incorporeal automatically. The first time kovass formed from an ancestral guardian
a kovass takes the form of ruin in an encoun- begins with 3d6 points in its spirit hoard.
ter its hit points are restored to full. The kovass gains 1 point to its spirit
Stone Shards (Su): While using hoard for every hit die of any victim it
form of ruin, a kovaas can attack with kills with no limit.
the jagged shards forming its body Reformation (Su): A kovaas is
as a natural attack. It cannot make nearly impossible to destroy. Upon
stone shard attacks while being reduced to 0 hit points, its
incorporeal. spirit temporarily discorporates and
Soul its stones collapse into rubble. As
Burning: long as even one grain of sand
Once per survives, a kovaas can reform.
round as a After 1d4 weeks, a kovass
free action returns to its fragments and
the kovass begins piecing bits of its
can spend sacral stone back together.
up to 5 points This process takes a day
from its spirit unless the stones have
hoard to gain an been widely scattered,
equivalent bonus in which case the
to attack and/or kovass will be
damage rolls for stone delayed for up
shard attacks or to add to a week as
damage to its desiccation it assembles
attack. It can freely distribute new stone and
the points between attack and as many of its
damage (for example, +3 to sacral stone frag-
attack, +2 to damage). ments as it can find.
Desiccation (Su): While Only extollers can
incorporeal, a kovaas can prevent this, utilizing
unleash a withering cloud rituals whereby they bind
of necromantic energy the kovass within a specially
which sucks the moisture prepared sacral stone, at which
from living bodies and point it is buried and sealed.
causing tremendous agony
and injury. The kovass
can utilize this ability
twice per day as a stan-
dard action, once every four Legends & Lore
Common: None.
rounds. To use this ability
more than twice a day, the kovass can spend 20 points from Uncommon: Kovaas are the maddened ghosts of ancient
its spirit hoard per use. Within a 20-foot radius centered on skorne who seek to end all life.
the kovaas all living creatures suffer 10d6 damage, Fortitude Rare: Kovaas occur when a sacral stone containing an exalted
save (DC 24) for half. Living creatures with 3 or fewer hit dice ancestor shatters. This also shatters the mind of the ancestor
are automatically killed (no save). This cloud lingers for three within, driving them to an insane gluttony of violence. Such
rounds. After the initial damage, every round a living creature ghosts feed on the deaths they cause.
remains in the cloud it must make a Fortitude save (DC 24)
Obscure: There is no way to destroy a kovass, they can only
or take 1d4 points of Constitution damage. The save DC is
be captured again by extollers and imprisoned. However, scat-
Charisma-based.
tering the rocks and fragments of its fallen form will slow the
Spirit Hoard (Su): A kovass can steal the spiritual energy
process of its reemergence.
of those it kills and utilize this energy to empower itself. A

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Letheans
Usually NE Medium Monstrous Humanoid CR 1 Special Qualities: Fear of fire, limited shared consciousness
Hit Dice: 2d8 +2 (11 hp) Saves: Fort +3, Ref +5, Will +3
Immunities/Resist: Poison Abilities: Str 13, Dex 15, Con 12,
Senses: Darkvision, Listen +1, Spot +1 Int 6, Wis 9, Cha 8
Initiative: +2 Skills: Climb +9, Hide +2, Jump +3,
Speed: 30 ft. (6 squares), Climb 15 ft. Tumble +6, Use Rope +2
(3 squares) Feats: Acrobatic
Armor Class: 15, touch 12 , flat-footed 13 (+2 Dex, Environment: Warm or Tropical Forest or Jungle
+3 natural armor) Organization: Gang (2-4), Pack (10-20), Tribe (20-
Base Attack/Grapple: +2/+9 50 plus 1 leader of 3rd-5th level per 10
Attack: Club +5 melee (1d6+1/x2) adults).
Full Attack: Club +5 melee (1d6+1/x2) Advancement: By character class (usually fighter)
Space/Reach: 5 ft./5 ft.

I found my return from the east fraught with far more


peril than my ‘escorted’ journey there. Mounting a dar-
ing escape from the skorne homelands by boat with the
help of my trusty guide Quimut and his fellows, I did
not know what to expect on my path home other than the
relief of freedom from my tyrannical captors. After a disas-
trous shipwreck in an attempt to make headway into the west
beasts surprised us. Swinging from vines like apes, they had
us quickly surrounded. Their numbers and strength quickly
overwhelmed us though we gave good account for ourselves
by wounding several of their number. We awoke in captivity
tied to a crumbling high altar of Menoth in the very temple
we had sought. The light of Calder added a blue pallor to
the decaying stone darkened by what I could only suppose
we trekked overland in a strange land of vaulting, fog-filled was centuries of blood stains.
mountains and volcanic soil rich with thick foli- From our vantage point on the raised alter I watched
age. After days of hacking our way through what can only be described as an unholy ritual. An
the jungle and climbing ridge after entire tribe of the creatures cannibalized their
ridge, even I started recalling my still living wounded. Using crude weapons
days among the skorne with rela- they tore into their own kind, and more
tive fondness. sickeningly the victims offered
On our fifth day we crested no resistance to the blood orgy.
a bare hill that afforded us a view Just as I feared they might con-
of a wide jungle valley. I admit sider us the main course, Quimut
I despaired to think we still had again proved his resourcefulness by free-
days, maybe weeks of overland ing himself and stealthily cutting our bonds. I
travel before breaking from this watched the ritual continue as some of the tribe’s
jungle. It was Quimut who first apparently pregnant females began the sounds of
spied the vine-covered structure immediate labor. I realized with horror that the
piercing the treetops of the valley suddenly delivering females equaled the number of
below. I was immediately enthused both those recently consumed.
for what would undoubtedly be an unprecedented My mind recoiled at the very thought that these
find but hopefully a refuge against the various reptiles and creatures could employ cannibalism to transfer their
insects that assaulted our encampment every night. We souls to new bodies. What dark purpose might our deaths
eventually identified it as an ancient stone temple dedicated mean for these degraded creatures?
to the Creator of Man from the worn menofixes piercing Thankfully I do not know. Once Quimut freed us, we
the foliage cloaking the ziggurat. With the sun dying, we fled deeper into the temple. Uncertain of where our path
descended in hopes of taking shelter there and soon found would lead and seeking only escape, we raced though the
the valley inhabited. As darkness fell a pack of man-like guts of the ancient temple. As we fumbled in the dark laby-
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Lethians
rinth, our only hope was for the beasts’ cannibalistic labors beasts of the forest and in turn became like beasts themselves
to distract them long enough for us to find our way out of and forgot the ways of man. Not all of them fell to this pri-
the temple and escape this accursed valley. Deep in the ruin’s mal decay; a few watched from the temple and paid tribute to
inner recesses, the light of Calder lanced into the temple their creator. In a mighty ritual they cursed the beast-men so
from a man-sized hole high in the wall ahead. While my that their souls would never know rest and prophesied that
companions set about climbing to attain it, my attention true men would return and bring fire and justice on the fallen
was captured by what the light revealed. Worn smooth with people. What fate they met was not written, and I can only
age, ancient glyphs carved into the inner wall seemed to tell guess about the centuries that have passed since any hand
a story—or perhaps only part of a story—but one with a etched the stones in this long hall of history. If true, this
dark ending upon which I had apparently stumbled. The would shed much light on our captors. Did they once walk
glyphs very much resembled those on the ruins of Ancient as men like us? What cursed them to live like beasts for time
Icthier, and though cruder and certainly as old, I recognized beyond memory in this hellish place?
enough of them. I ran my finger along the symbols, traced My companions have not spoken a word since of what
their meaning in the story, and wished I could have made a we saw, and even now I hesitate to speculate further on these
rubbing for later research. As best I could understand, they creatures’ true origins. To this day the sound of birth screams
told of a people who turned from their creator to worship echoing off the temple walls reverberates in my mind.
the powers of the sky and earth. They sacrificed to the dark

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Letheans
Combat
Letheans rarely venture out in daylight except in the dark-
Legends & Lore
Common: These primitive creatures avoid large bodies of
est parts of the jungle. They use the cover of the forest while water, such as rivers, and fear fire so much they flee from it.
brachiating to surround their prey. Once surrounded, they will Though beast-like, they seem to have an unnatural hatred for
attempt to subdue intelligent prey by grapple. The lethean’s grip humans and will seek them for sacrifice despite all dangers.
is surprisingly strong and they seek to capture instead of kill Uncommon: Letheans drink a strong alcoholic mixture of
intelligent creatures for sacrifice the lethean’s idols. poisonous fruit that could send unconscious all but the
Brachiation: By swinging on vines or leaping from tree most robust trollkin. Instead this poison seems to have a
to tree, letheans may move through wooded areas at their full narcotic effect on them. Those who survive its initial effects
movement with no terrain penalties. can use it to combat diseases (+4 to Fortitude checks
Immunity to Poisons: Letheans are immune to all forms against jungle diseases).
of contact, injury, and ingested poisons but suffer from poi-
son gases. Rare: These creatures are cannibalistic but only consume the
Fear of Fire: Letheans fear the sight of fire and suffer a -4 elderly or mortally wounded of their kind in a highly ritual-
penalty to all saves vs. fear when within 60 feet of a fire. ized ceremony in which every member takes part. They never
Limited Shared Consciousness (Ex): Letheans share a eat other intelligent races.
communal consciousness, enabling them to communicate as if Obscure: These creatures have beast like minds and traits, yet
telepathically with others of their kind over 100 feet. If one is they have a strange fascination with the crumbling temples of
aware of a particular danger, they all are. If one in the group is their jungle and ape religious-like service before them.
not flat-footed, none of them are. No creature in the group is
considered flanked unless all are. This ability is instinctual.
Soul transference (Su): When a lethean dies, its soul seeks
out a pregnant female of its race so that she may give birth. Upon my return to Corvis, I
paid a visit to Father Dumas
Bestial lethean young take a year to mature. They retain no
memory of their prior life but do share in the shared con-

for a litt le refresher on history,


sciousness of the tribe. As a result, though never foolhardy,
letheans fear almost nothing. Letheans gain +4 to all saves

for he is as well versed in it


against fear effects except in the presence of fire.
Skills: A lethean’s huge hands and powerful grip confers a

as he is faithful to Morrow.
+8 racial bonus to Climb and grapple checks.

Treasure
Lethean’s share their crude possessions communally and offer
Still, he could not verify
their victim’s valuables to their idols. Their crude potions might
have value to an alchemist, fetching as much as 100 gp or more
what I had learned in the
if one can discern the ingredients.
forgotten temple. Just as I
Hooks had suspected, we encountered a
Baroness Islene Hurst of Mercir seeks to capitalize on the unex-
plored subcontinent of Alchiere, home to the brutal letheans. place long forgotten by even
She hopes to find riches to pay for her presumed dead husband’s
exorbitant debts accrued for a journey to Zu some years ago. She the oldest traditions.
needs experienced adventurers, though the creditors will insist on

—V P
sending their own agent.

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Letheans

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Lord of the Feast
CN Large Outsider (Native, Shapechanger) CR 17 Space/Reach: 10 ft./10 ft.
Hit Dice: 18d8+144 (225 hp) Saves: Fort +19, Ref +13, Will +17
Immunities/Resist: Damage resistance 15/lawful, energy Abilities: Str 26, Dex 14, Con 26,
resistance 15 to acid, fire, cold, and sonic, Int 15, Wis 22, Cha 14
immune to poison and mind-affecting Skills: Balance +17, Climb +23, Escape
effects, spell resistance 33. Artist +12, Handle Animal +26,
Senses: Darkvision 240 ft.; Listen +26, Spot +26 Hide +17, Intimidate +22, Jump +18,
Initiative: +2 Knowledge (nature) +17, Listen +26,
Speed: 40 ft. (8 squares) Move Silently +17, Spot +26,
Armor Class: 25, touch 11, flat-footed 23 (-1 size, +2 Survival +26, Swim +23
Dex, +4 armor, +10 natural) Feats: Cleave, Combat Expertise, Improved
Base Attack/Grapple: +18/+30 Sunder, Improved Critical (wurmblade),
Attack: Wurmblade +30 melee (3d6+12/17- Power Attack, Track,
20) Weapon Focus (wurmblade)
Full Attack: Wurmblade +30/+25/+20/+15 Environment: Any non-urban
melee (3d6+12/17-20) Organization: Unique
Special Qualities: Crow’s flight, feast of the wurm, meat
gathering, rejuvenation, spell-like abilities,
swift tracking

E drea’s tales of her encounters with the druids and


their fantastic and varied elemental constructs did
not prepare me for her other reports, particularly
this one which relates to an ancient and primordial
creature that seems more myth than reality. Were it not for her
record of veracity and my faith in her intelligence I would sus-
pect this to be a fever-dream or hallucination. I advise caution
After Edrea related her tale, I conducted some discreet
inquiries and research of my own to see if this walking
myth existed. I discovered accounts from all over western
Immoren, each dismissed on its own merits, which together
painted a disturbing portrait of this monstrousity. Called
variously the “Lord of the Feast”, the “Feast Lord”, or the
“Walking Hunger”, these and other names populate tales
in any presumptions regarding this entity or its nature. What and legends stretching back, as far as I can tell, into prehis-
we know is tentative at best. tory, before the rise of Calacia and the priest-kings when
Edrea saw the Lord of the Feast, or at least something the Molgur hunted unchecked.
similar, during my time in the east. She observed a terrible This creature appears immortal, and naming it a grym-
battle near the fringes of Ios between druids and the new kin seems misguided. I cannot escape the conclusion of the
dragonspawn that have spread so rapidly. I have avoided ancients that this being holds some inexplicable tie to the
attempts to fully duplicate her confusing and fragmentary Devourer Wurm, the ancient enemy of the Creator of Man.
description of that fight, although it bears on this creature The nature of the connection, or why the Beast of All Shapes
as well as the elemental constructs she observed. She saw should send this minion among us in a guise so like our own,
one of the druids direct his attention to a dragonspawn. remains a matter of conjecture.
Then what Edrea took for a great raven flew toward the This creature more than any other sign convinces me that
beast, and this creature stepped from the shadow of the bird the druids have finally stirred from their seclusion and secrecy.
itself. She described it as taller than even the Kossites of Every legend I can find describes the appearance of this crea-
the north, with an antler crown, a gaunt visage, and deliber- ture as an omen of disaster. Several references imply that those
ate and graceful movements. It wielded a great blade whose with the correct power and knowledge can call the Feast Lord,
edge shimmered as if soaked in blood or oil. The fight bore but every such source describes it as a creature best “left slum-
them from view, and in the interests of self-preservation she bering”. I can only presume the druids have this lore, and the
did not linger, yet everything she described matches other will, and have awoken this strange immortal spirit wrapped in
accounts I have found. flesh to lend its strength to their struggles.
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Lord of the Feast
Certain passages relate that this spirit comes not from us, slumbering as fragments in the mind of every predator. It
another realm, like the Infernals, or from Urcaen, such as the shows particular fondness for the ravens and crows that feast
ascendants, archons, chosen, and scions that serve Morrow or on the flesh of corpses after battle. I would think this poetic
Thamar. Rather the “Lord of the Feast” exists always among license but for Edrea’s description. From its very manlike shape
we can presume the Feast Lord slumbers in our
hearts as well. Perhaps it draws on some ancient
impulse that drove us when we hunted
in the forests for every meal, before
Menoth taught us to build walls and
plant crops.
Whatever the case, tales describe
the creature as impervious to harm
and immune to destruction. Violence
may disperse its physical form, at
which point its flesh shatters into a
flock of crows with no spark of greater
intelligence. The spirit within, how-
ever, simply returns to its slumber
until recalled to slaughter. As with
many things associated with the
Devourer, accounts describe the
creature as ravenous and murder-
ous, feasting on flesh, and gathering
grisly trophies of hearts, livers, and
other organs. Reportedly it grows hungrier
the longer it remains in flesh, one of the
dangers of awakening it, and sometimes
refuses to sleep again until it has
partaken of a tremendous feast
only possible on a great field of
slaughter.

Combat
The Lord of the Feast pre-
fers to stalk unseen at the
edges of a battle and will
choose to manifest wherever
he can cause the most car-
nage. He prefers to slaughter
the weak before the strong.
He will often summon a
large number of carrion
birds such as crows and
ravens to a battlefield, and
may control them to serve
as his eyes and ears. He can
utilize these scouts to arrive
wherever he wishes and
where he can kill at greatest
liberty.

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Lord of the Feast
Crow’s Flight (Su): As a move action once
per round the Lord of the Feast may instantly
transfer himself from his current location to
any other spot within 1200 feet so long as
this location is within 10 ft of a carrion bird.
Energy Resistances (Ex): The Lord of
the Feast has energy resistance 15 to
acid, fire, cold, and sonic.
Feast of the Wurm (Su):
When the Lord of the Feast
gathers at least five trophies
of slain victims with meat
gathering, he may take a full-
round action to devour them.
Any worshipers of the Devourer
Wurm who witness this sight imme-
diately gain the benefits and penalties
of Rage, as the barbarian ability, lasting
for 10 rounds. Those already using this abil-
ity have their benefits extended for an addition-
al 10 rounds. At the end of this period all who
entered this rage lose the benefits and become
fatigued. Any non-Devourer worshipers who wit-
ness this feast must make a Will save (DC 20) or
become panicked for 10 rounds. Upon utilizing
this power, the Lord of the Feast may transform
into a swarm of carrion birds as a standard action,
gaining a 40-foot flight speed and good maneu-
verability, swarm traits, but no attacks. The Lord
of the Feast may transform back to his normal
form as a standard action.
Meat Gathering (Ex): If he kills an enemy
with a Wurmblade attack, the Lord of
the Feast carves off an organ or large
chunk of tissue from that foe, collecting
these as part of his combat action. This
will usually be a skull, heart, lung, liver,
kidney, or large piece of muscle. These
are placed in bags and pouches about his
person.
Rejuvenation (Su): Like a force of nature itself, the Lord
In combat the Lord of the Feast is fairly straightforward, of the Feast is impossible to destroy completely though com-
seeking to cut down any opposition with his Wurmblade. He bat. Even the most powerful spells are usually only temporary
will seek the physically weak first (those who seem to have the solutions. If slain, the physical form of the Lord of the Feast
lowest Strength or Constitution scores.) He is not rash or will decompose at an accelerated rate, and its stench will
unintelligent though and will not ignore any immediate threat often attract a host of carrion creatures that devour it com-
confronting him. pletely. The “destroyed” form of the Lord of the Feast will
With no need to sleep, eat, or even a moments rest, the restore itself in 3d6 days (no later than the next new moon
Lord of the Feast is capable of stalking or hunting prey tire- of Calder) with the rising of the Eye of the Wurm. It forms
lessly and at speed. from a gathering of carrion birds or dramatically rips free
from some beast that consumed its prior form. The Lord

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Lord of the Feast
of the Feast will return to tracking any being he was hunting otic forces, only weapons enchanted with the power of law
prior to being destroyed. As a rule, the only way to get rid of find easy purchase on his earthly guise.
the Lord of the Feast is to sate his desire for carrion prizes, Obscure: The only way to satiate the Feast Lord is to allow
after which he transforms into a swarm of carrion birds, him to slaughter and feast on the organs of the slain. He is
leaves the area, or moves on to hunt elsewhere. impossible to completely destroy and will always arise again.
Spell-like Abilities: At-will – fear (DC 16), freedom of move-
ment, dominate animal (no save); 3x day - summon nature’s ally V;
caster level 18.
Swift Tracking (Ex): The Lord of the Feast can move his
Hooks
While traveling though the wilderness of western Immoren,
normal speed (40 ft.) while following tracks without taking
the party encounters a half dozen rugged trollkin champi-
the normal –5 penalty. He takes only a –10 penalty (instead
ons. Each is a mighty chief or hero of his kriel, and each has
of the normal –20) when moving at up to twice normal speed
recently been maimed in battle. They are being pursued by
while tracking.
some terrible manifestation of the Wurm that is stalking them
Wurmblade: The Lord of the Feast’s weapon is unique,
through the shadows of the woods. Too exhausted to continue
indestructible, and should be treated as a minor artifact. This
their flight, the warriors prepare to face the thing hunting
+4 large mighty cleaving greatsword has the power to draw the
them, with or without the party’s help. The kithkar, eldest and
life force from an opponent three times each day. On a criti-
leader of the champions, turns to the party for help with an
cal hit the Lord of the Feast may call upon this death-dealing
ancient scroll these champions are tasked with delivering to a
power, forcing a living victim to make a Fortitude save (DC
distant trollkin village. If the party stays and helps overcome
20) or die.
the Lord of the Feast, the surviving champions will offer
any survivors the kulgat bond. If the party promises to help
Treasure
Characters may take the Wurmblade if the Lord of the
deliver the scroll, or even if they defeat the Lord of the Feast,
he will re-manifest, and soon they will find that the hunt con-
Feast is killed, but when he reforms the blade will vanish tinues. Only when they have delivered the scroll or have died
and reappear with him. He has been known to seek ven- will the Lord of the Feast cease his hunt.
geance on any who steals the weapon. Every time anyone
but the Lord of the Feast wields this blade the bearer must
make a Will save (DC 19) or suffer insanity, as the spell.
The Wurmblade may have additional powers beyond those
listed here at the GM’s discretion.
Though the Lord of the Feast does not collect treasure,
his victims may have possessed some. There may be treasure
nearby if the Lord of the Feast is encountered on the battle-
field, but it should only be a fraction of the standard treasure.
Also the barbaric tribes that encounter this manifestation of
the Wurm might also offer up valuable goods as well as fresh
sacrifices though such misguided offers are ignored by the
Lord of the Feast.

Legends & Lore


Common: None
Uncommon: The Lord of the Feast is some figure of promi-
nence to the cults of the Devourer Wurm. He commands bird
and beast to do the bidding of the Devourer Wurm.
Rare: The Lord of the Feast, also known as the Feast Lord
and the Walking Hunger, is an embodiment of the Devourer
Wurm that walks Caen in the guise of a man wearing a
crown of antlers. Because he is an embodiment of such cha-

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Machine Wraith
NE Large Necrotech Construct (Incorporeal) CR 6 Special Attacks: Machine meld, possession
Hit Dice: 6d12+20 (56 hp) Space/Reach: 10 ft./10 ft.
Immunities/Resist: Incorporeal traits, turn resistance, Special Qualities: Incorporeal traits, undead traits
undead traits Saves: Fort -, Ref +4, Will +5
Initiative: +6 Abilities: Str 18, Dex 14, Con -,
Senses: Listen +6, Spot +6 Int 10, Wis 10, Cha 14
Speed: 40 ft. (8 squares), Fly 40 ft. (perfect) Skills: Listen +6, Sense Motive +6, Spot +6
Armor Class: 13, touch 13, flat-footed, 11 (10 –1 Feats: Ability Focus (machine meld), Improved
size, +2 Dex, +2 deflection) Initiative, Weapon Focus (claw)
Base Attack/Grapple: +4/+12 Environment: Any
Attack: Claw +10 melee (1d8+4) Organization: Solitary or as part of a Cryx army
Full Attack: 2 Claws +10 melee (1d8+4)

O ccasionally, my modicum of celebrity and history


as a scout allows me to travel with the military,
not as an escort of course, but simply because our
paths happen to run together and I may provide
assistance in dealing our land’s stranger creatures. During an
expedition northeast of the Black River, Lynus and I were
fortunate enough to enjoy the safety of traveling with the
Unfortunately, several of these hardened soldiers never
arrived due to a horrific and unexpected assault by a creature
of which I had to this point only heard rumor. Silently, a mas-
sive shadow that appeared part ghost, part mechanika swept
out of the woods and buried itself inside the Vanguard’s frame.
Sperling shouted a warning as the warjack turned its shield gun
on the men and cut down those too slow to dive to cover. The
Trencher company known as the Northguard Gravediggers for Vanguard swept its guisarme back and forth like a thing pos-
a short time. The mercenary warcaster Damien Sperling and sessed, while return fire ricocheted feebly off its tower shield.
his black market Vanguard warjack accompanied these brave The shield gun swung toward me as I pondered how
soldiers as a relief force for Deepwood tower. such a creature could control a warjack. Where once the
orange glow of heart fire glowed in the warjack’s eyes
now only a corpse fire burned. In an uncommon feat of
bravery, Lynus threw the two of us behind a nearby felled
tree an instant before the gun fired. Risking a look, I saw
Sperling standing in front of his warjack. He seemed to
struggle mentally for control of the Vanguard as it turned
and charged him. The possessed machine’s gun unloaded
on the warcaster as we all watched. Our shock turned to
relief as both the shell and guisarme bounced off Sperling’s
power field. Unphased by the assault, Damien cursed aloud
and renewed his efforts. With an ear-splitting screech like
gears ripping from their housings, the wraith sprang from
the ’jack. The nine-foot tall thing of baleful darkness
and twisted metal seemed stunned by its struggle with the
warcaster, and its ghostly form became solid. The soldiers
cheered as their renewed fire tore away at the creature and
soon reduced it to a heap of smoking scrap.
Though I count us fortunate to have a chance to observe
such a creature, I must say I will never feel as secure as I once
did in the presence of a warjack.

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Machine Wraith
Combat:
Machine Meld (Su): A machine wraith may attempt to take
them. These terrors usually appear near conflicts and signal a
Cryxian presence.
control of a steamjack with a functioning cortex. To use this Rare: Damaging a possessed warjack might drive a machine
ability a machine wraith manifests and moves into the steam- wraith out. A warcaster can use his focus to exorcise a machine
jack’s space but does not provoke an attack of opportunity. The wraith. Once free of the ’jack, it becomes solid and vulnerable
target can resist the attack with a successful Will save (DC 19). to normal weapons.
A successful save moves the wraith to an adjacent space and it Obscure: Some say that Cryxian necromancers created these
loses its incorporeal traits for one round. If the save fails, the creatures. Some others speculate on fallen warcasters or priests
wraith vanishes into the target’s body and it takes control of the of Cyriss as possible origins of these hateful creatures. The
’jack with possession. only certainty is that the necrotechs of Cryx remain deathly
Turn Resistance (Ex): A machine wraith has +4 turn silent on the issue.
resistance.
Possession (Su): Once a machine wraith occupies the
’jack’s body, it keeps its Intelligence, Wisdom, Charisma,
alignment, and mental abilities. The ’jack retains its
Hooks
An ambitious arcane mechanik wishes to
Strength, Dexterity, Constitution, automatic and natural study a machine wraith to find a way to more
abilities, hit points, immunities, weapons, and natural easily contend with them. He has hired the
attacks. A warcaster may not control or command party to take a modified steamjack to an aban-
the ’jack, nor does the ’jack respond to uses of the doned scrap yard in southern Cygnar where it
’Jack Marshal skill. As a standard action a machine is rumored one keeps its lair. The steamjack’s
wraith may leave a possessed ’jack. cortex has been modified to trap the machine
Dealing damage to a possessed ’jack forces the wraith without allowing it to control the
machine wraith to make a Will save (DC equal to ’jack. However, such plans have a spec-
the damage dealt) to remain in the construct. A war- tacular way of failing at the most dan-
caster controlling the ’jack may spend a focus point gerous of moments.
to give the ’jack another Will save (DC 19) to
eject the wraith. Only these two methods can
force a machine wraith from a ’jack.
If a machine wraith leaves the body of a
’jack for any reason it loses its incorporeal
traits for one round.

Treasure
Machine wraiths do not collect
treasure. However, they often lair
in ruined workshops, scrap yards,
or old battlefields which may hold
a great deal of mechanikal wealth.
A machine wraith forced out of
a steamjack leaves behind a multi-
ton bit of treasure if its owner does
not claim it.

Legends & Lore


Common: None.
Uncommon: Machine wraiths are ghost
like creations that can possess steam-
jacks. It is said only a warcaster may truly defeat

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Mammoth
Always N Colossal Animal CR 17 Special Attacks: Collapse, stamp, trample 2d8+24,
Hit Dice: 20d8+220 HD (310 hp) triple damage against objects
Immunities/Resist: Damage resistance 10/piercing, energy Space/Reach: 30 ft./15 ft.
resistance fire 5, cold 5 Saves: Fort +25, Reflex +10, Will +5
Senses: Listen +6, Spot +6, low-light vision, Abilities: Str 42, Dex 6, Con 32,
scent Int 2, Wis 9, Cha 6
Initiative: –2 Skills: Climb +19, Listen +6, Spot +6
Speed: 50 ft. (10 squares) Feats: Die Hard, Endurance, Great Fortitude,
Armor Class: 38, touch 0, flat-footed 38 (–8 size, –2 Improved Bull Rush, Power Attack,
Dex, +30 natural) Weapon Focus (gore), Weapon
Base Attack/Grapple: +15/+47 Specialization (gore)
Attack: Gore +24 melee (4d6+18) Environment: Any desert or warm land
Full Attack: Gore +24 melee (4d6+18) and Organization: Solitary, pair, or herd (4–9)
2 slams +19 melee (2d8+8) Advancement: 21–40 (Colossal)

S oon after arriving in the heart of the Skorne Empire,


my escort, or rather my armed minder, Kaleda and
I spent several weeks as “guests” of Lord Tyrant
Vaddra and her legions bivouacked on the outskirts
of Halaak. Doubtlessly a propaganda ploy meant to educate
me on the invincibility of the forces arrayed against the west, I
some surely exaggerated number serve the skorne as beasts
of war. While I have no intention of returning to the savage
lands of the east for some great long time, the call of won-
drous creatures like this will ever beckon my imagination and
my curiosity.

actually learned something far more interesting and, I’m sure,


completely outside my captors’ intentions.
Combat
Mammoths are as uncomplicated as they are devastating. Capable
The lord tyrant’s pavilion towered above the simple tents of destroying whole towns without noticing, a mammoth crushes
and temporary structures of the skorne encampment. No mere any creature foolish enough to threaten it beneath its gigantic
thing of cloth and leather, however, would ever hold up to feet. Wild mammoths generally leave other creatures alone as long
the wicked winds and dust storms that incessantly afflict even as they stay out of the mammoth’s way. Those trained by the
these “tamed” skorne lands. A forest of iron supports held skorne often employ more deliberately destructive tactics.
aloft the rugged, scaled skin of a beast the skorne call a mam-
moth. The preserved head remained intact and crowned the
great tent’s entrance. Two great tusks, each nearly twice the size
of a full-grown man, jutted from the sides of a muzzle that
seemed distinctly feline and obviously carnivorous. The rest
of the massive hide, however, appeared markedly reptilian. It
resembled a compact but impossibly large dracodile, but with
a broad ridged head and blunt, three-toed feat like temple col-
umns gifted with the ability to move. Had the beast been live,
I dare guess it would have towered at a size of nearly ten
men standing each on the shoulders of the others, making
it perhaps the largest land bound animal I’ve ever had
the pleasure of examining.
Although my captors had little patience for my
questions about the great creature and kept directing
my attention to endless drills and weapons demon-
strations, I did glean that these titans roam in great
herd-packs to the east of the skorne nation and that
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Mammoth
of opportunity at a -4 penalty. If they do not make attacks of
opportunity, trampled opponents can attempt a Reflex save
(DC 36) for half damage. The save DC is Strength-based.
Triple Damage against Objects (Ex): A mammoth
that makes a charge or trample against an object or
structure deals triple damage.

Legends &
Lore
Common: None.
Uncommon: Mammoths
are among the largest land-
bound animals known,
hunting any creature small-
er than them in great pack-
heard in the eastern reaches of
the Skorne Empire.
Rare: The skorne have managed to tame a num-
ber of mammoths. One of the creatures can carry
enough weight to support an armored howdah loaded
with gunners and cannons.
Obscure: One of the greatest threats posed by a mammoth
Collapse (Ex): Upon reaching 0 or fewer hit points a comes from standing nearby when it falls. Its massive bulk can
mammoth collapses. Any creature within 10 feet of the fall- crush whole platoons beneath its nearly 30-ton weight.
ing mammoth is buried beneath tons of elephantine flesh and
takes 8d6 crushing damage. Make a Reflex save (DC 25) for
half damage.
A buried creature may attempt to escape every round by
Treasure
Mammoths’ sword-sized teeth and powerful jaws assure that lit-
making an Escape Artist or Strength check (DC 25). If a tle remains after their meals. What they cannot process, though,
creature remains under the collapsed mammoth, it begins to often becomes lodged in the creatures’ stomachs, making their
suffocate from the crushing weight. A buried creature’s allies innards—especially those of mammoths trained for war and that
may help it escape by trying to pull them out or destroying the frequently devour sentient creatures—veritable treasure troves.
mammoth’s body. As such, anyone who spends an hour and makes a Survival check
Stamp (Ex): As a full-round action, a mammoth can rear (DC 24) to gut a mammoth finds double standard treasure
up on its back legs and bring both of its front feet slamming lodged within the beast’s stomach and bowels. Some might say
down upon any 10-foot-by-10-foot area within its reach. All the repulsive effort exceeds the value of the treasure, though, and
creatures in that area must make a Reflex save (DC 36) or be supposedly the smell of mammoth guts never washes off.
knocked prone. The mammoth may then immediately make
a grapple check as a free action against any huge or smaller
creature knocked prone in the effected area. The save DC is
Strength-based.
Hooks
A lone mammoth is discovered wandering along the edge of
Trample (Ex): As a full-round action, a mammoth may the Stormlands, shrugging off occasional lightning strikes, but
move up to twice its speed and literally run over any oppo- exhausted and obviously starved. The beast is foul tempered,
nents at least one size category smaller than itself. A mammoth attacking nearly any creature that approaches, but will surely die
merely has to move over the opponents in its path; any creature without aid. Any who can nurse the beast back to health, and
whose space is completely covered by the trampling mam- keep it well fed, have a chance of gaining the most powerful ally
moth’s space is subject to the trample attack doing 2d8+24 they have ever met.
bludgeoning damage. Trampled opponents can attempt attacks

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Mazak Fruit
Always N Medium Plant CR 2 Space/Reach: 10 ft./15 ft.
Hit Dice: 2d8+6 (15 hp) Special Qualities: Limited mobility, plant traits, restraining
Immunities/Resist: Plant traits roots, seedling scent, vulnerability to fire
Senses: Listen +0, Spot +0 Saves: Fort +6, Reflex +4, Will +0
Initiative: +4 Abilities: Str 8, Dex 19, Con 16,
Speed: 20 ft. (4 squares) Int 1, Wis 10, Cha 3
Armor Class: 15, touch 14, flat-footed 11 (+4 Dex, Skills: Hide +6, Move Silently +6, Climb +4
+1 natural) Feats: Stealthy
Base Attack/Grapple: +1/+0 Environment: Any desert or warm land
Attack: Slam +0 melee (1d4–1) Organization: Solitary or tangle (2–12 males and 8–24
Full Attack: Slam +0 melee (1d4–1) females)
Special Attacks: Improved grab, pollen spray Advancement: 3–8 (Large), 9–14 (Huge)

W
as an example.
here we dismiss the grasses, creepers, flow-
ers and trees we encounter daily as little
more than scenery, some weeds refuse to be
ignored. Take the eastern mazak vine, a plant
that requires the death of another living creature to survive,

One may most easily distinguish the mazak plant by its


and sweat. Within moments of devouring even a single mazak
fruit, the composition of a creature’s sweat changes to emit a
slight smell apparently very odiferous to receptors upon the
male mazak vine.
The male mazak vine, you see, is an ambulatory predator.
Studded with sharp, stout thorns and a strong, fibrous root
system similar to the female, the male possesses tight flower
two distinctly formed and separate genders: the female fruit- buds capable of detecting and tracking the scent of creatures
ed vine and the thorny male vine. The female mazak fruit that have recently eaten a mazak fruit. Upon sensing such prey,
grows as a far-spreading creeper, much like a melon. Its thick all the vines of a patch—potentially miles worth of murderous
and thorny tendrils possess a wooden fiber strong enough roots in a larger field—pursue their victim, entangle the hap-
to allow the plant to grow vertically as tall as seven feet. less beast, and spray it with an acidic pollen. Once the creature
From these stands sprout plump, blood red citrus-like fruit, succumbs to likely overwhelming odds, the vines weave their
traced with lighter pinkish veins. Despite growing native in way into the creatures’ body until they find the stomach. There
a parched environment, these fruits look, and taste, ripe and they use the same pollen that likely killed the host to fertilize
particularly juicy, though slightly sweet for my tastes. The the seeds. Thus provided with ample shelter, water, and com-
skorne find the fruit so much to their liking that they cul- post, the seeds bud to form the next generation of mazaks.
tivate this creeper in private gardens. Many even seek out All this I learned from my skorne captors after I had
wild strains to transplant or cross breed with their favorite gorged myself on several of the fruits they had offered me.
cultivated plants. They serve the red fruit as food and make Their cruel laughter told me they were not lying about the
it into a refreshing sweet wine. The fruit is hardy and sur- danger of these more-than-creeping vines. Thankfully there
vives exposure, making it ideal for long overland journeys by were no male vines present at the time of my dinner, but I was
skorne scouts. prepared for the worst when I finally encountered them. The
Such an abundant source of food and fluid in a desert scent of the fruit lingers for hours, and had I wandered from
seems too good to be true, and of course it is. My short visit camp without the warning of my skorne captors I might have
to the east taught me something that the skorne have known fallen prey to the vine.
for centuries if not millennia: every benefit gained in eastern This introduction to the dangerous fruit was no accident.
Immoren comes at a cost. In the case of the mazak fruit, what Not only do the skorne cultivate the vine for food and wine,
sustenance it provides is only a means to a very cruel end. but many warlords also use the vine as part of their prison
Within each mazak fruit lay thousands of fine seeds, each gardens for their most honored “guests”. It was just such
coated in the plant’s juice-dripping meat. Upon consump- a prison garden in which I was held before I was permitted
tion, mazak seeds lodge within the belly of the creature that to explore the Empire with Kaleda as my guide. These small
devoured them while the juices quickly absorb into the blood houses are prisons, but they are not of the sort like the cruel
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Mazak Fruit
pits for holding criminals and their ilk. These fine guest
houses are built in the center of a garden of rooted mazak
Combat
Upon catching the scent of one who has eaten a mazak fruit,
vines. The fine building and the beauty of the garden gives
mazak vines swiftly converge on their victims. Fearless and
the hostage the sense of being an honored guest. However,
unrelenting, mazak vines swarm their prey, aiding one anoth-
after a guest consumes a meal or drink laced with mazak
er in immobilizing a target and soaking it in their poisonous,
juice, the hostage can never leave the house for fear of the
acidic pollen. A great distance may separate the fruit bearing
thick maze of mazak vine that encircles it.
female plants and violent acid-spewing males. With luck one
might pass the seeds before becoming victim of the deadly
pollination process.

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Mazak Fruit
Improved Grab (Ex): To use this ability, a mazak vine Rare: Aside from its deadly constricting abilities, a mazak
must hit with its slam attack. It can then attempt to start vine can spray deadly, acidic pollen. This pollen can taint a
a grapple as a free action without provoking an attack of creature’s blood, weakening it and preventing it from fighting
opportunity. the plant’s clutching roots.
Limited Mobility (Ex): The female vine has no mobility Obscure: The skorne consider mazak fruit a delicacy, and it
(speed 0 ft.) and the male vine only moves when it sense seed- produces a fine wine coveted throughout their empire. The
lings. It moves by uprooting (requiring a move action), lashing skorne term “mazak run” means to purposefully send another
its vines about objects, and pulling itself forward. If it has into a dangerous situation.
nothing to cling to, a mazak vine cannot move.
Pollen Spray (Ex): Three times per day, a mazak vine can
release a spray of acidic pollen at a single opponent within
10 feet. This attack deals 1d8 points of acid damage, which
Treasure
The bodies of sentient creatures tangled in among mazak vines
a Reflex save (DC 14) negates. This pollen infiltrates the
often retain their equipment and any treasure they might have
bloodstream of those who take damage, forcing a Fortitude
carried before dying. A Search check (DC 18) of a mazak
save (DC 13) to avoid poisoning on the following round. This
poison deals initial and secondary damage of 1d4 Strength.
Mazak vines can only use this ability once every 5 rounds.
Mazak vines are immune to the acid and poison of this attack.
A mazak vine can use this attack on an opponent it is grap-
pling. The save DCs are Constitution based.
Restraining Roots (Ex): Rather than joining a grapple,
mazak vines can use the aid another action to improve an adja-
cent mazak vine’s grapple check. Upon successfully making an
attack against AC 10, a mazak vine grants its ally a +3 bonus
on its next grapple check. Multiple mazak vines can aid the
same ally and the bonuses stack. Typically, one trying to escape
the grapple of numerous mazak vines must only overcome
one augmented grapple check and not the grapple checks of
numerous participants.
Seedling Scent (Ex): Treat mazak vines as having scent for
the purposes of detecting creatures who have eaten a mazak
fruit within 24 hours. This form of scent functions at double
the normal range (can detect creatures at a range of 60 feet,
120 upwind, 30 downwind).
Mazak vines have poor perception beyond this ability.
Treat them as having tremorsense at a range of 5 feet but as
effectively blind beyond that.
Vulnerability to fire: Mazak vines suffer half again as
much (+50%) damage as normal from fire.

Legends & Lore


Common: Mazak are fruiting vines that grow in
wide patches, often in the shadows of rocky
outcroppings or other sheltered areas.
Uncommon: One of the few ready food sources
in the desert, any creature that eats a mazak fruit
exudes an almost undetectable sent. This scent allows
the plant’s thick, thorny, and mobile vines to detect the
creature and strangle it in an attempt to germinate the seeds
within its stomach.
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patch’s tangled undergrowth has a 40% chance of revealing such
remains with standard treasure. Mazak Wine
Despite the deadly nature of their vines, female mazak
produce sweet and temptingly juicy fruit for a desert plant. A Mazak wine is typical of most fruit wines except it has
delicacy among the skorne, the difficulty in cultivating them unexpected effects on humans and gobbers, in particular
leads some noble houses to pay as much as 5 gp for a ripe once it has aged in a bottle.
mazak fruit. The juice from a mazak fruit ferments into a A human that consumes 5 ounces or more of mazak wine
refreshing wine, with bottles of even average vintages selling aged 2 years or older gains the effect of low-light vision
for at least 10 gp. for a number of hours equal to the age of the wine.
Almost all gobbers are allergic to mazak wine, resulting
Hooks
As a test to determine their worthiness, a noble of house
in them losing their natural camouflage ability as their
skin takes on a ruddy complexion. They also experience
Sivtaashi sends the PCs on a literal “mazak run”. The skorne a sensitivity to motion and sound and gain a +1 to reflex
instruct them to return with six bushels of fruit but let them saves. These effects last for a number of hours equal to
discover and deal with the plants’ deadly nature themselves. the age of the wine in years after the gobber consumes
at least 5 ounces.
Skorne soldiers camped near Ternon Crag started several Aged mazak wine is highly valuded by skorne (5 to 25 gp
growths of mazak vine in hopes of making their favorite wine. per bottle) and bottles over 10 years are extremely rare
After a successful raid on these camps, trollkin warriors discov- (300 gp+)
ered the vines and found the fruit to their taste. They intend
to bring cutting of the growths back to their village with little
knowledge of what danger the plant holds.

I have heard reports that this resilient vine not only survives
in our native soil but that it thrives here. This is very worrying
because the people of western Immoren have never experienced
such a threat, and the vine may find permanent purchase in our
lands before my warning can reach those who can stop it. The
more I hear of such rumors the more clear it is to me that it
is not just the skorne armies but all that they bring with them
that truly threatens our way of life. Even if we drive the
invaders out, our civilization may already be changed forever.
—V P

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Necrotech Constructs
Bile Thrall Feats: Alertness, Iron Will , Power Attack ,
NE Medium Undead (Necrotech Construct) CR 3 Ability Focus (despoiler cannon)B
Hit Dice: 3d12+20 (38 hp) Environment: Any
Immunities/Resist: Necrotech construct traits, turn resistance Organization: Solitary; often accompanies Cryx armies
Senses: Listen +5, Spot +5
Initiative: +0
Speed: 30 ft. (5 squares), Soul Hunter
Armor Class: 14, touch 14, flat-footed 14 (+4 natural) NE Large Undead (Necrotech Construct) CR 6
Base Attack/Grapple: +2/+3 Hit Dice: 10d12 +30 (90 hp)
Attack: Slam +3 melee (1d6+1) Immunities/Resist: Necrotech construct traits, turn resistance
Full Attack: Slam +3 melee (1d6+1) Senses: Darkvision 120 ft., Listen +10,
Special Attacks: Bile cannon, purge Spot +10
Space/Reach: 5 ft./5 ft. Initiative: +6
Saves: Fort +1, Ref +1, Will +6 Speed: 50 ft. (10 squares)
Abilities: Str 13, Dex 10, Con -, Armor Class: 17, touch 11, flat-footed 15 (-1 size, +2
Int 6, Wis 10, Cha 8 Dex, +6 natural)
Skills: Listen +5, Spot +5 Base Attack/Grapple: +6/+13
Feats: Alertness, Iron Will , Attack: +1 keen scythe +10/+6 melee (2d6+3
Ability Focus (bile cannon)B /19-20 X4) or +1 vicious sickle
Environment: Any +10/+6 melee (1d8+4 plus 2d6
Organization: Solitary or troop (6-10); often accompa- negative energy) or 2 hoof slam +9 melee
nies Cryx armies (1d8+3)
Advancement: 4-9 HD (Medium) Full Attack: +1 keen scythe +8/+4 (2d6+3
/19-20 X4) and +1 vicious sickle +8
(1d8+2 plus 2d6 negative energy)
Bloat Thrall Special Attacks: Soul fuel, trample
NE Large Undead (Necrotech Construct) CR 6 Space/Reach: 10 ft./10 ft.
Hit Dice: 8d12 +30 (82 hp) Special Qualities: Soul prison
Immunities/Resist: Necrotech construct traits, turn resistance Saves: Fort +3, Ref +4, Will +7
Senses: Listen +7, Spot +7 Abilities: Str 16, Dex 14, Con -,
Initiative: +0 Int 10, Wis 10, Cha 8
Speed: 30 ft. (5 squares) Skills: Listen +10, Spot +10, Jump +13
Armor Class: 16, touch 9, flat-footed 16 (-1 size, +7 Feats: Alertness, Improved initiative, Two-Weapon
natural) Fighting, Run
Base Attack/Grapple: +6/+12 Environment: Any
Attack: Slam +8 melee (1d10) Organization: Solitary or hunt (3-5); often accompanies
Full Attack: Slam +8 melee (1d10) Cryx armies
Special Attacks: Despoiler cannon
Space/Reach: 10 ft./10 ft.
Special Qualities: Rupture
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 14, Dex 10, Con -,
Int 8, Wis 10, Cha 9
Skills: Listen +7, Spot +7

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S hortly after our close call with the machine wraith


I had occasion to talk to the mercenary warcaster
Damien Sperling at length regarding his recent battle-
field experiences. Employed by the Cygnaran Army on
the war front for months, he had begun to wonder if the coin
still covered the steady escalation of horrors he endured. He
related how the army had suffered far more encounters with
alchemy in the black halls of Skell or Blackwater that rapidly
dissolves flesh. Necrotechs mix these “biles” and build these
thralls solely for war; they have no other useful function.
The method of these substances’ delivery causes as much
terror as the concoctions themselves. These thralls serve as
unliving reservoirs, with their entire bloated bodies manipu-
lated to maximize their ability to contain as much bile as pos-
Cryxian raiders than commonly known. sible. Specially treated tubes sewn into their flesh connect their
He lowered his voice to avoid drawing censure from the former intestines, stomachs, and bladders to a tremendous
officers he claimed had strict orders to prevent the men from pressurized spraying device which unleashes this substance
spreading rumors and panicking the common people. The upon their unwitting victims. Even a few droplets of this bile
popular depiction of the northern front as a brave battle causes agonizing burns and a sickness from which few survive.
between Khador and Cygnar related only half the story. The Those sprayed with any quantity nearly always die quite pain-
trench lines had endured the constant harassment of the unliv- fully. Even worse, should these creatures feel the need, they can
ing. The only encouraging news was that Khador was just as pressurize all of their contained fluid to expel a single great
beset as our soldiers. Cryx employs all corpses equally for their surge, annihilating everything nearby. That they will not survive
macabre industry. this means nothing to the dead.
Aside from a fascination with the pervasiveness of Toruk’s
blight on the surrounding islands, Cryx has never ranked high
on my list of priorities for study. As Sperling spoke,
however, I glimpsed a certain fiendish inventiveness
Bloat Thrall
and genius to their grotesque fabrications.
Like the twisted shadow of our
own mechaniks’ creativity,
Cryxian necrotechs fuse dead
flesh and machinery into a
stronger and more dangerous
whole. I am convinced liv-
ing soldiers remain superior
to the dead, yet I find it
difficult to argue with the
devastation Cryxian troops
obviously unleash with no
regard to their own survival.
I have seen mecha-
nithralls, of course. For all
their deadly efficiency, these thralls
do not inspire true fear in
the hearts of Trenchers
and Winter Guard. That
dubious honor belongs
to the bile thrall and
its disgustingly similar
counterpart the Bloat
thrall. Descriptive, and
entirely apt, terms,
both of these crea-
tures utilize ample
quantities of some
noxious and deadly sub-
stances invented by twisted

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Sperling told me he has seen entire squads of men
annihilated in an instant by these shambling crea-
tures. In one engagement he fought alongside
long gunners who cut down bile thralls as
quickly as they could while the undead
advanced through the trees, but not fast
enough. When the gunners paused to
reload, one single thrall emerged from
the torn foliage to washed the entire
left flank with acidic ruin. Sperling
escaped by a margin of inches, while
to his left a man he had spent weeks
fighting alongside screamed and melt-
ed into an indiscernible pile of meat
and fluids.
The Bloat thrall is a larger vari-
ant, stitched together from the bodies
of a half-dozen men with no regard
for anatomy or decency, filled with an
even greater quantity of this poison. This
creature does not sacrifice itself, at least
not right away. It wields an oversized brass
cannon and launches explosive bile at a distance like
unliving artillery. They only appear in support of larger
ruin the morale of soldiers in the field. Cryx is not called the
Cryxian forces, and the Reconnaissance Service considers
Nightmare Empire without reason.
destroying these creatures a high priority. One cannot destroy
Dying is bad enough, and dying painfully something
a Bloat thrall without the creature exploding and releasing
none of us hopes to experience. Yet I have witnessed
a dangerous quantity of their
noxious payload. Only a
few encounters with
thralls like this can

Bile Thrall
enough to know that
worse fates exist. Consider the
Soulhunter. Sperling saw this type of
thrall only at a distance. From far away and in
uncertain light this creature appears stitched
into an approximation of a horse. They
contain as much machinery as dead flesh,
with pistons, gears, and rods of steel to
reinforce skeletons of bone. A man-like
torso with arms and hands wielding wick-
edly deadly scythes rides atop this four-
legged abomination. Their phenomenal
speed equals a man riding a horse at full
gallop.
From what the officers have gathered
this creature has little purpose beyond simple
slaughter. However their weapon steals the

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souls of their victims, which seemingly empowers them. • A necrotech construct is largely composed of mechanikal
Death by a Soulhunter ensures the victim’s agony endures, parts and thus subject to a bodger’s demolish and precise
deprived of their rightful place in the afterlife, as a source of timing abilities and any ability or spell that effects creatures
fuel for further depravity. Whether it is worse to die in the composed of mechanika.
clutches of an infernal or at the blade of a Soulhunter is aca- • Undead necrotech constructs may be turned although they
demic. Given such adversaries, I can certainly understand why always have a turn resistance of at least +2.
some desperate soldiers take their own life rather than face • Cannot heal damage on its own, although it can be healed
eternal annihilation. and repaired. Negative energy (such as an inflict spell) can
heal a necrotech construct. The Craft Construct feat can
also be used to heal a necrotech construct. A necrotech
Necrotech Construct construct with the fast healing special quality still benefits
from that quality.
Subtype
A necrotech construct is an artificially fabricated undead
• Uses its Charisma modifier for Concentration
checks.
or construct made from a mix of mechanika and the • Proficient with its natural weapons and any
parts of once-living creatures animated and powered weapons mentioned in its entry.
by spiritual, supernatural or otherwise necromantic • Proficient with no armor.
forces. This type combines the best traits of the • Because its body is a mass of unliving
construct and undead types, making matter and mechanikal parts, a necrotech
necromantic constructs a superior construct is hard to destroy. It gains bonus
form of undeath in many ways, hit points based on size, as shown on
although they are susceptible to the table.
many of the weaknesses of both
undead and constructs. ecrotech Construct Bonus
N
Creatures created or spontane- Hit Points
ously arising from necromantic Size Bonus Hit Points
technology, or necrotech, use the Fine —
necrotech construct type. Many Diminutive —
of the thralls created by the undead Tiny —
mechaniks, or necrotechs, of the Small 10
Cryxian isles such as bile, bloat, and Medium 20
mechanithralls are of this type, though Large 30
purely undead creations like skarlocks Huge 40
and bane thralls are not. Some crea- Gargantuan 50
tures, like machine wraiths, that rise Colossal 60
spontaneously from mysterious pro-
cesses rather than being constructed still use
the necrotech construct type because they are largely composed
of mechanika and necromantic energies. Meaner Mechanithralls
Features You may also apply the necrotech construct type to
A Necrotech construct has the following features. mechanithralls (MNI pp 126-127). This gives them
• 12-sided hit dice. better attacks than normal undead (their attack
• Base attack bonus equal to 3/4 total hit dice (as cleric). increases from +4 to +6) and 20 additional hit points
• Good Will saves. for being a Medium creature (for a total of 46 hp on
• Skill points equal to (2 + Int modifier, minimum 1) per hit average). However, this also makes them susceptible
die, with quadruple skill points for the first hit die. to a bodger’s Demolish attack and any effects or spells
that affect creatures composed of mechanika.
Traits
A necrotech construct possesses the following traits (unless oth-
erwise noted in a creature’s entry).

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The despoiler cannon may only fire while connected to the
Bloat thrall.
Rupture (Ex): When a Bloat thrall falls to 0 hp it
explodes in a 30 ft area dealing 10D6 points of
acid damage to every creature within the area
unless they succeed in a Reflex save (DC 14)
for half. This save is Constituion based.
Turn Resistance (Su): Bloat thralls
gain +2 turn resistance.
Soulhunter
Soulhunters are an unholy necroman-
Combat tic fusion of horse flesh and human-
oid corpses powered by necrotite
Bile Thrall fueled necromantic technology.
As walking weapons of war, Borne of the festering imaginations
bile thralls move forward with the of necrotechs, a Soulhunter is a
simple minded urge to hose down relentless Cryxian weapon made to
and dissolved their enemies into piles of liquid flesh. strike quickly into the enemy and use the
Acid (Ex): A bile thralls acid is a slow acting souls of the dying to feed its attacks. Soulhunters
alchemical substance. Characters that take acid damage con- rarely appear outside of the battlefield. However, should they be
tinue to suffer 1d6 points of acid damage for an additional encountered (scouting for Cryxian armies, acting as messengers, or
1d4 rounds. on hunter-killer missions) they have 1d4+1 trapped souls worth a
Bile Cannon (Ex): As a standard action the bile thrall can total of 2d6 +2 levels between them.
make a ranged attack with the bile cannon. This is a 50 foot line Soul Consumption (Su): As a free action during a melee
that deals 3d6 points of acid damage plus 1d6 points of acid attack, a Soulhunter can consume a soul in its soul prison to
damage for every two additional hit die added to the bile thrall. gain +1 to either its attack or damage roll for every level of
Reflex save (DC 15) for half. This save is Constitution-based. the soul (to a maximum of +5). A soul so consumed cannot
Purge (Ex): As a full-round action the bile thrall may make be resurrected or otherwise brought back to life.
a purge attack. This is a 30 foot cone that deals 6d6 points Soul Prison (Su): As a free action the Soulhunter can, after
of acid damage plus 2d6 points of acid damage for every two killing a living creature with a melee attack, draw the creature’s
additional hit die added to the bile thrall. Fortitude save (DC soul into itself. A soul hunter can trap up to 30 levels or HD
15) for half damage. After the attack concludes, the bile thrall worth of souls much like a soul cage (MN1 pg. 116).
falls to 0 hp. Trample (Ex): As a full round action a Soulhunter can
Turn Resistance (Su): Bile thralls gain +2 turn resistance. move up to twice its speed and literally run over any opponents
at least one size category smaller than itself. Damage 1d8+3,
Bloat Thrall Reflex save (DC 18). Opponents killed by a trample have their
The unliving artillery called Bloat thralls constantly seep caustic souls trapped by soul prison.
acid from their sutured form while waiting to unleash globules Turn Resistance (Su): Soulhunters gain +2 turn resistance.
of the hideous stuff on their target. Should its demise appear Weapons: The Soulhunter’s life eater sickle uses a ver-
imminent, the thrall will scurry toward the largest grouping of sion of the vicious property that deals negative energy damage,
enemies in hopes of catching them in its acidic rupture. including 1d6 points of negative energy damage to the wielder
Despoiler Cannon (Ex): Once every two rounds a Bloat (and thus heals a undead wielder 1d6 hit points). Both the
thrall may lob a blast of fast acting caustic acid from the can- sickle and scythe of Soulhunters radiate an aura of evil and
non connected to its body as a +7 ranged touch attack with a bestow two negative levels on any good creature attempting to
range increment of 40 feet. The shell explodes on impact caus- wield them.
ing 10d6 points of acid damage on a direct hit and 5d6 point
of acid splash damage within 15 feet. Those suffering splash
damage may make a Reflex save (DC 16) for half. Anyone suf-
fering acid damage must make a Will save (DC 16) or become
Treasure
Most thralls do not collect treasure but they may guard treasures
frightened for 1d4 rounds. These saves are Constitution-based. of importance for their masters.

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The necromantic technology used in crafting these undead Given free reign of a captured Golden Crucible fortress
constructs might interest Cyriss priests or arcane mechan- in Llael, a Khadoran Greylord provokes the suspicions of the
iks unafraid to probe such mysteries. The weapons of bile local occupied populace. Rumor spreads he has turned to nec-
and Bloat thralls are unfamiliar but actually not surprisingly romancy and is attempting to craft thrall of this own making
advanced in design other than their ability to withstand the using ancient necromantic texts, remains from Cryxian assaults,
caustic flow of acid the weapons use. They may bring 200 to and the unwilling participation of the local population.
1200 gp each, depending on their quality. Fearing the worst, the local members of the Llaelese resistance
decide they must strike now before the Greylord becomes too
powerful. What they will actually find in the fortress will sur-
Legends and Lore
Common: Undead horrors apparently constructed out of
prise them.

mechanika walk the land near the coasts and war zones.
Uncommon: Composed of mechanika, such terrors are vulner-
able to a bodger’s knack for dismantling machinery. Guardians
and servants in Cryx, these horrors are appearing
with alarming frequency on the main land.
Some, built like a wicked cross of man and
steed, are known to travel far inland.
Rare: Lord Toruk, the dragon lord of
Cryx, sanctioned the creation of Bloat
thralls, bile thralls, and Soulhunters to join
mechanithralls in his armies.
Obscure: Secret factories to create fresh
necrotech horrors are being constructed on the
mainland by an iron lich.

Hooks
Characters
approaching the
ruins on Castle
Moorcraig in
hopes of uncov-
ering the lost
treasures of the
ancient pirate king
provoke several
Bloat thralls guard-
ing the site. Evading
the watchful crea-
tures might be pos-
sible but they are just
intelligent enough to lay Soul Hunter
an ambush. If the charac-
ters attempt to leave they may
find the remaining walls fall-
ing on their heads as the
powerful acidic blasts dis-
solve whatever keeps the
ancient walls standing.
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Razorbats
Razorbat (Swarm) Razorbat (King)
Always N Tiny Animal (Swarm) CR 4 Always N Small Animal CR 1
Hit Dice: 10d8 (45 hp) Hit Dice: 2d8 (9 hp)
Immunities/Resist: Swarm traits Senses: Blindsense 30 ft., Listen +4, Spot +2,
Senses: Blindsense 20 ft., Listen +7, Spot +2 low-light vision
Initiative: +3 Initiative: +4
Speed: Fly 30 ft. (6 squares) (good) Speed: 10 ft (2 squares), Fly 40 ft. (good)
Armor Class: 15, touch 15, flat-footed 12 (+2 size, Armor Class: 14, touch 14, flat-footed 11 (+1 size,
+3 Dex) +3 Dex)
Base Attack/Grapple: +7/– Base Attack/Grapple: +2/-2
Attack: Swarm +7 melee (3d6) Attack: Tail slash +5 melee (1d6 plus wounding)
Full Attack: Swarm +7 melee (3d6) Full Attack: Bite +5 melee (1d4 plus disease),
Special Attacks: Distraction , repeated attacks, tail slash +0 melee (1d6 plus wounding)
sonic scream (2d8) Special Attacks: Disease, wounding
Space/Reach: 10 ft./0 ft. Space/Reach: 5 ft./5 ft.
Special Qualities: Half damage from slashing and piercing, Saves: Fort +3, Ref +7, Will +1
swarm traits Abilities: Str 12, Dex 18, Con 11,
Saves: Fort +7, Ref +10, Will +3 Int 2, Wis 12, Cha 10
Abilities: Str 6, Dex 17, Con 11, Skills: Hide +9, Listen +4, Move Silently +4,
Int 2, Wis 11, Cha 10 Spot +2
Skills: Hide +16, Listen +7, Move Silently +10, Feats: Flyby AttackB, ScentB, Weapon Finesse
Spot +2 Environment: Any forest
Feats: Ability Focus (distraction), Alertness, Organization: Solitary, mated pair, or pack (5-8)
Multiattack, Stealthy Level Adjustment: 3-4 HD (small) 5 HD (medium)
Environment: Temperate forests
Organization: Solitary or brood (2–5 swarms)

B efore my tenure at Corvis University, I had several


encounters with a large species of razorbat known at
the king razorbat. As a scout for the Cygnaran army, I
had the opportunity to watch the creatures hunting in
their natural habitat while I was stationed in the forests near the
Khadoran border. At that time it was thought that only a few
razorbats had the cunning and strength to live long enough to
wilds, some years past I had the great fortune to encounter
the far more dangerous swarms of young razorbats in the
wild. I encountered a razorbat swarm my first year at Corvis
University with several able-bodied cohorts. While catalog-
ing creatures and natural phenomenon as we found them, we
made camp in the edge of the Thornwood. All seemed well,
so I slept.
grow to such large stature. Though territorial, normal razorbats Professor Dravid, whose rather ill-received research into
do not hunt great distances from their lairs, but even then I had the behavior of the heavens made him both the butt of our
my doubts that the larger king razorbats would have the same jokes and the natural choice of night watchman, cried an alarm
habit. After climbing a tree in hopes to observe them closely, I in the dead of night, disturbing my dream of being the first
was quickly attacked by the large bats. My own theories proved researcher to dissect an intact thornwood mauler. Hearing both
correct when these king razorbats tracked me for miles back to his cry and innumerable approaching squeaks, I grabbed for my
base—a feat no normal razorbat could manage. However, this recently acquired Orgoth blade. Then I heard something else: a
breakthrough in knowledge was not much consolation to my high-pitched whine that sounded more strange than threaten-
companions, who did not appreciate watching the bats make ing. Dravid screamed in pain and I made out the sound of his
mincemeat out of one of our pack animals. precious telescopes breaking.
While the fascinating king razorbat was one of the When I lurched out of my tent, under-dressed but armed,
first creatures to fall under my scrutiny as a student of the I saw Dravid lying on the ground at the edge of camp with

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Razorbats
his eyes squeezed shut, his face pinched in pain, and his hands with a razorbat swarm in its square must make a Fortitude
held to his ears. About him lay the ruined remains of his save (DC 17) or be nauseated for 1 round. The save DC is
delicate research tools, each blasted apart like a hammer had Constitution-based.
struck the precious lenses. Then a ravenous swarm of flutter- Sonic Scream (Su): A swarm of razorbats acting in con-
ing, dark shapes descended upon him. When cert can focus the tiny shrieks they use for
they entered the lamplight, I immediately echolocation into a cone of deadly
recognized the tell-tale shape of the vibration.
razorbat barb. A razorbat swarm can
I leapt forward, slashing as emit a sonic scream
the swirling mass flooded once every 1d4
through our camp like a rounds as a stan-
black wind. The swarm’s dard action. The
collective screams shat- scream extends
tered the glass of our in a 30-foot
lamps and plunged us cone. Creatures
into near darkness. I within the cone
turned to jump for take 2d8 points
Dravid while my of sonic dam-
bleary-eyed compan- age and must
ions raced from their make Fortitude
tents, but came too save (DC 15)
late. The bats—hun- or be stunned
dreds of them— for 1 round and
blurred out of the night deafened. Crystalline
and spun around the creatures take double dam-
ill-fated man. He screamed age. The save DC is Constitution-based.
again, though mercifully not In addition, all non-magical objects of
for long. The bats darted in crystal, glass, ceramic, or porcelain in the
with fangs, their barbed tails lashed, cone weighing less than 1 pound shatter.
and their bladed wings sliced. They Repeated Attacks (Ex): Razorbats have
clung to him with mouth and claws, claws on their wings and barbs on their
shrieked into his ears, and ripped into tails, making them dangerous opponents. A
his flesh. The night fairly glowed with razorbat swarm deals 1d6 points of damage
gleaming eyes. Shining blood splattered more than a normal swarm of its hit dice on its
on the pine needles. swarm attack.
When satisfied with their cruel
extraction of flesh, the creatures disap-
Razorbat King
peared into the night. The next day we With what can only be described as a natural sadis-
buried Professor Dravid’s remains with tic streak, razorbat kings prefer playing with their prey as a
his shattered equipment and left a crudely carved stone marker cat would a mouse instead of going for a direct kill. Whereas
as a testament to the man before plunging headlong into the normal razorbats tend to swarm their prey and slash them to
darkness of the Thornwood. ribbons with their incredibly sharp barbed tails, these solitary
hunters doggedly track their prey over long distances and bleed
it slowly.
Combat These razorbats have a good memory and will alter tactics
when faced with unique circumstances. They prefer to ambush
Razorbat Swarm their prey from hiding through a series of fly-by attacks. The
Young razorbats are voracious predators that descend on bite of a king razorbat carries a disease known as “razor fever”
their prey in huge swarms, hit it with a sonic scream to stun it, which appears as red streaks on the skin and muscle cramping. If
and then move in for the kill. it feels outmatched the canny bat will employ its bite then flee
Distraction (Ex): Any living creature that begins its turn hoping that the disease cripples its prey in a few days time. King

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Razorbats
razorbats are patient hunters that commonly follow prey for days.
King razorbats are covered in a heavy fur that insulates
Hooks
The wealthy Marcus Jonathon is somewhat eccentric: He
and regulates their temperature and allows them to live in a
keeps a menagerie of exotic beasts on his extensive estate.
greater range of territory. Observers have spotted them in
He is especially proud of his large razorbat habitat, which
both cold northern climes and southern jungles. They live
contains more than two dozen adult specimens. However,
most of their lives in solitude but do seek mates. In rare
Marcus’s ignorance outweighs his enthusiasm, and he has
cases a group of adolescent males will come together for pro-
flaunted his wealth by building his razorbat habitat from
tection. When this happens the creatures devastate local wild
glass. Marcus doesn’t know that razorbat swarms can shat-
life and livestock.
ter this easily. Nor does he know that most of his bats are
Just as ill tempered as their smaller kin, the nomadic king
females, and that they are very pregnant.
razorbats prefer the night but will hunt prey by daylight.
Blindsense (Ex): Using echolocation, a king razorbat A local wizard has trained several king razorbats as guardians,
notices and locates creatures within 30 feet provided it has line and her jealous step-brother, a member of the Fraternal Order,
of effect to that creature. is beginning to rile the local populace against her by calling her
Disease (Ex): The bite of a king razorbat carries a debili- a witch. The confrontation comes to a head when her brother
tating pathogen. Razor fever – Fortitude (DC 11), incubation charms the otherwise restrained razorbats into attacking the
period 1d3 days, damage 1d3 Dex and 1d3 Str. The save is populace in the city market. After defending against the bats,
DC is Constitution-based. the PCs are approached by both siblings who wish to incrimi-
Wounding (Ex): Any living creature damaged by a king nate the other.
razorbat’s tail continues to bleed, losing 1 hit point per round
thereafter. Multiple wounds do not result in cumulative bleed- An enterprising gobber in Five Fingers hopes to employ several
ing loss. A Heal check (DC 10), a cure spell, or some other king razorbats as messengers in the city. He seeks wilderness
healing magic can stop the bleeding. savvy adventurers to capture a male and several females in the
nearby Gnarls so he may breed and train them. If the PCs are
successful in their hunt, they will discover the bats’ mates have
Treasure
Razorbat’s do not collect treasure. However, they may lair near
the canny ability to track them. The local authorities do not
appreciate the bats or the spread of razor fever that they believe
or in sites with treasure, such as Orgoth vaults, forgotten Cyriss the PCs are responsible for bringing into the city.
caches, or troll lairs (whose thick hide and regenerative powers
make them all but immune to the bat’s natural attacks). The tail
barb of adult razorbats (p 280, WTCE) can be used as material
to craft masterwork arrows. A king razorbat’s tail barb can be
worked into a masterwork dagger or a gobber-sized shortsword.
The tail barbs of young razorbats from razorbat swarms of 10
HD or more can be used as excellent needles or fishhooks worth
25 gp or more.

Legends & Lore


Common: The largest breed of razorbat dwells in forests but is
nomadic and will even track is prey for days.
Uncommon: King razorbats can grow to astounding sizes,
sometimes as large as a man. Larger bats are rumored to snatch
smaller creatures or steal items to lure prey into an ambush.
Rare: The wicked barbed tail of the king razorbat is capable
of heinous wounds that bleed profusely. The bat will bleed its
prey and track it until it dies before feeding.
Obscure: Though monstrously large, these bats are animals.
Some people claim to have trained king razorbats and use them
as guardians or messengers

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The swampies in the Corvis region know of a particular noxious
poultice that will cure, or at least aid, in overcoming razor fever.
Though none have supplied me with its recipe, I suspect they learned
of making it from the local swamp gobbers. I recommend curious
alchemists to go to the source when seeking to uncover the secret.
—V P

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Revenant
CE Medium Undead Humanoid (Human) CR 7 Space/Reach: 5 ft./5 ft.
Hit Dice: 5d12 (30 hp) Special Qualities: Soulform
Immunities/Resist: Undead traits Saves: Fort +4, Ref +3, Will +2
Senses: Darkvision 60 ft., Listen +3, Spot +3 Abilities: Str 17, Dex 15, Con - ,
Initiative: +6 Int 10, Wis 12, Cha 8
Speed: 30 ft. (6 squares) Skills: Climb +9, Craft (Small Arms) +4,
Armor Class: 18, touch 12, flat-footed 16 (+2 Dex, Intimidate +5, Listen +3, Spot +3
+2 leather armor, +4 natural) Feats: Power Attack, Cleave, Exotic Weapon
Base Attack/Grapple: +5/+8 (small arms), Improved Initiative, Point
Attack: Cutlass +8 melee (1d8+3) or military Blank Shot, Precise Shot
pistol +7 ranged (2d6 plus 1d6 negative Environment: Any
energy) Organization: Solitary or press gang (6–10)
Full Attack: Cutlass +8 melee (1d8+3) or military Advancement: By character class
pistol +7 ranged (2d6 plus 1d6 negative
energy)

I n my travels I have encountered tales of curses dark


and cruel enough to curl a man’s beard, but the curse
that besets the poor souls known as revenant pirates
tops them all. I hear some seek this curse willingly,
even fervently, instead of risking death in the cold waters
of the Meredius.
I encountered these accursed sailors while
would have against these invaders, but I rushed to aid the vil-
lagers in defense of their home regardless. I found some fisher-
men already engaged in a pitched battle with several revenants,
and faring very badly. I charged to their aid
and felled one. It simply dissipated into a
black smoke and rematerialized mere sec-
onds later to return to the fighting. That
staying in a small fishing village in Razov on sight crushed what hopes we had. It was
the Ordic border with Khador. I supped all I could do to rally the men into a slow
with several fishermen interested in retreat.
sharing their tales of the sea with a One of the fishermen
scholar of my repute when the tinny seemed to recognize the leader
chime of the town’s alarm of this group of revenant
bell prematurely ended pirates and called to it by name.
a wonderful repast. The As if in a dream the revenant turned
sight awaiting us on the and answered the unfortunate
fog-laden wharf that cold fisherman, telling him to drop his
night chilled even these doughty sailors weapons and his life would be
to the bone. There, anchored in the small spared. It promised him – prom-
bay with its masts, sails, and hull dancing ised all of us – places in the crew
with spectral green flame, waited a sickly, if we surrendered. As the fisher-
sepulchral ship. As the sailors rushed man fell to his knees and lowered his gaff
in sudden terror away from the dock, pole I fired and felled the lead revenant
the black vessel fired cannons into before he could complete his lie. I clearly
the village. The first salvo silenced saw that the creature intended to strike
the alarm bell and reduced several down the surrendering man. This
smaller buildings to rubble. threw the revenants into disarray
Remembering legends of the and the remainder of our small
Atramentous and her sadistic crew I group took the opportunity to flee
knew not what use pistol and sword without looking back.
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Revenant
When I encountered one of the fishermen years later I
enquired after the man who had surrendered.
Apparently his body vanished, and I
wonder, when I am at sea, if
I may someday look into his
cursed eyes again.

Revenants
Revenants are tenacious undead which arise from
those murdered in horrible agony yet bound by oaths,
passions, or powerful unfulfilled goals which allow them to
ignore Urcaen’s pull on their soul. Revenants are anchored
to a specific person, place, or thing, termed a Locus, and their
essence is tied into the integrity of the Locus. Revenants appear
as rotting and desiccated animate corpses with apparel, armor,
and weapons.
When a revenant’s corporal body crumbles to dust, the
revenant transforms into an invisible and incorporeal soulform.
The soulform moves at its best possible speed to within 15
feet of the Locus, whereupon the revenant reforms its corpo-
real shell as a full round action, completely regenerated with all
normal equipment. They are fully self-willed, although com-
pelled to return periodically to their Locus, and their behavior
resembles their behavior in life, adapted to their new alignment
(if any). Only destroying their Locus or incorporeal form will
permanently slay a revenant.
One revenant may have another revenant with greater hit
die as a Locus. For example, pirate revenants may be anchored
to a quartermaster revenant, which is anchored to a captain
revenant, which is anchored to a ship. A Locus cannot be an
item bound to the revenant.

Creating a Revenant
“Revenant” is an acquired template that can be added to any
humanoid or monstrous humanoid. The creature
(hereafter referred to as the base creature) must
have a charisma and intelligence score of at least
6. Unchanged elements from the base creature are
not listed.
Type: The creature’s type changes to undead. It
uses all of the base creature’s statistics and special
abilities except as listed here.
Hit Dice: All current and future hit dice become d12s.
Special Attacks/Qualities: The revenant retains any special
Speed: Speed is unchanged. attacks or qualities of the base creature except those
Armor Class: Revenants have a natural armor bonus of +4. relying on being alive, or other qualities that the
Attack/Full Attack/Damage: A revenant retains all the attacks revenant no longer possesses. Particularly potent
and damage of the base creature and weapons while revenants may have special abilities beyond those
in corporeal form. listed here.

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Soulform (Su): When reduced to 0 hit points the revenant Challenge Rating: Base creature +2
transforms into its soulform. A soulform is an Treasure: Any items the revenant has accumulated beyond its
invisible and incorporeal undead that has full hit original bound items; bound items turn to dust
points and a fly speed of 20 feet with perfect when the revenant takes soulform.
maneuverability. Within 15 feet of its Locus, as
Alignment: Changes to evil, but the same as base creature
a full round action, a soulform reform
regarding lawful or chaotic.
its corporeal body at full hit points
and with all bound equipment. Bound
equipment includes all items the base
creature had when it acquired the revenant
template. Soulforms cannot attack and
always move unerringly toward their Locus
by taking a double move. So long as their
Locus exists soulforms will attempt to
return to it regardless of how long this
takes. If the Locus is destroyed or if the
soulform is reduced to 0 hit points, the
revenant is permanently killed. Spells
such as reveal souls (IKCG) allow the caster to
see a soulform.
Turn Resistance (Ex): Revenants have +4 turn resistance.
Abilities: As the base creature except the revenant has
no Constitution score. Dexterity and
Strength increase by +2.
Environment/Organization: Any

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Treasure
Not all revenants collect treasure but certainly revenant pirates,
Hooks
Having sworn to guard the city’s mayoral mansion during the
used to a life of plunder, do. Such pirate revenants may have Khadoran invasion, a lone Llaelese swordsman returned from
standard treasure plus the arms and armor bound to them. death to continue his vigil. Khadoran soldiers that attempt
Any items gathered by the revenant other than bound to enter the mansion find themselves facing a nearly inde-
items can be gathered as treasure even if the revenant is not structible foe.
truly destroyed. This may include bits of jewelry or other
trinkets the revenant has taken a liking to, or reminds it of A Thamarite sect called the Shroud is seeking the recovery
its previous life. of the skull of the infamous Lord Governor Legison of Five
Pistols used by the revenants of the Atramentous and simi- Fingers from Traitor’s Park in that city. Once they have the
lar ships in Toruk’s service fire rounds made from hardened skull, the soulform of the governor will become a particularly
pieces of necrotite that cause living flesh to waste away. powerful corporeal revenant under their control.
These bullets do an additional 1d6 points of negative energy
The sloop Drunken Swan brings news and trades fresh supplies
damage and are just as dangerous for living creatures to han-
with the party’s ship while at sea, but it then falls prey to rev-
dle as raw necrotite.
enant pirates the next night. The ship is taken as a prize and her
crew is captured alive. If they are not rescued, they face a grim
Legends and Lore
Common: Revenants are ghosts cursed to live in undeath forever.
fate in Cryx: swear an oath and become a revenant pirate or
become fodder for Necrotech experiments.

Uncommon: The most infamous example of revenants are the A young Order of Illumination agent seeks the party’s help in
pirates of the Atramentous. These pirates form press gangs that hunting a mysterious man with sorcerous powers responsible
seek more sailors to add to their crew and are often armed for multiple killings on the Market Line and who is said to be
with pistols that fire necrotite-laced bullets. indestructible. Each time he is killed his corpse disappears in
Rare: Revenants defeated in combat are not truly killed, but a plume of foul smelling smoke. Afterward the agent admits
may reform their shape mere seconds later. To truly destroy a that his quarry is a life-like revenant and a prior member of the
revenant once must discover the source of their necromantic Order whose witch-hunting has turned to serial killing.
resurrection and destroy it first.
Obscure: The tale of the Atramentous is a truly dark one, for it is
said the now millennia old ship was the first of Toruk’s pirate
fleet and its captain and crew his first vassals on the seas. It is
said the captain of that ship has the power to make new rev-
enants by extracting a terrible promise from his prisoners.

Although the revenant pirates of Cryx may be the most infamous,


they were not the only revenants haunting our lands. In times of
war with passions running high, I can only imagine that this curse
of unlife will become all too common.
—V P

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Rhinodon
N Large Magical Beast CR 12 Special Attacks: Critical slam, gore, powerful charge
Hit Dice: 14d10+98 (175 hp) Space/Reach: 10 ft./10 ft.
Immunities/Resist: Resistance to fire and electricity 15 Special Qualities: Solid horn, stable
Senses: Listen +5, Spot –1, low-light vision, scent Saves: Fort +16, Reflex +8, Will +3
Initiative: –1 Abilities: Str 25, Dex 8, Con 24,
Speed: 30 ft. (6 squares) Int 4, Wis 9, Cha 8
Armor Class: 25, touch 7, flat-footed 25 (–2 size, –1 Skills: Climb +13, Listen +5, Spot –1,
Dex, +18 natural) Survival +5
Base Attack/Grapple: +14/+29 Feats: Die Hard, Endurance, Power Attack,
Attack: Tail +20 melee (2d6+7/19–20 plus Improved Overrun, Improved Critical
critical slam) (tail)B, Weapon Focus (tail)
Full Attack: Tail +20 melee (2d6+7/19–20 Environment: Any desert or warm land
plus critical slam), 2 slams +14 melee Organization: Solitary, family (3–5), herd (6–19)
(1d6+3) Advancement: 15–19 HD (Large), 20–32 (Huge)

E very thirty-sixth fullness of Calder, all trollkin kri-


els in the Wyrmwall region participate in a shift-
ing holiday of drink, thunderous song, and the
rampages trollkin call dancing known as the Storm
Moot. I once imagined that cacophony of noise and trembling
earth the most bone-shaking experience one could endure.
Recently, the trumpeting charge of an armored legion of titans
its armored ridges, launched into a bellowing charge without
hesitation. A stunted, unsuspecting outcropping of dark quartz
saved my life as I leapt for cover behind it. Undeterred, the
rhinodon crashed into the crystalline barrier with all the sound
and fury of an avalanche. When the earth stopped shaking and
I dared to peek from my cover I expected to see the broken-
necked corpse of the rampaging brute. Instead I watched, awed,
forced me to reconsider. Now, to my horrified as the thing merely shook its head and ambled away.
amazement, the ground-cracking stampede Although my encounter speaks poorly of the beasts’ judg-
of the lumbering rhinodon has forced me to ment and eyesight, I would guess that such
change my thinking again. things matter little when reinforced by
A beast apparently made less from flesh nearly a ton of blunt muscle, boney
and more from stone pitted and made armor, and man-skewering horn.
craggy by eons of erosion and harsh wind,
the apply named rhinodon epitomizes
the harsh tenacity and brutishness of the
Bloodstone Marches. Twin rows of rough-
Combat
While normally docile and easily avoided,
hewn plates jut from their weathered and rhinodons’ notoriously poor eyesight and
armored backs. The solid, double horns hearing make them easily surprised. A
growing from the beasts’ foreheads, and the startled rhinodon quickly charges into an
stone-shattering boney clubs at the ends of opponent with all the force of a steam-
their powerful tails make them deadly opponents. jack, sometimes sending smaller enemies
For all their savage appearances, though, the hulk- flying. With their powerful hands, broad
ing beats look to split the difference between massive desert footing, and substantial bulk, few creatures can
herbivores and primitive humanoids. Capable of walking hope to overpower these beasts, and those that try
upright, supporting themselves on two broad-toed rear legs, risk impalement on a rhinodon’s boney plates.
possessed of a highly social nature, and distinguished by a lan- Critical Slam (Ex): If a rhinodon critically hits a Medium
guage of nasal blasts and blaring honks, my first encounter with or smaller target with its tail, the creature must make a Reflex
the creatures led me to mistakenly approach with open arms, save (DC 24) or be stunned for 1d4 rounds, knocked fly-
calling out a encyclopedia of greetings. I obviously startled ing 10 feet in a direction of the attacking creature’s choice,
them. A bull of the group dropped to all fours and, splaying and fall prone. If an obstacle prevents the completion of the
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opponent’s move, the opponent and the obstacle each take 1d6 Uncommon: A rhinodon will charge anything they see moving
points of damage, and the opponent stops in the space adja- that isn’t another rhinodon—and sometimes other rhinodons.
cent to the obstacle. If the critically hit target is of Large size Rare: Rhinodons possess notoriously poor vision. They have
or greater it is not knocked backward, but it still must save to little ability to distinguish between threats, always attacking the
resist being stunned. The save DC is Strength-based. largest danger to face them.
Gore (Ex): If a rhinodon hits with both its slam attacks, it
throws its head forward to impale its opponent on its mighty Obscure: Rhinodons won’t attack you if you aren’t moving,
horn. This attack automatically deals an additional 2d6+10 mistaking you for some part of the environment.
points of damage.
Powerful Charge (Ex): A rhinodon deals 4d6+21 points
of damage when it makes a charge. Treasure
While rhinodons carry nothing with them, gemstones of vary-
Solid Horn (Ex): A rhinodon’s gore attack counts as ser-
ricsteel for overcoming damage resistance. ing value are sometimes found in the creatures’ gullets, swallowed
Stable (Ex): With their broad feet and strong hands, few along with small stones to aid in digestion.
terrains or impediments can slow a rhinodon. Rhinodons gain
a +8 racial bonus on all Balance checks. In addition, they gain
a +4 bonus on checks to resist being tripped and ignore rough Hooks
A group of Idrian herdsmen from the west has captured a rhin-
terrain, such as that found on mountainous slopes or created
by spells like stone spikes. odon calf, intent on domesticating it and judging its usefulness
as a pack animal. The creature’s infuriated parents, though, have
followed their child’s scent and are laying waste to everything in
Legends & Lore
Common: Bad-tempered barrens animals, rhinodons
the kidnappers’ wake.

wander the Bloodstone Marches in ponderous herds.

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Riven
CE Medium Undead (Incorporeal) CR 13 Saves: Fort +5, Ref +15, Will +16
Hit Dice: 17d12 (110 hp) Abilities: Str —, Dex 30, Con —,
Immunities/Resist: Incorporeal traits, undead traits Int 17, Wis 22, Cha 21
Senses: Darkvision 60 ft., Listen +17, Spot + 18 Skills: Bluff +24, Hide +22, Intimidate +19,
Initiative: +14 Knowledge (arcana) +10, Knowledge
Speed: 30 ft. (6 squares) (history) +22, Knowledge (religion) +22,
Armor Class: 25, touch 25, flat-footed 15 (+10 Dex, Listen +17, Sense Motive +14,
+5 deflection) Spellcraft +14, Spot +18
Base Attack/Grapple: +8/— Feats: Combat Reflexes, Dodge, Mobility,
Attack: Incorporeal touch +18 melee (1d8 plus Improved Initiative, Improved Natural
1d6 Wisdom drain) Attack (incorporeal touch), Spring Attack
Full Attack: Incorporeal touch +18 melee (1d8 plus Environment: Any
1d6 Wisdom drain) Organization: Solitary
Special Attacks: Spirit bind, Wisdom drain Advancement: 17–28 (Medium)
Space/Reach: 5 ft./5 ft.
Special Qualities: Futile fatality, incorporeal traits, spell-like
abilities, telepathy 100 ft., undead traits,
unwelcomed

M y assistant Edrea Lloryrr encountered a riven


while traveling near her homelands recently. She
related the intriguing and harrowing tale to me
as a warning.
With equal amounts of pity and abhorrence, she con-
fessed to me that long ago some Iosan priests went mad from
a tragedy that Edrea would not elaborate upon. Whatever the
ridden riven do not desire more Iosan victims. Instead they
seek out mortal humans whose souls travel to Urcaen; possess-
ing a soul pure of heart, they bring about its death in a futile
attempt to follow it into the afterlife.
To my relief, she gave some hint of how to avoid these
creatures. She suspects that these Iosan ghosts may not leave
Ios except when asked, though the asker may not suspect him-
cause, their violent madness drove them to com- self the ghost’s next victim. According to her lore,
mit bloody atrocities among their people. At a border or threshold can contain these terrors.
the time their people most needed them, To invite one across such a barrier is to invite
they turned on their death, however.
own with savage Let us hope
depravity. few of these
As penance creatures
for their violent crimes, have escaped from
Edrea explained, these riven the sleeping woods of
lost access to the afterlife, cursed to Ios and into the world at large.
wander the earth with the necklace As one last note, I can’t help but think that
containing their symbol of office as Edrea knows more than she says about these ghosts,
a burning noose around their necks. Even and that the tragedy of their origin runs deeper than she
the souls they wronged in life sleep lightly. Edrea painted will express. If my suspicions are correct then they are but a
a vivid image of the riven’s apparition locked in an eternal symptom of some larger malady that plagues the elven-kind.
scream, the grasping hands of its victims’ spirits constantly
pulling it earthward.
Most disturbing, however, is the manner in which these
poor wretches seek to free themselves. Here Edrea made clear
Combat
The riven are the crazed, tortured spirits of elven priests who
that these creatures truly threaten men, not Iosans. The guilt suffered and died during the Rivening. During this time, the
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connection between the deities of the Divine Court—with the The riven believe that if they inhabit a body as it dies
exception of Scyrah and Nyssor—and their worshippers broke. they might tether themselves to the passing soul and pass into
Many of the most pious Iosans, wracked by fundamental loss Urcaen. They believe their chances are best if following the
(and, some say, tormented divine screams), lost their minds and soul of a non-elf, given the uncertain fate of their own people,
committed atrocities against their terrified people. Their crimes and to this end they seek out mortals of pure soul to possess
bind these insane apparitions to Caen, each sin manifested as the and then kill. In this they delude themselves. The deaths they
spirit of one they wronged. They bear their former holy symbols provoke can never bring them release.
as painful brands. Spirit Bind (Ex): Once per round, a riven can merge its
body with a living creature, as a magic jar spell except that it
does not require a receptacle. To use this ability, the riven must
try to move into its target’s space, which provokes attacks of
opportunity. The target can resist the attack with a successful
Will save (DC 23). A creature that saves is immune to that
same riven’s spirit bind for 24 hours, and the riven cannot
enter the target’s space. The save DC is Charisma-based. Elves
receive a +4 bonus on Will saves to resist spirit bind.
If the save fails, the riven possess the target. The target may
make another Will save every round for the next 5 rounds to
expel the riven. If all the saves fail, the riven possesses the tar-
get for the rest of the day. Every day thereafter, the target can
attempt another save to regain control of its body.
Wisdom Drain (Su): Living creatures hit by a riven’s
incorporeal touch attack must pass a Fortitude save (DC
23) or take 1d6 points of Wisdom drain. The save DC is
Charisma-based.
Futile Fatality (Su): If the body a riven inhabits is
reduced to –10 hit points by others, an energy draining wave
affects the surrounding area as the spirit attempts to force its
way into Urcaen, killing plants and draining away life. All crea-
tures within 15 feet of the body must make a Fortitude save
(DC 23) or take 1d6 points of Constitution damage. The save
DC is Charisma-based. After this blast, the riven is shunted
from the creature it possessed into the square where the body
last stood. For 1d4 rounds after being forced from a creature a
riven is dazed and loses its turn resistance.
Unwelcomed: Riven cannot pass through any border or
threshold without receiving permission or an invitation. This
includes anything from the national border of Ios to a
doorway. If a riven possessing a body passed a border,
the riven is immediately shunted from its possessed
body and dazed for 1d4 rounds.
Spell-like Abilities: 3/day— bane (DC
16), doom (DC 16), deeper darkness, suggestion
(DC 18). 1/day—crushing despair (DC
19). Caster level 16th. The save DCs
are Charisma-based.

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Sand Dervish
Usually LN Medium Undead (Incorporeal) CR 10 Saves: Fort +4, Ref +7, Will +8
Hit Dice: 12d12 (78 hp) Abilities: Str 22, Dex 17, Con –,
Immunities/Resist: Damage reduction 10/magic, incorporeal Int 10, Wis 11, Cha 14
traits, spell resistance 21, undead traits Skills: Bluff +17, Knowledge (any two) +15,
Senses: Darkvision, 60 ft., Listen +0, Spot +0 Sense Motive +15
Initiative: +7 Feats: Ability Focus (shredding sand), Dodge,
Speed: 20 ft. (4 squares); wind walking Greater Weapon Focus (longsword)B,
Armor Class: 15, touch 15, flat-footed 12 (+3 Dex Greater Weapon Specialization
+2 deflection) (longsword)B, Improved Critical
Base Attack/Grapple: +6/+12 (longsword)B, Improved Initiative,
Attack: +2 longsword +12 melee Improved Two-Weapon FightingB, Mobility,
(1d8+12/17–20) Spring Attack, Two-Weapon FightingB,
Full Attack: +2 longsword +12/+7 melee Weapon Focus (longsword)B, Weapon
(1d8+12/17–20) and +2 longsword Specialization (longsword)B
+12/+7 melee (1d8+12/17–20) Environment: Warm desert
Special Attacks: Blinding sand, fighter training, perfect two- Organization: Solitary
weapon fighting, shredding sand Advancement: 13–28 HD (Medium, advancement as
Space/Reach: 5 ft./5 ft. fighter for feats and prerequisites)
Special Qualities: Body of sand, fast healing 5, rejuvenation,
+4 turn resistance, wind walking

I have not yet had the good fortune of seeing a sand der-
vish, but Quimut, my guide in the Bloodstone Marches,
encountered one once. He told me the story.
Small, swirling sandstorms at sunset or sunrise com-
monly occur there. Occasionally witnesses report seeing more
than one of these, and tales speak of canyons and passes where
many of them whirl. Such a gathering is always taken as a sign
Quimut found himself staring at a man made of the red sands.
The creature’s feet trailed away into the desert ground, and it
held two swords of trickling sand.
The apparition pointed one sword at Quimut and said
something incomprehensible in some ancient form of Idrian,
but clearly a challenge. Its swords dropped into a ready stance.
Quimut tells me with no shame that he fled into the
of ill omen. A younger and more foolish Quimut (his words mountains.
not mine) sought one out. I have since learned through researching various Idrian
He moved into a folk tales that these sand dervishes, appear to be the spirits
pass called Cleft Canyon, of mighty warriors who
somewhere in the vicin- perish before fulfill-
ity of the Rotterhorn, as ing a promise or quest.
the sun set and cast long One elderly barbarian
shadows across the sand. chief of the Idrian
Many small sandstorms nomads found east of
moved about. The young the Rotterhorn told me
Quimut made a sign these lingering spirits
against evil, and his desire death through
courage deserted him. honorable combat, and
He turned and found a will fight fairly if their
whirlwind blocking his opponent does the
path not twenty feet same.
away. The whirling sand
took on a shape, and
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Combat
When a sand dervish encounters a group, it hails them, singles
wind walking, shredding sand, and blinding sand. The dervish’s
weapons, also made of sand, function as +2 longswords that
cannot be sundered, disarmed, or destroyed and disintegrate
out one creature, and challenges it to single combat. If the
when the creature is destroyed.
challenged creature duels it singly and honorably, the
Wind Walking (Sp): A sand
dervish returns the favor and does not use its offen-
dervish can
sive supernatural abilities. However, if other
take the
characters attack it or if its opponents
form of a
fight unfairly, the angry dervish
small sand
brings all its abilities into play.
whirlwind
Sand Step (Su): As often
at will. Treat
as it likes, a sand dervish
this ability
may, as a move action,
like wind walk
collapse and rise again
but it only affects
from the sandy ground
the dervish who
in a different location
appears as a swirl
within 400 feet plus 40
of sand and dust
feet per hit die.
instead of a cloudlike
Shredding Sand
vapor. In this form it
(Su): Once per day, as
is not affected by wind
a standard action,
like a gaseous form and
the sand dervish
it is always likely to be
may create a 60 ft.
mistaken for a natural
cone of sand fly-
whirlwind.
ing hard enough to
Rejuvenation (Su):
scour flesh from
If a sand dervish’s body is
bones. This attack
destroyed or dispersed (by reach-
does 12d6 points
ing 0 hit points) its spirit survives
of slashing damage,
and may create a new body in 1d4
Reflex save (DC 20)
days. The only way to get rid of a sand
for half damage.
dervish is to determine the reason for
Blinding Sand
its existence and set right whatever pre-
(Su): Up to three
vents it from resting. Most find their final
times each day, as a
rest when challenged and defeated in single
standard action, a sand
and honorable combat, while a few might
dervish may envelop a
have more obscure requirements.
target in a whirl of blowing
sand. The target suffers blindness
for a number of rounds equal to half the dervish’s hit dice,
Reflex save (DC 18) to negate.
Legends & Lore (Idrian)
Common: None.
Perfect Two-Weapon Fighting (Ex): With this ability
and its Two-Weapon Fighting and Improved Two-Weapon Uncommon: Sand storms in the Bloodstone Marches some-
Fighting feats, a sand dervish can attack with both its long- times bring the additional danger of sand dervishes. Their
swords at its full base attack bonus with no penalty on the bodies are made of sand, so therefore difficult to destroy.
attack rolls and adds its full Strength bonus on damage rolls Rare: Powerful spells that effect earth and stone can hamper
with both swords. these creatures, though only single combat will truly destroy
Body of Sand (Su): Sand dervishes create bodies out of them. Defeating a sand dervish quickly gains you renown
sand. This provides both damage reduction and fast healing among the nomadic Idrians.
but makes the dervish susceptible to spells that effect sand, Obscure: Sand dervishes are warriors who died in the desert
earth, or stone. Stone to flesh cast on it removes the sand dervish’s before completing a task or oath. Completing the oath can give
damage resistance. Transform rock to mud prevents it from using them final rest.

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Satyr
N Large Monstrous Humanoid CR 9 Space/Reach: 10 ft./10 ft.
Hit Dice: 16d8+80 (152 hp) Special Qualities: Rock walking, shrug off blows
Senses: Darkvision 60 ft., Listen +7, Spot +6, Saves: Fort +15, Ref +13, Will +7
scent Abilities: Str 26, Dex 16, Con 20,
Initiative: +3 Int 6, Wis 14, Cha 10
Speed: 50 ft. (10 squares) Skills: Listen +7, Spot +6, Survival +12
Armor Class: 22, touch 12, flat-footed 19 (–1 size, Feats: Improved Overrun, Improved Bull Rush,
+3 Dex, +20 natural) Improved Critical (ram), Improved
Base Attack/Grapple: +16/+28 Natural Attack (ram), Improved Natural
Attack: Ram +23 melee (3d6+8) Attack (slam), Multiattack, Track
Full Attack: Ram +23 melee (3d6+8) and Environment: Temperate mountains
2 slams +21 melee (2d8+4) Organization: Solitary or mated pair
Special Attacks: Musk, powerful charge, powerful ram Advancement: 10–22 HD (Large)

T he nature of our respective professions has some-


times strained my long-standing friendship with
Alten Ashley. His thrill at slaying rare creatures is
sometimes frustrating. His zeal for the kill, however,
lead me to the elusive mountain creatures I’ve named satyrs, in
preference to Alten’s appellation, “giant, reeking goat-man”.
Alten visited me at the university shortly after my return
I believe satyrs possess limited intelligence. I witnessed
exchanges between them comprised of grunting snorts and
insistent gestures, which convince me they have the rudiments
of language. Not overly sociable, satyrs keep a distance from
each other except when gathering for violent clashes as males
compete for the attention of females. I saw them charge across
the rocky slopes to slam into one another with
from the east, and I found his obvious relief at finding a sound like thunder, much like the rams they
me safe touching. He followed this greeting by hefting a superficially resemble. They went unclothed,
blood-soaked oiled sack and transferring the grisly remains and I saw little inclina-
of a massive horned head, gathering flies and smell- tion toward the use
ing of rot, from it to my work table. After a of tools. They seem
few choice invectives I began to clean the content to rely on their
skull and make an examination, and natural gifts, though
quickly deduced that I had never their hands suggest
seen this creature before. I put an untapped adroit-
aside my obligations and immedi- ness. I witnessed one
ately ventured with Alten into the older satyr, grizzled
Wyrmwall Mountains to find and sporting a braided
this creature. beard, who leaned upon
After a few weeks of care- a stout length of wood
ful hiking, including fighting affixed with a skull.
off a tribe of ornery bogrin, Just as I started to specu-
Alten and I reached the lonely late on setting up a camp for
heights. Alten tired of the expedition protracted studies, a hapless troll
and decided to hunt on his own after I wandered into the region and I
insisted he keep his ridiculous rifle on his witnessed what could have been
back. I had not come for trophies. my fate. I would not normally
Left to myself I made a thor- describe a troll with pity, but
ough study of these tremen- this was an older specimen with
dously powerful, bipedal weak eyes who perhaps had
omnivores in their element. outlived his regenerative capacity.
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He blundered into the valley and came too close to the edge habitats. They treat difficult terrain created by rocks, uneven
of a steep divide. From up the ridge I saw a satyr crouch and ground, and similar circumstances as normal terrain.
then charge down the steep slope, building up momentum like Shrug Off Blows (Su): Satyrs are supernaturally resistant
a train at full throttle. The troll had only a moment to turn to all but the strongest blows. They ignore nonlethal damage
before the satyr’s head slammed into the center of the troll’s equal to their Constitution bonus (5 for the satyr above).
ribs. The huge creature sailed off the side of the cliff with a
startled howl that faded slowly. The satyr peered over the edge
for a long while before returning to its post. I decided I had
learned enough and it might be best to return to Corvis as
Legends and Lore
Common: None
quietly as possible. Uncommon: None
Rare: Isolated groups of goat-like bipedal creatures dwell
Combat
Though highly territorial, satyrs become more than marginally
high up in certain remote mountain ranges, particularly the
Wyrmwall, the Nyschatha Mountains, and the Silvertip Peaks.
aggressive only during mating season. They charge at the earliest These elusive beasts are extremely strong and while not overly
possible time. aggressive they are extremely territorial.
Musk (Ex): When enraged or in combat satyrs release an Obscure: While satyrs compete among themselves for breed-
eye-stinging musk. A living creature within 10 feet of a riled ing and prefer an isolated existence, they have a sense of
satyr must make a Fortitude save (DC 23) or take a –2 penalty solidarity and sometimes defend others of their species from
on attack rolls, damage rolls, skill checks, saving throws, and outsiders. The elusive druids of western Immoren seem to
ability checks. These penalties last for 1 minute. Other satyrs have an interest in these creatures and may have worked to
are immune. The save DC is Constitution-based. hide them from mankind.
Powerful Charge (Ex): In addition to the normal
benefits and hazards of a charge, this
allows the beast to make a single
ram attack with a +23 attack
bonus that deals 5d10+12
points of damage.
Powerful Ram (Ex):
The satyr can make a
bull rush as part of
a powerful charge,
allowing it to both
damage and push its
opponent back. If the
satyr moves at least 20
feet (4 squares) it gains a
+4 bonus on its opposed
strength check and if the
bull rush is successful the
defender is moved an
additional 5 feet
without
requiring
the satyr
to move
with the
defender.
Rock Walking (Ex):
Like mountain goats, satyrs nimbly
clamber around in their native mountain

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Scylla Flock
Usually NE Tiny Undead (Swarm) CR 8 Space/Reach: 10 ft./0 ft.
Hit Dice: 12d12 (78 hp) Special Qualities: Dead memory, necrotic healing, swarm
Immunities/Resist: Undead and swarm traits traits, undead traits
Senses: Darkvision 60 ft., Listen +22, Spot +22 Saves: Fort +4, Ref +6, Will +11
Initiative: +6 Abilities: Str 4, Dex 14, Con –,
Speed: 10 ft. (2 squares), Fly 40 ft. (poor) Int 4, Wis 16, Cha 10
Armor Class: 22, touch 14, flat-footed 20 (+2 size, Skills: Hide +25, Knowledge (any two) +12,
+2 Dex, +8 natural) Listen +22, Move Silently +17, Spot +22
Base Attack/Grapple: +6/– Feats: Ability Focus (distraction), Alertness,
Attack: Swarm (3d6 plus disease) Dodge, Mobility, Improved Initiative
Full Attack: Swarm (3d6 plus disease) Environment: Any land
Special Attacks: Disease (DC 16), distraction (DC 18) Organization: Solitary, flight (2–4), or colony (5–10)

N othing in Cryx escapes the sick taint of Toruk’s


dragonblight, not even the land itself or any once
ordinary and innocent creatures of nature. Sailors
who have risked selling their pirated goods in
Blackwater tell tales of skies dark with blighted carrion birds
hungry for flesh, living or dead. While many a sailor tells a
dark tale, I have seen the truth of this one.
to me in the Scharde dialect with all the inflection and color-
ful vocabulary of a sailor. I scrambled back and prompting
more of the birds to follow with grim and cruel laughter as
they delighted in my confusion. I believe they had absorbed
some portion of cunning and intelligence from those upon
whom they feasted. I suffered nightmares for weeks thereafter
at the thought that sharp probing beaks would steal my own
During my exploration of Cullenrock Island I came lore and parrot it back from the treetops.
across a wrecked ship, likely a pirate vessel from the lack of
markings or discernable flag. There I disturbed a flock of
birds feasting on the dead, and something in their behavior
seemed awry. I crept slowly closer, not eager to smell again
Combat
Dead Memory (Su): A scylla flock’s most notable ability is the
the familiar carrion stench of rotted flesh. I saw to my hor- fact that it gains a portion of the memories of creatures it con-
ror that the birds too rotted. Bones showed between dirty sumes. This ability has the following effects:
patches of feathers. One looked at me with empty eye sock- • If a scylla flock consumes the body of an intelligent crea-
ets. I had heard tales of such flocks, but thought these ture, it gains its memories for 1 week. Characters can
undead confined to the deeper isles of Cryx near the access the spirit of the dead by conversing with the
necrotite upon which their power thrives. flock through a speak with dead spell. Of course, doing
I thought they might fly at me, so requires that the flock have a positive disposition
eager for living flesh, but perhaps toward the character.
they had consumed their fill. • The flock can speak with the voices of any
As I moved to leave, how- intelligent creatures it has consumed in the past
ever, one of the week. The flock adopts aspects of the creatures’
birds spoke mannerisms and personalities as well.
Usually, the flock chatters pointlessly in these creatures’
voices, sometimes repeating words or phrases important to
the individuals in life. Characters may use social skills like
Diplomacy to negotiate with the flock in a language it knows
(or rather of a creature it has consumed in the past week).
• The scylla flock gathers and retains skill knowledge from
creatures it consumes. Thus, it gains skill points as if it had
an Intelligence of 14. All skills are considered class skills for a
scylla flock; those presented above are simply the most likely.
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Scylla Flock
• The scylla flock also retains some special mental abili-
ties of creatures that it has consumed recently. A GM should
choose one ability below for each flock based on its recent meal:
Spellcasting: The flock has consumed an arcane spellcaster
and retains a limited amount of the creature’s spellcasting abil-
ity. Roll 2d4–2 (minimum 1). The result is the highest level
spell the flock can cast. Each day, it can cast one particular
spell of that level, and one spell of each level lower.
Choose spells as appropriate. The flock casts as
a sorcerer of its hit dice and follows all the
normal rules for spellcasting, except that
it does not need to provide somatic or
material components costing less
than 100 gp. (It provides
the verbal components by Disease (Ex): Filth fever
speaking in the deceased’s — swarm attack, Fortitude
voice.) DC 16, incubation period
1d3 days, damage 1d3 Dex
and 1d3 Con. The save DC is
Constitution-based.
Distraction (Ex): Any
living creature that begins its
turn with a scylla flock in its
square must make a Fortitude
save (DC 18) or be nause-
ated for 1 round. The save DC is
Constitution-based.
Necrotic Healing (Su): While
within 60 feet of a scylla nest with a source of necrotite or in
a blighted area, a scylla flock has fast healing 6.

Legends & Lore


Common: Flocks of deadly undead birds gather in Cryx.
Uncommon: These creatures are called scylla flocks, and
they can live outside of Cryx if there is a source of blight or
necrotite. They corrupt dead trees with necrotite and turn
them into nests. They are weakest when driven from this nest.
Combat Knowledge: The flock has consumed a fighter or Rare: They are intelligent undead and Cryxian necroman-
other martial expert and retains a portion of his expertise. The cers use scylla flocks to secure information from the dead of
flock deals 5d6 points of damage with its swarm attack, rather battlefields. Flocks might also serve as scouts and spies for the
than 3d6. armies of Cryx.
Skill Expertise: The flock has an additional four skills, each Obscure: Scylla flocks also retain some of the knowledge and
with 12 ranks. Choose skills as appropriate. abilities of people they consume. Some can even cast the spells
Feat Expertise: The flock has an additional three feats. of their victims.
Choose feats as appropriate.
Other Class Feature: The flock retains a single non-spell like,
non-supernatural class ability: evasion, favored enemy, rage,
trap sense +4, uncanny dodge.

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Sludge Brute
Always N Medium Aberration CR 3 Space/Reach: 5 ft./5 ft.
Hit Dice: 5d8+20 (42 hp) Special Qualities: Acid, improved grab, oozelike, scent alchemy,
Immunities/Resist: Critical hits, damage reduction 5/blud- shapeable, vulnerability to fire
geoning, flanking, paralysis, poison, poly- Saves: Fort +5, Ref +2, Will +5
morph, sleep, stunning, spell resistance 15 Abilities: Str 16, Dex 12, Con 18,
Senses: Blindsense 60 ft., Listen +1, Spot +1 Int 2, Wis 12, Cha 10
Initiative: +1 Skills: Escape Artist +21, Hide +10,
Speed: 20 ft. (4 squares) Move Silently +7
Armor Class: 11, touch 11, flat-footed 10 ( +1 Dex) Feats: Stealthy, Weapon Focus (slam)
Base Attack/Grapple: +2/+5 Environment: Urban
Attack: Slam +7 melee (1d6+3 plus 1d4 acid Organization: Solitary
and alchemical touch) Advancement: 6–8 HD (Medium); 9–12 HD
Full Attack: 2 slams +7 melee (1d6+3 plus 1d4 acid (Large); 13–16 HD (Large); 17–20
and alchemical touch) HD (Huge)
Special Attacks: Alchemical touch

N ot all exotic creatures live solely in the wilds of


Immoren. Some haunt our cites and lurk in the
shadows of our towers and walls. A few such mis-
shapen beasts, I must confess, arose not from
nature but from human accident or hubris, tarnishing our
claim as a beacon of civilization in a dark and cruel world. Let
me share one such case.
it ransacked and almost every potion in her shipment to the
army at Deepwood Tower unstopped and drained. At first she
suspected a saboteur, perhaps an agent of Khador or even a
jealous mage of the Fraternal Order. Not a wizard to be trifled
with Beatrice used her arcane knowledge to track the culprit
back to the site of Glug’s secret lab. Here she confronted the
unlikely saboteur, a roughly gobber sized mass of living sludge
My colleague the apothecary Beatrice Malandy first told eager to consume her flesh in order to grow more powerful.
me of a thing she named a sludge brute. An alchemist of Not bestowed with the patience and curiosity of a naturalist,
no small means, Beatrice, like many prominent alchemists in the young wizard attempted to scour the creation from the face
Cygnar, had received a contract to produce for the war. After of Caen but only succeeded in driving it away.
many days of brewing potions, oils, and elixirs, a great and I do not know exactly how these creatures originate, whether
diverse amount of alchemical waste material had accrued, from a particular mixture of chemicals, because of an
leaving her gobber assistant Glug to decide enchantment, or some other reason. What I know is that
where to dump it. they are fearsome urban predators with a desire
Rather than let it sink beneath the oily to devour living creatures. They do so in order
waves of the Black River or drain into the to fuel their own growth. Horrifically, these
byways of the undercity, Glug took to creatures take on some of the traits and even the
experiments of this own. This went vague appearance of creatures they consume,
largely unnoticed, said Beatrice, until and I hope never to encounter one I recognize as
an explosion consumed Glug’s secret man-shaped.
lab and evidently Glug with it. All that
remained to mark his failed experiment
was a smoking pool of chemical sludge.
Combat
A typical sludge brute measures 2 feet thick and
Such tragic incidents occur all too 5 feet fall and weights 250 lbs. They may stretch
frequently, I am told. However an even or compress themselves to seem larger or smaller.
more horrific consequence of the explo- Sludge brutes go out of their way to
sive experiment came to light a day later. devour alchemical substances and creatures
Returning to her lab Beatrice discovered carrying alchemical substances. Instinct tells

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them to sneak up and ambush prey, but they are not particu- makeup makes other vulnerabilities, such as cold or electricity,
larly intelligent. After their initial attacks, their combat tactics fairly common.
are straightforward. Skills: Sludge brutes have a +20 racial bonus on Escape
Acid (Ex): A sludge brute secretes an acid that slowly dis- Artist checks.
solves organic, metal, and even stone but does not affect glass.
Any melee hit or grapple causes acid damage and triggers
alchemical touch.
Sludge Brute Advancement
As sludge brutes feed on alchemical solutions, they grow and
Alchemical Consumption (Ex): A sludge brute can gain become more powerful. If a sludge brute devours a creature, it
temporary hit points by consuming a potion or magical elixir. becomes more like that creature in small ways:
The more powerful the potion, the more the sludge brute Normally, an aberration’s CR increases by +1 for every 4
benefits. For every caster level of the potion or liquid magical hit dice added to it. A sludge brute’s CR, however, increases
item, the sludge brute gains 1d8 temporary hit points. These by +1 for every 2 hit dice added to it. For every 2 hit dice a
temporary hit points last 1 hour, afterward a sludge brute may sludge brute advances, it gains the following benefits, most of
advance one hit die for every 8 temporary hit points it gained which represent the benefits gained from its meals:
in this manner. • Spell resistance increases by +1.
Alchemical Touch (Ex): A sludge brute’s touch has unpre- • +2 to Strength and Constitution to a maximum of +14
dictable effects. When a sludge brute hits a creature with its slam • Its acid damage increases by one step to a maximum of 1d12
attack, in addition to dealing damage, the victim suffers one of
the following effects. The save DCs are Constitution-based.
d4 Effect
1 Sleep
2 Confusion
3 Paralysis
4 Poison
Sleep: The victim must make a Will save (DC 16) or fall
asleep for 1d4 minutes. Another creature can take a stan-
dard action to wake him.
Confusion: The victim must make a Will save (DC 16)
or hallucinations cloud his mind, making him confused
(as the spell confusion) for 1d4 rounds.
Paralysis: The victim must make a Fortitude save (DC
16) or lose all feeling in his body and become para-
lyzed. Paralysis lasts for 1 round.
Poison: The sludge brute’s touch is a contact poison
that weakens muscles and dulls the mind. Initial and
secondary damage 1d3 Str and 1d3 Wis.
Oozelike (Ex): Though an aberration, a sludge
brute has ooze traits. It is blind and has the immunities
listed above.
Scent Alchemy (Ex): A sludge brute
can scent any alchemical concoction
within 120 feet. This functions just
like the scent ability but it only
detects alchemical substances like
potions, elixirs, salves, and oils.
Shapeable (Ex): A sludge brute
can slip through any opening or
tunnel at least an inch in diameter.
Vulnerability: Sludge brutes
always possess a vulnerability, usually to fire. Their random

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Storm Glutton
CN Gargantuan Construct (Animaton) CR 15 Space/Reach: 20 ft./20 ft.
Hit Dice: 16d10+60 (146 hp) Special Qualities: Dispelling, energy form, magical disjunc-
Immunities/Resist: Absolute magic resistance, construct traits, tion, null field, spell consumption
immune to electricity, Saves: Fort +5, Reflex +4, Will +5
Senses: Darkvision 60 ft., listen +0, Spot +9, Abilities: Str 38, Dex 8, Con —,
low-light vision Int 2, Wis 10, Cha 14
Initiative: –1 Skills: Climb +14, Concentration +10,
Speed: 30 ft. (6 squares) Spot +9
Armor Class: 25, touch 5, flat-footed 25 (–4 size, –1 Feats: Ability Focus (Attract Magic), Ability
Dex, +20 natural) Focus (Energy Discharge), Awesome
Base Attack/Grapple: +12/+38 Blow, Improved Bull Rush, Power Attack,
Attack: Slam +22 (2d8+14) Quicken Spell-Like Ability (Dispelling)
Full Attack: 2 slams +22 (2d8+14) Environment: The Stormlands
Special Attacks: Attract magic, energy discharge Organization: Solitary

R uins of a people long fled lie deep within the


Stormlands and upon the treacherous spires that
rise from the primordial gulf of the Abyss. Once
delicate towers lie as sun-beached rubble, whole
districts of empty cities slide into depthless crags, and sand
scours the statuary of nameless ancients into obscurity. These
are places of strange magic, where eerie arcane eddies drift
gathers. As a result it moves clumsily but inexorably toward
any source of magic.
Seemingly empowered by the wild magical surges that flow
through the Stormlands, the storm glutton seeks out magical
energies that the storms created by the collapse of the Bridge
of Worlds unleash. It hunts the blasted ruins of Lyoss for
magic to feed upon.
and swirl. Warm breezes, like breaths gasped long ago, give Absolute Magic Resistance (Su): All spells cast upon or
wind to half-heard ghostly whispers. The skorne avoid these which would otherwise directly affect
places and speak nothing of who might have constructed an animaton have no effect on it
such ruined wonders, though I have my suspicions. For all whatsoever.
their dismissals, we never passed one of these devastated Dispelling (Sp): The
monuments or sepulchral cities that my captors did not offer storm glutton may cast
side-long, frightful glances toward whenever they thought I
would not notice.
Only once did we camp within view of one of these
mysterious ruins. On that night, though the skies were rela-
tively calm, I counted three strange lightning strikes amid the
distant stone pillars, and a ghostly fire glow illuminated bro-
ken arches like jutting ribs before fading away. In that light,
even removed a considerable length and though my eyes
admittedly don’t see as well as once they did, I swore
then and do now that I saw something truly massive
move amid the ruins.

Combat
The storm glutton is a unique form of ani-
maton arisen from the magical energies that
also gave birth to the Stormlands. Unlike
most animatons, its body has no consistent
form. It creates itself from various items it
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dispel magic at will as a standard action. It casts this as a 16th Spell Consumption (Su): Any time the storm glutton
level wizard. successfully dispels any magical effect, either by its dispelling
Energy Discharge (Su): Whenever the storm glutton is or its null field, it gains 1 hp per effective spell level per item
struck by a physical blow, the electrical and magical energies or target affected. This includes suppressing spell effects and
that infuse it burst forth as crackling blue electric-like force magic items.
that affects all creatures in its threatened area for 2d6–1 points Energy Form (Su): The storm glutton is actually a form
of force damage. All creatures, except those that made the of magical energy. It is not affected by the magical lightning
attack, may make Reflex saves (DC 20) for half damage. The of the Stormlands. If reduced to 0 hp, the storm glutton’s
save DC is Charisma-based. physical form dissipates and will reform in 3d6 weeks. If
Magic Disjunction (Su): Items drawn into the storm glut- the storm glutton travels more than one mile from the
ton suffer from mage’s disjunction; furthermore, magic items Stormlands or stands upon a glass surface it takes
must make a successful Will save (DC 21) or be turned 3d10 damage every round.
into a normal item. An item in a creature’s
possession uses its own Will save bonus
or its possessor’s Will save bonus which-
ever is higher.
Legends & Lore
Attract Magic (Su): Any time the
storm glutton successfully dispels any
(Skorne)
Common: None.
magic effect of an item using its null Uncommon: Something wicked dwells
field, the unstable magic animating the in the Stormlands, moving from ruin
construct produces a powerful form to ruin among the blasted remains
of magnetic-like attrac- of Lyoss.
tion. Magic items
Rare: Appearing as a pile of
or items with spell
debris coated in magical
effects on them are
energy, magical electri-
immediately drawn into
cal energy charges the
the storm glutton unless
storm glutton. It can
they make a successful
draw in magic to
Reflex save (DC 20). An
feed its hulking com-
item in a creature’s pos-
posite form.
session uses its own
Reflex save bonus or Obscure: The storm
its possessor’s Reflex glutton is immune to
save bonus whichever all forms of magic. It can
is higher. All creatures only be dispelled by pure
with spell effects on brute force. However, for no
them or wearing magical known reason the storm
armor within the area of glutton will not willing
the creature’s null field must pass through or over large
make a similar Reflex save or be planes of glass.
dragged 10 feet toward the storm glutton
(provoking no attack of opportunity). Those who succeed at
this check may act normally. A character may grab and retrieve
a magic item in the storm glutton by attempting a disarm
Treasure
The storm glutton collectors magic items, though it tends to
action with an unarmed attack but will suffer damage from an destroy all but the most powerful items. The storm glutton
energy discharge. draws much of its substance from the Stormland’s magical
Null Field (Su): The storm glutton is surrounded by a tempests. Consequently, though it has picked over the ruins of
field that nullifies magic within a 10-foot-radius per hit die. Lyoss for millennia, some magic sources may yet remain from
This functions identically to an antimagic field spell with the the ancient empire. Characters might follow the storm glutton to
exception that it does not suppress any of the storm glutton’s ancient magic items and recover them before the storm glutton
own abilities. can consume them.
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Tatzylwurm, Black
Always N Medium Magical Beast CR 11 Special Attacks: Poison, spit, transfix
Hit Dice: 8d10+40 (84 hp) Space/Reach: 5 ft./5 ft.
Immunities/Resist: Damage reduction 10/magic and slashing, Saves: Fort +10, Ref +9, Will +6
fear, paralysis, poison, spell resistance 22 Abilities: Str 17, Dex 15, Con 18,
Senses: Darkvision 60 ft., Listen +2, Spot +2, Int 3, Wis 14, Cha 15
low-light vision Skills: Climb +11, Hide +14, Jump +23,
Initiative: +2 Move Silently +9, Swim +11*
Speed: 30 ft. (6 squares), Climb 20 ft., Swim Feats: Improved Natural Attack (bite), Iron Will,
20 ft. Stealthy
Armor Class: 22, touch 12, flat-footed 20 (+2 Dex, Environment: Warm forests
+10 natural) Organization: Solitary, pair, or pack (3–6)
Base Attack/Grapple: +8/+11 Advancement: 8–13 HD (Medium), 14–19 HD
Attack: Bite +12 melee (2d6+6 plus poison) (Large)
Full Attack: Bite +12 melee (2d6+6 plus poison) or
spit +6 ranged touch (blind plus poison)

I have not till this point written much of the rare black
tatzylwurm, but my colleague Professor Coriandr Jagus
has a particularly arresting story that I think I should
share here. He encountered black tatzylwurms first, and
the experience ignited his interest in the creatures.
A man, looking gaunt and ill treated, staggered into the
market square in New Larkholm. He explained to a gathering
Combat
Like most tatzylwurms, blacks hunt in packs. These ambush
predators prefer to sneak up on prey from behind, leap from
trees, or lie in wait until suitable creatures come within range.
While not as aggressive as pale or viper tatzylwurms, once they
mark a creature as prey, the pack pursues it relentlessly.
A favored tactic involves one black tatzylwurm springing
crowd that he was Ronald Grave, captain of the trade ship
from the undergrowth to transfix the prey with its gaze while
Spirit that had recently come to port. The ship had stopped
the rest of the pack approaches from behind.
at Clocker’s Cover, Mercir, and Highgate and had apparently
Poison (Ex): Bite or spit, Fortitude save (DC 18), initial
picked up some unwanted passengers: a group of snakelike
damage 1d6 Con, 1d6 Dex, and paralysis for 1d4 minutes;
creatures that Captain Grave said held men immobile with
secondary damage 1d4 Con and 1d4 Dex. However, after a
magical powers and slew with a single bite. These creatures
black tatzylwurm’s first successful bite (or spit) attack, it may
had killed almost all the Spirit’s crew, leaving Grave and two
not use its poison again for another 24 hours. Subsequent poi-
deckhands as the only survivors. The captain begged for
son attacks deal initial damage of 1d4 Con and 1d4 Dex (no
someone in the crowd to come forward and rid his ship of
paralysis). The save DC is Constitution-based.
the creatures. Professor Jagus agreed to help and thus had his
Spit (Ex): When cornered (not when hunting), black tat-
first contact with tatzylwurms.
zylwurms spit poison at their opponents’ eyes. The attack roll
While in the ship’s depths, Jagus confirmed some of
takes a –4 penalty for the specific target (already factored into
what the captain had said. As Grave intimated, the creatures
the above statistics). If it succeeds, the target suffers poison
formed a single pack. They had no overt magical powers, but
(as above) and is blinded for 1d4 rounds. Creatures without
staring into their eyes was captivating and only the strong-
eyes are immune to the blinding effect; at the GM’s discretion,
willed could resist when the tatzylwurms turned their gazes
under such circumstances, black tatzylwurms may not know
on the boarding party. Jagus also discovered something Grave
where to aim their venom for an effective attack.
did not, for when Jagus’ wizard companion Deila cast bolts
Transfix (Su): A black tatzylwurm’s eyes glint in a strange,
of magic at one of the creatures, the magic simply slid off
supernatural way. A black tatzylwurm can transfix a creature
its black glistening hide.
just by looking into its eyes. This ability is similar to a gaze
attack, except that the tatzylwurm must use a standard action.

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This ability does not affect anyone merely looking at the crea-
ture. Anyone the tatzylwurm targets must make a Will save
Legends & Lore
Common: none.
(DC 16) or suffer paralysis for 1 round. The tatzylwurm can
maintain this ability on a specific target by taking standard Uncommon: Black tatzylwurms are reptilian predators known
actions; the target gets a new chance to save each round, on its for ambushing their prey. Like all tatzylwurms they can jump
turn, but the save DC increases by +1 each round. This ability great distances.
has a range of 30 feet. Rare: Black tatzylwurms can spit poison.
Skills: Black tatzylwurms have a +20 racial bonus on Jump
Obscure: Arcanists value the eyes of the black tatzylwurm.
checks and a +4 racial bonus on Hide checks.
Rumors hold that these rare orbs may enhance the potency of
Black tatzylwurms have a +8 racial bonus on Climb checks
certain charms and enchantments.
and can always choose to take 10 on Climb checks, even if
rushed or threatened.
*A black tatzylwurm has a +8 racial bonus on any Swim
check to perform a special action or avoid a hazard. It can
always choose to take 10 on a Swim check even if distracted or
endangered. It can use the run action while swimming provided
it swims in a straight line.

Treasure
The eyes of a black tat-
zylwurm are worth 100
gp to wizards. When
included as a materi-
al component in the
casting of any spell
of the charm sub-
school, they grant
+1 to the save DC
of the spell and are
consumed in the
casting.

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Tatzylwurm, Painted
Always N Large Magical Beast (Aquatic) CR 11 Special Attacks: Distract, fascinate, poison, scalding stream
Hit Dice: 13d10+78 (149 hp) Space/Reach: 10 ft./10 ft.
Immunities/Resist: Damage reduction 10/piercing and slash- Special Qualities: Amphibious, regeneration 10
ing, fear, fire, paralysis, poison, spell resis- Saves: Fort +14, Ref +8, Will +5
tance 23 Abilities: Str 26, Dex 11, Con 22,
Senses: Blindsense 60 ft., darkvision 60 ft., Int 3, Wis 12, Cha 10
Listen +11, Spot +11, low-light vision Skills: Listen +11, Spot +11, Swim +16*
Initiative: +4 Feats: Alertness, Improved Critical (bite),
Speed: 30 ft. (6 squares), Swim 40 ft. Improved Natural Attack (bite), Improved
Armor Class: 28, touch 9, flat-footed 28 (–1 size, Initiative, Iron Will
+19 natural) Environment: Warm aquatic
Base Attack/Grapple: +13/+25 Organization: Solitary, pair, or pack (3–6)
Attack: Bite +20 melee (2d8+12/19–20 plus Advancement: 14–19 HD (Large), 20–25 HD
poison) (Huge)
Full Attack: Bite +21 melee (2d8+12/19–20 plus
poison) or scalding stream +12 ranged
touch (4d8 fire)

M y colleague Professor Coriandr Jagus, who stud-


ies tatzylwurms of all kinds, has a particular
interest in painted tatzylwurms. These creatures
dwell in tropical lakes and rivers as well as shal-
low coastal areas. Though not as aggressive as some other tat-
zylwurms, they remain some of the most dangerous (the pale
tatzylwurm notably excepted).
nents. They emit a scalding stream of water if they cannot
get into melee.
Distract (Ex): The colorful patterns on a painted tatzyl-
wurm’s scales move in captivating ways as the creature’s muscles
play and shift. A creature within the painted tatzylwurn’s reach
must make a Will save (DC 16) at the beginning of its turn or
take a –2 penalty on attack rolls for 1 round. Creatures with-
Jagus saw plenty of these creatures as he traveled the out sight are unaffected. The save DC is Charisma-based.
Broken Coast searching for tatzylwurms of all kinds. He Fascinate (Su): When a painted tatzylwurm wills it, as a
reports their ability to spit scalding water as one of their most standard action, odd colors and patterns reminiscent of those
peculiar qualities. The tatzylwurms use this to bring down on its scales play across its eyes. This effect combines with
weak flying prey, like large birds. Jagus describes the sight of strange muscular motion that moves the patterns on its scales
a painted tatzylwurm pack shooting down a flight of geese as in hypnotizing ways to fascinate creatures.
quite beautiful in a brutal sort of way. All creatures within 30 feet that can see the painted tatzyl-
Also, painted tatzylwurms seem to have some sort of deep wurm must make Will saves (DC 16). The creature on which
incompatibility with pale tatzylwurms. Jagus’ research verifies the tatzylwurm chooses to focus its gaze suffers a –4 penalty
that pale tatzylwurm blood will harm, and even kill, painted on the save. Creatures who fail remain fascinated for as long as
tatzylwurms. He did not tell me how he came to know this, the tatzylwurm uses a standard action each round to continue
and turned a shade of white when I inquired. “Just luck,” this effect, plus 1 additional round. Each round, as a full-
he muttered. “Lost poor Deila before we figured it out.” He round action, affected creatures can attempt a new Will save
would say no more on the subject. (DC 16) to shake off the effect. The tatzylwurm may focus its
gaze on a single creature each round, imposing a –4 penalty on
its save. The save DC is Charisma-based.
Combat
Painted tatzylwurms are not particularly aggressive, but they
Poison (Ex): Bite, Fortitude save (DC 22), initial and sec-
ondary damage 1d6 Str. The save DC is Constitution-based.
are territorial, and once they enter a fight they do not leave Scalding Stream (Ex): Painted tatzylwurms swallow a great
it. Their straightforward tactics rely on their toughness and quantity of water during their daily activities and store this
regeneration to keep them alive while they savage their oppo- water in a special organ near their mouths. When a tatzylwurm
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gets nervous or angry, blood flows into the organ and heats the
water until it boils. The beast’s nostrils emit the steam.
Treasure
Painted tatzylwurms do not hoard treasure. Weapon and armor
A painted tatzylwurm can spit three streams of the scald-
smiths will pay up to 1,500 gp for all the bones of a single
ing water before it must refill its store. Treat this as a normal
painted tatzylwurm. Alchemists prize their eyes; though no one
ranged touch attack with a range increment of 20 feet and a
has yet discovered an alchemical use for the eyes, they certainly
maximum range of 10 range increments (200 feet).
have potential, and experimenting on them is considered an
Amphibious: Painted tatzylwurms can breathe both air and
investment. Each eye sells for 50 gp. (A painted tatzylwurm
water indefinitely. They are equally comfortable on land and in water.
has 10 eyes.)
Regenerate: Acid and electricity deal lethal damage to a
Adventurers expecting to fight a painted tatzylwurm may
painted tatzylwurm. Also, a weapon freshly coated with pale
pay up to 100 gp per dose for the blood of a pale tatzylwurm.
tatzylwurm blood deals lethal damage to a painted tatzylwurm
and bypasses the creature’s damage reduction. Applying the
blood to a weapon works like applying an oil, and the
blood usually lasts for 1d4 attacks (whether
Legends & Lore
Common: Painted tatzylwurms are rep-
successful or not).
tilian predators that live in tropical
Skills: *A painted tatzylwurm has
waters.
a +8 racial bonus on any Swim
check to perform a special Uncommon: A clutch of painted
action or avoid a hazard. It tatzylwurm eggs means the
can always choose to take mother is nearby.
10 on a Swim check Rare: Painted tatzylwurms
even if distracted or quickly regenerate damage,
endangered. It can except for certain types of
use the run action damage.
while swimming
Obscure: Pale tatzyl-
provided it swims
wurm blood is poison
in a straight line.
to painted tatzylwurms.

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Tatzylwurm, Viper
Always N Small Magical Beast CR 4 Special Attacks: Poison, rattle
Hit Dice: 5d10+5 (32 hp) Space/Reach: 5 ft./5 ft.
Immunities/Resist: Damage reduction 5/magic, fear, paralysis, Saves: Fort +5, Ref +7, Will +3
poison Abilities: Str 12, Dex 17, Con 13,
Senses: Darkvision 60 ft., Listen +6, Spot +2, Int4, Wis 14, Cha 11
low-light vision, scent Skills: Hide +7, Jump +21*, Listen +6,
Initiative: +3 Move Silently +3, Spot +2, Survival +6*,
Speed: 30 ft. (6 squares), Swim 20 ft. Swim +9*
Armor Class: 20, touch 14, flat-footed 17 (+1 size, Feats: Ability Focus (poison), TrackB,
+3 Dex, +6 natural) Weapon Finesse
Base Attack/Grapple: +5/+2 Environment: Temperate forests
Attack: Bite +9 melee (1d6+1 plus poison) Organization: Solitary, pair, or pack (3–6)
Full Attack: Bite +9 melee (1d6+1 plus poison) Advancement: 6–11 HD (Small)

V iper tatzylwurms earned their deadly reputation


for two reasons: They hunt in packs, and their
venom is one of the most potent poisons in all of
Immoren. Happily, I have only encountered these
beasts in the taxonomy laboratory.
Professor Coriandr Jagus, who studies tatzylwurms of
all sorts, relates a dark story about viper tatzylwurms. His
Combat
While cautious when alone or in pairs, viper tatzylwurms are
ferocious pack hunters. Even if not hungry, groups of three or
more will fearlessly attack anything nearby. A pack normally
spreads out around its territory and uses a complex series of
pheromones to communicate. When one tatzylwurm detects an
intruding creature, it releases a pungent trail that smells a bit
study of these creatures lead him and several companions to
like black tea. Clever explorers recognize this smell and quickly
the jungles of the Broken Coast, as dangerous and remote
vacate the territory when they scent it. The pack gathers in 10
a place as one could choose for field work. While moving
to 20 minutes and charges.
through the undergrowth, Bartleby Ruder the expedition’s
Poison (Ex): Viper tatzylwurm poison is one of the most
scout stopped and sniffed the air. “Blimey,” he said, “does
potent toxins in the Iron Kingdoms. Bite, Fortitude save (DC
that smell like black brewed tea to you? We must not be the
15), initial and secondary damage 1d6 Con. If the victim fails
only ones here after all.”
his save against the secondary damage, the poison deals an
Jagus, a tatzylwurm expert, grew pale even at the memory.
additional 1d6 points of Con damage each minute thereafter.
He told his companions to vacate the area, but they had no
Making a Fortitude save (DC 15) negates this damage and
time. A rattle sounded ahead and the curious Bartleby moved
prevents any further damage.
to investigate despite Jagus’ warning. The viper tatzylwurms
Also, if the victim fails either the initial or secondary sav-
attacked en mass with a swiftness only their species can muster.
ing throw, the poison remains in his system for 48 hours.
Jagus escaped with only two companions, Deila Albright
While it (probably) stops dealing damage eventually, it mixes
and Samuel Mackoly. Samuel had taken a bite, however, and
with his sweat and other bodily fluids. Viper tatzylwurms
though he managed to run on despite the poison, Jagus took
can scent this poison and gain a +8 circumstance bonus on
no chances. “I turned,” Jagus told me, “and pointed my pistol
Survival checks to track such a creature. Viper tatzylwurms
at Sam. He looked at me like I was crazy, and I was too wind-
instinctively desire to hunt creatures with this scent, as the poi-
ed to even tell him I was sorry. I shot him through the head. It
son should already have weakened them. Any spell that elimi-
was the only reason Deila and I escaped.”
nates poison in a creature’s system, such as neutralize poison, also
At first I thought he jested for Jagus could turn dark at
eliminates this effect. The save DC is Constitution-based.
times. Then he told me the keen senses of the viper could
Rattle (Su): Solitary viper tatzylwurms rattle to warn away
quickly track those poisoned by their bite. Though I cannot
predators, but stalking viper tatzylwurms use it to confuse
agree with his decision I do know that dire times do call upon
their prey. They can make their rattle sound as if it comes
us to make the most grotesque decisions.
from another location within 40 feet as a standard action; crea-

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Tatzylwurm, Viper
Hooks
One of the PCs’ enemies hires an assassin who strikes while
the adventurers travel through a jungle. He uses a blow-
gun to shoot a single needle covered with viper tat-
zylwurm venom. While deadly in its own right,
this attack makes the victim a target for the
packs of viper tatzylwurms that lair in
the area.

tures can attempt Will saves (DC 12) to


recognize the sound as illusory. The save DC
is Charisma-based.
Skills: *Viper tatzylwurms have a +20 racial
bonus on Jump checks. *They have a +4 bonus on
Survival checks when tracking by scent.
*A viper tatzylwurm has a +8 racial bonus on
any Swim check to perform a special action or avoid a
hazard. It can always choose to take 10 on a Swim check
even if distracted or endangered. It can use the run action
while swimming provided it swims in a straight line.

Treasure
Viper tatzylwurms do not collect treasure, but their venom has
value. It remains potent after removal as long as the collector
makes a Craft (alchemy) check (DC 25) (Monster Lore grants The fascinating hardened scales of
these devilish vipers seem resistant
a synergy bonus). While illegal in every kingdom, a single dose
of poison sells for 3,000 gp on the black market. A dead viper

to the sharpest steel weapons. Not


tatzylwurm usually has 1d4–1 doses of poison available for
extraction.

Legends & Lore that it would stop Alten from


making a pair of boots from their
Common: Viper tatzylwurms are reptilian predators with
deadly poison.
Uncommon: Viper tatzylwurm poison is one of the most
deadly toxins in the Iron Kingdoms. It is so potent that it hides. I only hope he brings an
remains in a victim’s body for a long time.
Rare: Viper tatzylwurms rattle, like rattlesnakes.
intact species for me to study.
Obscure: If you smell black tea in the jungle, it might mean
viper tatzylwurms are nearby.
-V P
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Tharn Bloodtrackers
Usually CE Medium Monstrous Humanoid (Tharn) CR 4 Special Qualities: Trackless step
Hit Dice: 6d8+12 (39 hp) Saves: Fort +7, Ref +9, Will +5
Senses: Darkvision 60 ft., Listen +11, Spot Abilities: Str 14, Dex 18, Con 15, Int 8, Wis
+11 16, Cha 8
Initiative: +4 Skills: Hide +14, Listen +11, Move Silently +14,
Speed: 40 ft. (8 squares) Spot +11, Survival +16
Armor Class: 18, touch 15, flat-footed 13 (+4 Dex, Feats: Point Blank Shot, Quick Draw, TrackB,
+3 studded leather, +1 buckler) Weapon Focus (Tharn spear)
Base Attack/Grapple: +6/+8 Environment: Temperate forest
Attack: Fighting claw +8 melee (1d4+2/19– Organization: Hunting pack (2-6), band (6-11 plus
20) or masterwork javelin +12 ranged 1 3rd level ranger or barbarian leader)
(1d8+2/x3) or family (3-6 plus 1-4 Tharn males)
Full Attack: Fighting claw +8/+3 melee or tribe (20-50 plus 1 3rd-level ranger
(1d4+2/19–20) or masterwork javelin or barbarian per 20 adults and 10-40
+12 ranged (1d8+2/x3) males, 2-4 argus)
Special Attacks: Ambuscade, call the wurm 2/day, mark prey Advancement: By character class
Space/Reach: 5 ft./5 ft. Level Adjustment: +2

R ecently I have heard reports that have led me to


reappraise my opinion of the Tharn. I believe the
Tharn may have recovered from the brink of extinc-
tion and their numbers now grow. Whatever curse
may have afflicted their fertility clearly has unraveled, perhaps
as recently as one generation ago. It seems the best explana-
tion for the upsurge in sightings of both male and female
stood a dozen of what looked like elves of all things. I did a double-take
when I recognized them as Nyss. Something strange about them, too, but I
had bigger farrow to fry.
I set up Jenny and readied to fire. Then I caught movement to my left,
and my head jerked around. A slender, savage woman emerged from the trees,
all lean muscle and reflexes, not twenty feet away. I must have made a noise,
because she gave me a look I couldn’t interpret. Several similar companions
Tharn working alongside the enigmatic druids who haunt slunk from the trees behind her.
our wildernesses. Furthermore, I have gathered that Tharn I looked back at the monster, sighted, fired, and took it in a leg joint. The
women also sometimes engage in battle, no less deadly for women attacked at the same time. Two more shots made Old Nasty another
their smaller stature. I gathered the following narrative from notch on my belt. With that thing down, I could pay attention to the women.
Alten Ashley on the topic: They moved like liquid shadows. I’d never seen such speed and reflexes
I had started to have doubts about the druid who approached me a on a human before; their grace reminded me of jungle cats. Their javelins
few weeks ago in the Crag. But my trigger finger had itched when he said flew even as the women rushed forward, pounded the Nyss off their feet, and
dragonspawn and I’d thrown in. I found myself slinking toward Scarleforth flung them backward. The women fell on the few remaining elves with bladed
Lake, which I didn’t mind so much. I minded the things shadowing me, bucklers. They fought like a pack, one distracting a Nyss from behind while
though. I figured them for other stooges of the Circle sent to make sure I did the other jabbed him in the throat. Then the women turned on the small,
my job. I’ve come to expect that kind of paranoia from the druids. toothy dragonspawn with eerily synchronized movements, and a horizon-
Sounds drifted from up ahead, along with — I sniffed — tal rain of javelins lanced the air. It ended that fast.
water, and the stink of a battlefield. I soon saw the lakeshore I propped Jenny against a tree and lit a cigar. Assuming
and a bunch of dead trollkin. There’d been a mighty scrap, these girls weren’t about to kill me, I enjoyed watching
and the trollkin had taken it on the chin. The victors them. Their movements were almost an art. Every
looked like the monsters I had come to kill. Some swing of a leg was effortless. After they lifted
small ones, just mouths on legs, milled around. their dead and melted back into the trees, I
In front of me, though, stood listened, but I didn’t hear a thing. They
a big heap o’ nasty; jag- were almost as good as I was.
ged barbs, thick claws, huge I puffed on my
fangs, the works. Nearby cigar and noticed

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Tharn Bloodtrackers
the one I had seen first standing nearby. She eyed me and I let my hand hang melee (1d4+2), or Tharn javelin +12 ranged (1d8+2/x3);
loose near Jenny. She glanced at the monster I’d shot and nodded. I inclined Full Attack fighting claw +12/+7 melee (1d4+2), or Tharn
my head and she disappeared silently into the forest. I watched her feet and javelin +12 ranged (1d8+2/x3); Ref +11; Dex 22.
saw her step directly on a dried twig. It snapped without a sound. Mark Prey (Su): The Devourer Wurm grants bloodtrack-
There’s definitely something unnatural about them. Unsettling as they ers the ability to mystically mark a hunted target as their prey.
were, though, knowing they weren’t properly human made me feel better about Once per day, after a successful Survival skill check to track a
them being almost as good as I am. creature, a bloodtracker may select the tracked creature as her
marked prey. The bloodtracker gains a +2 bonus on Bluff,
Listen, Sense Motive, Spot, Survival, and Hide checks when
Combat
While male Tharn can transform into large bestial creatures, the
using these skills against her marked prey. Likewise she gets a
+2 bonus on damage against the marked prey. Several blood-
females of the race enjoy completely different supernatural abili- trackers can select the same creature as their marked prey.
ties. Masters of ambush, they prefer to slink around an enemy’s Trackless Step (Su): A Tharn bloodtracker leaves no trail
flanks and back and hurl their javelins from hiding. in natural surroundings and cannot be tracked. She may choose
Ambuscade Charge (Ex): Ambuscade is a special full to leave a trail.
round action that allows a bloodtracker to move up to twice Skills: Tharn bloodtrackers have a +8 racial bonus on
her speed and make a single ranged attack with a thrown weap- Hide, Listen, Move Silently, Spot, and Survival checks.
on during her turn. The bloodtracker gains a +2 bonus on her
damage from the ranged attack and takes a -2 penalty to her
AC until the start
of her
next turn.
This
move-
ment
carries
the same
restrictions
on movement as
a charge.
Call the Wurm (Su):
Twice per day, a Tharn blood-
tracker can call on her connection
to the Devourer Wurm to bring
her bestial nature to the fore. She
becomes more elegant and swift,
moving with cat like grace. While
using this ability, the Tharn blood-
tracker gains the evasion ability and
+4 Dexterity. She also gains the
Dodge, Improved Initiative, Mobility,
Shot on the Run, and Weapon
Finesse feats. She can maintain this
ability for a number of rounds equal
to 3 + her Constitution modifier (5
rounds, in the case of the Tharn blood-
tracker presented above).
While using this ability, the Tharn
bloodtracker above has the following sta-
tistics: initiative +10; AC 20, touch 17,
flat-footed 13; Attack fighting claw +12

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Titans
Wild Titan Abilities: Str 26, Dex 14, Con 24,
Usually N Large Magical Beast CR 9 Int 5, Wis 12, Cha 3
Hit Dice: 12d8+72 (126 hp) Skills: Listen +10, Spot +11
Senses: Darkvision 60 ft., Listen +9, Spot +9 Feats: Armor Proficiency (Heavy), Cleave, Die
Initiative: +2 Hard, Endurance, Improved Bull Rush,
Speed: 40 ft. (8 squares) Improved Overrun, Multiweapon Fighting,
Armor Class: 19, touch 11, flat-footed 17 (-1 size, +2 Power Attack
Dex, +8 natural) Environment: Any desert or warm land
Base Attack/Grapple: +12/+28
Attack: Gore +19 (2d8+12)
Full Attack: Gore +19 (2d8+12), 2 slams +17 Bronzeback Titan
(1d6+4) Usually N Huge Magical Beast CR 16
Special Attacks: Improved grab, powerful charge 4d8+12, Hit Dice: 18d10+144 (243 hp)
2x titan rake 1d4+4 Senses: Darkvision 60 ft., Listen +11, Spot +12
Space/Reach: 10 ft./10 ft. Initiative: +1
Saves: Fort +14, Reflex +10, Will +5 Speed: 40 ft. (8 squares)
Abilities: Str 26, Dex 14, Con 22, Armor Class: 28, touch 9, flat-footed 27 (–2 size, +1
Int 5, Wis 12, Cha 7 Dex, +19 natural)
Skills: Listen +9, Spot +9 Base Attack/Grapple: +18/+35
Feats: Improved Bull Rush, Improved Overrun, Attack: Gore +25 (4d8+9)
Multiattack, Power Attack Full Attack: Gore +25 (4d8+9), 2 slams +23
Environment: Any desert or warm land (1d8+4)
Organization: Solitary or gang (2-6) Special Attacks: Improved grab, powerful charge, roar, 2x
Advancement: 13-20 HD (Large), 21-30 HD (Huge) titan rake 1d6+4, topple
Space/Reach: 15 ft./15 ft.
Special Qualities: Herd sense
Skorne Conditioned Titan (Gladiator) Saves: Fort +19, Reflex +12, Will +7
N Large Magical Beast CR 12 Abilities: Str 28, Dex 12, Con 27,
Hit Dice: 15d8+105 (172 hp) Int 5, Wis 12, Cha 10
Senses: Darkvision 60 ft., Listen +10, Spot +11 Skills: Listen +11, Spot +12
Initiative: +2 Feats: Awesome Blow, Cleave, Great Cleave,
Speed: 30 ft. (6 squares) Improved Bull Rush, Improved Overrun,
Armor Class: 24, touch 11, flat-footed 22 (-1 size, +2 Multiattack, Power Attack
Dex, +8 natural, +5 skorne armor) Environment: Any desert or warm land
Base Attack/Grapple: +15/+31 Organization: Solitary
Attack: War gauntlet +22 (1d10+8) or gore Advancement: 19–38 HD (Huge)
+22 (2d8+12)
Full Attack: War gauntlets +18/+16/+13/+8
(1d10+8) and gore +17 (2d8+12)
Special Attacks: Improved grab, powerful charge 4d8+12,
2x titan rake 1d6+4
Space/Reach: 10 ft./10 ft.
Special Qualities: Lean, Blind Rage 1x/day
Saves: Fort +17, Reflex +11, Will +8

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Titans

F ew creatures are as misunderstood as the titan. Its


massive frame, four powerful arms, and long curving
tusks give the uninitiated the impression of a creature
built for combat and nothing more. The experience
of the titan on the battlefield, armored and conditioned for
war by the skorne, seems only to underline this theory. But
after studying titans in the wild, I can unequivocally call this
sight makes one appreciate what this land once was before the
dominating culture of skorne closed its iron grasp upon it.
That grasp has changed the fate of this species.
For centuries, it turns out, the skorne have conditioned
these magnificent beasts with painful barbs to create one of
their most powerful weapons of war. The mind of a titan
one sees in the wild bears little resemblance to the miserable
impression false. and broken monsters under skorne domination. Skorne meth-
Far from the brutal touch of skorne beast handlers, the ods for controlling titans work very well, but at what price
wild titan is a naturally docile, quiet species, content to roam for the titan species? I am surprised that any wild herds still
nomadically, graze, and look after its young on the golden remain as each house seeks to capture and breed their own
savannahs of the east. These gentle giants fight with the superior strain of titan.
ferocity one expects to see from such enormous creatures Of all titans, the mighty bronzeback stands as by far the
only when threatened. However, years of skorne depriva- most impressive to behold. Sporting double tusks and hairy
tions have made this species wary and, though they do not backs of aged bronze hair, these huge titans rule their herds,
seek violence, they do not tolerate even the hint of a threat. quickly drive off competing males, and maintain a harem of
Simply approach a titan’s young and see how fast the heard titan cows. It interested me to learn that these mighty speci-
tramples you into paste. mens only develop in the wild; no house has ever successfully
Titan herds on the move are remark- bred a bronzeback. This is not to say that
able sights to see, with as many as a the creatures are not
hundred striding across the red turned into instru-
sands of the desert or through ments of war.
the high grasses with somber There is nothing
grace. Such a that the skorne
will not seek to
dominate and turn
to their advantage.

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Titans

Titan Combat
While normally docile in the wild, titans fight fiercely to defend
thunderous roars often fall under their hulking forms. Larger
and more savage than other titans, bronzebacks often drop to
use their lower pair of arms like a second pair of legs. With
themselves, their territory, and their young. They prefer to gore
this additional strength they can propel themselves at surprising
opponents with their huge tusks, using size to advantage by
speeds to easily overcome and trample unwary foes.
charging to trample, slam, or overrun. They are a humanoid race
Improved Grab (Ex): To use this ability, the titan must hit
slightly more intelligent than animals and capable of learning
the same target with both slam attacks. It can then attempt to
complex commands.
start a grapple as a free action without provoking an attack of
Those captured and trained by the skorne from birth are
opportunity. If it wins the grapple check, it establishes a hold
more formidable. They wear heavy plated armor that, com-
and can use its titan rake.
bined with their naturally thick hides, makes them difficult
Powerful Charge (Ex): When a titan bronzeback charges,
to injure. Skorne conditioned titans wear bladed gauntlets
its gore attack deals 6d8+13 points of damage.
enhancing their melee damage. Pain hooks in their flesh keep
Tusk Throw (Ex): After a successful attack with power-
them in a simmering state of rage.
ful charge, a titan bronzeback may throw its target as a free
The titan’s secondary pair of arms do not make regular
action. After taking gore damage a Medium sized or smaller
attacks, but can hold or rake an adversary grappled with a fist
character hit by the gore attack is moved back 20 feet and
slam or war gauntlet attack.
knocked prone.
Powerful Charge (Ex): A titan typically begins battle by
Roar (Ex): A titan bronzeback can bellow with incred-
charging an opponent to impale them on its powerful tusks. In
ible force once every 10 minutes. All creatures except other
addition to the normal benefits and hazards of a charge, this
titans within 120 feet must succeed on a Will save (DC 19)
allows the beast to make a single gore attack with a +22 attack
or become shaken for 2d6 rounds. Those who make their save
bonus that deals 4d8+12 damage.
cannot be affected by the same bronzeback’s roar for 24 hours.
Titan Rake (Ex): When a target is grappled, the titan’s sec-
The save DC is Charisma-based.
ondary arms can make attacks against grappled targets. Skorne
In addition, any titan within 1 mile of a bronzeback that
conditioned titans are equipped with light war gauntlets on
uses its roar ability comes to investigate. As such, there is a
their secondary arms to enhance the damage of this attack.
35% chance for 1d4 titans to appear 1d4 minutes after the
bronzeback roars. The chance to call aid and the number of
Bronzeback Combat
Unpredictable and quick to anger, a titan bronzeback attacks
titans appearing can fluctuate greatly, increasing in areas of
dense titan activity and decreasing in areas far from the titans’
native lands.
with the force of an avalanche. Protective of their herds and
Titan Rake (Ex): The titan bronzeback’s secondary arms
numerous mates, bronzebacks quickly challenge any interloper.
can attack a grappled target.
Those who do not immediately flee from these behemoths’
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Titans
Topple (Ex): Upon being reduced to 0 or fewer hit points,
a titan bronze back falls, crushing anything unable to escape its
hulking form. The GM chooses a 10-foot square area adjacent
to the bronzeback’s current space for this ability to affect. Any
creature in that area must make a Reflex save (DC 28) or take
4d6 points of damage. The save DC is Strength-based.
Trample (Ex): Reflex save (DC 28) for half. The save
DC is Strength-based. Skorne monster hunters often take a
Herd Sense (Ex): A bronzeback is intimately famil-
iar with every member of its herd and has an uncanny
practical approach to displaying their
ability to perceive the wellbeing of nearby titans. trophies, such as this titan-hide armor.
Bronzebacks know the hit points of all other
titans within 100 feet. If any titan
within that range takes a significant
amount of damage, a bronzeback will
likely investigate.

Treasure
Titans encountered in the wild possess no trea-
sure, but their long curving tusks can fetch a good
deal of gold from different buyers. Bone grinders
and alchemists use the tusk, as well as curio deal-
ers, scrimshaw carvers, and the like. The titan’s hide,
when properly cured, is tougher than the best western
leather and is sought after for use as armor, tent
canopies, and other applications.

Legends & Lore


Common: Titans favor charging their enemies,
using their superior strength and mass as their
primary weapon.
Uncommon: Rudimentary tool use is not
unknown among the titans. They occasionally
employ rocks and sticks when defending them-
selves or their herd.
Rare: Titans are relatively peaceful creatures and only attack
when forced to defend themselves or their herd.
Obscure: Bulls and cows mate for life. The only stronger
bond a titan has than to its herd is to its mate or offspring.

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Trolls
Pyre Troll Slag Troll
Often CE Large Monstrous Humanoid (Fire) CR 8 Usually CE Huge Monstrous Humanoid (Fire) CR 11
Hit Dice: 8d8+56 (92 hp) Hit Dice: 11d8+110 (159 hp)
Immunities/Resist: Fire, poison, vulnerability to cold Immunities/Resist: Acid, fire, poison resistance 15,
Senses: Darkvision 60 ft., Listen +6, Spot +5, vulnerability to cold
scent Initiative: +2
Initiative: +2 Senses: Darkvision 90 ft., Listen +3, Spot +3,
Speed: 40 ft. (8 squares) scent
Armor Class: 19, touch 11, flat-footed 17 (–1 size, Speed: 40 ft. (8 squares)
+2 Dex, +8 natural) Armor Class: 25, touch 10, flat-footed 23 (–2 size,
Base Attack/Grapple: +8/+18 +2 Dex, +15 natural)
Attack: Claw +13 melee (1d6+6 plus 1d6 fire) Base Attack/Grapple: +11/+27
or spew +9 ranged touch (4d8 fire plus Attack: Claw +17 melee (3d6+8) or greatclub
special) +17 melee (3d8+12)
Full Attack: 2 claws +13 melee (1d6+6 plus 1d6 Full Attack: 2 claws +17 melee (3d6+8) and bite
fire) or spew +9 ranged touch (4d8 fire +12 melee (3d6+4); or huge greatclub
plus special) +17/+12/+7 melee (3d8+12); or
Special Attacks: Hand fire, spew rock +11 ranged (2d8+8)
Space/Reach: 10 ft./10 ft. Special Attacks: Rage 3/day, rock throwing, vomit
Special Qualities: Regeneration 7, spawn whelps Space/Reach: 15 ft./15 ft.
Saves: Fort +11, Ref +8, Will +4 Special Qualities: Metallic flesh, regeneration 10, spawn
Abilities: Str 22, Dex 14, Con 24, whelps
Int 6, Wis 6, Cha 8 Saves: Fort +13, Ref +9, Will +3
Skills: Intimidate +6*, Listen +6, Spot +5 Abilities: Str 27, Dex 14, Con 30,
Feats: Alertness, Endurance, Great FortitudeB, Int 4, Wis 3, Cha 8
Power Attack Skills: Intimidate +12*, Listen +3, Spot +3
Environment: Warm land or underground Feats: Cleave, Diehard, EnduranceB, Improved
Organization: Solitary or gang (2–6) Natural Attack (claw), Power Attack
Advancement: By character class Environment: Any mountain, including volcanic
Organization: Solitary, plus 1–2 whelps
Advancement: 12–22 HD (Huge);
23–33 HD (Gargantuan)

I have described many troll varieties in earlier works (cur-


sorily in Monsternomicon: Denizens of the Iron Kingdoms and
more exhaustively in Genera and Species of Southern Trolls). I
feel that two of the more unusual troll subspecies, the
pyre and slag troll, deserve some examination especially in light
of current events.
Pyre trolls seem closely related to pitch trolls. I suspect the
instinct tells them to eat. I’ve no doubt this combination pro-
duces the gobs of burning these trolls spew at their enemies,
or hock up upon their hands to lend themselves extra power in
battle. Clearly, their bodies have altered to the point where they
no longer feel fire.
I actually found the slag trolls more frightening, however.
Based on appearance and anatomical similarities, I believe these
differences arise from dietary adjustments and the adaptation evolved from dire trolls who decided at some point that they
common to all troll species. These creatures—some of the enjoyed the proximity of tremendous heat. These creatures
first I encountered in the Bloodstone Marches—have some of prefer areas of volcanic activity, which partially accounts for
the oddest eating patterns I’ve ever observed. They consume their rarity. More fascinating yet, their hostile environment
gallons of a noxious black liquid and supplement this with and hunger must have prompted them to try eating stone and
other foul, indigestible, or outright poisonous items their metal. Such a diet would kill nearly any other creature, but
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Trolls

Pyre Troll

the troll developed a taste for metal in particular. Its massive before closing, especially if it thinks doing so will enrage them
regenerative properties altered it physiology to compensate. (rather than terrify them).
In attempts to deal with indigestible materials, the slag troll Hand Fire (Ex): As a standard action, a pyre troll can spit
has developed especially potent stomach acid. More frighten- flaming gobs onto its hands (or, theoretically, anything else).
ingly, the troll’s body pushes bits of metal through its flesh and The fire burns for 1 round per hit die of the troll (8 rounds,
out its skin, covering its hide in metallic chunks reminiscent of in the case of the troll presented above) and adds 1d6 points
the calcification on dire trolls. The pain and toxins associated of fire damage to the troll’s claw attacks. The above statistics
with eating metal leaves slag trolls constantly angry and seems take this modification into account.
to also render them even less intelligent than dire trolls. Such Regeneration (Ex): Acid and cold deal normal damage to
creatures make me wonder what other wonders this species a pyre troll. If it loses a limb or body part, the lost portion
may produce if fed even more unlikely substances. regrows in 6d6 minutes. The pyre troll can reattach the severed
member instantly by holding it to the stump within 1 minute
of losing it. After that time the limb can no longer reattach
Combat and spawns a whelp.
*Skills: Pyre trolls use their Strength modifiers instead of
Pyre Troll their Charisma modifiers on Intimidate checks.
When a pyre troll expects to fight, it hocks its flaming spittle Spawn Whelps (Ex): Pyre trolls have a 20% chance to be
onto its hands, grins at the enemy’s discomfiture, and charges accompanied by 1d4 whelps, half of which are mature. These
into combat. It might spew flaming goo at them once or twice
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whelps grow in 1d4 days and mature in 1d4 weeks. They live troll’s standard approach to anything is to charge, pummel, and
for 4d6 months. Mature pyre troll whelps have the spew spe- eat, whether or not they can actually kill, let alone consume,
cial attack but deal only 1d6 hit points of damage. their target. The only creatures occasionally safe from their
Spew (Ex): Once per day per 2 hit dice, a pyre troll can attacks are other trolls whom slag trolls occasionally let pass by,
spew forth a giant glob of tarry ooze from its stomach. This except whelps, whom slag trolls view as tasty snacks.
ooze ignites on contact with the air. Hocking forth the glob Slag trolls use their vomit ability when sorely pressed or
is a standard action; it is a ranged touch attack with a range when their opponent seems particularly difficult to digest
increment of 10 feet and a maximum range of 5 range incre- (such as a steamjack), preferring to start the digestive process
ments (50 feet). early in these cases.
The glob deals 1d8 points of fire damage for every 2 hit Metallic Flesh (Ex): Deposits of iron and other metals
dice of the troll. In addition, the substance sticks to the target, toughen the already regenerative flesh of a slag troll. Anything
dealing 1d8 per 4 hit dice of the troll each round for the next that affects creatures composed of iron effects a slag troll.
2d4 rounds. Consider a slag troll’s attacks as serricsteel for the purposes of
A victim can scrape off the goo and extinguish the fire by penetrating damage resistance.
spending a full-round action and making a Reflex save (DC Rage (Ex): Because of the pain their diet causes, slag
21). The save DC is Constitution-based. trolls constantly teeter on the brink of frightening rages. A
slag troll can rage once per day as a 1st-level barbarian. A
Slag Troll slag troll’s rage lasts for 12 rounds. When raging, a slag troll
Slag trolls are even less intelligent than dire trolls, and the pain has the following statistics: 181 hp; AC 23, touch 8, flat-
of their digestive process leaves them in a constantly sour mood. footed 21; Atk 2 claws +19 melee (3d6+10) and bite +14
Plus, they like eating things. Unsurprisingly, therefore, a slag melee (3d6+5); or Huge greatclub +19/+14/+9 melee

Slag Troll

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(3d8+15); or rock +11 ranged (2d8+10); Fort +15, Will
+5; Str 31, Con 34.
Legends and Lore, Pyre Troll
Common: Trolls are among Caen’s most adaptable species, and
Regeneration (Ex): Cold deals normal damage to a slag
there is an amazing variety of breeds and types. Several breeds
troll. If it loses a limb or body part, the lost portion regrows
of troll have adapted to hot environments, such as the pyre troll
in 6d6 minutes. The slag troll can reattach the severed mem-
commonly found on the fringes of the Bloodstone Marches.
ber instantly by holding it to the stump within 1 minute of
loosing it. After this time the limb can no longer reattach and Uncommon: It is believed the pyre troll ingests some sub-
spawns a whelp. stance similar to the oil used to produce Menoth’s Fury in
Rock Throwing (Ex): The range increment for a slag the Protectorate, and the material is the source of their fiery
troll’s thrown rocks is 120 feet. expectoration.
*Skills: Slag trolls have a +4 racial bonus on Intimidate Rare: Pyre trolls are invulnerable to fire, and cold is the best
checks. They use their Strength modifiers instead of their weapon against them.
Charisma modifiers on Intimidate checks.
Obscure: Pyre trolls aggressively attack pitch trolls if they are
Spawn Whelps (Ex): Slag trolls produce only mature
found in the same territory. Unlike pitch trolls, pyre trolls are
whelps, but they usually eat them (or eat the limbs that would
rarely encountered with many whelps.
spawn them) before they have a chance to do much of any-
thing. Slag trolls are rarely (30% of the time) accompanied by
1d2 whelps. These grow in 2d6 days, live for 1d4 years, and
typically have greater than usual hit dice. Legends and Lore, Slag Troll
Common: Slag trolls dwell in volcanic areas and are known for
Vomit (Ex): Once per day, a slag troll can vomit its pow-
erful digestive acids on any creature within arms reach. Doing eating metal and having a dangerous temper.
so is a full-round action that does not provoke attacks of Uncommon: The slag troll’s main attack is a virulent vomit that
opportunity. dissolves even serricsteel.
The slag troll must make a melee touch attack to hit with Rare: Slag trolls are immune to damage by fire but are vulnerable
this attack. The vomit deals 1d6 points of acid damage per hit to cold.
die of the troll (11d6 in the case of the slag troll presented
here). Unless the target succeeds on a Reflex save (DC 25) Obscure: The slag troll has digested enough metal to become
all its weapons, armor, and clothing immediately dissolve and vulnerable to magic that would normally only affect creatures
become useless. The save DC is Constitution-based. made of iron or other metals, including spells like chill metal.
Transmute metal to wood reduces the natural armor of a slag
troll by 5 points. Rusting grasp instantaneously deals 3d6 points
Treasure of damage +1 per caster level (maximum +15) per successful
attack against a slag troll.
Pyre Troll
Pyre trolls keep treasure just like other intelligent trolls.
Alchemists and bone grinders value pyre troll spit glands as rare
Each species of Troll
ingredients in formulae involving fire and will pay around 1600
gp. The glands can be used as the material necessary for creating
seems perfect ly suited to its
potions or wondrous items involving fire (such as an Elixir of
Fire Breath, for example). environment, no matter how
Slag Troll harsh. Still, I saw no sign
of troll life east of the Abyss
Slag trolls rarely have treasure, because they usually eat anything
they end up holding in their hands. Like most trolls their blood

where life is the harshest.


has value and sells for 50-100 gp an ounce. The stomach of a
slag troll will fetch up to 3000 gp from the right bone grinder
or alchemist. It can be used as the material necessary for creating
magic items involving acid (such as potions of acid resistance).
—V P

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Twilight Sisters
Always LN Medium Fey (Grymkin) CR 12 Special Qualities: Alternate form, life manipulation, life sense,
Hit Dice: 18d6+18 (81 hp) necromantic impunity, unearthly grace
Immunities/Resist: Damage reduction 15/magic, spell resis- Saves: Fort +17, Ref +24, Will +25
tance 25 Abilities: Str 14, Dex 16, Con 13,
Senses: Listen +25, Spot +25; low-light vision, Int 14, Wis 18, Cha 26
see invisibility Skills: Concentration +22, Diplomacy +31,
Initiative: +7 Heal +25, Knowledge (arcana) +23,
Speed: 30 ft. (6 squares) Listen +25, Sense Motive +27,
Armor Class: 26, touch 21, flat-footed 23 (+3 Dex, Spellcraft +25, Spot +25
+5 natural, +8 deflection) Feats: Quicken Spell-Like Ability (enervation),
Base Attack/Grapple: +9/+11 Quicken Spell-Like Ability (cause moder-
Attack: +1 dagger +12 melee (1d4+3/19– ate wounds), Great Fortitude, Improved
20) Initiative, Iron Will, Lightning Reflexes,
Full Attack: +1 dagger +12/+7 melee Negotiator
(1d4+3/19–20) Environment: Temperate forest and marsh
Special Attacks: Magic riposte, spell-like abilities Organization: Solitary, pair, coven (3), or circle (4)
Space/Reach: 5 ft./5 ft. Advancement: 19–34 HD (Medium)

I fear that sometimes the tales of my exploits put


others in needless peril, such as when some of my
eager but inexperienced students attempt to repli-
cate my successes. Such was the case with Ardam
Martinbridge, a bright student at Corvis University, who
overheard Alten Ashley’s tale of Tharn huntresses. Without
seeking my advice, Ardam set forth to study them person-
As if that were a scholar’s reward! His wounds still hurt and
that sufficed to keep the keen minded boy’s wits about him.
He remembered what transpired next as dreamlike yet he
recalled every word of it clearly to me.
“Ah, he is awake,” said one, kneeling to his right. The
darkness of her hood concealed her face.
“Yes, yes he is. Welcome back, little one,” said the other,
ally, hoping to write a paper on the topic. Apparently he kneeling on his left.
soon got lost in the Glimmerwood as the sky’s last tinge Ardam licked the dried blood on his lips. “Are you Tharn?”
of blue faded completely black, and a few stars glittered “Don’t be silly.” He could not tell which one spoke.
through the branches. “We are the twilight sisters, little one.”
Ardam bore an unfortunate parting gift from said hunt- Ardam scrutinized them. Their hands and bare feet held
resses in the form of a vicious Tharn javelin protruding from no sign of the supposed bestiality of the Tharn race. “I feel
his side. He claims he staggered blindly in the dark, his body strange.”
jarring with agony every time the weapon struck anything, for They laughed, a sound somewhere between a giggle and a
what seemed far too long. Finally, he stopped against a massive cackle. “Ah,” said one, “That is because you are dying.”
tree, a quiet place he thought where he might die, and breathed Fear rose in him. He felt the ground wet beneath him, per-
deep. Gritting his teeth, and showing a determination that haps with his own blood. “Dying?”
warms my heart to this day, he gripped the wood and pulled. “Yes.” One sister leaned close to his face and pressed a hand
He ripped the javelin out with a massive effort and a cry. against his chest. He felt her breath on his mouth, though shad-
Blood flowed, and the world spun away. ows still hid everything but her dark lips. “This heart does not
He awoke some unknown time later. His side throbbed, have many beats left.” She cocked her head. “My sister and I
and he felt numerous new wounds across his body. Two returned you to wakefulness so we could talk.”
women in long plain spun dresses that enhanced their shapely “Bargain,” corrected the other, as the one leaning over
forms stood above him. Hoods covered their heads and hid his body pulled back. “We can cure you of this wound.” She
their faces in shadow. brushed her hand across his side, and he stifled a cry. “You’ll
I laughed when he told me he thought he might have died live a nice and healthy life.”
and awoken in Urcaen with buxom women waiting upon him. Ardam swallowed. “What bargain?”
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The second sister cocked her head. “What indeed? A nice The sisters sat back. “Hmm,” said one.
strong man like you…? You can likely get along fine with just And the other, “This Pendrake will be hard to find since
one hand, couldn’t you?” he is in no danger.”
“What? My…my hand?” “No immediate danger,” amended the other. “Still, we should
“Don’t look so scared, little one. We’ll let you choose be able to find him.”
which one to keep.” They shared a look and spoke as one. “We accept your
Ardam gulped and felt faint again. “Can’t you just…just terms, little one.”
heal me out of a sense of mercy and charity?” They closed on him again. As he saw the hungry pinpricks
They laughed. “What are those? No, of course not, little of light in their eyes, Ardam began to have second thoughts.
one,” said the first sister. One lifted a live, squirming rabbit. She snapped its neck with
“It must be a bargain. Always a bargain,” said the other. a swift jolt. Ardam’s wound tingled. The other sister lifted a
“But it’s better than being dead, wouldn’t you say?” butcher’s blade. Their hoods fell back, and Ardam screamed.
Ardam forced down his panic. He related to me how close He says he remembers no more.
he felt to death and how desperately he wished for life. “Okay, Quimut and I found him lying near our camp the next
I accept,”— with which they closed in on him and he held up morning sleeping fitfully and huddled around the bloody
his hand—“if you also promise to guide me back to my master stump of his hand. Some days passed before he could tell us
Professor Pendrake afterward.” his tale.

Combat
Twilight sisters enter combat only if a victim refuses to pay his
agreed-upon price or if someone attacks them, and they show
no mercy. They ravage their opponents with their most powerful
spell-like abilities. Against multiple opponents they begin com-
bat with waves of exhaustion and mass inflict moderate wounds. After a

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Twilight Sisters
battle is over, they might offer their services to wounded survi- sisters can duplicate Conjuration (healing) spells of up to
vors, though at a much higher price. 8th level. Four sisters can duplicate Conjuration (healing)
Magic Riposte (Su): If a spell fails to bypass a twilight spells of 9th level but cannot cast any spell that brings the
sister’s spell resistance, she may immediately use one of her dead to life (such as raise dead, resurrection, or true resurrection).
spell-like abilities as a free action. This counts as a use of the Life Sense (Su): A twilight sister has knowledge of all
spell-like ability for the purposes of the number of times per living, intelligent creatures within 5 miles, as with the spell
day she can use it. This also counts as a use of her Quicken status. She knows the direction and distance to the creatures
Spell-like Ability feat. and any conditions affecting them: unharmed, wounded,
Spell-Like Abilities: At will—bestow curse (DC 21), cause staggered, unconscious, dying, diseased, or the like.
moderate wounds, contagion (DC 21), fear (DC 22); 3/day—enerva- Necromantic Impunity (Ex): A twilight sister does not
tion (DC 22), waves of fatigue; 1/day—eyebite (DC 24), harm (DC suffer the usual drawbacks for using necromancy spell-like
24), mass inflict moderate wounds (DC 23), mirage arcana (DC 23), abilities in the Iron Kingdoms.
waves of exhaustion. Caster level 18th. See Invisibility (Su): A twilight sister can see invisibility,
Alternate Form (Su): A twilight sister can assume the as the spell. This ability is always active.
form of a locust swarm with a fly speed of 200 feet as a stan- Unearthly Grace (Su): A twilight sister adds her
dard action. Charisma modifier on all her saving throws and as a deflec-
Life Manipulation (Su): A twilight sister’s signature power tion bonus to her armor class.
is her ability to manipulate life force. She can save a wounded
character from death, but doing so always has a price.
A twilight sister can duplicate any spell of up to 6th
level from the Conjuration (healing) subschool without any
Treasure
Twilight sisters make no great effort to collect treasure.
risk of Pain of Healing, but with certain stipulations. First, However, when creatures refuse their aid, they often follow to
she must sacrifice (or have sacrificed in the past) something observe the individual’s fate and, should they expire, harvest
approximately equivalent. The exact specifics are up to the whatever body parts and organs interest them. The sisters
GM: to save a character from a life-threatening wound, a twi- collect such a creature’s valuables and store them in their lair.
light sister might strangle a rabbit. If a character needs a new They might also bargain for such items in addition to the life
hand, the sister might replace it with a hand she once took force on which they feed. The sisters have little use for the
from another character. treasure they collect, but it occasionally proves valuable in their
Secondly, the twilight sister always demands payment from negotiations.
the character she helps. This payment is usually painful and
permanent, though if the character is a skillful negotiator, the
twilight sister might not collect right away. Twilight sisters
often demand flesh from the victim, such as a hand, a foot, an
Legends & Lore
Common: None.
ear, or an eye (with repercussions for the GM to determine, Uncommon: The twilight sisters find injured or dying travel-
such as deafness, blindness, loss of Dexterity, movement pen- ers and occasionally return them to health.
alties, etc.). The twilight sister might also ask for something
Rare: The twilight sisters use powerful magic to restore
that causes permanent ability score loss. For example, she
their patients, but they may demand a literal pound of
might accept payment in “youthful brawn” (Strength), “grace”
flesh in return.
(Dexterity), “breath” (Constitution), “wits” (Intelligence), or
“beauty” (Charisma). They ask this more often in cases when Obscure: Twilight sisters are capable of truly great acts of
the creature has regenerative powers such as trollkin, though healing magic. The greater the healing, though, the steeper
not always. Characters who benefit from a twilight sister’s the price.
ministrations always come away a little worse off than before,
though many still view this as preferable to death.
Twilight sisters always bargain, temporarily performing
whatever they must to undertake the discussion. They will
return a victim to consciousness, for example. If the parties do
not come to an agreement, the sister will return him to uncon-
sciousness (perhaps forcefully).
Two sisters working in concert can duplicate any
Conjuration (healing) spell of up to 7th level. Three or more

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Woldwatcher
Always N Large Construct (Elemental Construct) CR 9 Full Attack: 2 slams +11 melee (1d6+6)
Hit Dice: 8d10+30 (70 hp) Special Attacks: Elemental strike
Immunities/Resist: Construct traits, damage reduction 10/ Space/Reach: 10 ft./10 ft.
magic, elemental construct traits Special Qualities: Call wardens, plant growth, fertilize,
Initiative: +0 stone armor, stone form
Senses: Darkvision 60’, Listen +6, Spot +6, Saves: Fort +2, Reflex +1, Will +4
low-light vision, tremorsense (120’) Abilities: Str 22, Dex 9, Con —,
Speed: 30 ft. (6 squares) Int —, Wis 15, Cha 1
Armor Class: 24, touch 8, flat-footed 24 (-1 size, - 1 Skills: Hide +11, Listen +6, Spot +6
Dex, +12 natural, +4 shield) Environment: Any land
Base Attack/Grapple: +6/+16 Organization: Solitary
Attack: Slam +11 melee (1d6+6) Advancement: 9-12 (Large), 13-20 (Huge)

F or years I mistakenly thought the woldwarden, a


tremendously powerful construct of stone and
wood which blackclads use to guard their ter-
ritories, the only example of its type. In recent
months I have found my preconceptions woefully misguid-
ed. The druids make use of a rather frightening assortment
of these beings, some requiring far less time and mystical
from beneath the lad’s feet, boiling him like a fish in oil as
the power arced into the sky. His body ripped apart and,
where his blood soaked the ground, flesh-hungry trees
surged upward in an instant to replace a young man full of
hope and ambition.
The horrors did not end there. Another stone column
unfolded into a woldwatcher and the two of them quickly
energy to craft and animate. The druids call one of these absconded into the trees with several living students. Fearing
“lesser” constructs the woldwatcher, although from the for her life and yet unwilling to abandon her wards, Edrea
story related to me by my Iosan associate Edrea, “lesser” followed them and nearly witnessed a barbaric bloodletting
remains a relative term. ritual far too like the ancient rites of the Molgur. A blackclad
Edrea had the misfortune to run afoul of the woldwatcher druid—whom I had not known practiced ritual sacrifice—
while out in the wilds on an ill advised “student expedition” to stood with a knife poised to spill one of the student’s blood
the Glimmerwood. I hold myself responsible as this occurred upon knotted ropes lying near chiseled stone. They clearly
not long after my capture by the skorne. I would have warned intended to bring a new woldwatcher to life by spilling the life
her well away from that region, as recently it has become far essence of an innocent student onto the construct’s raw mate-
more dangerous. I understand that violence between the wil- rials. Hearing of this incident has caused me hold the druids
derness trollkin and the blackclads reached its highest level to in a new and unpleasant regard.
that point, with combat erupting at the slightest provocation, Before Edrea could use her own magic to attempt to save
just as this group of ill-prepared students tragically blundered her student, fortune intervened. Enraged trollkin warriors
into a sacred grove of the druids. beset the druids, allowing Edrea to rescue her wards and make
These foolish students had no idea what awaited them good their escape. I have not yet interviewed Edrea person-
as they disturbed the moss-covered obelisks they discovered ally regarding this encounter as she has left for some months
deep in the Glimmerwood. Edrea described their shock on some task to her kinsfolk in Ios. I have only her detailed
as one of these stone columns unfolded under her hand account and meticulous sketches, which I have copied and
and stood erect to reveal a woldwatcher. While consider- included here. In the pages that follow I will describe other
ably shorter and less massive than the woldwardens they similarly fascinating and even more wondrous fabrications
strongly resemble, the woldwatcher demonstrated its own apparently in use among the druids. I have reevaluated my
formidable powers. With no more evident emotion or mal- opinion of this forest “cult” in light of this new information
ice than a steamjack displays, this stone and wood fabrica- and now find it difficult to travel the woods without some
tion pointed at a student and the runes upon its granite apprehension that any nearby boulder might suddenly stand
surfaces glowed green. Without warning, lightning erupted and try to end my life.

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Elemental
Construct Traits
An elemental construct is an artificially
constructed creature made of natu-
ral materials such as wood and stone,
and relies on mystical powers imbued
into its materials for its animation.
Elemental constructs are a subtype of
Construct and have the following traits in
addition to Construct traits:
• No Intelligence score.
• Elemental constructs are always mindless
and never gain skill points or feats.
• Cannot heal damage on its own, and can only
be repaired by a class special ability or through
the use of the Craft Elemental Construct feat.
• Cannot run or swim.
• Elemental constructs have a vulnerability to fire,
which means it takes half again as much (+50%)
damage as normal from fire, regardless of whether
a saving throw is allowed or if the save is a success
or failure.
• Elemental constructs are immune to all spells
of the Animal and Plant domains. They are
also immune to all spells that directly affect
plants, trees, or wood, as well as all
shapechanging spells. Some Elemental con-
structs gain other spell immunities.
• Elemental constructs can pass through
non-enchanted vegetation completely
unhindered and unharmed. They also leave
no trail in such an environment and cannot
be tracked by normal means.

Combat
Woldwatchers defend sacred groves and entry points
into Circle territories. Their natural construction and
command of plants allows them to hide in the wilderness
disguised as vine-entangled piles of stones. Some wold-
watchers attack any who trespass while others simply
watch intruders and call for the more powerful
woldwardens to intercept. Woldwatchers usu-
ally appear in Stone Form and hiding before
combat, giving them the element of surprise.
They use the surprise round to call wardens,
use plant growth to hinder opponents, and use
elemental strikes from a safe distance.

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Call Wardens (Su): As a free action, a woldwatcher may an elemental strike, it may use its plant growth ability as a free
send a telepathic message to all nearby woldwardens or to its action in the area where the creature died.
creator. This message travels instantaneously up to 10 miles Plant Growth (Sp): A woldwatcher may create overgrowth
from the woldwatcher. The woldwatcher’s creator establishes effect of the plant growth spell as an 8th-level caster.
the content of the message and the conditions which trigger it. Skills: Woldwatchers have a Hide skill of +11 and a +4
For example, the creator may instruct it to call nearby wold- competency bonus to Spot and Listen checks.
wardens its location if attacked. A woldwatcher may have one Stone Armor (Ex): Woldwatcher forearms carry large
conditional call per hit die. pieces of stone that provide additional protection like shields
Elemental Strike (Sp): The woldwatcher may call a bolt (hardness 8, hit points 90; each shield grants +2 AC shield
of green lightning-like magical force that surges up from the bonus). These enchantments grant a +15 competence bonus
ground and targets a single square up to 80 feet from the to the woldwatcher’s Hide checks (greater shadow ability).
woldwatcher, and extends in a 40 foot vertical line of effect. Creators of woldwatchers may imbue additional magical effects
Anyone in the square or in the 40-foot line suffers 8d6 points to a woldwatcher’s arms during creation using the rules for
of force damage, Reflex save (DC 13) for half damage. magical shields.
Fertilize (Su): The germinative power of the woldwatcher Stone Form (Ex): By giving up all attacks and not moving,
prompts plants to spring forth from the flesh of those it kills, the woldwatcher may combine his stone shields to gain total
utilizing their blood and tissues as fertilizer. When a wold- cover. This does not provide cover against targeted spells; a
watcher kills a living corporeal creature with a slam attack or spell caster can cast a spell by targeting the stone shields.

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Treasure
I have warned others in my
Should they survive combat intact and still enchanted (15%
chance for one, 5% for both), the largest stone armor pieces

prior writings not to trifle


utilized as woldwatcher forearms can be crafted into a shield.
Unfortunately such items are extremely heavy and unwieldy,
making for dubious equipment even for an ogrun. If crafted to
remove extraneous stone and set with straps treat as +2 tower
shields with a market value of 5,000 gp. There is no demand for
with the druids and to stay far
these items as each stone shield weighs in excess of 100 lbs and
impose a -12 armor check penalty.
from their territories marked
with their distinctive stone
Legends & Lore
Common: None. markers. Now it is clear to
Uncommon: Woldwatchers are smaller versions of the druidic
woldwarden construct. They are often set to guard sites sacred
me that confrontations between
to the blackclads.
Rare: Druids create woldwatchers using a ritual that requires
the druids and civilization are
fresh blood from a sacrificed victim to animate them. as inevitable as they are now
common. Not only are our
Obscure: Woldwatcher can become as firm and immovable
as the earth. Moreover those slain at its hands feed the earth

armies on the march in the


with their blood and create wildly growing vegetation where
they fall.

wilds, but the glowing-rune


Hooks
An overly inquisitive naturalist seeks to investigate a unique for- standing stones of the druids
seem to have multiplied
mation of low standing stones inside a druidic circle he recently
uncovered east of Merywyn. No fool, the naturalist desires a
group of able-bodied adventurers to act as bodyguards while he
researches the elaborate carvings. The stones are, of course, inac-
tive woldwatchers guarding the circle from interlopers.
and spread far and wide. No
An Illuminated agent traveling far from the order’s headquarters longer just guardians, these
in Caspia requires a party of wilderness trackers and witch hunt-
ers to help him discover the dark secrets behind the druids’ con- creations appear to be weapons
of war, and rumor of new
struction of woldwatchers and woldwardens.

and powerful ty pes of these


constructs reach my ears
all too often.
-V P

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Woldwrath
Always N Huge Construct (Elemental Construct) CR 16 Special Attacks: Druid’s retribution, lightning strike, rock
Hit Dice: 24d10+40 (172 hp) throwing, trample (4d8+19)
Immunities/Resist: Construct traits, damage reduction 10/–, Space/Reach: 15 ft./15 ft.
magic, damage reduction 15/– vs. ranged Special Qualities: Exceptional stability, fast healing 10
weapons Saves: Fort +12, Ref +10, Will +16
Senses: Darkvision 60 ft., Listen +4, Spot +4, Abilities: Str 37, Dex 6, Con –,
low-light vision Int –, Wis 18, Cha 1
Initiative: –2 Skills: Listen +4, Spot +4,
Speed: 30 ft. (6 squares) Environment: Any land
Armor Class: 41, touch 6, flat-footed 41 (–2 size, –2 Organization: Solitary or guardianship (1 woldwrath plus
Dex, +35 natural) 0–2 woldwardens, 1–4 woldwatchers and
Base Attack/Grapple: +18/+39 1-6 woldwyrds)
Attack: Slam +29 melee (4d8+13 plus knock Advancement: 25–28 HD (Huge)
back and knock prone)
Full Attack: 2 slams +29 melee (4d8+13 plus knock
back and knock prone)

P erhaps it is my competitive streak, but after read-


ing Edrea’s report on the woldwatcher and hearing
Alten’s description of the woldwyrd I felt compelled
to discover evidence of these things myself. I had
my opportunity as I accompanied several Fort Falk officers,
at the request of the Scout General, on an expedition along
Cygnar’s eastern border. I was apprising them of skorne tactics
We all became aware of the ground trembling with steadily
increasing power at about the same time. It started subtly, but
grew increasingly obvious—BOOM, BOOM, BOOM.
An enormous wold construct composed of whole tree
trunks and tremendous slabs of stone emerged from a distant
copse. It conveyed a sense of size and weight that boggled my
scientific mind. A dozen steamship engines could not move
and relating intelligence such a mass, yet it advanced
I had gathered about this inexorably in defiance of all
enemy during my captivity. logic and sense.
I had an ulterior motive for Nothing could stand
the site I selected to scout: against it. It battered away
Alten Ashley had sent a tip the skorne screening forces.
regarding a massive black- Then with a sound like
clad attack planned against massive trees splitting,
the skorne. the roots on the trunks
The Cygnaran officers in its legs extended into
and I watched through the soil, holding it firmly
spyglasses from a covered in place. The air dark-
position, noting the skorne ened and I heard a static
entrenched in a nearby ruin crackling. Flickering light
whose walls they had rein- played along the stone
forced. They hid behind surfaces. Lightning struck
several feet of thick stone down unerringly from the
and moved about atop their sky and smote the skorne
battlements. We could observe them taking measures against a battlements with explosive bursts. The largest blast baked the
foe approaching from the other direction by readying a cannon- titan readying its cannon. With a rumble and spray of dust
bearing titan. Knowing what I do of the skorne military, I won- and debris the wall collapsed in several places and the skorne
dered how the druids could hope to assault such a position. troops dissolved into chaos. In short order, the druids had won
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Woldwrath
move the woldwrath, and it can
summon 2d4 strokes of lightning
from the sky. It must be outside to
use this ability, and it can direct the
strikes as it likes within a 120-foot
radius. Each bolt strikes a 5-foot
square. Each lightning strike deals
12d6 points of electricity damage,
Reflex save (DC 26) for half. The
save DC is Wisdom-based. After
using this power the woldwrath
cannot use it again for 1d4+2
rounds.
Exceptional Stability (Ex):
Even when not rooted a woldwrath
gains a +8 racial bonus on checks
to resist being moved (by a bull
rush, for example).
Fast Healing (Su): A wold-
wrath regains 10 hit points per
round.
Greater Protection from
Ranged Weapons (Ex): The wold-
wrath has damage resistance 15/-
against all ranged weapons.
Magic Immunity (Ex): A wold-
wrath is immune to any spell or
spell-like ability that allows spell
resistance. In addition, the follow-
the day, and this great creature disappeared back from whence
ing spells function differently against the creature:
it had come. I could see the Cygnaran officers were as awed
Transmute rock to mud slows a woldwrath (as the slow spell)
and shaken as I. Afterwards, I stood in one of the woldwrath’s
for 2d6 rounds, though the woldwrath can make a Will save to
footprints and simply marveled.
resist this effect. Transmute mud to rock affects the woldwrath as a
cure critical wounds spell.
Combat
A woldwrath is implacable and unstoppable, but its slow move-
Stone to flesh spell does not actually change the woldwrath’s
structure but reduces its damage reduction to 5/–. The spell also
negates its magic immunity, though the woldwrath gains spell
ment and bulk makes it an easy target. A woldwrath roots into
resistance 27 in its place. These effects last for 1 full round.
the earth to call forth the powers of Orboros and to fuel its
Rock Throwing (Ex): A woldwrath can hurl up to
lightning attacks.
Medium size rocks with a 140 foot range increment.
Druid’s Retribution (Su): As a standard action, a wold-
wrath’s runes glow bright green as it generates a powerful magi-
cal shield around itself. The woldwrath gains a +10 deflection
bonus to AC. If a creature hits the woldwrath with a melee
Legends & Lore
Common: None.
attack, druid’s retribution blasts forth with a thunderous
crack dealing 4d10+10 points of force damage to the attack- Uncommon: None.
ing creature. This causes the woldwrath to lose its deflection Rare: The enormous woldwrath is the largest and most power-
bonus. It can recreate the effect in 1d4 rounds. ful of all known druidic constructs. It is extremely resistant to
Lightning Strike (Su): The woldwrath can take a full magic and can call down tremendous bursts of lightning.
round action to root itself into the ground and call forth tre- Obscure: Woldwraths may be slowed or weakened by certain
mendous lightning strikes. While rooted no known force can earth-affecting spells, softening them up for combat.

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Woldwyrd
Always N Medium Construct (Elemental Construct) CR 7 Full Attack: 3 energy strikes +11 ranged touch (2d6
Hit Dice: 10d10+20 (75 hp) or 3d6*)
Immunities/Resist: Construct traits, damage reduction 5/ Special Attacks: Caster blast, energy strike, spell suppression
magic, elemental construct traits, Space/Reach: 5 ft./5 ft.
spell resistance 12 Special Qualities: Hover, sense magic
Senses: Darkvision, 60 ft., Listen +3, Spot +3, Saves: Fort +5, Ref +9, Will +8
low-light vision Abilities: Str 5, Dex 18, Con –,
Initiative: +4 Int –, Wis 16, Cha 1
Speed: 40 ft. (8 squares) Skills: Listen +3, Spot +3
Armor Class: 20, touch 18, flat-footed 16 (+4 Dex, Feats: Combat ReflexesB
+2 natural, +4 deflection) Environment: Any land
Base Attack/Grapple: +7/+4 Organization: Solitary, pair, or watch (3–6)
Attack: Energy strike +11 ranged touch (2d6 or Advancement: 11–18 HD (Medium)
3d6*)

A s Alten Ashley enjoys his tales, I listen to his boasts


with a skeptical ear. Despite this he has convinced
me that he has a mutually beneficial arrangement
with the enigmatic blackclads. Though I have never
seen the formidable weapon known as the woldwyrd myself, I
trust Alten’s professional eye and the
description he gave me.
covered in a layer of rotting corpses. Hooded forms moved
among the bodies and sawed off limbs. Alten readied his
gun, but the three woldwyrds drifting ahead into the clearing
distracted him. One of the huddled creatures spun and began
chanting in a guttural tongue, moving his hands in mystical
configurations. Before he could
complete his spell the woldwyrds
Alten first encountered these spun to face him. Beams of pure
peculiar constructs while hired to green light pierced the gloom to
accompany a blackclad named Stiana. slice clean through the necroman-
The druids anticipated some necro- cer’s torso with a sizzling sound.
mantic unpleasantness in the north- Undaunted by the death of one of
ern Thornwood and brought Alten their masters, a number of animat-
for added support. When they broke ed corpses shambled to the attack
from trackless woods atop a rise, yet proved too slow for the nimble
Alten saw a trio of floating wood woldwyrds, Alten, and Stiana.
and stone creatures with what looked A quick but decisive battle
like a single enormous green glowing ensued, after which Alten had occa-
eye awaiting them. He instinctively sion to question Stiana about the
raised his rifle, but Stiana forestalled floating sentinels. She reluctantly
him and beckoned the creatures clos- explained them as weapons devel-
er. Alten observed that, to him, their oped long ago to battle workers of
peculiar configuration would never magic. The druids have kept them
have suggested a connection with far in the wilds because of their
the man-shaped woldwardens. They sensitivity to mystical energies. The
shared only faintly glowing runes prevalence of mechanika in settled
along the stone in common. regions can confuse them and may
Alten’s neck hairs prickled as these things trailed silently prompt attacks which draw unwanted attention. My expanded
and eerily behind with their orbs dimmed to no brighter than knowledge of these druidic weapons, together with the others
a glow-worm. They eventually arrived at their destination: illustrated in this volume, has made me apprehensive. I wonder
a tableau of carnage in a clearing with the ground thickly to what ends the blackclads arm themselves so thoroughly.
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Woldwyrd
Combat
Woldwyrds are swift hunter-killers especially deadly
against spellcasters.
Caster Blast (Su): A woldwyrd contains imprinted
orders to fire upon hostile spellcasters. If any creature
begins to cast a non-druid spell or uses a non-druid
spell-like ability within 100 feet of the woldwyrd, it
may make an energy strike attack as an immediate action
against the caster. This attack has a chance of disrupt-
ing spellcasting, as normal, and does not affect the woldwyrd’s
normal attacks.
Energy Strike (Su): A woldwyrd fires rays of elemental
energy from its crystal orb. This ranged touch attack has a
maximum range of 100 feet and no range increment. The
energy strike deals 1d6 force and 1d6 fire damage (total
2d6). The woldwyrd can use energy strikes to make attacks
of opportunity into the area it threatens, and can use them
even in a grapple. A woldwyrd’s energy strike does not provoke
attacks of opportunity. An energy strike attack that hits a tar-
get currently under the effects of magic (such as a spell, spell-
like effect, or potion) deals +1d6 force damage (total 3d6).
Spell Suppression (Su): When a creature within 30 feet of
a woldwyrd casts a non-druid spell or uses a non-druid spell-
like or supernatural ability, the creature must make a
Concentration check (DC 15 + half HD + Wisdom
bonus) or the spell or ability has no effect. Spells can-
celled by spell suppression are lost.
Hover (Su): Woldwyrds hover between one and
seven feet above the ground. They ignore difficult
terrain and movement penalties caused by it. They
can float over relatively calm liquid surfaces such as a
stream. They do not actually fly, however, and still fall
down pits and the like.
Sense Magic (Su): A woldwyrd can identify creatures
in its sight capable of spellcasting or using spell-like
abilities, and the relative power of each. They also gain
the benefits of detect magic in a 60 foot cone emanating
from their crystal orb.

Treasure
While it rarely survives intact, an undamaged crystal Rare: Blackclads make floating elemental constructs to hunt
orb from a woldwyrd is a large sphere of pure beryl and has a spellcasters that penetrate protected areas. These constructs
market value of 2,000 gp or more. Such items may be useful in have never appeared near a large settled community. Casting a
the enchantment of certain types of items, particularly those spell near these constructs invites attack.
involving the focusing of light or energy. Obscure: Called woldwyrds, these constructs can suppress
magic around themselves and always target spell casters with
Legends & Lore
Common: None.
preternatural accuracy. Any strong magical source, including
magic items or large mechanikal items, may distract a woldw-
Uncommon: None. yrd or divert it from its prey.

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Introduction to Eastern Immoren
Greater distance than I had imagined separates east from west. I have their gods fled with them and sheltered the refugees. This may
stepped into another world, with the lands of man perhaps lost to me. My be a myth, I know not.
memories of Corvis are replaced by strange and savage sights from the streets Hints of their legacy rest in the east for others to discover.
of Halaak. I have seen the ruins of cities unmistakably elven in their archi-
tecture but had no time to explore them. What forces could be
—Professor Viktor Pendrake, from his journals of the east so vast as to change the shape of the world is beyond me, but

M
I believe the Abyss and the Stormlands a lingering legacy of
uch controversy has arisen over my disap-
those unimaginable powers. So too this region has given rise
pearance into the east. I do not write this in
to peculiar creatures, perhaps adapting to survive in conditions
response to such criticism, but to reveal to my
that never before existed. Incessant lightning storms which turn
colleagues and others the great vastness of our
the sand to glass range through the Stormlands surrounding
continent. It is remarkable how little we know of the bulk of
the chasm, yet life finds ways to thrive even here and in the
the land we call home.
dark and endless chasm of the Abyss.
More than geographical distance separates east and west.
To the north and south of the chasm the oceans seem to
The center of Immoren has clearly suffered from tremendous
empty themselves into the rift as tremendous waterfalls pour
forces and supernatural disaster. We have always avoided the
into oblivion. This endless torrent of water continually rises
east and know it only a vast and perilous wasteland. This is
again in a cycle of steam and spray around the Stormlands,
true. Yet our continent does not end here. Past this terrible
creating clouds pregnant with water, rent by violent air cur-
land of blasted ruin lies what might seem another world and
rents, and projecting streaking lightning that blasts the sands
lands beyond all imagining. Even I who have seen so much
below. Storm winds howl to the southwest. Angry clouds
know now I know too little. As far as I have gone, many places
sweep across the air above the Accursed Sea. Hurricane winds
remain that I barely touched and only heard rumor of. Though
and tremendous tidal currents churn through these waters
I am no youth, I feel the compulsion to explore renewed in me.
and make a crossing by ship nearly impossible, particularly
This thirst has grown, not slackened, as I have left footsteps
for those attempting to go from west to east. I made this
where no human has trod.
crossing into the west and found it as harrowing a boat ride
First, let us speak of the wasteland that is our barrier.
as ever I have heard of. We were pushed relentlessly by the
The shifting red sands of the Bloodstone Marches mark just
hand of nature, and I am convinced no return by that route
the western edge of a vast desert filling nearly a third of the
could easily be made. Yet perhaps our steamships could
continental land mass. Through hundreds of miles of track-
ignore the wind and fight against the currents. I reckon the
less sand, beaten by a merciless sun and swept by biting winds,
cost in fuel would beggar most investors, and if not well
rests the great chasm of the Abyss which divides the continent
planned, any such venture would leave the mariners stranded
and plunges into uncertain depths. This tremendous rift is like
or swept back to the west.
a wound upon the world where forces beyond mortal reckon-
Eastern Immoren encompasses far more than the Skorne
ing shattered Caen. By my colleague Edrea I have learned that
Empire. There lie vast unexplored regions that could require
only the elves of Ios, once inhabitants of the east, have lived
many lifetimes to investigate. I want it well understood I do not
on both sides of this rift. Then they were an empire called
claim to have seen or explored each of the regions I mention in
“Lyoss”. They represented the peak of civilization and culture
the pages to come. In some cases I operate by the legacy of hint
in a time when we humans had yet to learn to write and lived
and rumor of other explorers. Any of this should be viewed with
more savage lives.
skepticism until other expeditions can return and chart maps.
The elves have been tight-lipped regarding what drove them
into the west, and it is possible I will draw some ire from that
quarter even by publishing what little I know. Yet it seems clear
from what I have learned that, whether by accident or design,
The Abyss
The Skorne Empire has claimed the Abyss, but no race has
they called down some staggering catastrophe. Rhulic records
tamed this chasm which divides the continent of Immoren in
confirm a great explosion in the east in those ancient times
half. The depth of this rift varies considerably, but in some areas
and a shockwave of destruction that shattered the continent.
it seems bottomless to normal investigation. This is a convincing
The elven empire died, consumed by fire, flood, tornado, and
illusion; dropping a stone into the deeper Abyss, one never hears
earthquake, and the survivors fled into the west. Some say that
the sound of its landing.
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Eastern Immoren
I arrived at the Abyss chained and seriously injured, and I the Plateau of Storm are the remains of Gerlyoss, once a great
recall little. After my recuperation I crossed the great bridge elven city nearly as vast as the capital itself, one of the most
spanning this chasm into the east and I endeavored to pay extensive unexplored ruins. Abominations called chimeraspawn
close attention to everything I could in that time. While the prowl these ruins and spill out into the desert to harass skorne
Abyss and the surrounding Stormlands are wild, violent, and supply lines to the south.
offer little sustenance, a struggling ecology seems to have aris- Waterfalls descend into the Abyss at the northern and
en. Kaleda, my skorne handler, informed me later that pecu- southern ends. Sadly I have not seen these myself, but I have
liar creatures have carved out homes among numerous caves heard of them from several skorne. Those who have witnessed
scattered along the descending walls. Nourishing fungus and the thundering falls marvel that the chasm has not swallowed
mosses serve as the lowest end of a food chain that terminates the oceans of Caen entirely. While the Abyss seems infinite,
in fearsome predatory creatures like deep drakes. More unusual it must have a bottom. Perhaps it descends deep enough to
creatures like storm gluttons and ethons have adapted to thrive reveal rivers of molten lava. I believe that rivers flow through
on lightning itself. the Abyss into underground channels and carve chasm net-
The central Abyss is particularly wide; even if not for the works before bubbling up below the surface as oasis in the
constant storms it would be impossible to see to the opposite nearby deserts. I am convinced that the underground rivers that
side of the chasm in this area. Kaleda showed me a map of feed the hot springs below the Bitter Sea hundreds of miles
its length and attempted to explain some of its features. I had to the west originate here. Water pouring onto bubbling lava
only an imperfect understanding of the skorne language at evaporates into steam and rises from the Abyss like an exhala-
that time, so I adopted more descriptive names based on the tion from the depths. This cycle adds to the unnatural and
skorne titles for the three large plateaus which rise up from the intense persistent weather of the Stormlands. Surrounding the
depths. From north to south they are the Plateau of Storm, majority of the Abyss for dozens of miles in both directions,
the Defiant Plateau, and the Cursed Plateau. The latter is a seething mass of storm clouds and churning air pregnant
the smallest of the three, so-named because it is rumored that with lightning shrouds the Stormlands. Electrical strikes erupt
several powerful kovaas spirits haunt its summit and tear apart randomly across the area, together with downpours of flooding
anything that intrudes. rain interrupted by howling winds.
Vinter Raelthorne IV first made the impossible crossing of
this region, not I. Since that time, thousands of slaves under
Mapping the East the direction of his subordinates have constructed a tremen-
dous bridge network upon the Defiant Plateau, the largest
In my efforts to apply names and labels to many large single land mass at the center of the Abyss. To the east is the
geographical features in the east, I have sometimes chosen Conqueror’s Bridge. At the western end looking toward the
to translate descriptive skorne terms into their Cygnaran Iron Kingdoms squats the Abyssal Fortress, the most recent
equivalent. In other cases I have preserved the actual skorne home of Supreme Archdominar Vinter Raelthorne, as he has
names for certain geographical features, particularly when titled himself among his new vassals. A continual stream of
I could find no easy or readily applicable translation. I will skorne make their way to this fortress for training and equip-
make available to other scholars some of the actual skorne ping before marching west. Seeing the strength of them makes
terms I have unearthed in my voyage as a rudimentary me fear for my beloved Cygnar, although I am positive many
glossary, as well as a detailed examination of their language, vanish into the wasteland they must cross.
but that will have to wait for another scholarly project apart
from this one.
Alchiere Subcontinent
Two significant unexplored areas lie west of the Abyss and
After my return I checked with Edrea and she indicated
that Iosan scholars believe a large river once ran through distinct from the Bloodstone Marches. Just southeast of the
here, tracing the center of the current Abyss. The capital of Protectorate waits a lush and tropical region clearly thriving in
Lyoss—which took the brunt of the devastation—stood near complete isolation from the rest of the continent which I have
the northern end of the widest section of chasm on the shore named Alchiere. The Lion’s Teeth Mountains and the barren
of the massive river which fed an expanse of fertile farmland lands south of Ancient Icthier separate this region from western
now arid desert. Evidence of elven ruins appear across the Immoren. We discovered this land on my return voyage, and its
region including along the upper lip of the Abyss. This may scope and size surprised me.
take the form of a single shattered column of masonry or an I should note that adventurous sailors from Caspia have
entire series of crumbled and ruined buildings. Perched atop attempted to voyage east into this region before and have

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Eastern Immoren
at least seen some of this coastline. These uniformly rocky which gives rise to a rich tropical environment including fertile
and unapproachable shores include long sections of wall-like rivers and lakes. I witnessed overgrown swamps as well as cano-
cliffs which present few beaches for safe landing. Past the pied forests with knotted trees and toughened roots. Too many
southern point extreme currents and winds make sailing east unusual species of insects, predatory birds, and reptiles dwell
difficult. Larger steamships could overcome this obstacle in this area for me to have cataloged in my brief stay.
today, but that would require a wealthy patron willing to
fund such an expedition.
We landed on Alchiere after a harrowing storm and in
need of resupply. We found the region perfect for that pur-
The Blasted Desert
Past the Abyss one finds yet more arid sands: the Blasted Desert.
pose, rich with fruits and good wood. We also found the This eastern counterpart to the Bloodstone Desert is a smaller
letheans (see p. 104), a species of primitive but tool-using expanse stretching from the Suneater Mountains south to the
creatures I have never seen before. The entire region requires Shroudwall, and bordered on the west by the Abyss. Outlying
further exploration and will unquestionably reveal both won- skorne are well accustomed to this barren land, which they
ders of extraordinary zoology and an opportunity for adven- considered the limit of their empire until Vinter Raelthorne
turous cartographers. Cut-off from the rest of the continent led them west. It remains a formidable barrier against northern
by impressive mountains to the southeast and the Bloodstone skorne expansion; its frequent unpredictable dust storms can
Marches to the north, Alchiere has developed its own unique swallow entire cohorts and leave no trace of their passage.
assortment of plants and creatures, and is as dangerous as it The most notable feature of this desert is a series of tar-
is sumptuous and lush. plains and natural oil spouts that occasionally spray thick oil
This hot region receives ample rainfall from the peculiar up into the air before it collects into viscous pools. This region
weather patterns emerging over the Abyss to sweep southwest, lies only a few miles east of the Stormlands, and occasionally

Efaarit cross the


Blasted Desert

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the vagaries of wind and storm will cause an overlap. Lightning skorne use several of the outer hills and mountains to con-
strikes set vast tar fields ablaze, and burning oil sprays up into struct supply fortresses. The more stable mountains on the
the air. Combined with monstrous creatures prowling the few periphery of the Bitter Sea contain many sheltered regions
oasis of this desert, the skorne have no motivation to push which allow the skorne to recuperate before making the next
into this area. Some few skorne chymists have apparently col- leg of their crossing. Most avoid the Bitter Sea itself, an ele-
lected and experimented with the oils and tars of this region, vated region of brackish water that may once have been a true
but have yet to collect it in quantity or refine it into anything inland sea but is now inimical to life. A shallow layer of water
similar to the Protectorate’s Menoth’s Fury. Morrow preserve us collects here from mountain runoff, rainfall, and thousands
should they ever make this technological leap! of connected geysers and hot springs venting scalding steam
Chilon (p. 82) had interesting anecdotes about this region, and bubbling superheated water up from below the surface.
claming that in ancient times it formed the fertile heart of The nearly boiling waters of the Bitter Sea sometimes have a
Lyossan farmlands. Now only occasional ruins, some entirely thin layer of sediment covering them and can seem deceptively
swallowed and buried by the sands, give any hint of that solid. Those trying to walk across these regions will likely
time. Chilon put names to some of these ruins that sounded break through into the superheated liquid beneath and experi-
convincing to my inexpert ear—places like Mylvassin, ence a brief moment of agony before the flesh cooks off their
Nyrilarys, Scyfylar, and Lacyrmyra. Here also lies the path bones. In other areas the liquid collects in less dangerous heat-
to Kortonoth, once among the greatest cities of the giants. ed pools. Some creatures—including titans and basilisks—find
Chilon explained that inhabitants of Kortonoth had an ancient it pleasing to wallow in these, or so I have heard.
accord with Lyoss and loaned their strength to help build a
number of significant projects.
Howling Wastes
A massive wasteland taking up the northernmost area of
The Bloodstone Desert
The Bloodstone Marches mark just the western fringe of the
Immoren, possibly only the dragons Halfaug and Scaefang have
any idea how far these great frozen plains extend. Few men have
expansive Bloodstone Desert, named “Golbesh” among the had the courage to even venture past the Burningfrost Plains
skorne. The reddish sands which are its namesake appear most and most think the world ends soon thereafter. What little I
intense in the west, but are observed to greater or lesser degree know of this region comes from several possibly boastful tales
throughout. Deeper in the desert red sands become striated veins told by those who survived expeditions of Rhulkfolk sent from
crossing sandy dunes and valleys. Wind-carved plateaus and Griddenguard and Groddenguard to explore the periphery of
occasional rocky promontories break up the landscape. We know the Broken Mirror Lake. The dwarves seek evidence of Scaefang,
this region better than anything in the east, but few have gone so the dragon which has periodically harassed periphery communi-
far as the Abyss and I expect most westerners underestimate the ties. No one has discovered any sign of its lair, perhaps due to
full scope of this desert. the tremendous expanse of trackless land to the north. The bit-
In the west looms the Rotterhorn and other peaks sur- terly cold air and brutal snow and windstorms do not impede
roundings its craggy height. Perhaps the tallest mountain on a dragon. Otherwise only ice drakes, winter trolls, and similarly
the continent, it can be seen for hundreds of miles on clear adapted and dangerous creatures can endure the hostile environ-
days. Idrians like my friend Quimut use it for desert naviga- ment. It would require the lure of tremendous resources as yet
tion. I believe human settlements may once have extended undiscovered to encourage any of the civilized nations to take an
into this region in an age lost to prehistory. The ecological interest in the Wastes.
disaster which cracked the continent likely expanded the desert
wastes into the west, which surely posed as great a problem for
humans of this region as for elves in the east. This disaster
predates the written word, and no spoken tale or painted cave
Ryolyse
Most mysterious of all is another all-but-forgotten region of
wall survives to immortalize the horrors of the sweeping sands the continent, the Lost Forest of Ryolyse. Edrea claims that
and all-consuming winds that must have spread westward like only some few Iosan scholars know this area and its surround-
some crazed embodiment of the Devourer Wurm. No wonder ings. Though rightfully proud of having unearthed a few facts
ancient supplicants sought shelter at Icthier and beseeched of note, she seemed reluctant to tell me everything. Apparently
their Creator’s aid, or saw divine providence in the construc- ancient tomes in the libraries of Shyrr and Iryss mention the
tion of even a single lasting wall to keep out the sands. region. A passage relates the tale of the exodus from the Lyoss
The Bitter Sea and surroundings mountains represent the Empire. One of the leaders of the refugees asked the gods who
largest feature of the Bloodstone Desert. I gathered that the protected them during their flight if they should shelter in this

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forest. Lurynsar, the Issyr of Summer, responded, “No safe
respite will you find among the trees of Ryolyse. A better land
Suneater Mountains
I named these mountains based on a description given me by
awaits to the west.”
Chilon. I must admit I have not seen with my own eyes these
This place has lain entirely undiscovered by human explor-
great peaks, but I have no reason to doubt my source. If half
ers. The elves have not entered for thousands of years, appar-
of what he described is true this could be the most imposing
ently. I did learn of an excursion sent there by Rhul some
mountain chain in Immoren. The name derives from dozens of
three centuries ago to test the feasibility of harvesting the
active volcanoes continually venting soot and ash into the sky.
forest for timber. The Stone Lords rejected the plan as too
Weeks can pass with a dark shadow hovering over the northern
costly. They concluded trade arrangements with neighboring
region that the pale sun barely penetrates. Avoided even at the
kingdoms would suffice for their needs instead.
height of the Lyoss Empire, these mountains have become still
Ryolyse is described as a thickly forested region surrounded
more dangerous with fresh volcanoes awakened by earthquakes.
by imposing mountains to the north, west, and east. A chain
Here lies the land the giants call home. Chilon explained
of lakes and rivers make up the southern border, including the
that his people once boasted a small but proud civilization.
North Mirror Lake, the West Mirror Lake and the enormous
Most of their cities shook to rubble in the same disaster that
Sky Mirror Lake, an inland sea larger than Lake Armsdeep in
consumed Lyoss. Only Bemoth remains, the last surviving city
Rhul. While at the same latitude as Rhul, this area’s consider-
of an atrophied culture. Small clusters and villages of giants
ably more temperate climate poses something of a mystery.
have settled elsewhere in the Suneater Mountains, particularly
The region has a vaguely ominous reputation among Rhulfolk
along the triple-pronged river valleys descending from Quench
and Iosans alike.
Lake. Skorne maps have loosely charted these rivers, and I
have chosen to adopt their names. The Norkaat, Havkaat, and
Shattered Spine Islands
I saw the Shattered Spine Islands only briefly during the pas-
Vaskaat tributaries combine into the massive Harakith River
which feeds into the Mizrah Sea.
sage of my ship as I fled the Skorne Empire, but I found them
worthy of a lifetime of study. This scattered sprawl of rugged
and tropical islands lies directly to the southeast of Immoren.
Valley of Konash
I could personally travel only this far north before the dan-
Perhaps a remnants of the trauma which created the Abyss, or
gers here forced Kaleda to call a halt to my explorations and
perhaps a legacy of some more ancient catastrophe, the spread
turned us south again. This grassy region south of Bemoth
of these islands represents a tremendous unexplored region. The
once belonged to the Blasted Desert, but it has recovered from
closer islands, mountainous and craggy, perhaps once made up
ancient disaster and regained some of its former qualities. Four
part of a single great cohesive mountain chain stretching from
thousand years have sufficed to allow this eastern area to shake
the Wall of Anguish, through the Clawed Peaks, to the eastern
off preternatural storms and lingering destructive, arcane ener-
Kajaras Mountains. Little is known of the interior of these
gies. Plant life has returned, sometimes changed and hardened,
islands, some of which appear tremendous in size.
and the growth of flora has drawn a host of predator and prey
The arboreal anura inhabit a number of islands near the
animals into the area.
skorne city of Kademe (see p. 205). These amphibious crea-
The skorne remain skeptical of the region, conditioned
tures, primitive compared to the skorne, have gathered into
by their history to consider this area anathema, and have only
tight-knit communities armed and prepared to repel invaders.
slowly turned their gaze north. These plains have given rise to
The densely overgrown and swampy nature of this unfamiliar
the hydra, herds of wild and untamed titans, rhinodons, and
terrain, and the croaker’s facility for ambushes, has discouraged
other large creatures able to defend themselves from even well
the skorne from penetrating the region. The have had little
trained groups of skorne. I will admit my closest brushes with
inclination to explore the treacherous channels and currents
death in the east happened here. The skorne also fear to test
connecting the Shattered Spine Islands. Most of this region
the northern giants even though reduced in number. Legends
remains completely uncharted.
among the skorne praise the fighting prowess of those tower-
What most excited me about these islands was the tantaliz-
ing warriors, and while the skorne have proven bold enough
ing glimpse I had of ancient and overgrown ruins. I am reluc-
to capture and enslave at least one, they have made no orga-
tant to speculate too far about these from limited evidence, but
nized effort to subjugate the region. For now this remains an
when I first saw those ruins they put me in mind of stones I
untamed expanse of high grasses and rushing rivers where dan-
had seen unearthed from Ancient Icthier. We know so little of
gerous oversized creatures tread.
those ancient days, and I wonder if humans once spread across
much more of Immoren than we realize.

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Their culture is ancient and complex beyond all expectations. Nothing I has allowed them to survive. As one sign of this cultural
have witnessed provides hope that they will relent, for as a people they see no bias, skorne see the widespread imposition of slavery as
virtue in peace. Bloodshed is their only assured path to immortality. a fact of life and consider it perfectly natural whether
applied to their own species or outsiders. Though lower
—Professor Viktor Pendrake, from the journals of his captivity in standing than free workers, slaves constitute just

S
another caste vital to the infrastructure of each great
korne have been the dominant inhabitants of
house. In house wars between skorne the victor common-
eastern Immoren for thousands of years. They
ly absorbs the losing house as sworn slaves who may earn
inherited this status after the destruction of Lyoss
freedom only through service and the passage of time.
in 4,000 BR forced the surviving elves to flee into
In many cases the conquered generation remains enslaved
the west and settle in the kingdom of Ios. Skorne occupy
until death, but offspring have the chance for freedom if
a similar niche in eastern Immoren as humans in the west,
adopted by the victorious house.
and recent events have brought both sides of the continent
together in a violent clash. Before the arrival of the former
king of Cygnar Vinter Raelthorne IV the skorne lived as a
fractured, feudal society consumed by inter-house warfare. Skorne Empire Facts
The skorne have come together only in the last
decade to form the Skorne Empire. The rule of Supreme Ruler: Supreme Archdominar Vinter Raelthorne IV (aka
Archdominar Vinter Raelthorne IV—whom they have ‘The Conqueror’, ‘The Reborn’)
dubbed “the Conqueror”—appears absolute, but only
Government Type: Military Tyranny (formerly a Martial
strength of arms and fear of retribution unites them. All of
Aristocracy)
skorne history stands against the concept of a single gov-
erning authority, and the ancient traditions of the skorne Capital: Halaak
do not change easily. Though currently a powerful reality, Total Population: 5,275,000 (30% in urban areas)
whether the Skorne Empire will survive the coming years
Ethnic Groups & Approx. Populations: Kademesh
remains unknown.
(2,565,000), Sortaani (1,750,000), Malzash (470,000),
Nothing unifies a people more than war against an
Kasortaan (355,000), Kajar (135,000)
external enemy, particularly a people who view battle as a
sacred necessity. Many skorne see the value in putting aside Languages: Havaati (primary), Kadesh, Soresh (dialect of
internal difficulties to focus on conquest. Houses have Havaati)
staked their fortunes on expanding the empire to gain new Climate: Temperate and moderate in the southeast, but arid
and fertile lands on foreign soil. Warriors strive to earn the in the west and north. Mirketh Lake moderates the weather,
honor of exaltation and stand among the paragons whose sustaining a fertile river valley to the southeast. Winter
souls the extollers preserve past death. brings a rainy season with sporadic and intense rainfall, but
One decade cannot erase thousands of years of his- total annual rainfall remains low.
tory. Much of skorne culture and society has not changed
since the arrival of the Conqueror. Nor does the Skorne Terrain: Arid badlands to the east, desert to south, west, and
Empire encompass all of eastern Immoren. It comprises the north, with an extensive chain of weathered mountains
only the lands southeast of the Shroudwall Mountains. The north of Mirketh Lake. Arid plains and savanna comprise
skorne have avoided the northeast for a variety of reasons, much of the central and western region. Controlled territory
although in time they may expand into these wild areas and includes parts of three deserts: the Blasted Desert in the
enslave the inhabitants. Nor have the skorne made headway north, the Mokkar to the south, and the Bloodstone Desert
into the Shattered Spine Islands. The dense vegetation, in the west.
humid climate, dangerous inhabitants, and tricky currents Natural Resources: Copper, tin, salt, clay, iron ore,
make them unappealing. quartz, obsidian, basalt, granite, silver, gold, sulfur, marble,
Westerners describe the skorne as cruel and violent, limestone, (angry) cattle, (war)beasts, hides
but their rich culture has survived a long era of disaster to
prosper despite harsh conditions and constant peril. Cruelty

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Tors of the Skorne Empire
The Skorne Empire divides into six tors and the Northern
the region rightly fear the archdominar. He follows Vinter’s
iron-heeled example and punishes even the slightest whispers
of disloyalty. He will torture and execute any judged guilty
Marches. Tors loosely correspond to provinces, duchies, gravs,
of conspiring against the Conqueror. The Archdominar has
or volozskya among the western nations. Only after the Second
monopolized the services of paingivers in the capital toward
Unification did Vinter Raelthorne formally delineated the bor-
this purpose and maintains numerous other agents abroad.
ders of these settled regions into controlled territories.
Vinter has appointed an archdominar or archdomina to
rule each tor in his name. These leaders represent the high- Tor-Kademe
est authority in the empire, barring Vinter himself. Vinter has While named after the empire’s only major port city and con-
taken steps to enforce his will, but his agents cannot watch taining Scourge Lake, this southeastern region consists mostly
everywhere at once. Not all tors are equally compliant, and of the sweeping Ocean of Grass. The most fertile area in the
some archdominars feign loyalty. Even those with agendas skorne settled region, this tor contains the largest farmlands and
remember the fate of the Betrayers after Vinter’s Second grassy plains supporting herds of titans, cattle, and the skorne
Unification; none wish to test Vinter’s vigilance. who rely upon them for their livelihoods. The best farmlands
lie adjacent the Hezaat River, which feeds most of the empire.
The Northern Marches While lush to the skorne, this farmland is paltry by western
standards and each field only reluctantly yields its crop. Some
The Northern Marches include the sparsely settled lands
of the river valley regions have more bogs than proper farmland,
beyond the Shroudwall Mountains, including Kunharaak
while the arid areas away from the river require irrigation and
Valley, Helkan’s Reward, and the Swamp of Gaaketa. Only
suffer periodic draughts. This tor has the highest total popula-
the remote town of Kotaan qualifies as a large settlement. No
tion in the empire with skorne living across scattered villages,
archdominar oversees this fringe territory as it is not a proper
towns, outlying settlements, and the region’s most populous cit-
tor. The Conqueror has never visited this area; the isolated
ies: Kademe and the river city Konesaan.
and aloof Kasortaan skorne have felt the least impact from the
Archdominar Jolxal of House Murkaat, an opportunistic
momentous events of the last two decades. This region con-
and bloody-minded skorne, rules this region. Jolxal hails from
tains a greater quantity of fertile land than the skorne can cur-
Kademe, his house one of several previously of small influence
rently exploit. The region holds many threats including tribes
in the port city. A gambler noted for taking risks, some say
of feral cyclops, gigantic hydras, and warlike bands of indefati-
Jolxal joined Vinter’s side during the Second Unification on
gable giants who inhabit the untamed lands to the north. The
a whim to elevate his standing. If he did gamble, it has paid
skorne here live rustic and nomadic lives with little contact or
off as he now ranks among the most wealthy and influential
news from the central empire.
skorne in the empire. He built a massive fortified complex
Domina Leskaar of House Kursorik, a minor house which
just outside Konesaan where he holds court from an elevated
loaned its soldiers to the Second Unification serves as the
throne and expects his vassals to treat him as the emperor of
Conqueror’s vassal here. The house lords of the marches pay
the river territory.
deference to the domina, but she has little direct influence over
them or their vassals.
Tor-Sarikaan
Tor-Halaak Poorest of the tors and sparsely inhabited, this northeastern area
includes the Trembling Waste, the Shadow of Gelaash, and a
Named after the largest city and capital of the Skorne Empire,
small stretch of less arid land north of the waste. The skorne
this tor and its territories comprise the heart of skorne civili-
have proven reluctant to claim these lands due to the occasional
zation. Tor-Halaak encompasses the looming volcano named
bursts of violent weather, the last remnants of the millennia
Karrak, the bulk of the southern shore of Mikreth Lake,
past unnatural disasters which have finally begun to fade, and
Melhaas Lake, and the lands west of the Hezaat River, includ-
settled much of this region only recently. Most of the skorne
ing the arid Mokkar. An expanse of meager but vital farmland
here live nomadic lives similar to those of the neighboring
occupies the region north of the arid plateau along the southern
Northern Marches. While dotted with a number of villages and
shore of Mirketh Lake. Plagued by thorny weeds and suffer-
small encampments, only the town of Kajim, just south of the
ing periodic swarms of pernicious insects, farming this region
Trembling Waste, has any sizable population.
remains difficult work.
A smaller community has formed in the shadow of
Korinvaas, the Archdominar of Tor-Halaak, controls the
Kortarn Fortress, which once marked the northern bor-
capital for the Conqueror. Counted among the most ruthless
der of the skorne settled region. The soldiers here muster
of Vinter’s vassals remaining in the east, skorne throughout
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Western Reaches
abyssal Fortress

Tor-Sortaan Conqueror's Bridge

thirst point
Kalos
Tokraas Tor-malphas

Halaak
Malphas

Tor-Halaak
Verskone

Kaleed

Northern
Konesaan Marches
Kalvat

Tor-Kadame Kotaan
Kademe
Kajim

Tor-Sarikaan
Kortarn fortress

City Capitol
Small City Fortress

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against all dangers, including untamed and peculiar beasts war in the west, and certain opportunists have exploited the
inhabiting the Trembling Waste. Age has taken its toll on fact that many of these communities’ warriors have left.
Archdominar Hekrask of House Zhuron, the once noted The unpopular Archdominar of the region Jalkiel of
warrior who controls this fortress, and he has grown para- House Muzkaar holds court in Kalos. Jalkiel’s peers consider
noid of his subordinates. He holds the least sway among him a money-grubbing merchant unworthy of his caste.
the archdominars, but most have long deemed this fortress House Muzkaar has never commanded much esteem for their
impervious to outside attack. shrewd business acumen among a people who do not place
value on such a skill. The Conqueror considers Jalkiel useful
Tor-Malphas and relies upon him to manage the vital supply lines flow-
This area extends across the western Shroudfall Mountains ing to the Abyssal Fortress and from there into the Western
and most importantly includes the ancient city of Malphas. It Reaches. Vinter has made clear that he will not abide any
also includes the desolate western area bordering on the Abyss, harm coming to his vassal in the region, a threat which has
mostly uninhabited by skorne except for a few rugged villages thus far preserved Jalkiel.
that stand wary vigilance against attacks by efaarit. A large num-
ber of isolated mountain communities lie scattered throughout Tor of the Western Reaches
the Shroudfall and look to Malphas to represent their interests. The newest and largest tor, the Western Reaches encompasses
Distrustful of outsiders, these communities conduct raids a vague dominion arguably stretching from the Abyss to the
against their neighbors and rivals and largely ignore the precepts borders of the Iron Kingdoms. Vinter intends this as just the
put in place during the Second Unification. first of several territories formed as his army conquers the
Archdominar Lorketh of House Jakaar controls this Iron Kingdoms. This region supports no skorne communi-
important tor in the Conqueror’s name from the impressive ties, but Vinter has erected a series of fortress supply points
fortified estate of his house in the ancient city. While leading across the Bloodstone Desert to facilitate the forces sent west.
an old and respected house notable for organizing the first Vinter deemed the distance too great to attempt a simple seizure
Venators, Lorketh remains young and untested. He rose to his of power from the west, and he intends to wear them down
post after his predecessor’s torture and execution in the Second over an extended campaign. The skorne control several routes
Unification. Lorketh convinced Vinter that he could marshal west which pass both north and south of the Bitter Sea. The
the city’s assets for him and thus prevented the full wrath of Conqueror designed the various fortresses to allow for fallback
the Conqueror from falling on House Jakaar. Despite this, and mustering positions should forward forces need to retreat
relations between the ruling houses of Malphas and Halaak and regroup. However the brutal and unrelenting geography
remain tense and rife with the promise of bloodshed. often takes its toll on even well prepared and conditioned sol-
diers with considerable experience in this territory. Those skorne
Tor-Sortaan entrusted with maintaining these fortresses quickly became
Until recently, this expanse made up primarily by the Plains experts on this desert and know its hazards and geography better
of Sortaan formed the western edge of the skorne inhabited than any explorers in the west.
region. While the eastern Ocean of Grass is famed for its wild Archdomina Makeda of House Balaash holds this region
titans, tremendous herds of belek, korbesh, and kopaar, cattle vital in a slightly different fashion than her peers. The archdomina
to skorne survival also inhabit the Plains of Sortaan. Numerous serves first and foremost as the supreme general of the Army
small villages and settlements dot these sparsely inhabited plains, of the Western Reaches. Her powerful house remains near the
dominated by the two largest communities of Kalos, just west of capital of Halaak, although certain prestigious Balaash war-
Halaak, and the trade hub of Tokraas to the south. Settlements riors have joined Makeda’s army as significant officers and
thin considerably to the west as the Stormlands loom on the assist her in the difficult logistics of ongoing probing attacks
horizon, although a few rugged bands inhabit this area. and plans of conquest.
Vinter made his historic first crossing at this tor’s furthest
western extreme, encountered skorne communities, and first
gathered warriors for the First Unification. Most of these Skorne Hierarchy
Titles described on the next page are distinct from but related to
fringe communities fully believe in Vinter as the Reborn and
number among his most devoted supporters. Western villages caste hierarchy, p. 193. Both ruling skorne overseeing the empire
have erected several small shrines in his honor, although the and military forces serving Vinter Raelthorne use the listed
more orthodox urban skorne consider this custom distasteful ranks. Vinter disrupted the strongest house armies and reshuf-
at best. This region most enthusiastically answered the call to fled their warriors into armies under his control to reduce the
likelihood of future rebellions. Every house lord must contrib-
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Skorne Hierarchy
Conqueror/Supreme Archdominar Singular title given to Vinter Raelthorne IV, equivalent to emperor.
Archdomina(f)/Archdominar(m) Traditionally the highest possible title a skorne lord could attain, it indicated control over a substantial
territory and the sworn fealty of three or more dominars.
In the Skorne Empire, the archdominars form the highest ranking vassals of the Conqueror and control a tor
region and possibly a large army.
Domina(f)/Dominar(m) Traditionally dominars lead a powerful house and commanded the fealty one or two lesser houses. They
generally answered to no higher authority, although some became vassals of an archdominar. The title still
denotes the leader of a powerful and influential house. The distinction between dominar and lord tyrant is
subtle and not always clear.
In an army of the Skorne Empire, a dominar will supervise a small army or a single division of a large
army.
Lord Tyrant Traditionally a term of respect for a tyrant who had enjoyed particular success in the field of battle and
proven his strength against rivals. If several tyrants served the same dominar or archdominar, lord tyrant
would designate one of singular stature to his liege.
Within an army of the Skorne Empire this title represents leadership of an entire cohort, generally at least
four thousand soldiers. Many lord tyrants remain traditional house lords as well as military commanders.
Supreme Aptimus Special formal title usually reserved for the leading extoller accompanying a military force. In past
centuries any house could boast a supreme aptimus, but now only the Army of the Western Reaches formally
uses the title. Such an extoller receives treatment similar to a lord tyrant whether or not they actually
command a cohort.
Tyrant The traditional title of every house leader and the default title for any ruler. In large cities like Halaak tyrants
rule lesser houses, those lacking claims to political influence or a history of legendary accomplishments.
Within an army of the Skorne Empire, tyrants lead a force of up to a thousand soldiers within a cohort. In
some cases a tyrant might lead an entire smaller cohort of more specialized soldiers.
Aptimus A title similar to “Master” but reserved solely for extollers deemed to have proven mastery in this highly
esteemed art. In some cases aptimus also implies that the extoller actively accompanies in battle heroes who
may merit preservation as revered companions or full exalted.
Master The highest possible title of respect and status for most members of the worker caste, master denotes a
highly valued and skilled specialist. This title most often applies to paingivers, mortitheurges, chirurgeons,
chymists, prestigious slave handlers, beast handlers, or craftsmen.
Top-ranking non-soldiers who serve in an army of the Skorne Empire receive this title and treatment
similar to a tyrant but may exist outside the regular chain of command.
Primus In a typical skorne house, primus denoted the single ranking leader of the house martial forces. Larger
houses have several primus, each tasked with leading a significant element of house martial resources.
Within an army of the Skorne Empire, primus indicates a veteran soldier entrusted to command several
hundred subordinates. They form the backbone of the command structure which the tyrants rely upon heavily
for day-to-day operations. This is the highest rank to which most skorne soldiers can realistically aspire.
Dakar The role of the dakar as the trusted subordinates of a primus has not changed substantially.
Each dakar is a proven veteran who has demonstrated leadership capabilities. Several grades of dakar exist,
earning increasing esteem, but they begin by supervising a small group of soldiers. Junior dakars supervise
fresh or relatively inexperienced soldiers and teach by experience. Those who earn respect and advance in
grade lead larger numbers as well as veteran or specialized forces.

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ute soldiers into the service of the Conqueror to demonstrate
loyalty. Smaller armies still serve individual houses despite this What Year is it for the Skorne?
unpopular move. Most soldiers sent to the Abyssal Fortress join
the Army of the Western Reaches, but some relocate elsewhere Skorne dating begins loosely with the cataclysm of the
on a variety of missions to preserve Vinter’s rule. fall of the Bridge of Worlds and its aftermath circa 4000
Many titles in use among the skorne have two meanings. BR. They never firmly placed this date, however, as skorne
The first meaning relates to the title’s traditional use among writing did not develop for another thousand years. A
the house-based martial aristocracy. When Vinter consolidated widely adopted calendar system did not appear until
his rule and created a centralized army, he adopted many of circa 1000 BR and changed over the following centuries.
these titles as formal ranks within a more rigid chain of com- Supreme Archdominar Raelthorne enforces a western
mand. The titles remain in common use in both contexts. calendar on the skorne, but adaptation has proceeded
Therefore, a tyrant in the city of Halaak most likely rules slowly outside Halaak. A general tendency among the
a small house, while a tyrant in the Army of the Western skorne for imprecise dating makes creating a definitive
Reaches commands several hundred soldiers. timeline challenging.
The skorne reckon the current year as either 4526,

History Timeline
For convenience this timeline uses the same dating system as
4370, or 4475 depending on the source. Skorne prefer to
utilize generations, a period equal to roughly 20 years, to
measure time. For example, some might describe the fall
western Immoren: “BR” representing “Before the Rebellion” of Lyoss as “226 generations past”, which translates into
against the Orgoth and “AR” representing “After the Rebellion.” approximately 4,520 years.
Skorne did not maintain written records until ~3000 BR and
few systematic archives predate ~1000 BR. Dates are therefore
approximate reconstructions by extollers from communion with
exalted ancestors.
An ancient people, the skorne have thousands of years of
history and countless legends. Each individual house maintains
its own lengthy history and roster of memorable ancestors.
The following by necessity constitutes a cursory overview.

c. 5000 BR Tribal nomadic skorne of southeastern Immoren c. 4240 BR Philosopher-warrior Morkaash teaches
encounter the outskirts of the Empire of Lyoss enlightenment through the study of anatomy and
and begin to harass and raid outlying elven suffering which inspires the rise of the paingiver
communities. and chirurgeon castes.
c. 4650 BR Master Voskune discovers the root principles of c. 4000 BR Empire of Lyoss obliterated by the fall of the
mortitheurgy and the fundamentals which give Bridge of Worlds. The Abyss sunders Immoren;
rise eventually to exaltation. the continent endures earthquakes, storms,
wildfires, and other disasters. Eastern Immoren
c. 4450 BR Dominar Vuxoris details the hoksune warrior code
enters a dark age as survivors struggle for basic
describing the ideals of skorne combat. Teachers
survival.
pass the code to students by word of mouth for
fourteen centuries before committing it to writing. c. 3950 BR Surviving skorne seek shelter in the Shroudwall
Mountains and found their first permanent
c. 4440 BR Dominar Vuxoris becomes First Exalted after
settlements. Skorne develop stonemasonry and
Masters Ishoul and Kaleed, elaborating on work
engineering.
passed down by students of Voskune, perfect
the first sacral stone. Their followers exalted c. 3800 BR Kelskor of House Kraltash names this first skorne
neither Ishoul nor Kaleed on their deaths. Skorne city Malphas.
philosophers record this with the loss of Voskune
c. 3600 BR Murzoul the Tireless1 gains dominance over the
himself as a fundamental tragedy of the ancient
feuding houses of Malphas and declares himself
period.
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archdominar. First recorded use of this title.
Killed by his heir fifteen years later, his successor
fails to preserve his holdings and five rival houses
divide and enslave his house.
c. 3500 BR Earthquake nearly levels Malphas, throwing
ruling houses into chaos. After the upheaval a
triumvirate begins the rebuilding process, dividing
the city into distinct fortified wards.
c. 3300 BR Crowding in Malphas and heavy bloodshed
between houses prompts an exodus from the
Shroudfall Mountains. Skorne settle along the
southern shores of Mirketh Lake and its rivers.
c. 3100 BR First mention by name of the cities of Kalvat,
Kaleed, and Halaak in historical annals.
c. 3000 BR Kexorus the Sage of Malphas becomes the
first skorne scholar graced with exaltation.
Kexorus remembered for inventing the skorne
alphabet, preserving as runes in stone ancient
histories, legends, and the hoksune warrior code
of Vuxoris.
c. 2500 BR Skorne communities along the Hezaat River
decimated by the Lashing Plague. Lake cities seal
themselves off from outsiders.
c. 2300 BR Archdominar Horzaan of House Kelxul conquers
the river valley region and establishes his estate
where the city of Konesaan will eventually rise.
c. 2000 BR Halaak exceeds Malphas in size and grandeur to
become the heart of skorne civilization. Many
great houses of Malphas abandon the ancient city
to build estates within or close to Halaak.
c. 1700 BR Greatest house war of the period lays waste to
eastern Halaak. Devastation blamed on the dying
curse of Lord Tyrant Norvaak, supreme aptimus
for House Bashek, who shatters three ancestral
stones of his house to inflict tremendously
powerful kovaas spirits upon his enemies.
c. 1500 BR The Undying Tempest—a region of unnatural
storm and flooding north of the Shroudwall
Mountains—finally fades, allowing skorne to
explore what will become the Northern Marches.
c. 1400 BR Beast trackers and paingivers led by Tormentor
Jakheda mount an expedition into the Valley
of Kornash to capture useful beasts of war.
Jakheda returns as the sole survivor and
carries the first reports of the horrors of the
north, including hydras and giants. Leading
extollers in Halaak and Malphas proclaim this

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area cursed and anathema to those seeking houses of Kademe to sign humiliating promises
exaltation. for reparations and ongoing tribute. For two
decades, an annual festival takes place whereby
c. 1200 BR Southern fishing and river trading community
an heir of one of the Kademe houses is picked
Kademe recognized by Halaak after envoys
at random and dragged through the streets
establish trade negotiations. This proves a
on a length of chain by a rampaging titan.
deceptive overture to plant spies from the capital
Mortitheurges keep the victim alive until his
in the region. Tension between these cities rises.
body literally falls apart, at which time festivities
c. 1180 BR Lord Tyrant Hyvlaarik of House Kahzek in praising Halaak carry on through the evening.
Kademe warns Halaak against violent intrusions
902 BR Campaign to initiate another war against the
into the area, boasting of the ‘invincible armies’
river settlements forestalled as civil war consumes
of the thriving southern city. The lord tyrant
Halaak. A council of twelve Dominars ends
executes fifty visitors as spies after submitting
the fighting and sends regular slave gathering
them to extensive interrogation by paingivers in
expeditions into the southeast.
his employ.
878 BR The Great Mirketh Road between Malphas and
c. 1175 BR First War of the Hezaat River. An alliance of
Halaak completed at the cost of thousands of
houses from Halaak launches attacks against the
slaves. The causeway incorporates their bones.
river valley, capturing many slaves. Lord Tyrant
Nikuvox of Halaak clashes with the forces of 849 BR Physiological experiments by paingivers and
several Kademe houses, including Lord Tyrant mortitheurges on captured cyclopes unravel
Hyvlaarik, at the Battle of the River Houses. the principles behind their unique vision. The
The attackers fall back, but the defenders suffer immediate upsurge in cyclops hunting results in
too many losses to defend the region. Nikuvox the enslavement and conditioning for battle of
slays Hyvlaarik and dismembers his corpse to most of the free roaming cyclops tribes over the
feed the basilisks. Battles continue sporadically following century.
for nearly thirty years and bring many slaves to
812 BR Settlement of Konesaan founded.
Halaak.
707 BR War of the Exalted. Dominar Helzar, leader of a
c. 1100 BR The War of Hezaat Retaliation. Descendants
house near what is now Kajim1 notable for taming
of the Kademe warlords retaliate against Halaak
and subduing the bulk of the wild titans roaming
nearly four generations after the last war, burning
the northern Ocean of Grass, proclaims all titans
farmland and attacking outlying communities.
of this region his property and demands tribute
The war lasts six years and includes both The
from those seeking to use these beasts. Houses
Field of the Flayed and the Battle of Konmaark.
from Kalvat contest this claim, and the ensuing
Kademe claims considerable spoils and victories
full war eventually draws in houses from every
but never attacks Halaak directly. Halaak records
major settlement.
this war as a minor inconvenience, the casualties
primarily among the outer hestatians and enslaved 693 BR The war ends in a titanic six-way battle at a site
warriors, including descendants of Kademesh now called the Graves of the Exalted, which few
captured in the previous war. survived. More great warriors receive exaltation
in this battle than in any previous. Dominar
c. 1000 BR Second War of the Hezaat River. Fighting
Helzar dishonored and his house crushed.
between houses in Halaak and Kademe continues
Surviving houses vow to obliterate any single
for centuries. Historians refer to the largest
house monopolizing titans or other useful beasts.
conflict of this time as the Second War of the
The tales of this battle and its participants have
Hezaat. Halaak forces push the defenders all
expanded and magnified over the centuries.
the way back to Kademe and burn down half
the city. Several defending house lords flee by 665 BR In an attempt to record the definitive account of
boat, thereafter vilified and exiled from their the War of the Exalted, the former lord tyrant
abandoned city. The war results in complete turned scholar Havaatan transcribes an epic
and utter victory for the attacking houses, rendition of these battles. This work codifies
who enslave the region and compel the elder and corrects many aspects of the language and

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grammar utilized by literate skorne. This language Tusokaar demonstrates the new weapon’s
revision eventually spreads and within a hundred effectiveness at the Battle of Konmaark east of
years “Havaati” becomes the most widely spoken Halaak and declares himself archdominar of the
language among western skorne. entirely southern shore coast of Mirketh Lake.
This prompts a scramble among major houses
504 BR Eruption of the volcano Karrak obliterates
to secure chymists capable of creating hokar,
nearby communities and sends debris and ash
which leads to infighting and division within
raining down on Halaak. During the “Month of
the Corpusulem. Wealthy skorne houses begin
Darkness” thousands die from choking ash and
to deploy heavy cannons with limited mobility,
thousands more in the extended draught which
primarily for siege warfare.
follows.
356 AR After falling into disrepute, the Corpusulem
490 BR Settlement of Kalos founded.
reemerges among a smaller circle of scholarly
350 BR A gathering of chirurgeons in Malphas minded chirurgeons and mortitheurges in
implement a systematic methodology for Malphas and Halaak. They adopt rules of
compiling results of surgeries and experiments procedure to allow members to withhold research
as well as recipes for poultices and salves. with military application to maintain house
Referred to as the Corpusulem, this group loyalty. Ruling tyrants and dominars still consider
eventually adds mortitheurges to their ranks. the group seditious.
Branches of this organization filter to Halaak
415 AR House Balaash fields the first cannon-wielding
by 320 BR and Kademe by 260 BR. The
titans and crush lesser rivals to carve out a sizable
Corpusulem provides the foundation for most
domain along the shore north of Halaak. Other
subsequent skorne scientific advancement,
great houses soon implement similar training
but the organization has a troubled history.
programs.
Tyrants and dominars, fearing conspiracies
and spies passing information between houses, 462 AR A small group of chymists near Malphas innovate
declare the organization a threat. Its members a method of extracting and storing a highly
face ongoing persecution over the following explosive gas called venhokar. Produced by filtering
centuries. Skorne studying the interaction of oil of vitriol through chunks of iron, the chymists
otherwise inert substances become known as capture the volatile gas in tightly sealed canisters.
‘chymists’, considered a related specialty to This gas had no immediate practical use due to
chirurgery and of identical caste. the difficulty of containment, considered merely a
chymical curiosity.
315 BR Settlement of Verskone founded.
490 AR After years of failed attempts to create small arms
112 BR Explosive mixture of sticky pastes called hokar
using hokar, a retired Praetorian turned engineer
discovered by members of the Corpusulem,
named Honaek of House Lushon uses venhokar
initially dismissed as impractical for military use.
instead and invents the reiver firearm.
90 AR Settlement of Tokraas founded.
493 AR The Lushon Dominar attempts to produce a
127 AR The Slave Revolt of Halaak. Downplayed in most secret arsenal of reivers to gain an edge over
annals as a minor slave rebellion, this actually his rivals, but spies from stronger houses
consisted of a major uprising of conquered discover the operation. To preserve his house,
houses under the yoke of a lax dominar whose the Lushon Dominar allies with House Jakaar
name historians have expunged. at unfavorable terms and surrenders the
190 AR Settlement of Kotaan founded. arsenal. House Jakaar deploys the first Venators
in numerous battles over the next decade.
204 AR Engineer-chymist Korsarat of House Tusokaar Praetorians and cataphracts across the region
utilizes sappers bearing sealed casks of hokar to voice their disapproval of the weapon as an
explode the walls of their rival during an extended affront to the code of hoksune.
siege.
503 AR Despite disapproval many major houses enlist
210 AR Korsarat invents the first skorne cannon utilizing paingivers and spies to unearth the secrets of
large wads of dried hokar. The leader of House reiver construction. A decade after its invention,
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Venators appear as lower caste warriors among 603 AR Vinter Raelthorne leads a vanguard army
most major house armies, particularly in Halaak. into the west and seizes Corvis to serve as
a mustering point for the full invasion. In
570 AR The legendary Archdominar Vaactash of House
Halaak, the house lords take the opportunity
Balaash finally dies and receives exaltation after
of Vinter’s absence to rebel and disobey
spending his life expanding the holdings of his
standing orders to send additional forces.
house north of Halaak. The house goes to his
Driven from Corvis, Vinter returns to begin
son, eliminated by his own son when he proves
the Second Unification. Late in the year
inadequate. This leader lasts only a short while
Vinter’s army breaks the extended siege around
before his sister Makeda kills and replaces him.
the fortress compound of House Balaash.
594 AR Vinter Raelthorne IV emerges from the Abyss Archdomina Makeda joins Vinter against the
and begins to gather his army at the town rebellious house lords thereafter termed the
of Kelos to conquer the region in the First “Betrayers”.
Unification.
604 AR Paingivers gather the Betrayers in Halaak to
595 AR After months of bitter fighting, the invading endure a month-long cycle of public torment
forces of the Conqueror manage to capture and executions overseen by Master Tormentor
Halaak and subdue it over the course of the Morghoul. By the end of the year the Second
following year. Unification is complete.
596 AR Vinter faces one of the toughest battles of 605 AR Vinter Raelthorne appoints archdominars to
the First Unification when he crosses blades supervise the Empire, moves his seat to the
with Archdomina Makeda of House Balaash Abyssal Fortress, and initiates reforms requiring
north of Halaak. Eventually overwhelmed, all houses to contribute soldiers for the Army
she surrenders and offers her service to the of the Western Reaches. Slaves and soldiers
Conqueror. Makeda is the first to speak of move rapidly west to construct a supply chain
Vinter Raelthorne as the Reborn, proclaiming of fortresses and waypoints between the Abyss
him to have the spirit of a skorne ancestor and the Iron Kingdoms.
despite his human appearance.
606 AR Archdomina Makeda of Balaash goes west to
597 AR The last major battle of the First Unification. begin the invasion. Skorne forces encounter
Vinter clashes with Narkuuru, an archdominar surprisingly strong resistance from trollkin
of Kademe, on the plains northwest of that city. communities east of Cygnar’s border which
Narkuuru’s Last Stand signals the end to the slows the advance. Probing assaults along the
remaining skorne houses, who thereafter bend length of the borders search for likely areas of
their knee to the Conqueror. weaker defense.
598 AR In a ceremony in Halaak, Vinter Raelthorne takes 607 AR Professor Viktor Pendrake rescued from the
the title Supreme Archdominar and creates the skorne and returns to the west to convey his
Skorne Empire. Vinter spends the next few years experiences in eastern Immoren.
consolidating his rule and rooting out subversive 1
Ancient skorne records, legends, and oral traditions rarely name houses
plots by houses seeking to regain independence. destroyed completely. Records list significant leaders but deliberately omit
obliterated house names.
600 AR Construction begins on the Conqueror’s Bridge
and the Abyssal Fortress. These structures remain
incomplete until after the end of the Second
Unification.

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Skorne Society
Something about them reminds me of Khador—everyone wants to join
ments in thinking by adding a layer of hierarchy to which the
skorne are still adapting.
Birth determines a skorne’s initial caste. Only limited
the army, and no one wants to plow the fields. Someone has to collect harvests, opportunities exist to reach a higher caste, usually a single
pave roads, and make weapons. This is when slavery starts to seem like an chance at the onset of adulthood by a demonstration of com-
appealing option. bat prowess or other singular skills. Most skorne stay in their
—Professor Viktor Pendrake, from his journals during his captivity birth caste. Rising above the slave caste is difficult, sometimes
impossible in a single lifespan. More often only the offspring
Understanding skorne culture requires an understanding of the of an enslaved generation have the opportunity to rise to the
many castes which define the status and role of their people. worker or warrior castes.
Because of the size of the warrior caste, many warriors
Castes inevitably also perform the duties of a lower caste in the
Caste means everything to most skorne. Each knows his exact day-to-day execution of their role. For example, many houses
place among his peers. The existence of castes predates the encourage or require their warriors to also learn the craft of
transition from nomadic to urban culture after the construc- armor or weaponsmithing, technically the role of a lower
tion of Malphas. Urban living greatly accelerated caste divi- worker caste. How much of this work a warrior may do with-
sions. The word for ‘warrior’ has the same ancient root as out loss of status is not always easy to determine and compris-
‘hunter’ and meant those who stalked the plains. Today a es one of the subtleties of skorne caste interaction. Generally
distinct difference exists between these groups within the larger a skorne warrior may only spend a significant portion of his
warrior caste. efforts at labor when either a junior warrior or a very senior
Failing to practice proper caste conventions can provoke one beginning to show his age.
bloodshed if a skorne feels insulted by the failure of his inferi- During a warrior’s prime they need not lower themselves to
ors to show proper respect. Cases of extreme insult can throw any type of labor except that absolutely required in the course
entire houses into war. The imposition of centralized rule has of a military expedition or battle. This has made certain prac-
not changed this fundamental aspect of skorne society. Killing ticalities among the Army of the Western Reaches a challenge.
another skorne over insults remains perfectly acceptable and Senior warriors not yet past their prime often prove reluctant
proper behavior. Peers consider the death of one combatant as to undertake practical necessities such as helping to construct
an affirmation of weakness and the end of the matter. fortifications, overseeing supply inventory, digging emplace-
The caste system has little to do with governance except ments, etc. Generally the skorne army attempts to maintain a
indirectly. The skorne have historically divided themselves and support group of workers to handle these tasks or relegates
pursued bloody feuds as each house sought dominance over them to slave labor. Soldiers will sometimes contribute when
rivals. Caste represents a social force rather than chain of com- absolutely necessary, but this usually falls to those freshly
mand. Two house lords, bitter rivals and enemies, may wage trained as a means to humiliate them.
battle with all of the resources of their respective houses, yet In other cases, a skorne with very specialized skills may
they occupy the top of their castes and therefore remain peers. perform two roles without loss of status. If both a warrior and
Even enemies of lower caste owe them respect. A lowly soldier a member of a lower caste they receive the respect due their
of an enemy house cannot speak an insult to an enemy house warrior status. This situation commonly arises among occult-
lord, for such a person stands far above his station. Making ists and other intellectuals who also fight on the battlefield,
eye contact with such a lord may merit brutal punishment by such as mortitheurges and extollers. For example, Lord Tyrant
the soldier’s superiors regardless of the enmity between their Hexeris acts as both a cohort leader and a master mortitheurge.
respective houses. His warrior standing takes precedence over his occult stud-
The skorne have three basic caste categories: warriors, ies. A hestatian serving his liege as a weapon smith remains a
workers, and slaves. Each of these categories contains many hestatian, although his peers who fight more often will hold
layers added over the millennia. Additionally two distinct him in lower regard. When a skorne gives up his weapons, such
special castes have arisen which slightly transcend these cat- as from age or crippling injury, he falls from his caste. Most
egories: the paingivers and the extollers. Both technically fall skorne prefer to die in battle rather than suffer this indignity.
within the worker caste. Their unique roles in skorne society A house lord poses the one exception to this general
afforded them special respect and status above the rest of the attitude. A lord always ranks among the warrior caste
worker caste. While sometimes inflexible, skorne society has regardless of his fighting skill or actual presence on the
evolved over time as the need arose. The sudden emergence of battlefield. Lords of actively fighting houses command
Supreme Archdominar Vinter Raelthorne as has forced adjust- greater prestige than their inactive peers. Older house lords

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commonly dabble in other areas of power, such as expand- variety of labor, continuing industry, and incentives to innovate
ing their lore of mortitheurgy, at the expense of their improvements. Life in skorne society requires many day-to-day
fighting prowess. However, younger heirs who desire to lead tasks which fall below the purview or interest of house lords or
the house while still in their prime often violently supplant even their warrior caste subordinates. The thankless work never
elder house lords. None consider this dishonorable behavior venerated in legend which keeps skorne society running falls to
if handled with proper ceremony. the non-fighting castes.
Industry and Institutions
The Skorne Empire’s robust civilization requires a sustained
infrastructure, the flow of commerce between its cities, a wide

House Balaash

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Hierarchy of Skorne Castes (High to Low)
Warrior Caste Chymists
House leaders and heirs Administrators
Exaltation candidates Weapon smiths, armorers
Cohort leaders (non-warlord tyrants and lord tyrants) Warbeast and war mount trackers/tamers/trainers
Direct descendants of a house leader (not an heir) (non-paingivers)
Veteran1 Cataphracts senior officers Builders, sculptors (stone)
Cataphracts, Ferox cavalry, and other elite soldiery Petty smiths, carpenters, leatherworkers, other crafts
Praetorians, Karax, or other highly trained soldiery Slave masters
Veteran1 hestatians Domesticated beast handlers
Venators or other supportive or ancillary soldiery, Couriers/messengers, merchants
veteran beast hunters Fishermen, boatmen
Hestatians or rural guards/militia Porters or other heavy laborers
Extoller Caste2 Free farmers
Paingiver Caste2 Slave Caste
Worker Caste War captives
Mortitheurges Born slaves
Chirurgeons Branded criminals
Scholars, tutors, engineers, etc. Cleaners of filth

Other slave castes follow the same hierarchy as the castes above, but any slave equivalent is automatically of lower standing than
an equivalent non-slave caste. An enslaved warrior fighting for his captors is of higher standing than an enslaved stonemason, for
example, but both rank lower than any free farmer.
(1) ‘Veteran’ among the skorne requires considerably more experience than the term implies among humans in the west. A skorne
veteran must survive many battles and demonstrate exceptional fighting skill to earn this respect. Such individuals often become
dakar, primus, or other leading ranks and supervise sometimes large groups of junior warriors.
(2) Extollers and paingivers technically belong in the worker caste, yet receive greater respect and have evolved into distinct castes.
Extollers maintain their house affiliation, while paingivers sever all ties with specific houses.

Houses handle many of these vital matters internally, them of intrigues beyond their caste. House leaders some-
but others require cooperation and communication between times gather up leaders of these collectives which overreach
members of diverse houses and communities separated by their bounds and submit them to paingivers for either torture
great distances. Commerce, trade, long distance communi- or execution. This has slowed the development of certain
cation, ongoing construction, the handling of food stores advances in skorne civilization. More than once a house has
and production, etc. all fall to prestigious members of the developed a significant invention or engineering discovery
worker caste. Despite the essential nature of their work, in isolation and extinguished its techniques in silence before
ignorant hestatians sometimes treat such individuals with any others could learn or steal them. Such practices have not
contempt. The nature of skorne society has made it dif- entirely died with the imposition of Vinter Raelthorne’s cen-
ficult for groups to arise to effectively handle some of these tral government. It may take some time before any of these
tasks across house divides. collectives can more readily share information and resources.
Individual industry and craft concerns have sometimes A couple examples of these unusual institutions are
organized themselves locally into collectives loosely compara- described below.
ble to “trade guilds” in western Immoren. However, powerful
skorne houses view such groups with suspicion and suspect

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The Corpusulem large shipments of a variety of items across the empire. They
One of the more effective collectives, the Corpusulem has frequently recruit young house warriors as escorts for long
suffered its share of purges and bloodshed. This venerable voyages. Some embrace this chance for danger and to prove
archive and scholarly fellowship has endured nearly a thou- their worth in distant places.
sand years. Many of the refinements to skorne chymistry, The Bonded Porters suffer some inevitable corruption,
chirurgery, and engineering science have arisen from members particularly regarding the shipping of non-military goods or
of the Corpusulem. The organization has also had to peri- when interacting with less influential houses. They serve as
odically hide its membership and operate as a secret society an effective means of connecting skorne cities nevertheless.
to avoid destruction at the hands of paranoid house lords. They have allowed the empire to exploit the resources of its
The Corpusulem keeps its central archive and headquarters various regions without the houses going to war over these
well protected and secured in Malphas, but it has significant resources. After two years of service among the Porters,
branches in Halaak and Kademe as well as individual members individuals may return to their house and continue their
in most major skorne communities. previous duties. Some decide to continue with the Porters
Membership operates somewhat loosely by individual and may eventually take on administrative tasks. Interfering
sponsorship, code-phrases, and written messages often dis- with the Bonded Porters constitutes an attack on the ser-
guised as something else. The Corpusulem expects all members vants of Vinter and his archdominars and always results in
to contribute any discoveries or learning back to the central deadly reprisal.
archive. In theory these eventually disseminate to the entire Skorne Law and Punishment
membership, although in practice this process remains slow
The skorne have a different approach to laws and the enforce-
and far from thorough. Competing cabals, jealous researchers
ment of order than the west. They find the idea of a single
hoarding discoveries, and those who remain ultimately loyal to
cohesive body of laws to govern all skorne entirely alien, and
their house and willing to betray their fellows frequently limit
even Vinter has not introduced this concept. Skorne law has
the organization’s effectiveness. Despite these setbacks, even
always revolved around the dictates of a house lord and his
grudging efforts toward sharing of advancements has greatly
control over his people. Most of their other societal restric-
benefited both the skorne and individual members. Within the
tions and restraints have more to do with caste divisions than
larger membership, the chirurgeons and chymists traditionally
formal written law. Skorne do not see obeying Vinter’s decrees
demonstrate the largest degree of solidarity.
in the context of “laws”, but rather as commands from their
The Bonded Porters overall lord and master. His power over their lives gives him
the right to order his subjects to do anything he may require.
Vinter Raelthorne instituted this group when he discovered the Skorne do not expect fair or equal treatment and have a radi-
difficulties of organizing the smooth operations of supply lines cally different concept of justice.
for essential materials when constructing the Abyssal Fortress. Vinter’s own inclinations as a tyrant have made his tran-
To prevent supply delays or interception, he instituted a law sition easy and he has not put great effort into instituting
requiring each house to contribute members of its lower worker laws or trying to change this attitude. He focuses instead on
castes for two years of mandatory service among these bonded ensuring absolute obedience to his commands and the pun-
laborers. This organization supervises caravans carrying goods ishment or execution of those who work against him. Skorne
from one major city to another across the empire. Their purview view this as the “proper” behavior of a house lord, a view
includes the major roads and shipping along the Hezaat River which gave rise to the paingiver caste as the foremost means
and Mirketh Lake. of delivering punishment and ensuring proper fear and obe-
The Bonded Porters operate similarly to a military orga- dience in one’s subjects.
nization, starting with a period of strict training in isolation While they have little in the way of written or formal
from their respective houses. When sent to join, each skorne law, skorne obey many unwritten expectations of behav-
must wear neutral garments and put aside all other signs of ior and consider their violation criminal. Theft, murder
house affiliation. When working they wear what amounts without cause, lashing out at higher castes, disobedience or
to a uniform: brown robes and a black cowled hood. While betrayal of one’s rightful lord or other superiors all con-
serving among the Bonded Porters no skorne may speak of stitute offenses in skorne society. The warriors of various
their house origins or family, although in some cases this is powerful houses in a city deal with most of these matters
common knowledge. The Porters tolerate no infighting or rather than a separate group specifically established to
dueling and execute violators. They deliver food, weapons, enforce the law. Even after Vinter’s unification, enforcing
armor, and building supplies to the Army of the Western order in a given town or city falls to powerful houses. The
Reaches as their first priority, although they also move many
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archdominars ultimately must ensure the smooth operations have the task of rooting out the guilty and delivering proper
of the empire, but they can in turn delegate these tasks punishment or execution.
to lesser houses under their dominion. Clashes and fight-
ing over topics of honor, insults, or perceived meddling
or intrusion remain common and tolerated so long as they
do not result in open war between houses or disrupt other
Skorne Philosophy
Nothing confirms their foreign nature more than their proud refusal to
important tasks. heed any gods. They look only to their ancestors for divinity, one sign of their
The clashes between skorne houses may appear somewhat arrogance.
similar to the struggles between clans in Rhul, but in truth the
situation in the Skorne Empire operates quite differently. In —Professor Viktor Pendrake, from his journals during his captivity
Rhul the Codex and its many laws regulate even clan feuding
One may easily make the mistake to believe that the skorne
and include possible intervention by Moot Judges. The skorne
have no religion. In ancient times the elves of Lyoss called the
have nothing similar to the Codex. Losing houses can only
skorne “godless” and “faithless”. While the first label is accu-
appeal to the next higher lord in their feudal structure who
rate, the second is not. Their religion comprises a sophisticated
likely will not look kindly on such martial weakness.
form of ancestor worship that does not venerate any god or
Skorne society’s tight regimentation comes from its castes,
pantheon of gods.
not the enforcement of laws. Individual house lords rightfully
Skorne accept that gods exist, and experienced the religion
claim the title tyrants. They suffer no limit to their power over
of the elves of Lyoss before the development of skorne writ-
their household, consider no punishment too brutal for any
ing. However, the obliteration of Lyoss convinced them of
offense, and brook no excuses for disobedience.
the fickle nature of gods, and skorne see them as a crutch of
Skorne Criminals weaker peoples. Skorne philosophers take pride in having freed
themselves from the divine and refuse to acknowledge a creator.
Among the lower castes and in the fringes of skorne society They do not refute the possibility that a god may have had a
lurk those who do not live within the accepted order. Most hand in their creation, but they consider this irrelevant. They
often a house exiles such cast-offs or they flee into hiding to pass down no creation myth and believe as a people they have
escape the wrath of their lord. Some belong to extinct houses risen to greatness on the strength of their will and the example
who avoided enslavement and have turned to crime to sur- of their ancestors.
vive. Thievery runs rampant in Halaak and other good sized Skorne ancestor worship places reverence on those great
skorne communities, although such thieves rarely rise above individuals whose deeds they immortalize in legend. These
the level of petty survival. Street criminals occupy the same paragons exemplify values the skorne consider vital. Different
caste as the lowest slaves, since they produce nothing of use schools of philosophy have arisen around the legends of spe-
to skorne society. cific skorne ancestors, and these comprise the varied “faiths”
The most subtle and successful criminals maintain a of the skorne. Myriad cults exist dedicated to specific ances-
veneer of respectability. They remain members of a house tors. Some remain limited to a single family or bloodline, while
and give the appearance of proper behavior while secretly the entire skorne population reveres certain singular ancient
indulging in corruption. This carries great dangers, as house ancestors. A skorne may revere multiple ancestors, although
lords can execute their subjects on a whim for even the slight- most choose two for the majority of their devotion. Usually
est offense. However, some house lords indulge certain crimi- they select first one of the great ancients whose legend all
nals in their midst so long as it profits the house. They can skorne know and who embodies the virtues of their caste. The
plead ignorance and if presented with evidence of the crimi- second, most often exalted within recent memory, possess a
nal activity can execute those responsible without any risk to lineage deemed particularly admirable, and has a more direct
their own status. relation to the individual skorne.
In cases of minor offenses some criminals receive branding Skorne maintain veneration several ways, including a
rather than execution, a process generally handled by paingivers small dedicated shrine in one’s home and keeping an item
tasked to that purpose. This extremely brutal process applies associated with the ancestor on one’s person. Some skorne
brands liberally across the entire body including the face, neck, inscribe ancestral names and symbols on weapons or armor.
arms, and hands. Branded criminals commonly expire during Individual piety varies as in the west. Some rarely think of
the application of this “merciful” punishment. Criminals fear the ancestors while others spend a lifetime painstakingly
no group more than paingivers, since they almost invariably attempting to emulate their icons. Many consider those who
can attain the fragment of a sacral stone or the core sacral

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stone of such a revered ancestor particularly fortunate and Extollers slowly and carefully craft the sacral stones, and
favored, although this rarely occurs outside the extoller caste. the senior-most extollers decide who among their house mer-
The work of a trio of great ancestors gave rise to the first its exaltation. This gives extollers singularly high standing
sacral stone: Voskune, Kaleed, and Ishoul. Voskune existed above the worker caste, and extollers capable of waging war
long before the other two, but they built their work on his can rise to the top of the warrior caste as well. Even house
foundation. Their efforts allowed the skorne to master a lords treat extollers with respect for their unique ability to
method to preserve a spirit indefinitely after death as a sacred contact the ancients.
relic. The skorne call the process by which the spirit of a While any remembered ancestor can gather a cult follow-
dead skorne crystallizes in a prepared sacral stone kept by his ing, several timeless traditions have arisen based on the greatest
descendants exaltation. In this fashion, ancestors worshiped ancestors. Most skorne subscribe to one or more philosophi-
by the skorne remain among them. Such ancestors can interact cal schools associated with these individuals. Sizable houses
with the living through the intercession of the extoller caste. may boast shrines to all of the great ancestors in addition to
This type of contact has many rituals and prohibitions associ- shrines for notable members of their direct bloodline. Skorne
ated with it and the exalted consider it disrespectful to dis- do not gather for sermons or prayer, but the pious spend time
turb them without a compelling reason. Extollers (see Skorne at these shrines in meditation or contemplation, particularly
Character Classes, Extoller, p. 232) spend their lives studying before embarking on difficult tasks.
these rites and mastering the ability to communicate with the
dead to serve as a conduit for the ancestors when they must School of Ishoul and Kaleed
manifest their will. These seminal extollers receive veneration as a pair. While their
The skorne have a very different depiction of the afterlife work derived from the genius of Voskune, Ishoul and Kaleed
than any religion of western Immoren. Skorne have no equiva- created the first sacral stone and made Voskune’s beliefs in
lent to Urcaen and believe that nothing positive awaits them exaltation a physical reality. Extollers have the most interest
after death. After death, a skorne’s spirit falls into the infinite in the philosophies of Ishoul and Kaleed which relate to the
dark and hostile oblivion called the “Void”. Only by preserva- transience of the flesh and the immutable nature of the spirit.
tion in a sacral stone can one avoid this fate. A skorne earns Philosophers of this school have generated considerable material
preservation either by arising to greatness to become exalted, related to the connection between spirit and stone as demon-
or falling in battle near an ancestral guardian or an extoller strated by the sacral crystallization process.
who will preserve their essence as an honored companion of Those outside the ranks of extollers or advanced mor-
the exalted. The percentage of individuals thus preserved rep- titheurges consider this school’s writings esoteric and impen-
resents a small fraction of the majority lost to the Void. Most etrable. The school includes mystical speculation regarding
skorne have a pragmatic attitude toward this inevitability and the nature of the Void and the importance of preserving the
consider it a simple fact of life. greatest skorne spirits from its hunger. Some texts imply that
ancients should risk madness as a kovaas before
suffering the oblivion waiting in the Void.
Practices and Benefits of Religious Schools Fundamental texts of this school describe a hier-
archy of states of spiritual being, similar to the
While most skorne revere multiple ancestors and could abide by the dictates caste hierarchy for the living, with the ancient
of multiple schools, they can only gain one of the optional benefits listed exalted at the pinnacle and those consigned to
below. The listed benefit applies only as long as the character qualifies for the Void at the bottom.
the benefit by adhering to the required behavior as determined by the GM. Together with Voskune, Ishoul and Kaleed
form a trio of highly revered ancestors not exalt-
ed on their deaths. Despite inventing the process,
only warriors could exalt in the era of Ishoul and
A desire to prove oneself and gain glory and honor motivates Kaleed. These brilliant extollers’ status as workers exempted
most pious skorne, particularly those of the warrior caste. This them from consideration.
caste has the most reasonable expectation of earning preserva- Practices and Benefits of the School of Ishoul and
tion, but members of the worker caste do achieve this state. Kaleed: Pious skorne who revere Ishoul and Kaleed pay par-
Only very rarely do extollers judge a scholar, mortitheurge, or ticular reverence to their own blood ancestors, as per the teach-
even a master builder worthy of preservation in a sacral stone. ings. They seek to acquire a fragment of the sacral stone (or
Even the majority of extollers will face the Void, although those eventually a complete sacral stone) of a direct blood ancestor
who enter battle and die in combat usually earn preservation.

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to keep on their person. Lesser sacral stone fragments some- ing house lore pay Kexorus respect in addition to Ishoul and
times come available to those who have proven themselves loyal Kaleed. His principles have given rise to an offshoot school
and worthy to their house. of thought responsible for the majority of skorne advances in
Extollers who maintain such a sacral stone or fragment and chymistry and engineering, as well as being the inspiration for
spend at least some time each day in meditation considering the Corpusulem which served as the foundation for advances
the teachings of Ishoul and Kaleed gain benefits for doing so in chirurgery and mortitheurgy. Even warriors acknowledge the
(see Extroller, p. 232). Craftsmen often set such stones into accomplishments of Kexorus for his work preserving the hoksune
armor, weapons, or band them in ornamented metal, often code in writing for the first time.
including words in praise to Ishoul and Kaleed as well as the Practices and Benefits of the School of Kexorus:
name of the ancestor whose fragment they carry. Skorne who revere Kexorus seek to acquire and main-
tain written tomes and scrolls and preserve them against
School of Kexorus destruction. Such individuals must spend at least some of
Revered by the educated among the working caste and the great- their time each day reading, whether from their own collec-
est and most ancient non-warrior exalted, Kexorus invented tion or in archives accessible to them from their house. So
writing among the skorne, making him particularly admired by long as they remain properly pious—spending at least some
scholars and house historians. Extollers entrusted with preserv- time each day in meditation considering the teachings of

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the ancestors—and have access to a diverse collection of School of Voskune
writing, such individuals gain a +2 competence bonus to
Voskune is the greatest remembered ancestor from the time
any Knowledge or Forgery checks.
before exaltation. His devotees consider his loss a funda-
mental tragedy underlying all life and study it to reduce the
School of Morkaash fear of facing the Void. The worker caste aphorism uttered
The first paingiver Morkaash learned to master the intricacies as death approaches, “If Voskune can endure the Void, so
of anatomy and tested his limits for suffering twelve genera- can I”, exemplifies this. Voskune understood before any-
tions before the destruction of Lyoss. Like Voskune before one else that mortification of the flesh could bring arcane
him, he knew power arose from the mastery of flesh, but power. The first extoller, he learned to pluck out his eye
Morkaash focused this discipline inward. He sought to push and replace it with a polished crystal by which he could
his body past its breaking point and become the perfect hunter. view spirit in its natural shape. He became a master of the
In his legends he spends weeks or even months foregoing food, energies later named mortitheurgy, manipulated spirit to
water, and even breathing to await his prey. After each kill sustain his flesh past mortal limits, and forced reality to
he dissected the body to understand its inner workings. The conform to his will.
thin divide between life and death fascinated him. Morkaash All skorne know the legends of Voskune, but his true
believed pain and deprivation held the key to enlightenment. In devotees generally come from arcanists seeking to master
the spark of pain he saw the crux of life and the urge to sur- mortitheurgy. Voskune began the work which Ishoul and
vive; an impulse that could overwhelm all rational thought and Kaleed later completed and so holds singular importance for
potentially break the conscious will. the extoller caste. No other philosophy among the skorne
Morkaash attracted followers even in life, but his philo- has inspired so many and varied texts over the millennia.
sophical teachings prospered in the centuries to follow Voskune has even inspired a specific brand of heresy in
and gave rise to the paingiver caste. Every paingiver holds Malphas whose adherents believe the city hosts what they call
Morkaash as a revered ancestor regardless of bloodline. the “Self Exalted Trinity”. They say the spirits of Voskune,
Morkaash has a similarly devoted following among certain Ishoul, and Kaleed resisted the pull of the Void by sheer
educated circles, such as chirurgeons and chymists, who force of will. Most shun followers of this belief, viewing its
admire the systematic method by which he experimented adherents as bringers of ill luck, as they often starve or bleed
with the essence of life. He has a smaller but loyal following to death after sloppily blinding themselves and maiming their
among hunters in fringe communities. The body of work own bodies.
produced by philosophers of this school includes extensive Practices and Benefits of the School of Voskune: Many
anatomical studies as well as esoteric meditations on achiev- individuals who admire Voskune lack the intelligence, unique
ing enlightenment by suffering. stamina, and fortitude required to actually practice mortitheur-
Practices and Benefits of the School of Morkaash: gy. Regardless, they hope to come to a unique understanding
Skorne revering Morkaash spend several hours every week in of the connection between spirit and flesh found in bloodshed
the study of anatomy. This includes examining texts on anat- or the extinction of life. Warriors sometimes follow Voskune
omy but must also extend to hands-on study of living systems and seek the occasional glimpse of absolute truth while waging
and the dissection of living subjects and cadavers. Faithful of war and fighting to exhaustion. While the bulk of Voskune’s
Morkaash always seek to expand their knowledge of skorne devotees arise from intellectuals and students of the occult, a
physiology and the anatomy of other beasts, including those significant secondary group comes from house lords and heirs
conditioned for battle. This includes ancillary studies of poi- who must learn the fundamentals of mortitheurgy. Nearly
sons and chymical mixtures that have an affect on the body or every skorne house maintains a shrine to Voskune, even if only
mind. Obeying the dictates of Morkaash requires one to stay a humble alcove eclipsed by the elaborate altars to great heroes
physically fit and to endure regular fasting as well as practicing of the house.
the ability to endure pain. Pious skorne—those who spend at least some time each
Followers of Morkaash regularly pierce, cut, or burn day in meditation considering the teachings of Voskune—and
their own flesh while seeking to retain their focus. Pious who regularly witness or take part in bloodshed and death gain
skorne—those who spend at least some time each day in a +2 competence bonus to Spellcraft checks.
meditation considering the teachings of the ancestors—who
strictly adhere to this lifestyle gain a +2 competence bonus to
Concentration, Intimidate, and Survival checks.

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School of Vuxoris the First Exalted (Code Motive checks to sense when an opponent is trying to feint in
combat. Only those willing to spar while reciting hoksune gain
of Hoksune) this bonus.
First and greatest of the warrior-philosophers, Vuxoris remains a
paragon of the warrior caste emulated by all skorne who march Cult of the Reborn
to battle. Vuxoris practiced a heavily armored martial tradition
The arrival of Vinter Raelthorne IV has sent many shockwaves
considered a precursor to the cataphracts, who hold him in par-
through skorne society. That this entire society and culture
ticular esteem. Vuxoris developed the hoksune warrior code which
should allow a human to rule them may seem strange to outsid-
defined the principles still adhered to by skorne seeking honor
ers. Essential to this process has been the spreading of rumors
and glory in battle. Hoksune passed by oral tradition from mentor
that Vinter is “the Reborn”. This term denotes the belief of
to student as a series of chanted verses, akin to poetic stanzas,
many skorne that Vinter contains the spiritual essence of some
in the style used by lore keepers before the invention of the
great ancient ancestor. The most commonly stated explanation
alphabet. Students memorized and recited these chants continu-
for this holds that a sacral stone became lost in the ancient past
ally until they internalized their logic in battle. This regimented
across the Abyss and eventually shattered. Rather than becom-
training preserved the code for sixteen centuries until Kexorus,
ing kovass, this spirit had the strength to stay sane and endure
the Sage of Malphas, inscribed it.
but wandered lost for untold centuries until it came among the
One of Vuxoris’ core philosophies states that a true war-
westerners. There it found a vessel worthy of housing it, and
rior only really lives while risking his life in combat. A warrior
thus Vinter Raelthorne IV entered this world a skorne in spirit
becomes a mere shadow outside of combat, his spirit asleep
if not in flesh.
and dying, and only regains vitality with the first swing of
The deeds of Vinter have become legendary among the
battle. The risk of death is inseparable from true life. Hoksune
skorne, particularly the bloody exploits during the First and
teaches that each warrior must welcome the approach of death
Second Unifications. Many see them as the deeds of a lord
to fight with enlightened perfection. Vuxoris’ teachings also
great enough to guarantee a place among the exalted. Many
emphasize the need to close with one’s enemy, to look in their
worship Vinter as if he had already exalted, including placing
eyes, and witness the moment of their death. This has given
shrines in his name within their homes. Some of these cultists
rise to the belief that killing from a distance carries less honor.
scarify their flesh with the crude representations of swords.
This has affected the respective standings between different
Not all skorne readily accept this title of Reborn, although
warrior castes, such as the lower esteem given Venators com-
few will speak such doubts aloud. They acknowledge Vinter
pared to the more traditional Praetorians.
as a great warrior and tyrant but do not believe him to have
Vuxoris became the first ancestor exalted after death when
a skorne essence. Some have wondered at the opinion of the
Ishoul and Kaleed placed his spirit in the first sacral stone.
ancestors themselves. The extollers have said little on this
Unfortunately his sacral stone has vanished and scholars
topic, though many influential and great exalted have spoken
believe it destroyed, perhaps fractured and divided too often by
their support of the supreme archdominar. They have sent
descendents seeking to borrow his strength. Some among his
ancestral guardians into the west as a sign of their support
widespread cult believe the sacral stone or its fragments might
to preserve the great heroes among the Army of the Western
still exist and they seek any evidence of this.
Reaches. While many house ancestors have given their clear
Practices and Benefits of the School of Vuxoris: Warriors
support to Vinter, none have sent specific confirmation of his
who follow these beliefs work continually to improve their
claim as Reborn, nor any identification of which lost ancestor
fighting prowess, which makes integrating Vuxoris’ teaching
provided the reincarnated spirit. Those among the cult have
into daily life quite simple. Activity spent in drills, training,
made many wild speculations on this matter, including the
sparring, and ensuring weapons and armor remain in good
outrageous suggestion that Vinter is Vuxoris the First Exalted.
repair, all make up the lifestyle of those who follow the code
Most skorne would consider this akin to blasphemy.
of hoksune. Devotees know no amount of practice replaces the
actual experience of bloodshed. The truly pious memorize the
entire code, although most warriors can only speak a few pas- Heresy of Norvaak
sages from memory. Norvaak ruled House Bashek and caused the destruction of
The truly devoted can recite the code aloud while spar- much of Halaak in 1700 BR by shattering the sacral stones
ring without hindering their fighting. This total concentration of three tremendously powerful ancestors to set kovaas spirits
helps prevent a fighter from betraying his intent before he on the city as a curse against his rivals. Norvaak died as he
strikes, bestowing a +2 competence bonus to Bluff skill checks released these spirits, but they unleashed tremendous destruc-
to feint in combat as well as a +2 competence bonus to Sense tion. Aspiring extollers learn of Lord Tyrant and Supreme

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Aptimus Norvaak as a cautionary tale. The upper extollers Kademesh
of most houses consider both revering Norvaak a heresy
The largest ethnic group of the Skorne Empire, the
and the destruction of a sacral stone to manipulate a kovaas
Kademesh hail originally from the fertile areas of the south-
an expressly forbidden taboo. Some revere Norvaak despite
east, including natives of Kademe and dozens of large vil-
this and study his art as a natural extension of drawing on
lages and settlements along the Hezaat River. The more
ancestral strength. Followers of Norvaak aspire to control
plentiful food and water in this area encourage larger families.
kovaas spirits. Rumors persist that the Conqueror has spon-
This does not necessarily translate to ‘wealth’ by skorne reck-
sored those versed in these arts and sees them as just another
oning and many of these houses enjoy little esteem and sta-
weapon to employ against his enemies.
tion. A wealthy house built on farming never commands the
respect, no matter how well fed, as even a small and impover-
ished house noted for its warriors. Productive farms send the
Skorne Characters bulk of their crops to their ‘betters’ elsewhere in the empire,
including to the ravenous capital.
Consider the adjustments provided for the ethnic groups Houses seeking slave-stock have traditionally found
below optional. The GM decides whether or not these excellent hunting in the southeast. Slave-gathering expedi-
adjustments apply to character generation. Ethnic group tions occur more rarely since Vinter’s singular rule, but
adjustments replace those considered standard for the skorne southeastern houses remain tainted by this history. Despite
and do not stack with them. this lingering disdain, Kademesh remain the dominant pop-
Outside the Skorne Empire, all skorne suffer Prejudice ulation found everywhere in the empire. Some seek to better
Penalties as a result of their invasion. When interacting with their station by providing services to higher houses or fight-
people who lack extended exposure to their culture, skorne ing in wars of the Empire. Those of humble background
suffer a -6 circumstance penalty to Bluff, Diplomacy, rarely rise above Hestatians but a few of proven skill aspire
Gather Information, and similar social skill checks. The GM to become Praetorians and thereby earn higher honor for
may waive or halve these penalties at his discretion. their descendants.
While little appreciated elsewhere, southern Kademesh
If the GM does not wish to include variance by ethnic group,
number among the few skorne to spend time at sea. Kademe
all skorne characters should receive the ability adjustments
boast a sizable fishing fleet, although of awkward construction
and traits of the Kademesh (below) except the automatic
and dubious sea-worthiness by western standards. Even the
class skill. When generating skorne characters a player
boldest Kademesh respect the powerful currents and sudden
can opt to forego the +2 Str (or other ability adjustment)
windstorms of the Shattered Spine Islands and rarely venture
and +1d8 hit points at 1st level to eliminate the Level
far from their home port.
Adjustment +1.
Southeastern Kademesh have lilting accents and a prefer-
ence for the regional Kadesh language. Most speak Havaati
fluently unless their profession has kept them isolated from
the central empire. Kademesh of this region wear light armor,
preferring heavier cloth robes and warmer garments, due to
Skorne Ethnic Groups
Skorne ethnicities hold trivial importance compared to caste
the more temperate climate. Even the wealthy prefer to dem-
onstrate their station with displays of elaborately embroidered
and house. Nonetheless regional groups have an awareness of clothing rather than piercings or jewelry.
a shared heritage. These groups display only mild and subtle Ability Adjustment: +2 Str
physical differences compared to the diversity seen among Bonus Hit Points: +1d8 bonus hit points at 1st level
humans or even trollkin in the west, and outsiders find it dif- Bonus Skill Points: 4 bonus skill points at 1st level and 1 extra
ficult to recognize individual skorne based on ethnic group. skill point at each level thereafter
More obvious variance exists in dialect, accent, and manner Bonus Feat: Bonus feat at 1st level
of dress. Automatic Class Skill: Use Rope
Each of these four large groups contains myriad inconse- Base Height: 5’9”, Female 5’6” (+2d10”)
quential subcultures including subtle regional differences not Base Weight: Male 155 lbs., Female 125 lbs (+height mod x
listed here. 2d4 lbs.).
Automatic Language: Havaati;
Bonus Languages: Kadesh, Soresh (dialect of Havaati)

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Level Adjustment: +1 (applied only if adopting Ability positions among the Kademe fishing fleet and shown a simi-
Adjustment and Bonus Hit Points) lar aptitude for piloting river boats up the Hezaat to Mirketh
Lake. Their efforts keep the empire connected though afford
The Kajar them little acclaim. Kajar have found employment as couri-
Most subcultures of the major ethnicities arise from incon- ers, traders, and messengers, which has made some of these
sequential distinctions, but not the Kajar. These ~120,000 individuals useful spies to Vinter Raelthorne. No one pays
skorne descend from southerners who survived the great cata- a Kajar much mind and one often finds them far from home
clysm and its aftermath by virtue of living so far from the and busy on peculiar errands.
epicenter. The Kajar never joined the community of Malphas Stockier, broader of shoulder, and standing a few inches
and shielded instead among caves in the Kajaras Mountains. shorter than Kademesh, Kajar usually have smooth skull ridges,
Thus the Kajar do not share the same great ancestors as rather than scalloped, and their skin has a slightly olive hue.
other skorne, making them outsiders. Kajar have distinct and Ability Adjustment: +2 Str
privately venerated ancestral heroes. Kajar have taken leading Bonus Hit Points: +1d8 bonus hit points at 1st level

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Bonus Skill Points: 4 bonus skill points at 1st level and 1 extra Ability Adjustment: +2 Con
skill point at each level thereafter Bonus Hit Points: +1d8 bonus hit points at 1st level
Bonus Feat: Bonus feat at 1st level Bonus Skill Points: 4 bonus skill points at 1st level and 1 extra
Automatic Class Skill: Spot skill point at each level thereafter
Base Height: 5’6”, Female 5’2” (+2d10”) Bonus Feat: Bonus feat at 1st level
Base Weight: Male 150 lbs., Female 120 lbs (+height mod x Automatic Class Skill: Survival
2d4 lbs.). Base Height: 5’7”, Female 5’4” (+2d10”)
Automatic Language: Havaati; Base Weight: Male 145 lbs., Female 115 lbs (+height mod x
Bonus Languages: Kadesh, Soresh (dialect of Havaati) 2d4 lbs.).
Level Adjustment: +1 (applied only if adopting Ability Automatic Language: Soresh (dialect of Havaati);
Adjustment and Bonus Hit Points) Bonus Languages: Havaati, Kadesh
Level Adjustment: +1 (applied only if adopting Ability
Kasortaan Adjustment and Bonus Hit Points)
A distinct ethnic group for only three centuries, the
Kasortaan descend from the same roots as the Sortaani: the Malzash
courageous—or desperate and disenfranchised—who left the The Malzash place more than typical importance on their
central empire for its northern extreme and slowly expanded cultural background. Malzash claim to descend directly from
the holdings of their houses into the Valley of Konash and the original ruling houses of ancient Malphas. These skorne
any other useful land bordering the Blasted Desert. Most led the construction of Malphas after the great cataclysms
skorne remain superstitious of these areas and consider rocked the eastern continent, and later led their people
it almost unthinkable to settle north of the Shroudwall south to found Halaak. The Malzash control more of the
Mountains. The Kasortaan have proven that hard work, vigi- great houses than any other ethnic group. Malzash appear
lance, and solidarity of arms can wrest prosperity from this throughout the central empire but concentrate in the two
area. Others among the Kasortaan dwell near the inhospitable cities they deem triumphs of their ancestors. Some Malzash
badlands of the Trembling Waste, learning to tame the dan- houses remain among the rugged peaks of the Shroudwall
gerous beasts found there. Mountains deliberately isolated from the rest of skorne soci-
The Kasortaan have slowly put aside their nomadic roots ety. These houses oversee much of skorne mining and quar-
as holding the northern regions requires skorne to claim rying, the actual labor conducted by slaves or members of
lands and defend them. Some reluctantly turned to farming. lesser houses under their dominion.
Whenever possible strong houses will enter into arrangements While all skorne place importance on tracing lineage,
with their lessers to delegate these tasks, or subjugate weaker Malzash take this to extremes and memorize lengthy lists of
rivals and force them to till the land. The greatest house lords ancestry. Even lower caste Malzash believe themselves superior
boast tremendous tracts of territory and feign the old ways to peers of ‘inferior’ lineage and resent when house conflicts
by continually patrolling their lands. Such skorne lords travel force their submission. Upper caste Kademesh particularly
with impressive entourages of soldiers, slaves, and servants, enjoy finding opportunities to humiliate Malzash and enlist
maintaining sumptuous but temporary tents to hold court over them as servants whenever possible.
their vassals. The Kasortaan remain wary of external threats The boasts of the Malzash have some historical merit,
from competing skorne or the dangerous beasts of these fringe as these bloodlines include many proven warriors and house
regions. Many noted trackers, beast handlers, and paingivers leaders. They claim great attunement to mortitheurgy and
have arisen from this rugged area. the spiritual path of extolling. Malzash disdain the crude
The Kasortaan speak in a rapid and nearly clipped regional sound of Kadesh and the rural dialects of Soresh and speak
variation of the Soresh dialect, but remain easily understood only Havaati. Most consider education a point of honor and
by other Soresh speakers. Many do not know proper Havaati, necessary to become leaders in their houses or upper officers
and only the privileged upper castes commonly learn to read in the military. Some have also taken pains to learn the west-
and write. Plated armor, albeit of lighter metals, proliferates. ern language of Cygnaran, although the use of this language
With iron scarce, the Kasortaan reserve it for steel weapons. remains rare and infrequent except among those who must deal
The Kasortaan enjoy a diverse assortment of decorative embel- with the Conqueror. Some skorne associate knowledge of this
lishments for armor and clothing, fond of polished bronze and language—not entirely accurately—with an implied familiarity
gold which demonstrates prosperity. One commonly sees body with Vinter or his inner circle. Urban Malzash, keenly aware
and facial piercings among them, as well as ritual scarification of their caste and station, meticulously dress for their position.
on brow, neck, and cheeks. They prefer formal house armor; Malzash walk the streets fully
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equipped for battle. They commonly pierce the head ridge, ing, and training the Ferox (saber cats) utilized by other
ears, lips, or brow. houses in battle. The need for these powerful beasts and
Ability Adjustments: +2 Str their skilled riders has only increased with recent military
Bonus Hit Points: +1d8 bonus hit points at 1st level excursions into the foreign west.
Bonus Skill Points: 4 bonus skill points at 1st level and 1 extra The Sortaani developed the Soresh dialect over the cen-
skill point at each level thereafter turies, a rapidly spoken offshoot of Havaati that includes a
Bonus Feat: Bonus feat at 1st level simpler and less ornate alphabet. Though Sortaani can speak
Automatic Class Skill: Diplomacy proper Havaati, speaking Soresh demonstrates pride in one’s
Base Height: 5’10”, Female 5’7” (+2d10”) background. The Sortaani, particularly those dwelling on the
Base Weight: Male 160 lbs., Female 125 lbs (+height mod x fringes, wear more subdued colors than other skorne, choosing
2d4 lbs.). attire that blends into their surroundings. They have a fond-
Automatic Language: Havaati; ness for body and facial piercings, some of which have special
Bonus Language: Cygnaran significance among their peers. They commonly wear veils,
Level Adjustment: +1 (applied only if adopting Ability hoods, and armored masks as rural Sortaani refuse to show
Adjustment and Bonus Hit Points) faces to strangers. Morkaash the First Paingiver arose from
these people and his followers began their masked tradition
Sortaani from his teachings.
The widely scattered Sortaani, originating from the rural out- Ability Adjustments: +2 Str
lands, compose the second largest skorne ethnicity. Masters Bonus Hit Points: +1d8 bonus hit points at 1st level
of savannas, deserts, and the rugged plains, Sortaani ancestors Bonus Skill Points: 4 bonus skill points at 1st level and 1 extra
sought shelter among the Shroudwall Mountains and the city skill point at each level thereafter
of Malphas, but returned to the plains once the worst of the Bonus Feat: Bonus feat at 1st level
storms passed. While some Sortaani live in every skorne city, Automatic Class Skill: Handle Animal
the majority live in smaller villages scattered to the fringes of Base Height: 5’8”, Female 5’5” (+2d10”)
the Empire. Base Weight: Male 150 lbs., Female 120 lbs (+height mod x
A number of outer Sortaani houses remain nomads. The 2d4 lbs.).
most influential families, however, control lands, construct Automatic Language: Soresh (dialect of Havaati);
semi-permanent dwellings, maintain profitable herds of belek, Bonus Languages: Havaati, Kadesh
korbesh, kopaar or other livestock, and enlist warriors to pro- Level Adjustment: +1 (applied only if adopting Ability
tect them. Sortaani living traditionally on the savannas have Adjustment and Bonus Hit Points)
little regard for skorne who have given up those traditions
to live in the cities. Sortaani consider ‘river people’ little
better than dirt-grubbers or pampered slaves. Nor do they
have kind words for the urban Malzash, whom
they feel city living has made soft. Only the
Kasortaan, who share the same ancestry, rouses
any feelings of affinity. Some inevitable tension
exists between ‘true’ Sortaani and those who Starting Age
increasingly answer the allure of opportunities
in Halaak or other skorne cities. In some cases
Barbarian/ Fighter/
families disown, or at the least make unwelcome,
Adulthood Rogue Ranger Mortitheurge
18 +1d4 +1d6 +2d6
those who make this transition. Those accepted
as paingivers constitute an exception, as Sortaani
deem this a great honor and do not view it as
Effects of Age
turning one’s back on tradition. Middle Age1 Old2 Venerable3 Maximum Age
The Sortaani pride themselves on their 70 100 115 +5d20
herds of livestock and their ability to hunt and 1
–1 to Str, Con and Dex; +1 to Int, Wis, and Cha
tame dangerous beasts of the wild. Many of 2
–2 to Str, Con and Dex; +1 to Int, Wis, and Cha
the best skorne cavalry come from among these 3
–3 to Str, Con and Dex; +1 to Int, Wis, and Cha
people, and several influential Sortaani houses
have earned their reputation capturing, breed-
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Random Starting Age Extremely large thoroughfares divide Halaak into dis-
tricts. These broad roads provide traffic for the tremen-
A hardy race with a long potential lifespan, skorne avoid the
debilitating effects of aging considerably longer than humans. dous enslaved beasts which labor in the capital, including
However, the crushing weight of accumulated years causes a titans, mammoths, and other captured beasts of the plains.
rapid deterioration once they reach a certain age. Despite the Construction always continues in Halaak as houses disman-
chart above, few skorne live long enough to reach an age at tle certain old buildings and erect new towers. This work
which their body begins to fail. Warrior caste skorne have an reflects the fates of powerful houses as compounds shrink
average life expectancy of approximately 45 years, while even or expand, and the city itself continues to accumulate new
those of the worker and slave castes rarely live longer than 60 residents. Several small clusters of houses exist outside
years due to the brutal conditions of daily life and the risk the eastern wall in a poorer district primarily occupied by
of violent death. While records exist of notable skorne liv- slaves. In time, as merchants erect trade booths here, this
ing extraordinarily long lives, such as Archdominar Vaactash area may become another district of the city, at which point
of House Balaash, rumored to have survived for over two the outer wall will expand to encircle and absorb it. Within
hundred years, death from old age remains nearly unheard of the larger districts the streets become a tighter maze of
regardless of caste. narrow alleys and winding paths occupied by the cowled
shapes of the lower castes. Smaller cramped buildings clus-
ter near the grand estates of the ruling elite as if offering
Great Cities support. The exact inhabitants of these estates has changed
considerably in the last two decades as the arrival of Vinter
Raelthorne has prompted widespread changes in status
Halaak across Halaak. The lowly but loyal rise to replace the once
In Power: Archdominar Korinvaas great Betrayers.
Population: 570,000 (skorne, mostly Malzash and Kademesh)
Imports: Grain, livestock, warbeasts, labor beasts, salt, raw Notable Locale
materials, iron, stone Plaza of Excruciation: This great open plaza at the center of
Exports: Fish, weapons, armor, tools, textiles Halaak serves as a bazaar for many merchants and traders as
well as being a public gathering place for the uneasy meetings of
Greatest city of the skorne, Halaak now serves as the capi-
rival houses to discuss terms or demands. A tremendous statue
tal of the Skorne Empire. Though Vinter Raelthorne intro-
of Morkaash dominates the plaza near its center, and at his feet
duced the concept of a capital with unified rule, skorne
stands an elevated platform upon which master tormentors of
culture has revolved around Halaak for thousands of years.
the paingiver caste perform public torments and executions. For
The great houses of Halaak, counted the most powerful
many centuries this stage has displayed the agony of those fallen
of the empire, outshine all peers of lesser cities. Decisions
in house wars as a warning from one great house to another.
made here unleash ripples across the region, whether from
A victorious house would contract the paingivers to publicly
great wars between leading houses, innovations in chymistry,
humiliate and cow rivals, bringing favored heirs or relatives cap-
mortitheurgy, and tactics, or shifts in culture and caste.
tured in war to face their doom before the watching crowds.
The habits of Halaak’s great and powerful quickly see emu-
Paingivers consider this stage sacred. Many meet here even
lation abroad.
when no excruciations take place to share information and
An imposing wall surrounds this sprawling city of great
to seek employment, and no better place exists in the capital
stone buildings on the southern shore of Mirketh Lake. As
for those seeking to recruit paingivers and negotiate terms
fertile farmland as exists in the region lies to the east, and
of contract. A house of respite called the Surcease, owned
access to the great lake has allowed for a small amount of
by the paingivers of the capital, sits off the plaza facing this
shipping including vessels journeying from Kademe up the
square, and its dark windows witness any rites performed there.
Hezaat River. Tremendous statues guard Halaak’s gates, several
Master Tormentor Morghoul executed the Betrayers here, and
of them instilled with the exalted spirits of great ancestors
the plaza has remained particularly active since the Second
who gave their lives in defense of the city. Though some whis-
Unification. The Betrayers’ steamed and polished skulls remain
per these statues serve only as decoration, their ancestors too
on display just below the lip of the platform, each bearing a
removed from the world to act, those who witnessed the arrival
plaque describing their misdeeds.
of Vinter Raelthorne and his army in 595 AR say these great
guardians did not move to intercept him and see this as confir-
mation of his Reborn status.

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Halaak

event. Western houses took many Kademesh elsewhere as


slaves and servants, or subjugated them for farming and
other ignoble labor. Because of this, considerable animos-
ity lingers between the southeastern skorne and those of
the capital. The imposition of Vinter’s rule has ended large
scale violence between these groups but not the ongoing
tension or prejudice with which each side views the other.
Kademe Additionally, Vinter and his decrees impact less directly the
In Power: Archdominar Jolxal of House Murkaat skorne of this far removed region, and they feel at greater
Population: 190,000 (mostly Kademesh and Kajar) liberty to speak their minds. Such “traitors” must still
Imports: Iron, copper, bronze, stone, textiles watch their backs. Paingivers lurk in Kademe as elsewhere,
but they have fewer numbers and a greater sense of liberty
Exports: Fish, rope, riverboats, fish oil
prevails here. Archdominar Jolxal, the great tyrant the resi-
Largest city of the southeast, Kademe serves as the center dents of Kademe must answer to, fortunately spends more
of Kademesh culture, although in recent decades the large river of his time in Konesaan.
city Konesaan to the north has increasingly become a central The major fishing houses who control the fleet in
hub for politics and intrigue. The only significant port city of Kademe may enjoy limited respect in the capital, but they
the skorne, Kademe hosts a large assortment of fishing vessels rule life in Kademe. Their word is law to the many cap-
who ply the nearby coast and channels of the Shattered Spine tains, sailors, and their families who make their living here.
Islands. Fishing remains the dominant industry and trade for Westerners would consider the shipbuilding here antiquated
Kademe, the catches shipped up the Hezaat River to the capi- and inadequate, and the skorne unquestionably do not build
tal and other communities. ships to sustain deep sea travel.
In ancient times a very significant divide between Along with fishing, the city relies on a number of small
eastern and western skorne resulted in a number of bru- but poor mines in the Kajaras Mountains just northeast of the
tal wars kept quite vividly alive through legends passed city. These cannot make Kademe self-sufficient and force trade
down over the generations. The most extreme of these, with the capital and Malphas for certain materials. The tense
the Second War of the Hezaat River in 1,000 BR, sees relations between the houses who conduct these negotiations
frequent retelling at gatherings of all sizes as if a recent hum with the possibility of bloodshed.

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Notable Locales Islands and seeking profit among their uncharted regions.
Hovelak Compound: Arguably the strongest house in Kademe, She believes the key to restoring the fortunes of her house
Hovelak boasts the largest fishing fleet and the most able-bodied might lie to the south.
warriors. They maintain a large fortified compound directly on
the piers of Kademe and well into the eastern section of the Malphas
city. They control a significant portion of both the piers and In Power: Archdominar Lorketh of House Jakaar
fishing industry, and they ruthlessly extort their rivals. Their Population: 230,000 (mostly Malzash)
house lord, a bitter older skorne named Gelkash, resents his
Imports: Grain, meats, textiles, wood
archdominar, and some believe Gelkash gathers forces to chal-
lenge him. If Gelkash can rally the greatest houses of Kademe, Exports: Iron, granite, gold, weapons, quartz, gemstones,
this might result in a major house war in the southeast which bronze, copper, silver
could draw the wrath of Vinter himself. First city of the skorne, the name Malphas resonates with
Jalesh Shipwrights: The small Jalesh house chose the ancestral power even among those who have never visited its
wrong side in the Second Unification and has fallen upon cramped streets and claustrophobic alleys. This tremendous
hard times. It has a reputation for crafting some of the best sprawl of buildings clusters under the cliffs of Telkaris
vessels in Kademe, but their now limited labor pool can- Mountain where a powerful stream cuts a divide into the
not produce enough riverboats and ocean vessels to support peaks to create a sheltered and fertile valley. The protection
themselves in the style which they once enjoyed. A number afforded by this cliff face and the surrounding peaks staved
of competing shipbuilding houses have begun to prey upon off the brunt of the supernatural climate changes and storms
them, sensing weakness, and several of their laborers have that followed the destruction of Lyoss forty-six centuries
been murdered in the streets. Rumors hold that Lavesk, ago. Despite its history, Halaak has overshadowed Malphas
niece of the old house lord, has made ambitious plans to for centuries, as the older city remains a remote mountain
create a vessel capable of exploring the Shattered Spine community of crowded buildings and feuding, insular houses

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which boast local influence but little say in the goings-on of ine the hoksune text. A small sect of honored extollers, sworn
the capital. to avoid speaking directly to this ancient ancestor except at
In ancient times the city divided into three fortified extremely infrequent intervals, attends to Kexorus and his hon-
wards and remnants of this division remain. The city has ored companions.
expanded several times and little room remains for additional The Corpusulem Archive: The center of this presti-
construction within the confines of the sheltered cliff fac- gious if controversial fellowship, this singularly impres-
ing. The layered and terraced city quickly confuses anyone sive archive of skorne scientific and occult lore rests in
except those who have lived their lives here. Several competing Malphas. This tremendous maze of cramped shelves and
fanatic sects that worship the original ancestors have taken up cases holds countless tomes, scrolls, charts, diagrams, and
the cause of protecting the oldest buildings in Malphas. They other materials. Emaciated clerks occupy other rooms of
inhabit these nearly ruined structures and attack interlop- the archive night and day copying or restoring documents
ers who fail to show respect. These militant sects indulge in or managing the voluminous ongoing correspondence of
self-mortification by slicing arms and faces, giving them a ter- the organization’s membership.
rifying visage in battle. Many old caves and vaults extend into Unlike the Hoksune Shrine, the Corpusulem maintains
the mountain behind the homes of Malphas, forming a secret the archive in careful secrecy and security, protected by a siz-
warren utilized by some members of the lower castes. Rumors able group of rugged, fanatic warriors willing to kill any who
claim that certain ancient sections of the city may have col- enter without invitation. Access to the archive requires peti-
lapsed and perhaps conceal sacral stones or other tools of tioning its governing administrators, all of them jealous of
power under their rubble. A number of significant mines and their positions and wary of outsiders. Despite this, they have
quarries surround the city and provide much needed materi- done a passable job of maintaining the spirit of the archive
als to the capital or other communities. Many of the Empire’s by conducting continuous communication with scholars,
best sources of iron lie in this area. chymists, chirurgeons, and mortitheurges abroad. A number
Malphas remains the largest of the Shroudwall mountain of sages here, boasting phenomenal memories, catalogue the
communities. Some here believe they could cast aside the yoke contents and can recover bits of information for copying and
of Vinter Raelthorne should they put the strength of their distribution to assist various projects on request. Most such
houses to the task, but unity has rarely happened. While the requests or questions arrive in code by secret courier, and
Conqueror has a far from absolute grip, his agents listen for these scholars rarely divulge more than the minimum infor-
seditious talk and make examples on those who dare voice mation necessary. Because of these difficulties some mem-
open defiance. This has kept the houses of Malphas reluc- bers of the Corpusulem have begun to rely more on their
tantly in line. local branches, which have grown in size and influence. The
While the city lacks political influence in the capi- branch in Halaak rivals the central archive in importance and
tal, it remains a bastion of skorne scholars. It produces has considerably more accessibility.
notable masters of mortitheurgy and chymistry, as well
as periodic great engineers. These castes remain inferior
to warriors but enjoy greater esteem and consideration in
Malphas than in most skorne communities. A decided
Lesser Settlements
rivalry exists between the educated circles of Malphas and Kajim
Halaak, and the most famed of these skorne thinkers find Population: 35,000
no welcome in the opposite city.
Kajim is the only settlement of note in Tor-Sarikaan and the
Notable Locales last major supply and trade point south of the treacherous
Trembling Waste. This well fortified and defended town once
The Hoksune Shrine: The first written transcription of
served as the easternmost limit of the skorne settled area, until
Vuxoris’ hoksune warrior code lies preserved in this small and
settlers braved the Waste to settle the Northern Marches. Kajim
dark shrine high up the terraced face of the city. This site
remains an important point of resupply and contact between
receives a constant line of pilgrims among those pious members
the remote northern communities living beyond the Shroudwall
of the warrior caste who revere the First Exalted and mourn the
and the rest of the Skorne Empire. The most influential houses
disappearance of his sacral stone. The great ancestor Kexorus
in Kajim have managed to tame some of the great beasts of
inscribed this text in stone circa 3,000 BR, and he remains in
the Wastes and trade them with military houses in the west.
this chamber as a tremendously powerful ancestral guardian
This includes the profitable trade in rhinodons captured in the
charged with watching over this relic. As many visitors come
Wastes, tamed, and then conditioned. These great beasts have
to lay eyes on the living statue containing Kexorus as to exam-

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increasingly served in roles similar to titans both among the death, overseen by skilled mortitheurges and chirurgeons, as
great houses and with the Army of the Western Reaches. everyone considers the beasts participating prime assets. Buyers
view these combats as good training and practice for the beasts
Kaleed as well as a good initial test of their mettle.
Population: 70,000
The largest settlement along the northern section of the
Konesaan
Hezaat River, just south of Mirketh Lake, Kaleed’s name Population: 125,000
comes from the great ancient who assisted in the creation of While still a lesser settlement, Konesaan’s importance has
the first sacral stone, and its inhabitants claim he arose from grown and it may one day eclipse Kademe as a major south-
this community. A sizable veneration shrine exists here, even eastern city. The largest city in the fertile region surrounding
though Malphas claims the larger share of his following. the Hezaat River, Konesaan benefits from considerable trade
Kaleed boasts a relatively impressive library among lesser settle- both by river as well as the major road to the capital, and
ments and a notable local following of philosophers, mor- serves as a hub for the bulk of the farming and ranching in the
titheurges, and others among the educated worker caste. Many Skorne Empire. Historically, myriad competing houses handled
of the best riverboats and lake boats come from Kaleed, one this trade unregulated, but the Conqueror has taken some mea-
of its more important local industries. sures to bring this region more firmly under the control of the
capital. The region’s inhabitants consider themselves almost a
Kalos nation apart, and even Archdominar Jolxal, Vinter’s vassal here,
Population: 20,000 conducts himself as if an emperor in his own right. Several
arching bridges connect this sprawling and disorganized settle-
A small but important settlement west of Halaak, Kalos has ment which spreads on both sides of the river. A thick, high
profited in recent months from the ongoing traffic between wall surrounds the city on the western shore, but the eastern
the Abyssal Fortress and the capital. It has served as an half remains open and continues to expand.
important military mustering point for aspiring soldiers
joining the western conquest. Before this it served as a loca-
tion for western plains dwellers to gather to trade supplies,
Kotaan
hides, and other goods with merchants who would serve as an Population: 20,000
intermediary with the larger markets in the capital. Its outly- The only sizable settlement in the Northern Marches, the
ing retaining wall only partially protects this settlement of most remote and isolated of the skorne regions, the inhabit-
low buildings from the powerful wind and dust storms which ants of this rustic and unsophisticated town receive little
frequently sweep through. During certain months of the respect or even notice in the capital. However, the skorne
year its residents must work vigilantly to prevent the shifting of this region remain proud of their strength and ability to
southernmost tendrils of the Blasted Desert from burying wrest lands from territories once considered anathema and
the northwestern side of town in sand. cursed. Kotaan’s walls stand atop a gradually sloping hill for-
tified to serve as a stronghold against the dangerous creatures
Kalvat roaming the wild northern region. Along with its perma-
Population: 55,000 nent inhabitants, the town sees considerable traffic from the
nomadic houses of the Northern Reaches, and it serves as
The largest community near Melhaas Lake, Kalvat’s primarily a central gathering point for the trade of goods and infor-
importance lies in its massive outdoor market for the sale of mation. Domina Leskaar of House Kursorik, who serves as
warbeasts. Much of the industry of the city revolves around the Vinter’s local authority, controls the largest building in town
support of this market and the feeding of the warbeasts brought as her estate.
here for sale. The city sees an unusual number of fresh titans
captured in the plains that still require subduing and torment-
ing into proper behavior, which occasionally results in incidental
Tokraas
death and destruction. Despite this the great market has proven Population: 35,000
very profitable to the inhabitants and it has become a destina- Since Kalos began supporting the military supply lines to the
tion of choice for paingivers specializing in the training and Abyssal Fortress, Tokraas has grown into the most important
taming of beasts. Near the market stands the Blood Sand Arena, trade hub of the southwestern skorne settled region. It con-
where warbeasts fight for the enjoyment of spectators and the nects the nomadic and rustic skorne living in the Ocean of
speculation of potential buyers. These events rarely last to the Grass with those living on the fringes of the Mokkar and

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further east to the Hezaat River. This town also handles trade
with the settlements south of the Mokkar along the coast.
Skorne Wilds
Helkan’s Reward: The most fertile and lush region of skorne
A settlement of narrow streets and tightly packed buildings
settled territory just north of the Shroudfall Mountains, this
perched atop a small plateau just southwest of the great vol-
area serves as the foundation for recent emigration of skorne
cano Karrak, Tokraas’ strong fortifications have preserved it
into this region. Its name comes from the first skorne house to
more than once from conquest by rival houses of the plains.
discover and exploit its possibilities, soon attracting competitors
The volcano looming to the northeast dominates all
among what would become the Kasortaan people. Control over
views in the city, and ash and smoke continuously drift
this region remains contested among the various powerful fami-
into the sky from its peak. The city endures near constant
lies of the Northern Reaches.
ashfall from the volcano, coating all surfaces eventually and
Mirketh Lake: While described as a lake, this vast body
leaving a lingering smell of sulfur. Slaves endlessly sweep
of water truly constitutes an inland sea and stabilizes the
and gathering this ash. Many of the inhabitants of Tokraas
weather in the region, which allows the skorne to thrive.
suffer from a number of mild throat and skin afflictions
The depths of this lake have never been explored and most
from breathing this ash.
shipping on Mirketh remains close to the southern shore.
Rumors persist of vast creatures dwelling in its waters closer
Verskone to the Shroudwall, and ships occasionally go missing. Despite
Population: 20,000 this, incidental fishing of Mirketh Lake provides a signifi-
Verskone sits south of the Mokkar, certainly the most cant secondary source of food for many skorne communities.
disconnected and isolated skorne settlement south of the Just south of the Mirketh Lake lie its smaller companions
Shroudwall. Its inhabitants live relatively simple lives fish- Melhaas Lake and Scourge Lake. The latter’s name comes
ing or subsisting on meager farming on the few good areas from a period in the ancient past when it held toxic and
of land in this region and have very little awareness of the deadly waters. Some claim something foul still lurks at its
goings-on in the empire. Its only contact to the rest of the bottom and mistrust it, but little trace remains today of its
Empire comes through the trickle of trade and visitors from former corruption.
Kademe. While not well known abroad, boats crafted in Mokkar, The: Skorne note this small but extremely hostile
Verskone serve better for ocean travel than those built in desert in the Empire’s southern section for biting winds, shift-
Kademe for the Hezaat River. A number of local carpen- ing dunes, and a trackless geography which makes it very easy
try traditions make these vessels considerably more rugged, to lose one’s way. Certain skorne legends describe the Mokkar
waterproof, and stable on rough waters. as a living enemy seeking to devour any hapless skorne who

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venture into its depths. Rumors also describe it as a place of largest settlement, many smaller mountain communities lie
wisdom where certain ancestors have challenged their fortitude scattered throughout its peaks and valleys, although the rugged
and survived to find enlightenment, collapsing upon the south- terrain offers little in the way of useful sustenance. A number
ern shore in a haze of heat-blasted delirium. Certain tribes of of skorne houses explore these regions for likely places to
efaarit have appeared in the western portion of the Mokkar, establish mines as these mountains boast the largest sources of
although they seem to prefer the Blasted Desert north of the iron found in the region.
Skorne Empire. Trembling Waste, The: This craggy desolate region east
Ocean of Grass: North of Kademe lies a vast plain of tall of the Shroudwall takes its name from its frequent earth-
arid vegetation known as the Ocean of Grass. The primary quakes. Tall plateaus and craggy spires, which occasionally
eastern habitat for wild titans still found in the skorne settled crumble and crash to earth, cover the landscape. Basilisks
region, a number of nomadic skorne, and others hunting for originally came from this region, apparently at home within
fresh titans to tame, prowl this area. Several predators, such as its strange shifting confines. The weather here acts as unpre-
the ferox, take advantage of the high grasses here to stalk prey. dictably as the earth, with long period of draught followed
The first tribes to capture and tame these creatures for use as by flash floods of tremendous intensity. Little grows here
cavalry did so in this region before the practice spread across other than tenacious vines and weeds, some of which have
various houses. razor-sharp leaves and poisonous thorns. A number of other
Shroudwall Mountains: The skorne consider this large peculiar creatures, including oversized bloodthirsty insects
central mountain range their salvation from the ancient catas- and a wide variety of reptiles, have carved niches for them-
trophes which engulfed Lyoss. While Malphas remains its selves here.

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Weapons & Gear
Knowledge alone is useless when caught in a sandstorm far from any allows the diver to safely operate in depths to a maximum of
hint of civilization. 90 feet. Going deeper than this causes the seals to leak and the
suit to fill with water in 2d4 rounds (once filled with water
—Professor Pendrake use the standard rules for holding one’s breath). The suit and
helmet offer some protection, but the stiff canvas suit, heavy

Implements for gloves, and weighted boots restrict movement (+2 AC, 2 max
Dex, -4 armor check penalty, 50% arcane spell failure chance,

Exploration and Survival 20/15 speed). Spot, Listen, and Search checks while wearing
the helmet suffer a -8 penalty. Cost: 350 gp.

Ogrun Winch Harness Czavyana Winter Coats


Sized for use by ogrun, this harness and winch serves teams Originally crafted by skilled fur-trappers and traders from
of Rhulic spelunkers and mining scouts when exploring the Uldenfrost, the Gzavyana Trading Posts discovered these fine
deep chasms, caves, and crevices of the Glass Peaks. The winch coats and have sold them in Khador’s cold north country at a
uses either rope or wire cable and its crank action allows its slow but steady pace as one of their luxury items. These winter
wearer to drag or lift twice their usual lifting weight. Using the coats have proven particularly popular among those in Skirov
crank action, the winch user may accelerate the movement of a and Kossite communities who work outdoors to earn their liv-
climber using the winch’s rope without the usual -5 penalty. Any ing and can afford the expense. These coats have also filtered to
Strength checks made by the user of the winch, such as pulling other markets through ongoing trade, including certain Ordic
a stuck door apart, gain a +4 circumstance bonus. The winch sailors who journey north in winter, and have received a positive
includes a grappling hook which can be secured for climbing reception in Rhul.
(see the Use Rope skill). Cost: 125 gp for winch with rope; 250 The basic version of this coat provides protection from
gp for winch with wire cable (hardness 5, 8 hp, Break DC 30). extreme cold to a degree some consider almost supernatural.
Lined with fur and boasting a water-resistant sealskin outer
Brass Diving Helmet, Suit, and layer, this hooded garment allows its wearer to exist comfort-
Steam Engine-Powered Pump ably and suffer no damage from conditions down to -50
degrees Fahrenheit. However, wearing this coat in temperatures
The exact origins of this diving apparatus have become
above 50 degrees causes the wearer to become fatigued within a
obscured, but many suspect a bodger of Carre Dova in Ord who
half hour. Spending an hour with the coat removed will allow
turned to deep sea salvage invented it. Originally the helmet
full recovery from this fatigue so long as water is available to
attached to a simple leather diving suit that did not provide
drink. Cost: 150 gp.
a properly sealed environment and limited the depth it could
A special variant of this coat exists, made from thoroughly
dive. Later improvements led to a complete diving suit, oiled
cleaned urthek fur and enhanced with additional tailoring and
and lined to remain watertight, with neck clasps allowing a snug
exotic materials. These rare and expensive urthek winter coats
seal for the helmet. A length of hose at the top of the helmet
provide the same benefits described above but also provide
connects to a steam engine-driven air pump which forces fresh
energy resistance 5 against cold. Cost: 1,500 gp.
air down into the helmet and suit at considerable depths. Most
often an operator stays on the surface attending to the steam
engine and ensuring its smooth operation. Additionally the Stormcaller
weight of the diving suit’s boots and belt prevent users from eas- Among their specialized forces, the Cygnaran Army employs
ily ascending without assistance from above. Variations on this stormsmiths, a team of military engineers who have mastered
suit appear in several coastal towns of Cygnar, Ord, and even the use of lightning as a weapon. Stormsmiths come from a vari-
Khador where underwater salvage might tempt intrepid souls ety of backgrounds, including simple engineers, arcane mechan-
with more greed than common sense. iks, or arcanists of other specialties. They use a mechanikal staff
The suit and helmet allow the wearer to dive and breathe called a stormcaller as their primary tool for the manipulation
in relative comfort underwater but require the wearer to stay of electrical energy. Tipped with a complex mechanism includ-
connected to the steam engine pump. The air hose (hardness ing a whirling iron and copper-plated sphere set within a cop-
2, 2 hp, break DC 24) may extend up to 150 feet, and the rig per-lined hoop, each of these devices also includes a small hand-

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held controlling and timing mechanism which looks similar to within 100 feet. If in a stormy area, such as a rain storm, each
a pocket watch (and gives a +4 bonus to Survival checks to bolt deals 3d10 points of electricity damage instead of 3d6.
predict weather). The bolt effects any creature in the target square or in its path.
While military hardware and not readily available on the The bearer must be outdoors for this function to operate, and
open market, these staves sometimes appear on black markets it drains 4 charges.
and fetch high prices from both arcanists and individuals who Second, if the bearer is an arcane caster they can use charg-
expect to face the hazards of lightning. They would serve as a es to apply the Empower metamagic feat for free to a spell they
particularly helpful tool for any individuals attempting to cross have already prepared which has the lightning descriptor. This
the imposing Stormlands which surround the Abyss. drains 8 charges.
The mechanikal staff houses a heavy accumulator (holding Third, a stormcaller can prevent the bearer from suffer-
20 charges) which enables the bearer to gather electrical energy ing damage when struck by naturally occurring lightning. If
from the surrounding environment and focus it into deadly naturally occurring lightning strikes the bearer of a storm-
strikes. Rumors hold that fully trained stormsmiths can use caller, it has a 75% chance of dispersing harmlessly. This
additional powers from these tools besides those listed here. ability fails if the stormcaller has expended all of the charges
The staff can be utilized in one of three ways: in its accumulator.
First, the bearer can call down a 5-foot-wide, 30-foot-long, Moderate evocation; CL 8th.
vertical bolt of lightning that deals 3d6 electricity damage Cost: 18,000 gp.
(Reflex save for half) at any target point chosen by the bearer

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Water Dowsing Compass
Originally created by an enterprising but now deceased arcane
Skorne Implements of
mechanik explorer named Zars Makentire, this arcano-hydro Conquest and Dominion
Items in this category receive costs relative to their construction
compass can dowse for large water sources (greater than
20 gallons) up to a distance of 10 miles, making it invalu- costs and value within skorne society. These items would likely
able for extensive expeditions into the Bloodstone Marches. fetch far more from those in western Immoren with an interest
Unfortunately, without other aid, this device can increase the in exotic items. All of these items are extremely rare outside of
chances of becoming lost as its bearer focuses solely on locat- skorne occupied regions, although some few have been recovered
ing a water source and may lose track of his position relative to from battlefields along Cygnar’s eastern border.
other landmarks. The original water dowsing compass was found
near a complacent oasis ooze; it is suspected Zars Makentire was Lightning Grounding Rod
beset shortly after discovering this source of water. Skorne chymists developed this large and heavy tool after
The compass requires a light accumulator and consumes considerable experimentation as a means to facilitate the cross-
one charge per day. Using this item requires a Craft (mechani- ing of the Stormlands by the invasion forces serving Vinter
ka) check (DC 10) to adjust for these parameters: Raelthorne IV. Made from several layers of conductive metals,
Minimum volume of water (20-1000+ gallons) this very tall rod includes a trailing chain and weight intended
Maximum distance (1-10 miles) to drag along the ground. Quite heavy at 80 lbs and not com-
Minimum distance (5-100 yards) – utilized to ignore water pletely reliable, an enslaved cyclops, rather than a skorne, usu-
kept by the operator. ally carries the rod using specially insulated armored gauntlets.
Once set anyone can use the compass who can see its face During any crossing of the Stormlands, a skorne military col-
and follow its arrow (Int 5). The needle spins out of control umn will include a number of these rods spread evenly through
when it detects no water. Otherwise it points to the most the force to provide overlapping protection. Both expensive to
appropriate water source according to the parameters. Where produce and only available in limited qualities, rods immedi-
potable water is available, using the device adds a +4 bonus to ately return to the eastern side to accompany the next supply
Survival checks for getting along in the wild. train or troop column.
Minor divination; CL 4. If held perpendicular to the earth, elevated into the
Cost: 1,250 gp. air, and its chain allowed to trail on the ground, this rod
attracts all naturally occurring lightning strikes within 50
Ice Breaker Shovel feet (10 squares) of the bearer. These strikes hit the square
Rhulfolk engineered this item to allow greater leverage and to occupied by the bearer. If this lightning would normally arc
serve as an impromptu pick-axe when dealing with frozen soil to other targets, it fails to do so after striking the rod. The
or tundra. It also works handily as a weapon in emergencies. In bearer makes a Fortitude save to avoid damage instead of a
addition to serving normally as a shovel, it may be wielded as a Reflex save and suffers no damage if he succeeds. The bearer
light pick (1d4/x 4). A character with the shovel already in hand receives a +10 circumstance bonus to this save if wearing
may attempt to use the sharp point to help stop a fall. Gain a insulated gauntlets.
+10 circumstance bonus to Climb checks when trying to catch Moderate abjuration; CL 11; Craft Wondrous Item, protec-
yourself when falling. Cost: 16 gp. tion from energy, includes a tiny fragment of a sacral stone; Price
33,000 gp.
Shaded Goggles
Many individuals who spend substantial time in the blazing sun Paingiver Mask
of the Bloodstone Marches or other arid environments often While many skorne choose to wear masks, paingivers are rec-
wear goggles treated with an alchemical substance which darkens ognizable by the distinctive mask of office they always wear in
the glass without reducing visibility. This allows the wearer to public. This represents their caste and deemphasizes their indi-
endure extended exposure to sunlight without any vision impair- vidual facial features. This part of paingiver tradition demon-
ment in addition to the normal benefits of wearing goggles strating to their victims that a faceless representative of the phi-
(IKCG, p. 199). The penalty to spot checks increases to -8 if losophies of Morkaash interrogates them, rather than a specific
wearing these goggles at night or in other low-light circumstanc- individual or biased organization. Despite this ancient practice,
es. Cost: 6 gp. many paingivers commonly add small embellishments or modifi-
cations to their mask. As long as the fundamental design of the
mask remains unchanged this practice incurs no disfavor from

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ranking paingivers. The individual wearing this mask gains a +2
circumstance bonus to Intimidation checks against other skorne
Skorne Weapons
so long as the individual being intimidated believes the wearer is Eastern Immoren possess less iron than the west, but smelted
actually a paingiver. Cost: 10-100 gp. into proper steel, it sees extensively use in the fabrication of
skorne weapons. In prior eras bronze weapons predominated,
and still appear in certain ceremonial functions, but most true
Paingiving Implements warriors wield steel weapons.
Paingivers utilize a wide variety of implements in the course of
their duties. Some they employ against captives during interroga- Arcus
tion while others they use when training and subduing beasts.
The most common implements include piercing tools, a variety A unique weapon, the arcus has a long history of use among
of precise blades, barbed hooks, flesh-gouging clamps, and the skorne, and a specific branch of the cataphract tradition
toothed saws. Treat these as tools for the purposes of perform- has adopted it as their weapon of choice. In ancient times it
ing Profession (torturer) checks. Masterwork paingiving imple- took the form of a finely balanced bladed polearm with an
ments are the perfect tools for causing pain and provide a +2 attached length of rope or chain which strong skorne could
circumstance bonus to these checks. Cost: Varies (200-300 gold hurl a considerable distance as a harpoon. The wielder would
for a diverse set). impale a foe and drag them closer to finish them. More recent-
ly the arcus received improvement in the form of an extremely
high torque crossbow firing mechanism which can launch the

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heavy harpoon considerably further and with greater accuracy experienced paingivers (those of 5th level or higher) wear them.
than ever before. The arcus serves as both a deadly ranged It is a major transgression for anyone other than a paingiver to
weapon and a versatile polearm in the hands of a skilled wield these weapons. The wearing of these claws by anyone not
wielder. Cost: 200 gold. wearing a paingiver mask, or otherwise obviously of that caste,
The arcus is an exotic two-handed melee weapon, with 10 may prompt a blood challenge and will certainly lead to one
foot reach. 2d6/x2, 15 lb, piercing. once the ruse is uncovered.
The arcus is also an exotic ranged weapon, dealing The weapons serve as extensions of the fingers and allow
2d6/x3, 40 ft. This fires a large harpoon, see IKCG p. 172. tremendous control in combat. Skilled wielders may both
The arcus head generally has a 30 or 60 foot length of injure their targets and deliver precise, painful strikes to key
chain which enables the wielder to recover and reattach it. nerve clusters. Accordingly, this weapon counts as a master-
Reloading the arcus requires at least 15 Strength and 2 stan- work paingiver implement. It is impossible to disarm a pain-
dard actions, and the weapon cannot act as a melee weapon giver claw, and the wielder receives a +4 circumstance bonus to
until the head is reattached. the opposed roll on attempts to sunder the weapon.
Light exotic weapon, masterwork, 1d4 (19-20/x3), 1 lb,
Guulgat Piercing or Slashing, 330 gp (for one claw).
This unusual double-ended polearm does not have a specific
martial tradition associated with it, but devotees in certain iso- Paingiver Whip
lated houses up in the Shroudwall Mountains have used it for Whips are a common sight in the skorne empire, used most
centuries. Those who have mastered it take pride in their elegant often to discipline slaves or train beasts. Paingivers use a whip
fighting style noted for its sweeping strikes and rapid changes in of much higher quality specifically designed as a weapon and
direction of attack. engineered to maximize the agony caused by each strike. Its razor
The guulgat is an exotic double melee weapon, 150 gp, hooks can penetrate even the thick hides of the various species
1d10/1d10 x3 - 12 lb, slashing. with which the paingivers regularly interact. It is considered a
severe taboo to be carrying one if the bearer is not a paingiver
Kolas Club and wearing the paingiver mask.
An ancient weapon whose design predates the founding of This weapon counts as a paingiver implement. Treat the
Malphas, this wickedly spiked club has small obsidian shards paingiver whip as a melee weapon with 15-foot reach, though
set in it. These cause tremendously painful wounds and it does not threaten the area into which it can make an attack.
grievous injury, especially when wielded by a master of the In addition, it can be used against foes anywhere within its
weapon. Most warriors consider the kolas crude and inferior reach. Using the paingiver whip does not provoke an attack of
to the sword, but paingivers appreciate it. While not consid- opportunity. You can make trip attacks with a paingiver whip.
ered a paingiver implement, the weapon has a dark reputation If you are tripped during your own trip attempt, you can drop
for delivering particularly unpleasant injuries. The obsidian the whip to avoid being tripped. When using a whip, you get
shards in the club periodically break or get knocked loose a +2 bonus on opposed attack rolls made to disarm an oppo-
and require regularly replacement to maintain the weapon in nent (including the roll to keep from being disarmed if the
proper condition. attack fails). Paingiver whips inflict normal damage and can
The kolas club is a martial two-handed melee weapon, 10 damage creatures with armor or natural armor.
gp, 1d6/x4, 8 lb bludgeoning and piercing. Reduce the criti- Exotic one-handed weapon, 1d4/x2, 3 lb, 40 gp, slashing.
cal multiplier to x2 after delivering a critical hit with the kolas
club. Repairing the weapon restores the x4 critical multiplier. Skorne Blades
Damage suffered from a critical hit by a kolas club at x4 The sword has great ceremonial importance and sees wide-
modifier cannot be healed until the obsidian shards have been spread use among the skorne in a variety of sizes similar to
removed by a Heal check (DC 15). those in western Immoren. While skorne crafting techniques
and ornamentation differ in some respects from their western
Paingiver Claw counterparts, treat these weapons identically to the great-
Favored by paingivers, these masterwork quality fighting claws fit sword, long sword, and short sword. Skorne swords often
over the hand like gloves. Each finger has a length of sharpened, weigh slightly less than their western counterparts, and usu-
high grade steel attached. Inspired by the legends of similar ally have only a single sharpened edge. Some skorne fighting
weapons designed and used by Morkaash, the first paingiver, traditions, such as that practiced by the Praetorians, employ a
such claws indicate skill among the caste, and only seasoned and two sword fighting style and use a matched pair of balanced

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masterwork blades. The user may treat the balanced sword in No alchemists in western Immoren currently know how to
his off hand as a light weapon when using a pair of balanced manufacture this explosive gas.
longswords with the two-weapon fighting feat and weapon Exotic ranged weapon, 1d8 (20/x2), 60 ft., 8 lb, Piercing,
focus in longsword. In all cases skorne expect a member of 300 gp. Reiver cone cost: 10 gp, gas canister cost: 20 gp.
their warrior caste to treat his weapons with respect and to Reloading a gas canister or reiver cone requires a standard
maintain them carefully as the tools of his craft. Any damage action. The needles of a reiver disperse relatively quickly, so the
or defacement of a weapon is rectified immediately. weapon can only reach a maximum of five range increments.
Blades of identical length and properties as a dagger This weapon is particularly effective against large targets which
also appear commonly among all skorne but as a tool not suffer a greater number of direct hits from the spray of needles.
a “proper” weapon. Skorne of the warrior caste consider A target struck by the reiver suffers an additional cumulative +2
it beneath them to fight with this weapon except as a last damage for each size category they are above Medium.
resort. Fighting a skorne with a dagger is considered an insult
to the individual being attacked, and anyone killed by such
a weapon will be derided and might bring shame on their
Skorne Armor
house and immediate relatives. Skorne armor has a very distinct style and appearance consid-
erably different from all armor traditions of western Immoren.
Skorne prefer layered armor, often ornately decorated even
Skorne Warspear when worn by less esteemed members of the warrior caste.
The warspear, which may come in a variety of shapes and styles, Skorne use a wide variety of armor both in terms of the extent
is more a kind of pole-arm than spear and is not made for of its protection and the types of materials utilized. With
throwing. Warriors of the cataphract tradition as well as house iron less abundant in eastern Immoren smiths often reserve it
guards use this weapon. If you use a ready action to set a war- for use in weapons, which makes steel elements in armor less
spear against a charge, you deal double damage on a successful pervasive than in the west. Bronze often substitutes, as does a
hit against a charging character. You can use a warspear to make mix of iron and bronze along with hardened leather or more
trip attacks. If you are tripped during your own trip attempt, exotic materials like bone, horn, and chitin from creatures like
you can drop the warspear to avoid being tripped. the cataphract beetle.
The skorne warspear is a martial two-handed melee weap- Most armor of any material is lacquered for ornamenta-
on, 20 gp 1d10 x3 - 10 lb, Piercing. tion and to provide additional durability and resiliency. Many
pieces of skorne armor include spiked protrusions which allow
Reiver the wearer to deal extra piercing damage on successful grapple
The reiver is a unique skorne invention that loosely compares attacks. Due to the degree of ornamentation and overlapping
in role and function to the firearms which have prolifer- straps and layers, skorne armor is always specifically crafted for
ated in western Immoren. It has a similar stock and trigger an individual. Most armor is not easily worn by someone other
but operates by quite different mechanisms. Explosive gas than the person for whom it was designed unless they have very
in a metal orb at the rear of the device provides the rapidly similar physiology. Skorne armorsmiths can make the necessary
expanding force required to hurl its projectiles at the target. adjustments to refit armor, which they often do when a suit of
It stores the small but heavy iron needles it fires in a rotating importance is passed down to the next generation in a house.
cone-shaped mechanism which stands in place of the barrel The skorne employ a variety of shields similar to those
on western firearms. found in the west, although they make nearly all their shields
Each pull of the reiver trigger unleashes dozens of these from metal due to a scarcity of wood. Shields are often highly
iron needles in a single painful and tissue-rending attack. ornamented but always functional in battle.
Reiver cones store enough needles to fire three shots. Gas Skorne of all types in the warrior caste have a strong pref-
canisters hold enough compressed explosive gas to fire six erence for heavy armors over medium or lighter armors. The
shots. While attaching a fresh reiver cone or gas canister to ability to arm oneself properly for battle forms a significant
the reiver firearm is an easy and intuitive process, restoring component of one’s pride and standing compared to one’s
a depleted reiver cone for firing is not. Only expert skorne peers within this caste, and they disdain those who can only
craftsmen understand the painstaking and difficult process afford inferior armor.
of preparing a depleted reiver cone for use, and no one can
improvise this task in the field. Similarly, the gas canisters Skorne Plate Armors
utilized to fire the reivers remain a technology unknown out- The skorne use a variety of plated and lamellar armors of simi-
side of the craftsmen who make and service these weapons. lar attributes to full plate, half-plate, banded mail, or splint mail.

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Other than different decorations and the occasional exotic mate- Medium and Light Skorne Armor
rials, the only notable difference from their western counterparts
While disdained by many in the warrior caste, lighter
lies in the armor spikes included on many sets of this armor.
armors suit some functions better. Those of the Venator
Certain martial disciplines have developed techniques to reduce
or Hestatian traditions generally wear less armor than
the functional impairment of wearing these armors. These allow
Praetorians, for example. Nomadic hunters, who value mobil-
greater speed and reduce armor check penalties, but none of
ity and comfort in extreme weather, commonly wear lighter
these techniques are inherent in the armor.
armor. Even the least regarded warrior traditions try to wear
at least medium armor equivalent to a breastplate, chainmail,
or scale mail. Hunters will wear hide, including finely worked
and exceptional hide armors made from the tough beasts on
the periphery of skorne settlements. Individuals of other
castes, such as mortitheurges, paingivers, extollers, and lesser
beast handlers, may wear lighter lacquered leather armors and
thick metal-studded robes equivalent to chain shirt, studded
leather, leather, or padded armor.

Cataphract Armor
The cataphract carry on a unique, ancient, and esteemed skorne
warrior tradition trained and conditioned to bear the weight of
the most impervious armor. Wearing this armor requires natural
strength and endurance, and not all aspiring skorne have the size
or attributes to join this tradition. Such armor requires a specific
armor proficiency and is extremely expensive to craft. Such suits
include armor spikes and locked gauntlets.
Exotic Armor Proficiency (Cataphract)
Prerequisites: Armor Proficiency (Heavy), Str 16, Con 16,
Dex 12, training as a cataphract
Benefit/Normal: See Armor Proficiency (Light)

Titan Hide Armor


Some of the nomadic skorne have perfected the curing and
treatment of titan hide to create armor of exceptional qual-
ity. This tough but supple armor provides excellent freedom
of movement for its thickness. Titan hide armor remains
rare and valued among these societies as the more powerful
Skorne houses capture and monopolize most titans, or send
them to join the Army of the Western Reaches. In some
cases this hide armor comes from the carcasses of older
titans or those worn out and no longer useful for combat or
labor. While the heavily armored warrior traditions view such
armor with no great esteem, the outlying nomadic communi-
ties see it as a mark of distinction.

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Weapons
Range
Simple Weapons Cost Dmg(S) Dmg(M) Critical Increment Weight1 Type2
Light Melee Weapons
Skorne dagger 1 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. Piercing or slashing
One-handed Melee Weapons
Ice breaker shovel 16 gp 1d4 1d6 x3 — 2 lb. Bludgeoning or piercing
Kolas club 10 gp 1d4 1d6 x4 — 8lb. Bludgeoning and piercing
Range
Martial Weapons Cost Dmg(S) Dmg(M) Critical Increment Weight1
Type2
Light Melee Weapons
Skorne shortsword 10 gp 1d4 1d6 19-20/x2 — 2 lb. Slashing
One-handed Melee Weapons
Skorne longsword 15 gp 1d6 1d8 19-20/x2 — 4 lb. Slashing
Skorne longsword, 315 gp 1d6 1d8 19-20/x2 — 4 lb. Slashing
balanced
Two-handed Melee Weapons
Skorne greatsword 50 gp 1d10 2d6 19-20/x2 — 8 lb. Slashing
Skorne warspear3 20 gp 1d8 1d10 x3 — 10lb. Piercing

Range
Exotic Weapons Cost Dmg(S) Dmg(M) Critical Increment Weight1 Type2
Light Weapon
Paingiver claw 330 gp 1d3 1d4 19-20/x3 — 1 lb. Piercing or slashing

One-handed Melee Weapon


Paingiver whip 40 gp 1d3 1d4 x2 — 3 lb. Slashing
Two-handed Melee Weapon
Arcus 3 200 gp — 2d6 x2 — 15 lb. Piercing
Guulgat4 150 gp — 1d10/1d10 x2 — 12 lb. Slashing
Ranged Weapon
Reiver 300 gp — 1d8 x2 60 ft. 8 lb. Piercing
Arcus harpoon 200 gp — 2d6 x3 40 ft. 15 lb. Piercing
1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2
When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3
Reach weapon.
4
Double weapon.

Armor
Armor/Shield Maximum Armor Check Arcane Spell Speed
Armor Cost Bonus Dex Bonus Penalty Failure Chance (30 ft.) (20 ft.) Weight
Medium armor
Titan hide armor 125 gp +4 5 -2 20% 20 ft. 15 ft. 30 lb.
Exotic armor
Cataphract 3,000 gp +10 0 -8 45% 15 ft. 10 ft. 80 lb.
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The dodgy wastes and manky jungles of Immoren play hell on


even the simplest mechstuff. Make sure you have a competent
bodger in your outfit or be prepared for clapped out gear.
—V P

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Quickplates
Quickplates are templates designed along the standard guide- the construct must attack the nearest creature friend or foe.
lines but streamlined with quick use in mind. They are great for During the frenzy the construct gains a +2 dodge bonus to
fleshing out creatures meant for lesser encounters and making Armor Class and Reflex saves and may not use skills or feats
secondary opponents more dynamic and challenging. other than the bonus feats listed above.
Attack, Damage, and Saving Throw Bonuses: In some
cases, creatures receive an increase to ability scores and to
attack, damage, or saving throws. In these cases, the new ability Awakened
An awakened construct gains the ability to think, learn, and
score bonuses have already been factored into the total bonuses
to attack, damage, or saves. remember. No longer mindless and restricted to its original pro-
Feats: Quickplates may give creatures bonus feats. The gramming, an awakened construct acts instead of reacts, quickly
creature does not need the prerequisite feats in order to gain formulates its own plans, and displays a keen sense of self. It
the bonus feat provided by a quickplate. may anticipate an opponent’s moves, seek to intimate them, or
actively search for them if they hide.
Abilities: Gain an Intelligence of 3 and +2 Wisdom and
Haywire
This quickplate describes an intelligent construct that has suf-
Charisma.
Skills: Gain skill ranks equal to 4+1 per hit die and gain
fered some form of damage to make its behavior unpredictable, Intimidate, Listen, Sense Motive, and Spot as
unstable, and extremely violent. It may attack friend or foe, so skills (or 4 skills of the GM’s choice if those are
haywire works best when applied to solitary constructs without inappropriate for the construct).
friends to attack.
Bonus Feats: Improved Initiative, Alertness
Special Qualities: Machine Frenzy, Scrambled
Challenge Rating: Increase by 1
Bonus feats: Power Attack, Cleave, and Improved Overrun
Restrictions: May apply only to constructs without an
Challenge Rating: Increase by 1
Intelligence score but not animated objects made
Restrictions: May only apply to constructs and mechanikal from animate object or creatures without Wisdom or
constructs with Intelligence, Wisdom, and Charisma Charisma score.
scores.
Combat
Combat An awakened construct can make short term plans and remem-
Haywire constructs act unpredictably but aggressively in combat. ber characters by sight. They have the intelligence of animals
They often overrun the front ranks before erupting into a whirl- and groups of them will work in concert to gain advantage in
ing attack targeting friend and foe. However haywired creatures combat, such as taking flanking positions or identifying the
arrive at these tactics randomly, and in some cases they become greatest threat. Some awakened constructs may hold grudges and
confused and incapable of arriving at a plan of action. stalk their chosen prey.
Scrambled (Ex): During combat, when not in a machine
frenzy, roll on the following table at the beginning of the haywired
construct’s turn to see what the construct does in the round. Barnacle Encrusted
A creature covered with many cullenrock barnacles ignores pain,
d% Behavior
01-10 Do nothing but emit loud noises (grinding gears, etc.) rarely knows fear, and due to the chitinous shells of the bar-
11-20 Overrun nearest creature nacles, gains natural armor.
21-50 Act normally Armor Class: Creature gains a +4 bonus to natural armor. This
51-70 Attack nearest creature armor remains even if the barnacles are detached
71-100 Machine Frenzy during combat, but after combat a number of
barnacles indicated on the chart must be attached or
Machine Frenzy (Ex): A haywired construct may enter the creature loses this quickplate.
into a machine frenzy for a number of rounds equal to half its
hit dice. While in a machine frenzy, the construct may make Special Qualities: Endure Pain, Unshakable, Submerged
one extra attack in a round at its highest base attack bonus, but Camouflage
Bonus Feats: Die Hard

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Weakness: The barnacles’ attachment produces a drug-like Skorne Pain Conditioning
stupor, giving a -2 penalty to Will saves against Some creatures are allowed a greater sense of self but are made to
enchantments. ignore all manner of pain except that delivered by their masters.
Challenge Rating: Increase by 2 Special Qualities: Endure Pain, Lean
Saves: Add +1 Fort
Combat
Abilities: Add +2 Constitution, -2 Charisma
An encrusted creature often remains docile and hidden unless
it feels threatened, at which point it will ceaselessly attack Bonus Feats: Armor proficiency (Heavy), Endurance, Die Hard
without fear. Restrictions: Can only apply to creatures raised under skorne
Endure Pain (Ex): When the creature would take damage captivity and control
by failing a Reflex or Will save, the creature will take only half Challenge Rating: increase by 1
damage if it succeeds on a Fortitude save of the same DC. On
a successful Fortitude save that would result in half damage, Skorne Strength Conditioning
the creature takes no damage. Some creatures are conditioned to perform acts of strength at
Unshakable (Ex): The creature gains a +4 moral bonus on cost to their well-being. Skorne use strength conditioned beasts
saves of all fear effects and never suffers from the shaken effect. to do the most labor intensive work but can also use them as
Submerged Camouflage (Ex): The creature gains a +8 devastating weapons.
competency bonus to hide checks when motionless and com- Special qualities: Feat of Strength, Stable Footing
pletely submerged in water. Abilities: Add +2 Strength, -4 Charisma
Size Barncles Required
Bonus Feats: Power Attack, Improved Grapple or Improved
Tiny or smaller Not possible
Bull Rush
Small 4
Restrictions: Can only apply to creatures raised under skorne
Medium 6
captivity and control
Large 10
Challenge rating: Increase by 1
Huge or larger 14
Combat
Skorne Conditioning Skorne conditioned creatures attack normally according to their
weapons and training but always take advantage of their condi-
Quickplates
Skorne submit enslaved creatures to a barrage of conditioning
tioned abilities.
Blind Rage (Ex): This functions exactly like the barbarian
and training while raising them from an early age. This includes Rage ability, and adds +1 use per day if the creature already
extensive exercises and drills to keep them in peak physical con- has this ability. While using this ability the creature’s line of
dition as well as exposing them to a variety of painful stimulus sight reduces to 60’.
to reinforce or discourage certain behaviors. This may also Feat of Strength (Ex): Once per day the creature may
include surgical procedure by skorne anatomists such as incisions carry, lift, or drag 4x its normal limit for a number of minutes
into regions of the brain. This process numbs the creature to equal to its strength, afterward the creature suffers 1d6 points
ordinary pain caused by injury, but the skorne know the means of temporary strength damage.
to inflict pain when required. Lean (Ex): Creatures condition by the skorne require half
as much sustenance as their base type.
Skorne Rage Conditioning Endure Pain (Ex): When the creature would take damage
Some creatures are conditioned from birth to be mindless and by failing a Reflex or Will save, the creature will take only half
savage fighters. damage if it succeeds on a Fortitude save of the same DC. On
Special qualities: Lean, Blind Rage +1/day a successful Fortitude save that would result in half damage,
Saves: Add +3 Fort and +2 Will saves the pain conditioned creature takes no damage.
Stable Footing (Ex): The creature gains a +4 to ability
Abilities: Add +2 constitution, -4 charisma
checks to resist bull rushes and disarm or trip attempts.
Bonus feats: Armor proficiency (Heavy), Endurance, Die Hard
Restrictions: Can only apply to creatures raised under skorne
captivity and control
Challenge rating: Increase by 2
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W hile a number of character classes from west-


ern Immoren do not have counterparts in the
east, some exist with slight modifications, and
others remain unchanged.
Individuals of the following classes do not ordinarily
appear among the intelligent species of eastern Immoren:
adepts, adventuring scholar, agent, arcane mechanik, bard,
Paingiver (Pgv)
Skorne Character Class
Outsiders see our masks and fear us. They should. They see our tools
and shudder, for they know we can plunge our hooks into their eyes and
make them betray themselves. Any strength of will to oppose us is illusion-
ary. Their feeble hope fades like morning mist when they test the full measure
bodger, bonegrinder, druid, gun mage, malefactor, monk,
of our resolve. Our work facilitates the great efforts of the houses in their
paladin, sorcerer, or wizard. The other standard classes and
myriad wars. We goad their feuds or end them in crushing subjugation based
NPC classes all exist in skorne society or among the other
intelligent species inhabiting the eastern continent. The upon facts we extract by blood and torment. We stand above the flux of petty
most common classes include fighters, warriors, and rangers. warring houses and above even the drive of the Conqueror. Ours is a higher
Clerics do not exist in skorne society, but one can find them calling. We follow the path of Morkaash, who taught that in pain lies the crux
in small numbers among some of the other intelligent spe- of life. By creating this pure state of flesh and spirit, we allow the approach
cies. They serve as shamans and generally worship a variant of eventual enlightenment. We pluck the nerves of our subjects with precise
or combination of Dhunia (croakers, efaarit), Menoth (the attention. Their screams and writhing become a language all its own and we
giants), or the Devourer Wurm (efaarit, letheans). The expert its meticulous scholars.
NPC class can represent certain roles described in skorne We must master each creature that breathes. A wild and unthinking beast
culture, like the “chirurgeon”. can be broken and changed from something useless into a precise weapon of
our design. By this craft we can begin to perceive underlying similarities and
affinities between all creatures. These we exploit by hook, by needle, by blade,
by whip, and by drug.
—Tormentor Kabaab of Halaak

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Description
Paingivers have mastered the gathering of information by the
requires initiates to forego all house affiliations, and such a
prospect holds little appeal to those born to privilege and sta-
tus. In rural areas paingivers may arise from any of the fringe
application of pain and terror and become unequalled handlers
communities which track or tame beasts. In urban areas senior
of beasts. They can tame any living thing by crushing its spirit
paingivers look for and recruit youths of exceptional latent
and forcing obedience. As interrogators, spies, and beast trainers,
talent, intelligence, and manual adroitness who often languish
these cruel individuals train to learn every detail of living anat-
in poorer districts. Highly selective, senior paingivers seek a
omy, memorizing nerve clusters, key arteries, and the placement
special combination of survivability, talent, and a sense of self-
of vital organs. While a chirurgeon studies these to treat injury
worth and honor. Paingivers never recruit those they do not
or prevent death by grievous wounds, a paingiver uses this lore
believe can rise above the caste of their birth.
in battle or, more often, in the process of questioning captured
Recruits endure a grueling physical and academic train-
enemies. Their ability to shape behavior by the application of
ing at the hands of their mentors designed to discipline and
pain affords them tremendous influence over creatures of weaker
strengthen body and mind. They must prove capable of com-
wills or simpler minds, like the animals utilized across skorne
pletely embracing the deeper philosophies of the great ances-
society as weapons or beasts of burden.
tor Morkaash before completing their initiation. This includes
Paingivers do not practice these ‘arts’ for pleasure, but
enduring an extended period of deprivation and performing
from a deep spiritual calling. They find the application of
difficult tasks after enduring starvation, tremendous thirst, and
pain a science as valid as engineering endeavor or arcane ritu-
lack of sleep. Once brought into the ranks of the paingivers
al. They are highly educated and supremely skilled specialists
individuals dissolve former house loyalties and cannot restore
in an ancient practice. In addition to a thorough knowledge
them. The distinctive mask worn by paingivers in public serves
of anatomy, the paingiver must learn the application of poi-
as a symbol of their faceless resolve and aloof isolation.
sons, elixirs, and alchemy for use on and off the battlefield.
Separated from normal house duties by their independent
Paingivers believe truth lies in suffering. Their practices grow
status, paingivers can give their services to a variety of houses
from an ancient ascetic philosophy that encourages the mor-
which seek out their ability. This places them in a unique posi-
tification of the flesh and pushing the body past its limits.
tion in skorne society as unaffiliated and highly specialized
Adventurers: Paingivers, as obsessed with self-improvement
professionals that perform tasks in great demand. Paingivers
and perfection as any zealous monk, always seek to further
might be utilized as spies to gather information, as assassins
their craft and skill. The practice of their craft may take them
to neutralize special targets, as beast-tamers to bring fresh
far from the town or city of their birth to find new opportu-
military assets into a house, or as interrogators to pry secrets
nities to explore their abilities. Many paingivers offer their ser-
from captured enemies. Different paingivers specialize in each
vices to those in higher authority, and their skills allow them
of these roles and rarely attempt to master all of them. Some
to serve as exceptional agents abroad. Paingivers who focus on
paingivers establish a reputation for their singular interrogation
such skills can become excellent spies and learn how to move
techniques, while others gain renown for their skill at rearing
unseen and penetrate even well guarded locations in their pur-
and training beasts of war.
suit of information or other goals. In this capacity they can
serve a role similar to rogues in an adventuring party.
Alignment: Adhering to the paingiver philosophy and
code requires a degree of discipline and focused dedication.
Game Rule Information
Abilities: Dexterity and Intelligence are the most important
It also requires the paingiver remain detached and oper-
abilities for the paingiver. A solid Constitution is helpful par-
ate without empathizing with their subjects, whether other
ticularly for those wishing to fully exploit the arcane abilities
skorne or beasts.
they eventually develop. Strength may be desirable for paingivers
expecting to spend more time on the battlefield, while Charisma
Paingivers in Immoren
The paingiver caste is a manifestation of skorne philosophy.
better serves those focused on beast handling or interrogation.
Alignment: Any non-chaotic, non-good alignment.
Race: Any skorne
While interrogation by torture is hardly unique to the skorne,
Hit Die: d8
the paingiver as a recognized and respected caste is an inextrica-
Starting Gold: 4d4 x 10 (100 gp)
ble element of skorne culture with no exact parallel in the west.
Paingivers occupy a unique caste niche between the warrior Class Skills
and worker castes, removed from house politics and loyalties. The paingiver’s class skills (and the key ability for each skill)
Paingivers often arise from the lower castes as their discipline are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Craft

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(alchemy), Diplomacy (Cha), Escape Artist (Dex), Handle Pain Strike (Ex): When attacking for nonlethal damage
Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump with any paingiver implement or piercing melee weapon, the
(Str), Knowledge (anatomy, arcana, local, philosophy, skorne paingiver can opt to execute an excruciatingly painful strike.
houses, skorne ancestors) (Int), Listen (Wis), Move Silently This incurs no penalty to his attack roll. If this strike hits and
(Dex), Open Lock (Dex), Profession (torturer), Ride (Dex), inflicts any nonlethal damage, living opponents thus damaged
Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), must make a Fortitude save (DC 10 + attacking Paingiver class
Tumble (Dex), Use Rope (Dex) level + attacking Paingiver’s Intelligence bonus) or be sickened
Skill Points at 1st Level: 5 + Int modifier x 4 for 1d4 rounds. Targets immune to pain or targets immune to
Skill Points at Each Level: 5 + Int modifier critical hits are unaffected.
Torture Training (Ex): During their rigorous training, ini-
Class Features tiates learn anatomy and techniques of torturing and interro-
Weapon and Armor Proficiencies: Paingivers are proficient with gating captives. This provides 4 skill points that must be spent
all simple and martial weapons and are also proficient with the on Profession (Torturer). For every level of paingiver attained,
paingiver whip and paingiver claws. Paingivers can choose to an additional point is received which must be spent on this
inflict lethal or nonlethal damage with any weapon at no penalty skill. This training furthermore provides the paingiver with a
to their attack roll. Paingivers can use any paingiver implement +2 competency bonus to any Will or Fortitude saves made if
as an improvised weapon with no penalty to the attack roll. Treat he is subjected to Profession (torturer) checks made by others.
these as light weapons that inflict 1d3 damage (critical x2) when Sneak Attack: Gained at 2nd level, this is exactly like the
wielded by a paingiver. Certain specific paingiver implements may rogue ability of the same name. The extra damage increases
inflict higher damage when utilized as a weapon. every third level (5th, 8th, 11th, 14th, 17th, and 20th). If

Paingiver Advancement Table


Class Base Attack Spells Per Day
Level Bonus Fort Ref Will Special 1st 2nd 3rd 4th
1 +0 +0 +2 +2 Pain Strike, Torture Training – – – –
2 +1 +0 +3 +3 Sneak Attack +1d6 – – – –
3 +2 +1 +3 +3 Abuse Beast, Poison Use – – – –
4 +3 +1 +4 +4 Uncanny Dodge – – – –
5 +3 +1 +4 +4 Sneak Attack +2d6 – – – –
6 +4 +2 +5 +5 Canny Defense – – – –
7 +5 +2 +5 +5 Armored Caster, 0 – – –
Necromantic affinity
8 +6/+1 +2 +6 +6 Improved Uncanny Dodge, 0 – – –
Sneak Attack +3d6
9 +6/+1 +3 +6 +6 Lesser Mortitheurgy 1 – – –
10 +7/+2 +3 +7 +7 Special Ability 1 0 – –
11 +8/+3 +3 +7 +7 Sneak Attack +4d6 1 0 – –
12 +9/+4 +4 +8 +8 1 1 – –
13 +9/+4 +4 +8 +8 Special Ability 1 1 0 –
14 +10/+5 +4 +9 +9 Sneak Attack +5d6 1 1 0 –
15 +11/+6/+1 +5 +9 +9 1 1 1 –
16 +12/+7/+2 +5 +10 +10 Special Ability 1 1 1 0
17 +12/+7/+2 +5 +10 +10 Sneak Attack +6d6 1 1 1 0
18 +13/+8/+3 +6 +11 +11 1 1 1 1
19 +14/+9/+4 +6 +11 +11 Special Ability 1 1 1 1
20 +15/+10/+5 +6 +12 +12 Sneak Attack +7d6 1 1 1 1
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the paingiver gets a sneak attack bonus from another class the
bonuses on damage stack. Profession (torturer) (Wis; Trained Only)
Abuse Beast (Ex): At 3rd level the paingiver has learned
to use paingiver implements and specialized conditioning tech- This skill encompasses a broad variety of techniques, both
niques to break the will and train a wide variety of beasts. The psychological and physical, to force a helpless target to
paingiver can utilize Handle Animal on magical beasts and speak and answer questions. This skill does not force a target
monstrous humanoids with an Intelligence of up to 6 and with to tell the truth, only to divulge information. Characters use
no more than twice the paingiver’s level in hit dice. The DC other skills to determine veracity. Normal use of this skill
of these checks increases by 10 and the time frame increases to requires a helpless target and access to specialized tools
one month for every week normally required to teach an ani- and equipment.
mal the same trick or train an animal with a purpose. Creatures Check
with 3 intelligence can learn up to 9 tricks, and there is no
limit to the number of tricks which can be taught to a creature A successful check (determined identically to Intimidation
with 4-6 intelligence. Training requires the creature to remain but using the Profession skill check result) indicates the
completely under the paingiver’s control during the training target must talk or make a Will save (DC equal to the
period, either caged, bound, or otherwise kept in captivity and Profession (Torturer) skill check result) to stay silent. For
subjected to ongoing painful conditioning to reduce its will every day of interrogation the target must succeed at a
and enforce obedience. The paingiver must have access to pain- Fortitude save (DC 5) or die. Failing the Profession check
giver implements during this period. by 10 or more indicates dangerous injury to the target and
This ability also allows the paingiver to ignore the usual knocks him unconscious; this increases the Fortitude save DC
penalty when trying to push an animal, magical beast, or mon- to avoid death by 2.
strous humanoid which is wounded or has taken nonlethal or Action
ability score damage. Successful prior application of the pain A check represents a full day of interrogation.
touch ability provides a +5 circumstance bonus to the Handle
Animal check for pushing a creature, although the penalties Try Again
from being sickened remain. Each consecutive day incurs a cumulative -2 penalty
Creatures can be reared from infancy by a skorne with this to the target’s Bluff checks and saving throws. These
ability in order to fully condition them. Such creatures acquire penalties remain until after two full days of rest without
the Skorne Conditioned template. This requires years of interrogation.
dedicated labor until the beast reaches maturity. Up to three
Special
animals of the same kind can be reared at once, but only one
magical beast or monstrous humanoid of the same type can be Along with its use to interrogate specific prisoners, Profession
reared by a single handler. (Torturer) can, given a ready supply of captives, substitute
Poison Use (Ex): By 3rd level paingivers have trained suf- for Gather Information checks to gain general information
ficiently in the use of poison to never risk accidentally poison- about an area. Knowledge (Anatomy) 5 provides a +2 synergy
ing themselves when applying poison to a blade. bonus, Intimidation or Diplomacy 5 provide a single +2
Uncanny Dodge (Ex): At 4th level the paingiver retains synergy bonus, and Sense Motive 5 provides a +2 synergy
his Dexterity bonus to AC (if any) regardless of being caught bonus. These synergy bonuses are cumulative (except
flat-footed or struck by an invisible attacker. (He still loses Diplomacy is not cumulative with Intimidation).
his Dexterity bonus to AC if immobilized.) If the charac- Untrained
ter already has uncanny dodge from another class he gains
Without this skill, interrogations are handled by Intimidation
improved uncanny dodge instead.
skill checks.
Canny Defense (Ex): At 6th, level when not wearing armor
or using a shield, a paingiver adds his Intelligence bonus (if
any) to his Armor Class. If a paingiver is caught flat-footed, or A paingiver must choose and prepare spells ahead of time.
otherwise denied his Dexterity bonus, he also loses this bonus. To learn, prepare, or cast a spell, the paingiver must have an
Spells: Beginning at 7th level a paingiver has become so Intelligence score equal to at least 10 + the spell level. The
attuned to the principles and philosophies regarding the mor- Difficulty Class for a saving throw against a paingiver’s spell
tification of flesh that they gain the ability to cast spells utiliz- is 10 + the spell level + the paingiver’s Intelligence modifier.
ing techniques similar to a mortitheurge. They can cast a small The paingiver can cast only a certain number of spells
number of arcane spells drawn from the paingiver spell list. of each spell level per day. His base daily spell allotment

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appears on the Paingiver Advancement Table. In addition, he makes the paingiver impossible to torture for information,
receives bonus spells per day if he has a high Intelligence score. immune to the pain-driven special strikes of other paingivers,
A paingiver may know any number of spells. He must choose and immune to symbol of pain. His mastery of his will provides
and prepare his spells ahead of time by getting a good night’s the paingiver with a +4 competence bonus to saves to resist
sleep and spending 1 hour in focused meditation. Paingiver enchantment or fear effects.
spell research and training requires access to a body of ana- Beast Discipline (Ex): The paingiver has learned to exer-
tomical texts and occult scrolls which serve a similar purpose cise unequaled control over the tamed and conditioned beasts
to spellbooks used by other arcane casters. Paingivers do not in his charge. He can now handle these animals as a free action
require access to this material as part of their spell preparation and push them as a move action. Additionally, any time a beast
process, but must refer to this body of material for at least one under the paingiver’s control suffers a fear or mind-altering
uninterrupted rest period within a month of spell preparation. effect, he can make a Handle Animal check (DC 25) as a free
Armored Caster (Ex): Paingivers reduce the arcane spell action to completely negate the effect.
failure chance for wearing armor by 20% when casting spells Break Foe (Ex): The paingiver learns how to attempt to
off the Paingiver Spell List. shatter the fighting strength of his adversaries, taking advan-
Necromantic Affinity (Ex): The normal dangers of cast- tage of their distraction to strike a key nerve cluster in combat
ing necromantic spells (IKCG, p. 263, “Dangers of the Dark and cause an explosion of agony. This requires a successful
Arts”) do not apply to paingivers. melee attack with a paingiver implement at a -4 penalty against
Improved Uncanny Dodge (Ex): By 8th level the paingiver a sickened target and the attack must inflict at least 1 damage.
can no longer be flanked, since he can react to opponents If successful, the target must succeed at a Fortitude save (DC
on opposite sides of him as easily as he can react to a single 10 + class level + Intelligence bonus) or become nauseated
attacker. This defense denies rogues the ability to use flank for 2d4 rounds. This ability fails if attempted against a target
attacks to sneak attack the paingiver. The exception to this immune to critical hits or pain.
defense is that an adversary at least four levels higher than the Nerve Strike (Su): The paingiver’s mastery of anatomy
paingiver can flank him (and thus sneak attack him). and pain infliction allows him to force muscle tissue to spasm
If the character gains uncanny dodge from a second class and tear itself apart with the merest brush of a paingiver
the levels from those classes stack to determine the minimum implement. The paingiver can make a touch attack with a pain-
level required to flank the character. giver implement and inflict lethal damage, adding the paingiv-
Lesser Mortitheurgy (Su): Starting at 9th level the pain- er’s intelligence modifier as bonus damage. This ability cannot
giver learns to draw power from injury and bloodshed, tem- affect a target immune to critical hits or immune to pain.
porarily sacrificing vital essence to spontaneously cast arcane Skill Mastery: The paingiver gains such mastery in the
spells. A blade or appropriate bloodletting tool allows the use of certain skills that she can use them reliably even under
paingiver to take a full round action to spontaneously cast adverse conditions. Upon gaining this ability, she selects a
a known spell without losing a prepared spell. This inflicts number of skills equal to 3 + her Intelligence modifier. When
1d8 damage to the paingiver per spell level of the spell cast. making a skill check with one of these skills, she may take 10
Damage is inflicted before casting the spell, and if the pain- even if stress and distractions would normally prevent her from
giver is knocked unconscious, the spell fails. Any effect which doing so. A paingiver may gain this special ability multiple
would prevent the paingiver from taking this damage prevents times, selecting additional skills for it to apply to each time.
this ability from functioning. After any use of this ability the Feat: A paingiver may gain a bonus feat in place of a spe-
paingiver cannot benefit from any magical healing until he has cial ability.
rested for at least 8 hours. Code of Behavior: Paingivers operate under a special mode
If the application of this power reduces the paingiver of employment and service quite different from most skorne
below half of his total hit points he becomes fatigued. If the groups. They have no house affiliation and enforce their own
use of this ability reduces the paingiver to 0 hit points he must internal code. Paingivers offer a service to house leaders con-
make a Fortitude save (DC 15 + spell level of the spell cast) sidered vital and almost sacred, and receive the liberty to enter
or contract the karovoul disease (see Genzoul, p. 70). into negotiations with house leaders who seek to employ them
Special Abilities to interrogate prisoners or prepare beasts for war. Paingivers do
On attaining 10th level and at every three levels thereafter not perform these tasks from a mercenary desire for payment.
(13th, 16th, and 19th) a paingiver gains a special ability of his They serve because they revere Morkaash and seek to emulate
choice from the following options: him by following his ancient philosophies and practices.
Ascetic Mastery (Ex): The paingiver has utterly mastered This does not grant them liberty to exercise their tor-
his own pain response and becomes immune to pain. This ments indiscriminately, but they must focus on the ongoing

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mastery of their skills. A paingiver must exercise self restraint
and dispassion and conduct interrogations and excruciations
exactly to the degree requested by their current employer, no
Mortitheurge (Mrt)
Skorne Character Class
more or less. Discretion forms the most important element of
There is no purer science or more fundamental study than the
the Paingiver Code, as any information learned during their
examination of the link between flesh and spirit. By our art we open the
interrogations must never go to anyone except the paingiver’s
soft shell that encases the mechanisms of the flesh and lay bare its inner
employer at the time of that interrogation. In the course of a
mysteries. Most simpletons cannot see past the crude shell which encases
lifetime of practicing these arts a paingiver will serve a number
them. They believe their self rests in muscles, bones, ligaments, and the
of different houses and is expected to preserve all of their
blood pumped through arteries. This crude and fragile assortment of
internal secrets.
Other than preserving secrets gained in the course of fluids and gristle merely houses the spirit. Open the chest of a still-living
interrogation or other services for a house, a paingiver has no slave, pry back the ribs, and reach down to touch the beating heart with
obligation to obey a house leader and may end service at any your fingertips. Feel it spasm as you clench your fist and know that one
time so long as this does not violate previous sworn promises. small application of pressure can end a life. We require no blade to rend
While paingivers follow a loose hierarchy based on experience skin and no needle to mend it again.
and seniority, each paingiver has liberty to pursue their arts With practice it is remarkable how easy it is to end a life or to extend
without interference. So long as a paingiver brings no shame it. Our power can force the spirit to linger in the body and make brave the
on his peers they experience very little oversight. life essence which would otherwise prove cowardly and flee at the first hint
Ex-Paingivers: Paingivers who fail to live up to their of disruption. Only we fully understand that the power of the will has
code, by violating oaths of discretion, actively working no limits. Our will is paramount, and reality bends as we desire. This is
against other paingivers, or violating agreed terms of service mortitheurgy.
without cause, become anathema. They do not lose abilities —Master Mortitheurge Karzen Moritaan
gained but are henceforth unable to advance as a paingiver.
Other paingivers will hunt down and capture ex-paingivers to
administer punishment for violations. In cases of light infrac-
tions punishment may suffice to reinstate a paingiver. More
serious cases leave offenders forever marked. Punishments
Description
Mortitheurges come to their arcane powers by a unique blend
include: torture, maiming (severing fingers, toes, hands, of philosophy, the study of anatomy, and deep insight into the
or feet), permanent branding, and possibly execution after fundamental nature of the power inherent in the processes of
extended torture.Paingiver Spell List life and death. Mortitheurges understand that blood and living
1st level — cause fear, chill touch, daze monster, deathwatch, inflict tissue have an innate power they can tap and harness. While a
light wounds, endure elements, expeditious retreat, longstrider, ray of mortitheurge bears superficial similarities to a western necro-
enfeeblement mancer, they arrive at their magic through different means and
2nd level — blindness/deafness, contagion, darkness, daze monster, do not suffer some of the same limitations. They learn how to
death knell, false life, flesh knitting(2), ghoul touch, inflict moderate wounds, enhance their magic by mortifying their own bodies as well as
resist energy, touch of idiocy drawing on the life forces of enemies to bolster their allies and
3rd level — deep slumber, fighting spirit (2), haste, hold person, empower them to fight past the limits of death.
inflict serious wounds, poison, rage, ray of exhaustion, reveal souls (1), Adventurers: Most commonly mortitheurges venture out-
slow, vampiric touch side dusty libraries and laboratories in search of knowledge.
4th level — blight, charm monster, confusion, crushing despair, ener- True mastery of these arts requires testing one’s limits on
vation, fear, inflict critical wounds, neutralize poison living flesh. Some mortitheurges aspire to lead a house and
utilize their magic to ensure dominion over their peers, but
these individuals must prove themselves in battle to com-
mand respect.
Alignment: Mortitheurgy is a dark study requiring the
practitioner to siphon the forces of life and draw arcane
power from those around him. Those who practice this art
invariably become clinically detached and regard other living
things as expendable resources. Mortitheurges of any power
are evil by western standards. Most mortitheurges practice
self-discipline while others are more temperamental.
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Mortitheurges in Immoren
All Immorese mortitheurges are part of the Skorne Empire, but
While mortitheurges may practice any skorne religious phi-
losophy, those seeking mastery follow Voskune’s principles.
arise from a variety of backgrounds. This magical tradition has
no relation to arcane practices in the west. Learning this skill
requires complete immersion in skorne philosophies and teach-
Game Rule Information
Abilities: Intelligence determines how powerful a spell a
ing. Mortitheurgy has a sacred connotation inextricably linked to
mortitheurge can cast and how hard those spells are to resist.
ancestor worship and the control of ruling houses. Even among
Mortitheurgy can be very strenuous to the body, so Constitution
skorne, only those of proven worth, station, or exceptional apti-
is helpful.
tude find welcome in these circles.
Alignment: Mortitheurges may start as any non-good
Two castes regularly learn mortitheurgy. One comprises
alignment.
dedicated arcane specialists chosen for intelligence who devote
Race: Any skorne.
their lives to mastering and controlling the energies of flesh
Hit Die: d6
and spirit. Such individuals represent rare assets to their houses,
Starting Gold: 5d4 x 10 (125 gp)
eventually learning higher mortitheurgy for the battlefield to
push soldiers past their mortal limits while sapping the strength Class Skills
of their enemies. The other initiates of these arts come from The mortitheurge’s class skills (and the key ability for each)
the leaders and heirs of skorne houses. They learn to utilize are: Concentration (Con), Craft (Int), Decipher Script (Int),
these powers to bolster their martial prowess and focus on con- Diplomacy (Cha), Heal (Wis), Knowledge (all), Profession
trolling house warbeasts and soldiers. House leaders and heirs (Wis), Spellcraft (Int)
divide their time between these arts and a martial tradition.

Mortitheurge Advancement Table


Class Base Attack Spells by Level
Level Bonus Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +0 +2 Armored Caster, 3 1 – – – – – – – –
Necromantic Affinity,
Mortitheurgy
2 +1 +3 +0 +3 3 2 – – – – – – – –
3 +2 +3 +1 +3 3 2 1 – – – – – – –
4 +3 +4 +1 +4 Bonus feat 3 2 2 – – – – – – –
5 +3 +4 +1 +4 Mortification 3 2 2 1 – – – – – –
6 +4 +5 +2 +5 3 3 2 2 – – – – – –
7 +5 +5 +2 +5 Moral Detachment 3 3 2 2 1 – – – – –
8 +6/+1 +6 +2 +6 3 3 3 2 2 – – – – –
9 +6/+1 +6 +3 +6 3 3 3 2 2 1 – – – –
10 +7/+2 +7 +3 +7 Greater Mortitheurgy 3 3 3 3 2 2 – – – –
11 +8/+3 +7 +3 +7 3 3 3 3 2 2 1 – – –
12 +9/+4 +8 +4 +8 Bonus feat 3 3 3 3 3 2 2 – – –
13 +9/+4 +8 +4 +8 3 3 3 3 3 2 2 1 – –
14 +10/+5 +9 +4 +9 3 3 3 3 3 3 2 2 – –
15 +11/+6/+1 +9 +5 +9 3 3 3 3 3 3 2 2 1 –
16 +12/+7/+2 +10 +5 +10 3 3 3 3 3 3 3 2 2 –
17 +12/+7/+2 +10 +5 +10 3 3 3 3 3 3 3 2 2 1
18 +13/+8/+3 +11 +6 +11 3 3 3 3 3 3 3 3 2 2
19 +14/+9/+4 +11 +6 +11 3 3 3 3 3 3 3 3 2 2
20 +15/+10/+5 +12 +6 +12 Bonus feat 3 3 3 3 3 3 3 3 3 2

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Skill Points at 1st Level: (2 + Int modifier) x 4. appears on the Mortitheurge Advancement Table. In addition,
Skill Points at Each Additional Level: 2 + Int modifier. he receives bonus spells per day if he has a high Intelligence
score. A mortitheurge may know any number of spells. He
Class Features must choose and prepare his spells ahead of time by get-
All of the following are features of the Mortitheurge class: ting a good night’s sleep and spending 1 hour in focused
Weapon and Armor Proficiency: Mortitheurges are pro- meditation. Mortitheurge spell research and training requires
ficient in all simple weapons and a martial weapon of their access to a body of occult tomes and scrolls which serve a
choice. Mortitheurges are proficient with light armor. similar purpose to spellbooks used by other arcane casters.
Spells: A mortitheurge casts arcane spells drawn from the Mortitheurges do not require access to this material as part
mortitheurge spell list. A mortitheurge must choose and pre- of their spell preparation process but must refer to this body
pare spells ahead of time. To learn, prepare, or cast a spell, the of material for at least one uninterrupted rest period within a
mortitheurge must have an Intelligence score equal to at least month of spell preparation.
10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st Armored Caster (Ex): Mortitheurges reduce the arcane
level spells, and so forth). The Difficulty Class for a saving spell failure chance for wearing armor by 20% when casting
throw against a mortitheurge’s spell is 10 + the spell level + spells off the Mortitheurge Spell List.
the mortitheurge’s Intelligence modifier. Necromantic Affinity (Ex): The normal dangers of cast-
The mortitheurge can cast only a certain number of spells ing necromantic spells (IKCG, p. 263, “Dangers of the Dark
of each spell level per day. His base daily spell allotment Arts”) do not apply to mortitheurges.
Mortitheurgy (Su): The mortitheurge can draw power
from injury and bloodshed, temporarily sacrificing vital
essence to spontaneously cast arcane spells. A ready blade
or appropriate bloodletting tool allows the mortitheurge
to take a full round action to spontaneously cast a known
spell without losing a prepared spell. This inflicts 1d6
damage per spell level of the spell cast (1 damage to cast
a 0-level spell) to the mortitheurge. Damage is inflicted
before casting the spell, and if the mortitheurge is knocked

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unconscious the spell fails. Any effect which would prevent Reduction in hit points by this power results in similar
the mortitheurge from taking this damage prevents this abil- consequences as the use of mortitheurgy (fatigue, risk of con-
ity from functioning. After any use of this ability the mor- tracting the karovoul disease).
titheurge cannot benefit from any magical healing until they Moral Detachment: By 7th level the mortitheurge has so
have rested for at least 8 hours. steeped himself in the energies of death that he can no longer
If the application of this power reduces the mortitheurge empathize with the living. If the mortitheurge is a neutral
below half of his total hit points he becomes fatigued. If the alignment, the mortitheurge’s alignment moves one step toward
use of this ability reduces the mortitheurge to 0 hit points he evil. For example, a lawful neutral mortitheurges would become
must make a Fortitude save (DC 15 + spell level of spell being a lawful evil mortitheurge.
cast) or contract the karovoul disease (See Genzoul, p. 70). Greater Mortitheurgy (Su): At 10th level the mor-
Whenever a mortitheurge dies there is a chance (2% per titheurge gains the ability to utilize the life essence of oth-
mortitheurge level) that he will rise again as a genzoul in ers to fuel his spells rather than suffering damage personally.
1d6+1 days unless the body is burned or otherwise com- Having both a blade or appropriate bloodletting tool and a
pletely destroyed. helpless or willing subject allows the mortitheurge to take a
Bonus Feats: At 4th, 12th, and 20th level, a mortitheurge full round action to spontaneously cast a known spell without
gains a bonus feat. At each such opportunity, he can choose a losing a prepared spell. This inflicts 1d8 damage per spell level
metamagic feat, an item creation feat, or Spell Mastery. The of the spell cast (1 damage to cast a 0-level) to the subject.
mortitheurge must still meet all prerequisites for a bonus feat. Damage is inflicted before casting the spell, and if the subject
Mortification (Su): The 5th level mortitheurge gains the is knocked unconscious or killed the spell fails. Any effect
ability to draw on his life essence to amplify the power of his which would prevent the subject from taking this damage pre-
spells. As a free action, the mortitheurge can suffer nonlethal vents the ability from functioning. After any use of this abil-
damage to spontaneously gain the benefits of a metamagic ity the mortitheurge and his subject cannot benefit from any
feat without having prepared a spell with a higher level spell magical healing until they have rested for at least 8 hours.
slot. The mortitheurge must possess the respective metamagic
feat and have access to the spell level which he would nor-
mally require to prepare the spell with the metamagic feat. For
example, a 4th level mortitheurge casting a 1st level spell could
Mortitheurge Spell List
0 level — arcane mark, daze, detect magic, detect poison, disrupt
spontaneously apply the Silent Spell metamagic feat, but not undead, inflict minor wounds, mending, read magic, touch of fatigue
the Empower metamagic feat since he does not have access to 1st level — cause fear, charm person, chill touch, daze monster, death-
3rd level spells. watch, detect animals or plants, detect undead, inflict light wounds, endure
The caster immediately suffers 1d8 nonlethal damage for elements, expeditious retreat, hypnotism, grease, jump, longstrider, ray of
each spell level required by the metamagic feat. Damage is enfeeblement, sleep
inflicted before casting the spell, and if the mortitheurge is 2nd level — bear’s endurance, blindness/deafness, bull’s strength,
knocked unconscious the spell fails. Any effect which would cat’s grace, contagion, darkness, darkvision, daze monster, death knell, detect
prevent the mortitheurge from sustaining this damage also pre- thoughts, false life, flesh knitting(2), fog cloud, ghoul touch, identify, inflict
vents the ability from functioning. After any use of this ability moderate wounds, resist energy, see invisibility, spectral hand, touch of idiocy,
the mortitheurge cannot benefit from any magical healing until warp wood
he has rested for at least 8 hours. 3rd level — arcane sight, dispel magic, deep slumber, fighting spirit
This ability can only apply a single metamagic feat to any (2), gentle repose, halt undead, haste, heroism, hold person, inflict serious
spell, although the ability can apply to a spell already pre- wounds, keen edge, poison, protection from energy, rage, ray of exhaustion,
pared with a different metamagic feat. For example, a 15th remove paralysis, reveal souls (1), slow, suggestion, vampiric touch
level mortitheurge chooses to prepare enervation with Silent 4th level — bestow curse, blight, charm monster, confusion, crushing
Spell, taking up a 5th level spell slot. When casting the spell, despair, enervation, fear, inflict critical wounds, lesser restoration, locate crea-
the mortitheurge chooses to apply the Maximize metamagic ture, neutralize poison, remove curse, remove disease, repel vermin, speak with
feat to the spell, which uses a spell slot 3 levels higher. The dead, stoneskin, wraith (1)
mortitheurge chooses to inflict nonlethal damage on himself 5th level — break enchantment, cloudkill, death ward, dominate
to apply this metamagic feat and suffers 3d8 nonlethal dam- person, feeblemind, hold monster, inflict light wounds mass, magic jar, mind
age after casting the spell. fog, permanency, remove blindness/deafness, slay living, stay the void (2),
This ability can apply to spells cast by mortitheurgy. For symbol of sleep, symbol of pain, waves of fatigue
example, a cloudkill spell cast by mortitheurgy and Maximized 6th level — analyze dweomer, antilife shell, bear’s endurance mass,
with mortification inflicts 8d8 nonlethal damage on the caster. bull’s strength mass, cat’s grace mass, circle of death, dispel magic greater, eye-

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bite, inflict moderate wounds mass, flesh to stone, geas/quest, harm, heroism Casting Time: 1 standard action
greater, stone to flesh, symbol of fear, symbol of persuasion, transformation Range: Close (25 ft. + 5 ft./2 levels)
7th level — arcane sight greater, disintegrate, finger of death, hold
Target: Caster + one creature/level, no two of which can be
person mass, inflict serious wounds mass, insanity, power word blind, spell
more than 30 ft. apart
turning, symbol of stunning, symbol of weakness, vision, waves of exhaus-
tion Duration: 10 min./level
8th level — charm monster mass, destruction, horrid wilting, inflict Saving Throw: Fortitude negates (harmless)
critical wounds mass, mind blank, power word stun, symbol of death, sym- Subjects under the influence of this spell gain a +4
bol of insanity, temporal stasis, trap the soul morale bonus to fear effects, and can make a fresh saving
9th level — dominate monster, energy drain, hold monster mass, throw to resist if already under the influence of a fear effect
power word kill, soul bind, wail of the banshee when this spell is cast. Subjects automatically become stable
(1) IKCG spell if reduced to between -1 and -9 hit points and may act as
(2) New spell (below) if disabled rather than dying. When reduced to negative
hit points subjects can take either a single move or standard
action each turn, but not both, and cannot take a full round
New Spells action. Subjects in this condition can take a move action
Flesh Knitting without further injuring themselves. If performing any stan-
dard action (or any other action deemed as strenuous, such
Necromancy
as casting a quickened spell), subjects take 1 point of dam-
Level: Mrt 2 age after completing the act. Subjects reaching -10 hit points
Components: V, S immediately die. When this spell expires subjects at -1 to -9
Casting Time: 1 standard action hit points fall unconscious but remain stabilized.
Unwilling targets can negate the spell’s effects by making
Range: Touch
a Fortitude save or with spell resistance.
Target: Creature touched
Duration: Instantaneous
Stay the Void
Saving Throw: Special (see text), Fortitude negates (harmless)
Necromancy
Spell resistance: Yes
Level: Mrt 5
When laying your hand upon an injured living creature,
Components: V, S
you can manipulate its life essence to lessen the severity of
wounds but risk having the injury transferred to yourself. This Casting Time: 1 standard action
spell converts normal damage into nonlethal damage. You Range: Close (25 ft. + 5 ft./2 levels)
determine how many hit points are converted, up to 10 + your Target: Caster + One creature/level, no two of which can be
current hit points. You must immediately make a Fortitude more than 30 ft. apart
saving throw (DC 10 + 1 per hit point converted) or suffer
Duration: 1 min./level
nonlethal damage equal to the number of hit points converted.
If you fail the save by more than 5, this damage is normal. Saving Throw: Fortitude negates (harmless)
For example, a 3rd level mortitheurge at 4 current hit points This spell renders subjects immune to fear effects; if
out of a total of 15 casts flesh knitting on himself, converting already under the influence of a fear effect when this spell
11 damage to nonlethal. He fails a Fortitude save (DC 13) is cast, the effect is negated. This spell enables subjects to
by 3 and suffers 11 nonlethal damage, exceeding his current automatically become stable, remain conscious, and move and
hit points by 7 and knocking him unconscious. In 3 hours he perform actions if reduced to between -1 and -29 hit points.
heals 9 nonlethal damage and regains consciousness. When reduced to -1 to -9 hit points, the subject incurs no
penalties and can act normally. When reduced to -10 to -29
hit points, the subject incurs a -2 penalty to Strength and
Fighting Spirit Dexterity and can neither run nor charge but can otherwise
Necromancy act normally. Subjects brought to -30 hit points immediately
Level: Mrt 3 die. Subjects at lower than -9 hit points immediately die
Components: V, S when the spell expires.

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Extoller (Ext)
Skorne Prestige Class
We alone have the privilege and the burden of conveying
the will of the ancestors. We act as their voice among the
living and a bridge by which they bring their wisdom and
power against the enemies of our house. Ours is a sacred
calling; we hear the summons of our ancestors to serve. We
ensure that none forget the great deeds of our progenitors.
We preserve new heroes as they emerge in battle and fall on
the blades of their enemies. We rescue them from the Void and
preserve their legacy for future generations of our house.
Without our efforts, death would encompass nothing but
ashes and loss with the essence of even our greatest figures consigned
to endless oblivion. Some believe we choose the exalted. No. They are
revealed to us when their spirits shine brightly to our oculus. Our task is
to preserve such heroes when their nature is unveiled amid the gore of battle.
—Aptimus Kalveshex

Description
Some few among those who learn the dark arts of mor-
titheurgy feel drawn to the art’s underlying philosophy and
spiritualism. These individuals answer a call to follow the great
ancestors who discovered the very essence of immortal spirit.
By joining the extoller ranks they enter into a sacred compact
to execute their office as intermediaries and liaisons between
exalted ancestors and their descendants.
Mastering these arts brings certain abilities and powers,
including the ability to see manifestations of spirit. Where
mortitheurges focus on the fundamentals of flesh, extollers
tap into immortal essence. Their power, while arcane, accesses
powers ordinarily only available to those who touch the
divine. Extollers keep tight-lipped about their practices and
have a reputation for secrecy. Some believe the very process of
interacting with the exalted breeds insanity. One cannot easy
tell if the curses inflicted by an extoller come from an infuri-
ated ancestor or the extoller’s own thirst for vengeance.

Extollers in Immoren
The skorne do not worship gods, but the extollers represent
the closest thing in their society to clergy and receive rev-
erence from the pious. Though rooted in skorne nec-
romancy, their magic taps into the divine power
of ancestral spirits. The skorne entrust
extollers with communicating with the
great ancestors from past ages and pass-
ing down their wisdom and admonish-
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ments. Exalted ancestors, their minds changed forever by crystal- Diplomacy (Cha), Heal (Wis), Knowledge (all), Profession
lization into sacral stones, rarely communicate clearly. Extollers (Wis), Spellcraft (Int).
require considerable training and study of history, ancient lan- Skill Points at Each Level: 2 + Int modifier
guages, and the proper protocols to interact with exalted spirits
and understand them. This esoteric study commands great respect
Class Features
in skorne society, though outsiders do not understand it. Weapon and Armor Proficiencies: Extollers do not gain any
Extollers belong to a distinct class of privileged intellectu- weapon or armor proficiencies. Like mortitheurges, they prefer
als above even the respected mortitheurges. Few among the light armor as heavier armor interferes with the somatic compo-
skorne reach so high a status without belonging to the martial nents of their spells.
caste. Extollers remain members of their house and serve as Spells: When a character gains a new extoller level he gains
a liaison to the house’s ancestors. Their standing among their new spells per day as if he had also gained a level in any one
peers depends upon the strength of their house and their arcane spellcasting class that he belonged to previously. He
access to the exalted. An extoller serves his house by witnessing does not gain any other benefits a character of that class would
times of accomplishment or great battles in the hopes of pre- have gained. Extollers have access to spells from the Extoller
serving noted heroes after death as the exalted. Spell List in addition to the spells on the Mortitheurge Spell
List. Spells from the Extoller Spell List gain the benefits of
the mortitheurge armored caster ability.
Game Rule Information
Hit Die: d6
Ritual of the Oculus (Sp): No character may join the
extoller prestige class without undertaking this ritual which
Requirements requires the hopeful to sacrificially excise one of his eyes.
To qualify to become an extoller, a character must fulfill all The aspiring extoller must remain conscious while the eye
the following criteria. is removed and must succeed at a Fortitude save (DC 12)
Religion: Must be a follower of Voskune, Ishoul, Kaleed, or die. If the aspiring character lives, other extollers replace
or closely related descendant schools. the eye with a specially prepared smooth crystal orb (costing
Skills: Diplomacy 5, Knowledge (skorne ancestors) 10, ~1000 gp).
Knowledge (arcana) 10 With the oculus in place, the extoller lives permanently
Spells: Able to cast 4th level mortitheurge spells. under the influence of reveal souls and deathwatch. This ability
Feats: Great Fortitude functions as a cone-shaped emanation to a range of 120 feet.
Special: Must undertake the Ritual of the Oculus, super- Prepare Sacral Stone (Ex): Extollers learn the techniques to
vised by an extoller with at least 4 levels in the prestige class. craft and prepare a sacral stone suitable to contain the soul of
an exalted. The stone thus crafted is an empty receptacle capable
Class Skills of attracting and containing the soul of a slain skorne under
The extoller’s class skills (and the key ability for each skill) special circumstances. Each stone can only contain a single soul
are Concentration (Con), Craft (Int), Decipher Script (Int), and crystallizes when it acquires one, undergoing a permanent

Extoller Advancement Table


Class Base Attack
Level Bonus Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Ritual of the Oculus, Prepare Sacral Stone +1 level of existing class
2nd +1 +0 +0 +3 Audience with the Dead, Exalted Dialog +1 level of existing class
3rd +1 +1 +1 +3 Bonus Feat +1 level of existing class
4th +2 +1 +1 +4 Ancestral Conduit +1 level of existing class
5th +2 +1 +1 +4 Bonus Language +1 level of existing class
6th +3 +2 +2 +5 Spirit Siege +1 level of existing class
7th +3 +2 +2 +5 Bonus Feat +1 level of existing class
8th +4 +2 +2 +6 Bonus Language +1 level of existing class
9th +4 +3 +3 +6 +1 level of existing class
10th +5 +3 +3 +7 Direct Intercession +1 level of existing class
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transformation (see “Sacral Stones”, p. 236). Crafting a sacral Bonus Language (Ex): At 5th and 8th level, the extol-
stone requires a quantity of pure obsidian, often embellished ler gains the knowledge of a bonus extinct language from the
with metal bands, set with other decorative stones, and otherwise study of ancient texts and tomes.
adorned. The cost incurred in preparing a sacral stone deter- Spirit Siege (Su): At 6th level the extoller has learned
mines the strength of the soul it can contain. Every 300 gold to manipulate the very essence of his enemies. A beam of
pieces spent preparing the stone adds 1 hit die to its limit. For flickering light flashes from his oculus to strike his target
example, preserving a 20 hit die skorne in a sacral stone would and wrench at their spirit from a distance to cause pain and
require a stone costing at least 6,000 gp. Extollers sometimes agony resulting in actual physical injury. This prompts a hor-
prepare particularly large and ornate stones for house lords or rendous muscle spasm throughout the victim’s body. As a
significant individuals within a house. These stones can power standard action the extoller may sacrifice a prepared spell of
exceptionally potent skorne enchanted items. 1st level or higher to make a melee touch attack against any
Audience with the Dead (Su): At 2nd level the extoller living target he can see within 60 feet. If the attack hits, the
gains the ability to gather information from the corpses of target takes 1d6 negative energy damage per spell level sacri-
the dead. ficed + the target’s Strength modifier, if any. The ability of
Once per day the extoller can question a corpse. After the extoller to see a target’s spirit does not require light, and
spending 10 minutes concentrating the extoller may ask up darkness or similar effects do not block it. Intervening barriers
to one question per two caster levels. The corpse’s knowledge or obstructions do block this ability.
is limited to what the creature knew during life, including Direct Intercession (Su): At 10th level the extoller can
the languages it spoke. Answers are usually brief, cryptic, or entreat an exalted spirit to lend direct intercession. Direct
repetitive, and the body must be mostly intact to respond. Intercession is rare, prompting a great ancestor to expend
This does not let the extoller actually speak to the soul of the considerable effort and personal energy to influence events
corpse. It instead draws on the imprinted knowledge stored in through the extoller as its liaison.
the corpse. The corpse cannot learn new information. This Calling a direct intercession requires the extoller to be
communication causes the crystal orb to glow dimly during within 100 feet of the sacral stone of the entreated ancestral
the communication. No one but the extoller can hear answers spirit. Preparing for this ability requires the ancestral spirit
given by the dead. to have a helpful attitude toward the extoller and requires a
Exalted Dialog (Su): At 2nd level the extoller gains his Diplomacy check (DC 50). This dialog can take place up to
most important signature ability. He may enter into commu- one day before the event requiring the intercession.
nication with an ancestral spirit when in close proximity (20 Only ancient or venerable exalted ancestors can intercede
feet) to its sacral stone. As a full round action the extoller can and will do so no more than once per decade. After an ances-
communicate with ancestral spirits preserved in sacral stones. tor has interceded it will not answer any exalted dialog for at
When using Exalted Dialog, an extoller communicates directly least one year. Before gaining the benefits of this ability the
with the ancestral spirit. The extoller must understand and extoller must make a Will save (DC 15 + 1 per 100 years of
speak a language known by the ancestor. the ancestral spirit’s age). Failure means the spirit takes control
Bonus Feats: At 3rd and 7th level an extoller gains a bonus of the extoller’s body for up to 24 hours or until it deems its
feat. He can choose a metamagic feat or an item creation feat. intercession finished. During intercession the extoller serves
The extoller must still meet the feat’s prerequisites. as a vessel for the ancestor, which bestows a +4 divine bonus
Ancestral Conduit (Su): By 4th level the extoller can serve to all attributes, 6d6+6 temporary hit points, all the benefits
as a temporary conduit for an ancestral spirit if he has its of foresight, and allows the extoller to receive an automatic 20
sacral stone on his person. They generally use this to allow the on every skill check or saving throw during the intercession.
ancestral spirit to speak through the extoller to others. In this During the duration the extoller heals 10 points of nonlethal
fashion extollers can communicate the will of the ancestors. damage every round. Direct intercession lasts for no longer
Their oculus glows silver at this time to indicate a connection than one day but will immediately end if the event for which
with the ancestor. the extoller invoked it resolves.
As a full round action ancestral conduit allows the extol- During this time the extoller’s crystal orb glows with bright
ler to bestow curse upon a single target within 30 feet. They can silver light. An extoller who serves as the vessel of a direct
only use this ability safely once per day per ancestor. After intercession cannot do so again for at least one year. The extol-
serving as a conduit an extoller must make a Fortitude save ler falls unconscious and cannot be roused for 24 hours imme-
(DC 15) or become nauseated for 10 minutes. Attempting to diately after serving as a vessel for intercession.
use this power more often has a cumulative 10% chance of the
curse affecting the extoller in addition to the target.

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Exalted Dialogs
Gaining meaningful information from an ancestor requires an extended conversation, spiritual formalities, and ceremony.
Ancestral spirits resent contact with the living and require persuasion to engage in a dialog. Particularly ancient and revered
ancestors require the additional time and effort of developing a relationship over months or years. Once an extoller has
established such a relationship, he can ask the ancestor questions or petition them for advice or intercession. Even great
ancestors are not omniscient nor always cooperative, so their aid is not guaranteed.
Successful communication with an ancestral spirit requires the spirit to have a friendly or better attitude toward the
extoller. This requires Diplomacy. A Diplomacy check may only increase an ancestor spirit’s attitude once regardless
of its result. Failing this check by 5 or more decreases the attitude one step lower. If already hostile, the DC increases
cumulatively by 5 for every failure until a diplomacy check succeeds.
Ancestor Type Initial Attitude
Revered Companion, Recent Exalted Indifferent
Ancient Exalted (>500 years dead) Unfriendly
Venerable Exalted (>1000 years dead) Hostile

Ancestor Attitude Modifiers


Condition Check DC/Modifier
Ancestor died within the last decade -2
Each 100 years the ancestor has been dead +1
Increased time spent establishing a relationship (1) -5/increment
Failure to wait long enough before contacting ancestor again +5 to +20
Spending a week before contact researching this ancestor -2 to -6
Using the preferred native language of the ancestor -2
Extoller is a direct blood descendant of the ancestor -5
(1) Time increment increases are: 1 minute to 10 minutes, 10 minutes to 1 hour, 1 hour to 1 day, 1 day to 1 week, 1 week to
1 month, 1 month to 1 year, 1 year to 10 years

Supernatural Aid
Beyond questioning an ancestral spirit for basic information or lore from their life, extollers may request supernatural
aid. Because of their peculiar state of existence, the Exalted sometimes have access to information beyond their direct
experience. Requesting this type of information requires the spirit to have a helpful attitude toward the extoller. Ancestors
will refuse to provide this type of assistance more frequently than listed below. Use the rules for augury, divination, legend lore,
or vision to handle answers to these queries depending on the type of ancestral spirit questioned.

Ancestor Capability Chart


Minimum
Ancestor Type Answer Conveyed As Communication Interval
Revered Companion Augury 1 day
Exalted Divination 1 week
Ancient Exalted (>500 years dead) Legend Lore 1 month
Venerable Exalted (>1000 years dead) Vision or Discern Location 1 year

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Sacral Stones
Specially prepared and carved pieces of polished obsidian, sacral stones preserve the souls of honored skorne from falling
into the “Void”, a state of oblivion every skorne dreads to face, after death. Empty sacral stones appear as regular carved
obsidian that radiate a faint aura of necromantic magic. Souls within sacral stones cannot ordinarily communicate with
mortals by any means other than exalted dialog. The spirits inside sacral stones change over time and can become cryptic
and even belligerent. Every ancestor has a different temperament, but most resent repeated contact and do not have a
normal perception of the passage of time.
Empty sacral stones naturally attract freshly slain skorne souls if in close proximity (within 10 feet) but require special
rituals to attract a soul from further away. Extollers wrap empty stones in cloth treated with a mixture of rare oils
and then encase this inside metal-lined enclosures to prevent empty sacral stones from attracting stray souls before
their time.
When a soul enters a suitable sacral stone (sufficient to contain the HD of the formerly living skorne) it crystallizes,
transforming permanently. The obsidian changes to a black or red hardened glass and glows dimly. Only destroying the
sacral stone can release the soul within and this drives the ancestral spirit insane (see Kovaas, p. 102). An empty sacral
stone is relatively fragile, with a Hardness of 2 and 1 hp per potential hit die. Once crystallized a sacral stone becomes
supernaturally durable, with Hardness 11 and 5 hp per hit die of the soul within. Crystallized sacral stones emanate a
strong aura of necromantic magic.
Sacral stones come in a variety of sizes primarily related to the status of the ancestor contained and the wealth and
influence of the house commissioning the stone. Larger sacral stones imply great status and wealth. Some sacral stones take
the form of enormous monuments comprised of priceless oversized pieces of obsidian. Many stones are decorated with metal
bands, runes, and are carved into specific ceremonial shapes.
Houses commonly entrust an extoller with a fragment of a lesser sacral stone containing a recent ancestor, if available.
This often contains the spirit of a revered companion, such as those gathered by an ancestral guardian, rarely a full exalted.
Extollers will set this stone in an amulet, a breastplate, or occasionally a shield or weapon. Even the most humble stones
confer power equivalent to +1 enchantment on such an item. On an amulet this represents a +1 deflection bonus to AC,
while armor and weapons receive a +1 enhancement bonus. More significant sacral stones possess greater powers, some
requiring time and communication with the ancestor activate.
Any sacral stone entrusted to an extoller can act as a divine focus for spells that require one. This only applies to sacral
stones containing an extoller’s blood ancestor.
The presentation of such a stone occurs at a formal ceremony undertaken at any point after the extoller has undergone
the Ritual of the Oculus. It requires proven service, and more commonly takes place after achieving at least 2nd level or
higher as an extoller.

Ancestral Spirits
A spirit crystallized in a sacral stone it is referred to as an “ancestral spirit” or “ancestor” even if the spirit is freshly expired
and therefore not technically an ancestor of those currently alive. Extollers classify ancestral spirits into four loose
categories representing their power, age, and influence:
Revered Companion – These are the spirits of lesser individuals preserved in battle, generally by ancestral guardians, and
are not considered full exalted.
Full Exalted – These revered spirits receive the honor of full exaltation for great deeds performed in life, particularly
on the battlefield.
Ancient Exalted – A fully exalted spirit crystallized for at least five hundred years, these spirits are more difficult to
interact with and their minds have begun to change.
Venerable Exalted – These extremely ancient exalted have been crystallized for a thousand years or more.

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Skorne Classes
Extoller Spell List Skorne Magic Items
Skorne do not create wands, but may take other magic item cre-
(combined with Mortitheurge Spell List)
ation feats. All permanent skorne magic items require the use of
0 level — guidance, resistance
a sacral stone or the fragment of a sacral stone. This is included
1st level — bane, bless, command, doom, sanctuary
in the cost of the magic item and is a normal part of the item
2nd level — calm emotions, shatter, status
fabrication process. Certain particularly powerful items may
3rd level — bestow curse, invisibility purge
require particularly powerful or ancient sacral stones.
4th level — discern lies, sending, stone shape
5th level — atonement, command greater, true seeing
6th level — animate objects
7th level — control weather
8th level — repel metal or stone
9th level — implosion

I must say I was utterly shocked to find that the skorne


claimed no gods, not even a single simple one like the less
civilized races. How were they created, one wonders?
Instead they revere their own ancestors with a, dare I say it,
religious fervor rarely seen in the West these days beside that of
the Protectorate. Somehow, despite their race being hopelessly
forsaken by all things divine, they have managed to thrive even
in the harshest of climes. I shudder to think what foul misery
the invading skorne might unleash if they ever gain a taste for
western religion and power. Let us hope they do not twist our
religions to their will like they do all else.
Morrow preserve us if they do.
—V P

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Jason Andresen (order #1578489) 9
Jason Andresen (order #1578489) 9
Open Game License
OPEN GAME LICENSE Version 1.0a

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15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The following items are designated Product Identity as defined in Section 1(e) of the Open Gaming License Version 1.0a, are subject to the conditions set
forth in section 7 of the OGL, and are not Open Content: Iron Kingdoms, IK, WARMACHINE®, HORDES, Privateer Press, all artifacts, creatures, characters,
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and
graphics, photographic and other visual or audio representations, names and descriptions of characters, new spells, new enchantments, personalities, teams,
personas, likenesses and special abilities, places, locations, environments, new creatures, new equipment, new magical or supernatural abilities or effects, logos,
symbols or graphic designs, and any other trademark contained in the following books and articles: Witchfire Trilogy: The Longest Night, Witchfire Trilogy:
Shadow of the Exile, Witchfire Trilogy: Legion of Lost Souls, Monsternomicon Volume I: Denizens of the Iron Kingdoms, Lock & Load: Iron Kingdoms Character
Primer, Iron Kingdoms Character Guide: Full Metal Fantasy Volume One, Iron Kingdoms World Guide: Full Metal Fantasy Volume Two, The Monsternomicon
Volume 1: Denizens of the Iron Kingdoms V3.5, Liber Mechanika, Witchfire Trilogy Collected Edition, Five Fingers: Port of Deceit, Monsternomicon Volume II:
The Iron Kingdoms and Beyond, and all issues of No Quarter Magazine.

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“The invasion of the skorne and the blighting of the frozen north are events that have
brought the terrors of the wilderness to our doorstep. If there is one lesson you will
learn from this book, it is that you were never safe cowering behind lock and key. The
shadows bumping in the night have grown long and bold. They openly stalk even the
bravest men of the kingdoms. An ignorant man is a dead man, and sometimes it takes
more than just a bigger gun. Arm yourself with knowledge, and buy my book!”
—Professor Viktor Pendrake

Discover the most dangerous and deadly creatures known to the Iron Kingdoms™
in this tome of over 50 monsters for Iron Kingdoms role-playing.

Read Professor Viktor Pendrake’s journey to eastern Immoren and explorations


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trove for the Iron Kingdoms enthusiast. With this book you will:

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• Behold the entirety of Immoren with a brilliantly illustrated full-color poster map.
• Run an entire campaign in the Skorne Empire with three new character classes.
• Challenge characters of many levels with fearsome creatures exhaustively
detailed by the Iron Kingdoms’ foremost expert, Professor Viktor Pendrake.
This product is compatible with the 3rd edition
and revised 3rd edition rules under the open gaming license.

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Jason Andresen (order #1578489) 9

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