Swamp Barracuda

Brinebeast's page

Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. 647 posts. No reviews. No lists. 1 wishlist.


1 to 50 of 228 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Erik Mona wrote:
Participants in this thread should check out the third Myth-Speaker adventure, available now.

I definitely checked it out and loved all the Casmaron goodies!!!


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wander if some of the changes for Pathfinder Society will allow for annual hardcover compilations. I think it would be nice to have each season as a hardcover. I also get that this would be a bonus for those of us who like print media and isn't really necessary for Society play. But it would be nice to have a hardcover for each season.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I hope this improves the chance for older Adventure Paths to get compiled into a hard cover. I understand that still takes a whole lot of work, but I would love to see an updated Second Darkness.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Oh that's a lot of fun! A highly competent secret society hiding within a publicly society that is known for being broadly incompetent.


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Under the Spoiler Tag is a very deep dive into all things Thuvia.

Randomly I decided to research all things Thuvia. Unfortunately, I have gotten busy and have yet to complete my review. Since I have been sitting on what I have found for awhile now, I decided it was best to share my research and not let perfection be the enemy of the good. Soon, I hope to highlight some talking points that captured my attention and made me realize just how exiciting Thuvia is!

Edit - Maya, if you have to read every word I apologize in advance. But hopefully it is enjoyable.

Thuvia - Spoilers Abound:

3.5 Into the Darklands
Page 33-34 - Thuvia has ties to Nemret Noktoria. Ghoul priests that wear masks, dark robes, and bags of strong smelling herbs meet with their Thuvian contacts on the outskirts of settlements and camps. Those people who prove themselves to be troublemakers are often “lost in the desert”. In reality, they have likely been relocated to Nemret Noktoria.
Page 41 - Unlike its neighboring nations, Thuvia is far less timid in seeking Nemret Noktoria as a trade partner. Thuvian traders are not an uncommon sight in Nemret Noktoria.

3.5 Pathfinder Chronicles: Dragon Revisited
Page 14 - The blue colored dragons of the Thuvian desert are less likely to be involved with skirmishes relating to water rights than their counterparts in neighboring nations.
Page 15 - Blue colored dragons are common in the Thuvian desert.
Page 17 - The Water Lords of Thuvia often attempt to befriend the friendly brass colored dragons that make their home in the desert.
Page 19 - The brass colored dragons of the Thuvian desert are willing to trade with caravans that pass near their homes.
Page 20 - Brass colored dragons are common in the Thuvian desert. Many brass colored dragons migrated to the deserts of Northern Garund, such as the Thuvian desert. This put the brass colored dragons at odds with the blue colored dragons that already occupied the region.
Page 20 - Thuvia holds one of the larger populations of brass colored dragons. The brass colored dragons frequently form partnerships with Thuvia’s Water Lords, ensuring that water is distributed to those in need throughout Thuvia.
Page 21 - The dragon Sarithil is one of the more prominent dragons in Thuvia. Sarithil and her jaathoom companion, Al-Akzaan have built a network of contacts across Northern Garund, and is actively involved in the public works projects in Manaket, Rahadoum.

3.5 Dungeon Denizens Revisited
Page 8 - The creatures known as “bulettes” are common in Thuvia. (Note: This is likely retconned due to the OGL to ORC transition.)

3.5 Gods and Magic
Page 18 - Gozreh is commonly worshipped in Thuvia.
Page 26 - Nethys is commonly worshipped in Thuvia.
Page 30 - Pharasma is commonly worshipped in Thuvia.
Page 34 - Sarenrae is commonly worshipped in Thuvia.

3.5 Guide to Absalom
Page 7 - House Ormuz serves as Thuvia’s primary political representation within the nation of Absalom. The head of House Ormuz is Scion Lord Yamtha, the Eternal Envoy.

3.5 Pathfinder Chronicles Gazetteer
Page 8 - In places like Thuvia a wider range of skin tones are present as a result of the mixing between Garundi, Avistani, and Keleshite peoples.
Page 11 - Druids can be found in Thuvia.
Page 11 - Some Mwangi peoples hold positions of leadership in Thuvia.
Page 19 - In -841 Osirion abandoned its control over Thuvia.
Page 23 - Thuvian culture, amongst many others, has influenced the culture of Absalom.
Page 47 - Ancient Osirion conquered Thuvia.
Page 48 - Ancient Osirion had banished the worship of Sarenrae to Thuvia, considering the religion to be politically dangerous.
Page 49 - After reaching Thuvia, the religion of Sarenrae continued to spread westward.
Page 54 - The Capital of Thuvia is Merab
Page 54 - Major settlements in Thuvia include Merab, Aspenthar, Duwwor, Lamasara, and Pashow.
Page 54 - Thuvia’s Government is primarily an association, backed by treaty, trade, and defense between the five major City States in Thuvia.
Page 54 - The rulers of the City States of Thuvia each hold a unique they are: Ilepodus, Patron of Merab; Prince Zinlo of Aspenthar, Zamere, Queen of Lamasara; Kharane, Defender of Duwwor; and Guldis, Emir of Pashow.
Page 54 - Common languages spoken in Thuvia include Osirian and Polyglot.
Page 54 - Deities commonly worshiped in Thuvia include Nethys, Sarenrae, Pharasma, Gozreh.
Page 55 - In 1140 AR, an alchemist named Artokus Kirran experimented with sun orchid flowers and created an elixir that temporarily halts the aging process. The elixir was named the Sun Orchid Elixir. By 1141 AR knowledge of and demand for the Sun Orchid Elixir had increased to the point that the first foreign warship arrived to besiege Merab, demanding the formula for the Sun Orchid Elixir. This prompted Merab to reach out to its neighboring City States for aid. By 1143 AR the major City States banded together reforming the nation of Thuvia.

3.5 Pathfinder Campaign Setting
Page 44 - The Sandstriders are Druid Circle active in Thuvia.
Page 116 - The Cult of the Dawnflower was banished from Osirion to Thuvia before the Cult returned to Osirion in 2253.
Page 124 - Razmir has contacted Thuvia in hopes of acquiring the Sun Orchid Elixir.
Page 138 - During the time of Ancient Osirion, the Osirions conquered the region that is now called Thuvia. The Osirions named the region Thuvia.
Page 138 - By -841 all but one of Osirion’s provincial governors had abandoned Thuvia. In -841 the remaining governor was murder and Osirion made no effort to reclaim the region.
Page 138 - During the first council of leaders of the newly established Thuvia, a Pharasmin priestess named Taladere convinced the council to embrace Pharasma’s cycle of birth and death and forgo use of the Sun Orchid Elixir. The council accepted the wisdom of Taladere’s arguments and agreed that the Sun Orchid Elixir would only be sold to foreigners. Use of the Sun Orchid Elixir was banned in Thuvia, with the exception of the elixir’s creator Artokus Kirran. Having united in purpose, the major cities of Thuvia worked together to build a fortress in the heart of Thuvia, providing Artokus the protection and stability needed to regularly produce vials of the Sun Orchid Elixir.
Page 139 - The fortress in which Artokus resides and crafts the sun orchid elixir is called the Citadel of the Alchemist.
Page 139 - The Flowering Market is a major market in Merab.
Page 139 - The Temple of the Redeeming Sun is the largest temple of Sarenrae in Thuvia and is located in Merab.
Page 139 - Duwwor houses a great temple of Gozreh.
Page 139 - Nethys is the primary deity worshiped in Pashow.
Page 139 - Emir Guldis of Pashow has lost two shipments of the sun orchid elixir due to failures of teleportation magic. Teleportation magic frequently fails or works unexpectedly in the heart of the Thuvian Desert, however, this phenomenon has yet to be explained.
Page 139 - As a result of Emir Guldis’ failures with the transportation of the sun orchid elixir, agitators seek to replace the Emir with Ziralia, the daughter of Prince Zinlo of Aspenthar.

1E Artifacts and Legends
Page 35 - The artifact called Song of the Dawning Star was one of the many treasures that Sheiheth Rafzammi passed on to her nephew, once she chose to forego taking sun orchid elixir for the seventh time. Sheiheth passed away in 4707 AR and she left instructions that the Song of the Dawning Star should be inherited by her nephew Raffiet Rafzammi. Raffiet is an ascetic of Nethys and decided the artifact would be better cared for by the dragon Mierusildas. Song of the Dawning Star was sent in a caravan from Pashow to the coast of Thuvia near Glasswall Isle. However, during the journey a sandstorm hit the caravan and the artifact was lost.

1E Book of the Damned Vol. 3
Page 45 - The House of Oblivion was built in the Thuvian desert as a bargain between the Pharaoh of Forgotten Plagues and Szuriel. A portal in the House of Oblivion links the Thuvian Desert to the plane of Abaddon. While the fiends called Divs control the portal, Szuriel intended to use the Divs as additional forces should she launch a direct assault against Golarion.

1E Classic Horrors Revisited
Page 32 - Kortash Khain, ruler of Nemret Noktoria maintains Thuvia as a trading partner.
Page 50 - The vampire Jhalhasef, also known as the Merchant of Life, is one of the primary trade brokers between the city of Merab and the Darklands nation of Nemret Noktoria.
Page 62 - Lycanthropy in Thuvia and Osirion is commonly expressed in the form of werecrocodiles, werejackals, and werehyenas.

1E Classic Treasures Revisited
Page 25 - Figurines of pairs of flightless golden manitcores are often imbued with magic and commonly found in Thuvia, Osirion, and Rahadoum.
Page 33 - During a diplomatic event that has come to be known as the Thuvian Affair, a junior clerk released the power of a magical helm, burning down the Qadiran embassy.

1E Concordance of Rivals
Page 41 - The Fettle Sects are an outgrowth of the Church of Pharasma that focuses on one of the Pscyhopomp Ushers. Some of the Fettle Sects are known to operate in Merab.

1E Darklands Revisited
Page 9 - Ilyxaria, is an Ayindilar elf born into a merchant family operating in Delvingulf in the Darklands. Ilyxaria began having vivid nightmares, causing her to flee from her home. Crossing Lake Nirthran, she eventually wandered out of the Darklands into Thuvia. In the deserts of Thuvia she was met by a hag coven that worshipped Mestama. Ilyxaria considered the coven her saviors and became a devotee of Mestama. Ilyxaria became a trafficker in people, using the moniker of The Surface Caller. She was known to remove an eye from every third person she trafficked, openly admitting that the collected eyes were in service to a greater scheme for Mestama.

1E Dragons Unleashed
Page 3 - Loaralis is a blue colored dragon that makes her home in the Thuvian desert. She is sometimes seen with the dragon Deyrubrujan.
Page 3 - Mierusildas is a copper colored dragon that lives on Glasswall Isle on Thuvia’s coast.
Page 12 - Deyrubrujan is a blue colored dragon with a lair in the Barrier Wall in Thuvia. Deyrubrujan was born 3369 AR in the Barrier Wall Mountains of Thuvia. In 4710 AR she destroyed towns in Isger, Molthune, and Druma to silence certain individuals. Deyrubrujan founded the Usij div-worshipping cult. One of her more recent schemes is to influence the auctions of the Sun Orchid Elixir. Deyrubrujan’s lair complex in Barrier Wall is called Hidden Nest. In Hidden Nest, Deyrubrujan maintains a cabal of alchemists and other servants who produce a wide variety of concoctions ranging from drugs and poisons to potions and alchemical wonders. Her network sells the concoctions across Thuvia and the Inner Sea region. A Zahhak Azi living near Hidden Nest is a regular annoyance to Deyrubrujan. Recently, Deyrubrujan was able to facilitate the theft of the artifact called Song of the Dawning Star, which she plans to use to gain power over the dragon Mierusildas.
Page 13 - This page provides detailed stats for Deyrubrujan.
Page 14 - Hidden Nest is located 100 miles south of the House of Oblivion, and is hidden with illusion magic.
Page 14 - A pairaka div named Sarvenaz oversees Hidden Nest and the Usij cult operating out of Hidden Nest. Sarvenaz reports directly to Deyrubrujan.
Page 14 - The fortress complex of Hidden Nest is mostly built inside the foothills of Barrier Wall and includes an outer yard, a grand hall with receiving rooms, a salon, dorms for workers and soldiers, dorms and labs for alchemists, shrines to Ahriman and Dahak, and a combat training room called the Chamber of Might.
Page 14 - The Chamber of Might is the name of the combat training room within Hidden Nest. The Chamber of Might is run by a sepid div named Vahid, who is the commander of the guards and div forces of Hidden Nest.
Page 14 - A powerful Keleshite alchemist named Peyvand is in charge of the alchemical labs of Hidden Nest. One of his primary projects is attempting to create a synthetic version of the sun orchid elixir. A Sruvara Azi named Kimiya also resides in Hidden nest, providing her natural poisons for use in the alchemist labs.
Page 14 - Dreamstone Mine has an access point in Hidden Nest. This mine holds deposits of the milky-blue crystal called Dreamstone. Dreamstones are a common ingredient used by the alchemists of Hidden Nest. These stones are also used in the creation of the drug Marhad. Marhad causes delusions of grandeur, leaving those who take the drug in a dreamlike state and overly confident in all their actions.
Page 15 - This page provides a detailed map of a portion of Hidden Nest, but does not include the entirety of Hidden Nest such as Deyrubrujan’s personal lair.

1E Dungeons of Golarion
Page 3 - In Thuvia’s interior desert lies the House of Oblivion. The towering structure was built over 7000 years ago and was designed to lure Ahriman to Golarion. While the House of Oblivion is primarily built above ground, its various wings do not rully reside in the Universe.

1E Faction Guide
Page 8-9 - The Aspis Consortium has a goal of stealing one of the vials of sun orchid elixir.

1E Fey Revisited
Page 32 - Nuckelavees are known to live in the Junira River. The Junira River flows along the border between Thuvia and Osirion.
Page 32 - There is a breach to the First World near Lamasara.
Page 37 - Nymphs can be found inhabiting desert oases such as those found in Thuvia.

1E Giants Revisited
Page 20 - Fire giant communities are common in the Barrier Wall Mountains. These fire giants build fortress communities focused on mining and trade. Their mines are often open-air pits that focus on stripping the land of resources with little concern for the impact of their aggressive mining. The fire giant kingdom of Kerdreg is located in southern Thuvia. Kerdreg is aggressive when it comes to trade and is known to take over caravans, forcing caravans to move their trade goods.

1E Heart of the Jungle
Page 12 - The Mauxi people can be found in larger populations in places like Thuvia.
Page 14 - Gnomes in Thuvia are mostly commonly found living near Mauxi communities.
Page 15 - The Barrier Peaks separate Thuvia from the Mwangi Expanse.
Page 56 - The city of Sele was once the capital of an ancient Mauxi culture that was located on the southern side of the Barrier Wall Mountains, nearly directly north of modern day Jaha. Sitting in a natural bowl within the mountains, Sele had an extensive dike system that eventually flooded, drowning out the city. The loss of Sele played a major role in the Mauxi diaspora, with many of the Mauxi people of Thuvia and Rahadoum considering Sele as a legendary homeland. Artifacts from Sele occasionally surface and fetch high prices in the markets of Thuvia and Rahadoum. While most of Sele rests 30 feet below water, a single red granite dome rises above the waters that cover Sele.

1E Heaven Unleashed
Page 21 - Before it fell to ruins, the city Dokeran was a major religious hub, attracting pilgrims from as far away as Thuvia.
Page 60 - During the formation of the Tekritanin League a small tribe of nomads that wandered southern Thuvia declined to join the League. The tribe was led by Sakhemsha and her companion, a jaathoom genie named Binebthus. In their wanderings the tribe discovered a hidden oasis near the Barrier Wall Mountains. Near the pool of the oasis was another strange shimmering pool. Binebthus was drawn to the energies of this strange pool and was suddenly afflicted upon touching the pool’s water. The corruption that infused Binebthus, slowly turning the genie into a div. With the transformation complete, Sakhemsha was forced to slay her companion to save the tribe. Sakhemsha and her tribe swore to protect others from the corrupting pool, and around it built Fort Binebthus.
Page 60 - After researching the strange pool Sakhemsha determined that the energies in the pool were a confluence of water from the Elemental Plane of Water and energy from Abbadon. As a result the water corrupted elementals into divs. Sakhemsha named the pool Basin of Elemental Corruption. Seeking aid from the celestial planes, Sakhemsha petitioned for a guardian that would aid her and her people in defending Fort Binebthus until they discovered a way to remove the danger of the Basin of Elemental Corruption. A divine jackal headed being named Uaphraet responded to Sakhemsha’ plea for a guardian. Uaphraet bound himself to Fort Binebthus vowing not to leave the site until the Basin of Elemental Corruption was neutralized.
Page 60-61 - After Sakhemsha passed away of old age her daughter Khaskhem, became leader of Fort Binebthus. During Khaskhem’s stewardship of Fort Binebthus, an aghash div named Myrza learned of the Basin of Elemental Corruption. Myrza and their forces attacked Fort Binebthus in an all out assault. The battle concluded with Myrza and all of their forces slain, and all the forces of Fort Binebthus slain, except for a few survivors who succumbed to their wounds shortly after the battle's conclusion. Uaphraet was the only survivor, bound to guard the Basin of Elemental Corruption until it was no longer a threat.
Page 61-62 - In modern times the ruins of Fort Binebthus remain undiscovered. When people do come near the ruins and the Basin of Elemental Corruption, Uaphraet does what he can to scare them off, or dispatch them if they have evil intent. While most of Fort Binebthus is little more than rubble, an archeologist or similarly trained professional could identify some of the features that made up the fort. These features include a main entrance, watchtower, stables, barracks, armory, courtyard, kitchen, mess, and private chambers. Additionally, a large room surrounded the Basin of Elemental Corruption. Extending from the fort were walls that enclosed the freshwater oasis; these walls are also little more than rubble.
Page 62 - A map of the ruins of Fort Binebthus can be found on this page.

1E Heaven Unleashed
Page 63 - The warlord Ninktaini ruled one of the city states of the Tekritanin League. The city was located in what is modern day Thuvia. During the time of the it often had Tekritanin League border wars with the Jistka Imperium and Ancient Osirion. In the late -1400s AR, Ninktaini betrayed his city state, opening the city gates to invading Osirion forces. Osirion razed the city, and Ninktaini was rewarded lavishly by Osirion. After his mortal life ended, Ninktaini found his soul imprisoned in Hell. Ninktaini attempts to barter his souls freed by claiming he knows of a hidden glade in the Barrier Wall Mountains where sun orchid flowers grow in large quantities.

1E Horror Realms
Page 52 - Nemret Noktoria is not above recruiting talented individuals from Thuvia and other nations by inflicting them with ghoul fever.
Page 53 - Some universities in Thuvia and other nations perform alchemical experiments that can cause promethean corruption, a type of degeneration of the body that requires body parts to need to be replaced with artificial parts.

1E Inner Sea Combat
Page 58 - The elixir known as Colossus Draught was originally created in the Citadel of the Alchemist in Thuvia.

1E Inner Sea Faiths
Page 35 - Dahak is commonly worshiped in Thuvia.
Page 36 - Dahak’s worshipers in Thuvia generally practice in secret, and can most often be found in Pashow.

1E Inner Sea Gods
Page 68 - Gozreh is commonly worshiped in Thuvia.
Page 100 - Nethys is commonly worshiped in Thuvia.
Page 103 - Nethys’ most well known temples are typically places known to have strong magics such as Thuvia and other nations.
Page 116 - Pharasma is commonly worshiped in Thuvia.
Page 132 - Sarenrae is commonly worshiped in Thuvia.
Page 134 - Some of the strongest temples to Sarenrae are in Thuvia and other nations.

1E Inner Sea Intrigue
Page 6 - Deyrubrujan is a blue colored dragon living in Thuvia with an interest in the sun orchid elixir.
Page 29 - Investigators are common in Thuvia.
Page 29 - Mounted vigilanties are known to operate in Thuvia and other nations.
Page 41 - In Thuvia the Guardians of Immortality are a group of highly trained investigators who are tasked with hunting down those who would attempt to steal the secret for the creation of sun orchid elixir. Additionally, they are tasked to prevent the theft of sun orchid elixir or to hunt down those who have managed to steal vials of sun orchid elixir. A Guardian of Immortality can receive special training in Duwwor, Lamasara, and Pashow to learn new techniques and abilities over the course of their career.

1E Inner Sea Magic
Page 4 - In 1140 AR Artokus Kirran created the sun orchid elixir. Since that time Thuvia has become a hub for alchemy within the Inner Sea region.
Page 4 - Some caravans in Thuvia utilize fire elementals in a manner similar to pack animals, harnessing fire elementals and using them to pull their caravans.
Page 5 - Artokus Kirran lives in the Citadel of the Alchemist.
Page 29 - Internal Alchemy is a practice that is studied in Thuvia. (Note: A person who practices Internal Alchemy is called an Internal Alchemist. The practice of Internal Alchemy utilizes a person’s body, their diet, medicines, and alchemy to attempt to achieve immortality. While the practice has shown to lead to some benefits, it is unclear if any of its practitioners have achieved immortality. See Ultimate Magic page 18)
Page 29 - Desert druids can be found in places like Thuvia and other nations.

1E Inner Sea Monster Codex
Page 37 - Girtablilu rangers, often called dune striders, are found in Thuvia and other nations.

1E Inner Sea NPC Codex
Page 59 - The Usij cult originated in Casmaron and they primarily worship Ahriman. The Usij cult first spread to Northern Garund with the invasion of the Kelesh Empire. Since their arrival in Northern Garund the Usij cult has become most prevalent in Thuvia.

1E Inner Sea Races
Page 27 - In Thuvia the Mauxi people and the Garundi people have heavily mixed.
Page 38 - The Mauxi people dispersed to places like Thuvia and Osirion. Some Mauxi people have a growing interest in understanding their origins and tracing their history back to the Mwangi Expanse.
Page 39 - Currently the Mauxi people are mostly found in Thuvia and the Barrier Wall Mountains.
Page 101 - Dromaar are fairly common in Thuvia.
Page 118 - Peri blooded nephilim can be found in Thuvia.
Page 131 - Geniekin often find greater acceptance in places like Thuvia.
Page 132 - In Thuvia, Geniekin are sought after for work in alchemist labs, the thought being that their elemental natures provide them natural protection against the everyday hazards of lab work.
Page 156 - Div blooded nephilim are more common in places like Thuvia and Katapesh.
Page 216 - Sulis are regarded highly in places like Thuvia for their natural skill as mediators.

1E Inner Sea World Guide
Page 14 - The Garundi people are common in Thuvia.
Page 17 - The Mauxi people are common in Thuvia.
Page 34 - In -841 Osirion’s remaining governor of Thuvia was assassinated and Osirion made no effort to replace the governor.
Page 37 - In 4710 AR a very large blue colored dragon was seen flying toward Avistan. Later that same year towns in Druma, Molthune, and Isger were destroyed with fire and lightning.
Page 38 - To populate the newly established city of Absalom, people came from Thuvia and other nations.
Page 42 - When the slave trade existed in the Inner Sea region, Andoran often sought to disrupt it in Thuvia and other nations.
Page 146 - Ancient Osirion had controlled Thuvia.
Page 147 - An Osirion Satrap banished the Cult of the Dawnflower from Osirion, however it was short lived, as his body was found with sunflower blooming from his mouth in 2253 AR.
Page 148 - The Great Atoqua was the name of the invasion fleet sent by Ancient Osirion to conquer Thuvia and other locations.
Page 155 - Relations between Rahadoum and Thuvia remain cool despite the time that has passed since Rahadoum’s expulsion of religions from their nation.
Page 159 - Razmir, ruler of Razmiran has secretly sent envoys to Thuvia to bid on the sun orchid elixir.
Page 186 - Merab is the capital of Thuvia.
Page 186 - Major cities in Thuvia include Merab, Lamasara, Duwwor, Pashow, and Aspenthar.
Page 186 - The rulers of the major cities and their titles include: Ilepodus, Patron of Merab; Kharane, Defender of Duwwor; Zamere, Queen of Lamasara; Guldis, Emir of Pashow; and Prince Zinlo of Aspenthar. Thuvia’s government is a loose association of city states.
Page 186 - Major religions in Thuvia include the churches of Pharasma, Nethys, Sarenrae, Gozreh, and the Usij cult that worships Ahriman.
Page 186 - The sale of the sun orchid elixir plays an important role in ensuring Thuvia’s prosperity. As a result, the creation of sun orchid elixir is considered a secret of the state.
Page 186 - In Thuvia’s ancient past, around the start of the Age of Creation, the peoples of Thuvia were primarily desert nomads. During the Age of Creation these desert nomads would come together to form the powerful Tekritanin League. During this time the House of Oblivion was built to attract Ahriman by the Pharaoh of Forgotten Plagues. Eventually, the Tekritanin League would be conquered by its neighbor, Ancient Osirion. However, in time, Ancient Osirion would eventually abandon Thuvia to its own fate. Modern Thuvia traces its history to 1140 AR when Artokus created the sun orchid elixir. The sale of sun orchid elixir has continued to shape and influence Thuvia ever since.
Page 188 - Prince Zinlo may be seeking an alliance with the Water Lords. Aspenthar requires all its citizens to undergo mandatory martial training.
Page 188 - The Citadel of the Alchemist is built into Bent Razor Mountain. Most of the Citadel is built into the mountain’s interior.
Page 188 - Duwwor houses a large temple of Gozreh.
Page 189 - The House of Oblivion has black stone walls that do not reflect light and tall towers that rise as high as 200 feet above the ground.
Pager 189 - Queen Zamere is usually the diplomatic representative for Thuvia when a representative is needed.
Page 189 - The Temple of the Redeeming Sun is the largest temple of Sarenrae in Thuvia and is located in Merab. The Flowering Market in Merab always offers a wide variety of potions.
Page 189 - Nethys is the patron deity of Pashow. Arcane magic has helped to sustain Pashow in the harsh environment of Thuvia.
Page 212 - Thuvia and other nations were once controlled by Ancient Osirion.
Page 212 - The Tekritanin League was an ancient confederation of the area that is now known as Thuvia. The Tekritanin League aided Ancient Osirion in defeating the Jistka Imperium, only to then be conquered by Ancient Osirion. Ancient Osirion’s takeover of the Tekritanin League occurred circa -1400 AR.
Page 221 - Gozreh is worshiped in Thuvia.
Page 223 - Nethys is worshiped in Thuvia.
Page 224 - Pharasma is worshiped in Thuvia.
Page 225 - Sarenrae is worshiped in Thuvia.
Page 274 - Alchemists are readily welcomed in Thuvia.
Page 301 - The sun orchid elixir, created in Thuvia, offers those who drink it a limited form of immortality.
Page 301 - Purchase of the sun orchid elixir is illegal for Thuvia’s citizens, with the exception of the elixir’s creator.
Page 301 - The formula for the sun orchid elixir is only known by the denizen of Alchemist’s Keep. (Note: “Alchemist’s Keep” may be another way of referring to the Citadel of the Alchemist, or it may be referring to a specific building within the compound of the Citadel of the Alchemist. The text leaves this unclear.)
Page 305 - The Xulgaths that live in the Darklands under Thuvia, Osirion, and Katapesh have lighter colorations than Xulgaths found elsewhere.

1E Isles of the Shackles
Page 39 - The possessions of the alchemist Voxong of Pashow were acquired by Captain Taypan Goodwater of the Shackles. Voxong’s possessions were buried in Taypan’s treasure chest. Voxong of Pashow holds some renown in Thuvia.

1E Lost Cities of Golarion
Page 47 - The lost city of Tumen in Osirion had a powerful trade network that stretched beyond Thuvia and Geb.

1E Lost Kingdoms of Golarion
Page 17-18 - During the time of Ancient Osirion, el-Amara was the provincial capital of Thuvia. High Theurgist Fentet-Pesu, Governor of Thuvia was assassinated in -841 AR. After this assassination el-Amara was abandoned and the city fell to ruin. The ruins of el-Amara are in modern day Osirion, but sit near the Osirion-Thuvia border.
Page 22 - Osirionologists, those who study Ancient Osirion, are common in Osirion and Thuvia.

1E Lost Treasures
Page 41 - The relic Master’s Name is a sacred treasure of the Iroran faith and is rarely found by those who seek it. The Iroran sect the Sightless Sisterhood has long sought this treasure and has identified that its current resting place is in Thuvia. However, the Sightless Sisterhood has been unable to determine a more exact location. A noble from Lamasara named Nimir Akh unknowingly is in possession of Master’s Name. Nimir has a fondness for Vudrani art and culture and spent time in Jalmeray. While in Jalmeray he purchased various artwork and curiosities, to include Master’s Name. Nimir wears Master’s Name as a good luck charm, oblivious to its true nature.
Page 47 - During the decline of Ancient Osirion, the researcher Jadis-Vel had an obsession for studying diseases, and especially the effects of diseases on individuals. Nearly by accident Jadis-Vel became a lich, and the Soul Cage of Jadis-Vel retained her soul. In her lichdom, Jadis-Vel spent her years infecting communities across the territories and former territories of Ancient Osirion, to include Thuvia. Eventually, the Soul Cage of Jadis-Vel was broken by the Cult of the Dawnflower, however, Jadis-Vel’s soul still lingers in the fragments of the Soul Cage of Jadis-Vel.
Page 60 - A Wayfinder of Many Paths can open gates to specific locations depending on the color of aeon stone placed within a Wayfinder of Many Paths. Some of these aeon stone and location combinations have been documented. Aeon stones with a dusty rose color open a gate to the Thuvian desert approximately 150 miles to the west of Lamasara.
Page 62 - The Xanthuum Tablets were created in Ghol-Gan by the cyclops Bagrilon. Bagrilon studied the sun, moon, stars, and the dark spaces in between these celestial bodies. Recently, the Xanthuum Tablets were discovered in the ruins of Ghol-Gan, and were purchased by Melkello Farglass. A court astronomer for Prince Zinlo in Thuvia, Melkello has an obsession with the Dark Tapestry and the beings of the Dominion of the Black.

1E Magnimar, City of Monuments
Page 45-46 - The sun orchid elixir is one of the most highly prized elixirs across much of Golarion. Not surprisingly, attempted thefts are common, and actual thefts, while far less common, do happen. Perhaps the most infamous thefts of the sun orchid elixir were done by Staunton Vhane. Staunton crafted a forgery of the sun orchid elixir that made the imbiber feel youthful while simultaneously cloaking them in an illusion that kept their appearance from aging. With the forgery perfected, Staunton targeted vials of sun orchid elixir that had already been purchased and delivered, swapping the real for the fakes. With real vials of sun orchid elixir, Staunton either drank the elixir himself, or used the vials as bargaining chips. Staunton successfully ran this con for several years, but eventually the imbibers of the fake elixir began dying, thus revealing they had been aging all along. The Thuvian government responded, tracking and pursuing Staunton. Staunton remains at large, but thus far Thuvia has prevented use of Staunton’s scheme.

1E Misfit Monsters Redeemed
Page 44 - Elementals with lava features are more common in Thuvia and other nations.

1E Mystery Monsters Revisited
Page 19 - Death Worms can be found in deserts of Thuvia, as well as other locations.

1E Mythic Realms
Page 55 - Kortash Khain, ruler of Nemret Noktoria, sends ambassadors to Thuvia and other nations.

1E Mythic Monsters Revisited
Page 31 - The druids of Duwwor have befriended several of the desert hydras found in Thuvia. There is discussion of training these hydras to serve as guardians of shipments of sun orchid elixir.
Page 50 - A phoenix in the Osirion desert named Firesong is rumored to be a purchaser of the sun orchid elixir. Why a phoenix would do this is unknown.
Page 55 - Sphinxes are found in places like Thuvia and other nations.
Page 57 - The sphinx named Akilep, Lady of Stone, located a hidden tomb in southeastern Thuvia. Akilep had been researching the riddles of Aucturn, and the hidden tomb held great promise for revealing the mysteries of Aucturn. Unfortunately, Akilep was unable to gain entrance to the tomb, so she turned herself to stone, awaiting a time when those with the knowledge and power to open the tomb arrived to assist her. Akilep has been waiting for approximately 300 years.
Page 62-63 - A bandit by the name of Jalari Zafikiri, convinced a group of thieves and bandits that they could infiltrate the Citadel of the Alchemist and acquire all the sun orchid elixir their hearts desired. When traveling to the Citadel, the bandits passed too close to the House of Oblivion and were attacked by divs. The attack went poorly for the bandits and those who escaped lost most of the provisions. In desperation Jalari killed his fellow bandits for sustenance. Going mad Jalari fled into the open desert, turning into a wendigo, known to the locals as Aridus, the Desert’s Howl. In the rural areas of the Thuvian desert where Aridus resides, the locals make regular sacrifices to the Desert’s Howl on altars, in hopes of not becoming victims of Aridus.

1E NPC Guide
Page 31 - The rulers of the Thuvia’s city states are commonly thought of as the rulers of Thuvia, however outside of the city states the deserts are ruled by the Water Lords. For approximately the past 200 years the greatest of the Water Lords, and the de facto ruler of the Water Lords has been Tpannon. Legends abound about how Tpannon has managed to live for so long. In actuality there have been several Tpannons as the image and persona of Tpannon is a magical disguise. When the current Water Lord Tpannon plans to retire, they choose their successor and pass on the Tpannon disguise. The new Tpannon then picks up where the old Tpannon left off. The current Tpannon is relatively new to the position.

1E occult Mysteries
Page 20 - In the Thuvian desert, a wrecked caravel located miles from water is thought to somehow be associated with the mysteries Conference Z.

1E Osirion, Legacy of Pharaohs
Page 6 - In -1452 the Four Pharaohs’ armies defeat the Tekritanin League and absorb the region as the province of Thuvia.
Page 6 - In -841 High Theurgist Fentet-Pesu governor of Thuvia is assassinated. Pharaoh Yafeha, fails to send a replacement effectively ceding control of lands west of the Junira River.
Page 20 - The border between the Osirion desert and Thuvian desert is the Junira River.
Page 21 - The geological feature named Desert’s Mouth is near Osirion’s border with Thuvia.
Page 22 - The Junira River demarks much of the border between Thuvia and Osirion. Unlike other rivers in the region, the Junira River does not have a flood cycle.
Page 23 - With the exception of Lamasara, there are no other major settlements on the Junira River. This is largely due to the lack of arable land.
Page 23 - Now known as the Lost Fortress of Mekshir, the Fortress of Mekshir guarded trade routes between Thuvia and Osirion. The Lost Fortress of Mekshir sits on the Osirion side of the Junira River.
Page 24 - The city el-Amara was once the capital of the Osirion province of Thuvia.
Page 25 - A caravan route that runs between Osirion and Thuvia passes the strange mountain named Xefon-Ra. The mountain Xefon-Ra is located in Osirion.
Page 43 - In Ancient Osirion, the push to annex Thuvia and Rahadoum was called the Great Atoqua.

1E Path of the Hellknight
Page 11 - The Order of the Chain’s Lictor Uro Adom is originally from Thuvia and began his career as a constable in Merab.

1E Qadira, Jewel of the East
Page 7 - In 2217 AR the Cult of the Dawnflower was banished to Thuvia.
Page 24 - In Qadira’s church of Sarenrae, High Priestess Samisalah laments in her writings that the state of the church in Qadira requires them to look to the church in Thuvia and other nations for advice.

1E Rival Guide
Page 22 - The adventuring group called Hands of Slaughter are active across much western Northern Garund, to include Thuvia.
Page 46 & 50 - Nuetetia Irsinoe was born in Thuvia with a rare sickness that was destroying her body. In desperation her father sought increasingly risky solutions. Eventually he was approached by the Whispering Way who proposed an unorthodox solution. Nuetetia’s father sent her to Nemret Noktoria. In a temple to Kabriri, Nuetetia was cured, turning into an undead ghoul. Her sickness was indeed cured, and unlike other ghouls her skin became clear, beautiful, and healthy looking. Nuetetia devoted herself to Kabriri and later joined the Night Harrows, a small group within the Whispering Way.

1E Sandpoint, Light of the Lost Coast
Page 55 - The Valdemar family in Sandpoint hired Jhalevia Stensin, a woman originating from Thuvia, to run the shipyards.

1E Seekers of Secrets
Page 15 - Thuvia has a long and storied history and the nation is dotted with ancient ruins. Some of the more truly ancient ruins include the Cathedral of Claws located at the base of Mount Elzehan and the Uldani Necropolis near Pashow.
Page 15 - Each of Thuvia’s city states are known to sponsor research and field expeditions to expand the knowledge about Thuvia’s past and to find new discoveries relating to Thuvia’s past.

1E Ships of the Inner Sea
Page 9 - The ship White Dawn was last seen sailing from Merab, the details of its fate are sketchy.

1E Taldor, The First Empire
Page 13 - Taldan noble families intermarried with nobles of Osirion and Thuvia to strengthen trade contracts.

1E The First World, Realm of the Fey
Page 7 - Hidden portals to the First World can be found in remote locations in Thuvia and other nations.

1E Tombs of Golarion
Page 60 - Mifutu was from a wealthy family of influential traders in Yamasa. Mifutu’s family’s trade contracts were held in the family crypt and lost with the creation of the Sodden Lands. These contract documents included contracts with Thuvians.

1E Undead Revisited
Page 44 - The blue colored dragon named Arantaros lairs in the Barrier Wall Mountains. A worshiper of Haagenti, Arantaros was turned into a ravener, a type of undead dragon, by Haagenti. It is rumored in Thuvia that Arantaros is researching the sun orchid elixir.

1E Undead Unleashed
Page 4 - The blue colored dragon named Arantaros lairs in the Barrier Wall Mountains of Thuvia. Arantaros had long been researching life extending magic, but the intensity changed after he dueled with a dragon named Keskasindrian. While Arantaros defeated Keskasindrian in 4173 AR, Arantaros sustained terrible wounds causing him to research immortality with new fervor. Eventually, Arantaros pledged himself to the Demon Lord Haagenti in exchange for immortality as an undead ravener. Arantaros continues to operate out of his lair in the Barrier Wall Mountains of Thuvia. He maintains an extensive network of contacts and operatives, with the Water Lord Ferun Korhim assisting in acquiring sun orchid flowers. An alchemist in Merab named Nincia also works for Arantaros, but doesn’t know the dragon’s true nature. Arantaros has plenty of enemies, but chief among them are the dragons Kekisuli and Herifax, both children of Keskasindrian, and the Qadiran champion of Sarenrae named Qalhata. Qalhata is on the search for the origin of an alchemical plague that likely originates from Arantaros. The dragon Deyrubrujan is perhaps Arantaros’ biggest rival as they have competing research relating to the sun orchid elixir.
Page 4-5 - Stats for Arantaros are provided on these pages.
Page 6 - A map of Arantaros’ lair is provided on this page.
Page 6-7 - Arantaros’ lair includes a disguised entrance, main rotunda, orchid balcony, laboratory, library, athenaeum, and planetarium.

1E Feast of Dust
Page 54 - Varlaikal is a poisoner from Thuvia. Figuring he would end up in Abaddon in the afterlife, Varlaikal is happy to work with divs.

1E Plunder and Peril
Page 55 - Yamtisy is dromaar originally from the city Merab in Thuvia. She is the bosun on the ship Magpie Princess.

1E Thornkeep
Page 68 - In the River Kingdoms under Brokenhelm Hill in the Halls Under the Hill, lies the Dark Menagerie. Within the Dark Menagerie the chamber Red Sky Desert is designed based on an actual oasis within Thuvia. Red Sky Desert oasis would have existed at the time of the Azlanti Empire, however, it is unclear if this oasis still exists in modern day Thuvia.

1E We Be Heroes
Page 6 - The Thuvian wizard, Jaeren Ophal, was experimenting with life extending alchemy and ran afoul of the Thuvian government. She fled to the border of Nirmathas and Lastwall. Her alchemy experiments affected her mind causing her to become a recluse. Jaeren has had a bit of bad luck, but has been aided by helpful and heroic goblin adventurers.

3.5 Fingerprints of the Fend
Page 5-6 - At its height, the Jistka Imperium controlled parts of Thuvia.

3.5 Our Lady of Silver
Page 5 - Thuvian lions were brought for the Qadiran Satrap’s menagerie

3.5 Osirion, Land of Pharaohs
Page 3 - The city Eto in Osirion is a central point for trade routes running between Thuvia and Osirion.
Page 4 - The Junira River marks the border between Thuvia and Osirion.
Page 5 - It is theorized that an ancient geological event shifted the rainfall patterns of Northern Garund much drier and desertous, shaping modern nations such as Thuvia and others.
Page 7-8 - The Lost Fortress of Mekshir once guarded trade routes between Ancient Osirion and Thuvia. The Lost Fortress of Mekshir is rumored to hold the treasures of Thuvia before Ancient Osirion failed to continue their claim on the territory in -841 AR.
Page 12 - The placement of the Black Sphinx by Ancient Osirions is a source of scholarly debate. One theory is that it was a boundary marker between the realms of Ancient Osirion and Thuvia.
Page 14 - Ancient Osirion captured slaves from the lands of modern day Thuvia and Rahadoum as part of the Great Atoqua.
Page 20 - The Cult of the Dawnflower was briefly exiled to Thuvia from Ancient Osirion.
Page 24 - The Cult of the Dawnflower helped the native Osirions overthrow the Keleshite satrapy, even though the Cult of the Dawnflower originated from the Kelesh Empire.
Page 30 - Khemet III, The Ruby Prince of Osirion is rumored to have bought the sun orchid elixir from Thuvia multiple times.

1E Advanced Class Origins
Page 11 - Hunters can be found across Northern Garund, to include places such as Thuvia. The Mauxi hunters in Thuvia typically form bonds with venomous desert creatures.
Pager 13 - Due to the sale of the sun orchid elixir, investigators in Thuvia are in high demand. Bidders higher investigators to keep tabs on the competition and to be kept aware of the most opportune times to enter a bidding war.
Page 15 - Some investigators in Thuvia and other nations focus on learning specific talents.

1E Alchemy Manual
Page 26-27 - In addition to the sun orchid elixir, Artokus Kieran and his disciples have created several astounding alchemical items, some even of mythic potency. Collectively, the alchemical marvels produced in Thuvia are known as Thuvian Wish Alchemy. Examples of Thuvian Wish Alchemy include Artokus’s fire, blanch bombs, incense of divinity, stormstones, suffocating powder, and surge syrup.

1E Arcane Anthology
Page 5 - The alchemist formulae book called Nyzam’s Remedies contains various Thuvian alchemical remedies.

1E Bastards of Golarion
Page 20 - Suli geniekin in Thuvia are often respected for their abilities to resolve tension between tribes.

1E Blood of Angels
Page 11 - The nephilim known as emberkin are one of the more common types of nephilim in Thuvia. The celestial beings called Peri are more commonly found in Thuvia as a result of the higher numbers of divs. The pairings of mortals and peri resulting in emberkin is often a topic of stories and ballads.

1E Blood of Fiends
Page 10 - Fiendish nephilim, and especially those with div lineages, can be found in Thuvia. Many div-blooded nephilim often find their way to the House of Oblivion to pledge fealty if they have been mistreated by Thuvia or the surrounding nations.

1E Blood of the Elements
Page 11 - The Suli geniekin of Thuvia are highly regarded for their natural connection to the elements of the elemental planes. Some people who undergo alchemical training and apprenticeships in Merab are able to learn how to construct alchemical formulae by simply tasting an alchemical item that uses elemental magics. Utilizing this technique is especially common by sulis.
Page 12 - In Thuvia and other nations once conquered by Ancient Osirion, Sylph geniekin are often met with greater distrust. Sylphs still bear the stigma of being secret agents of the Ancient Osirion infiltrating and conquering forces.
Page 15 - Undine geniekin are received more openly in Thuvia and Rahadoum where it is believed that the presence of undine bless oases and replenish the waters of an oasis.

1E Blood of the Moon
Page 14 - Werecrocodile beastkin, also called scalehearts, are more common in Thuvia and neighboring lands than in other locations.
Page 15 - Werecrocodiles in Thuvia and other nations are known to be territorial and very dangerous.

1E Champions of Balance
Page 7 - Thuvia and other nations are generally thought of as law abiding nations.

1E Chronicle of Legends
Page 3 - The tales told of the wanderers Amiriel and Pai Sy relate their many adventures. Among these tales is an adventure where the two wander into the Citadel of the Alchemist and accidentally make off with enough sun orchid elixir to continue their wandering journeys for centuries.

1E Demon Hunter’s Handbook
Page 12 - Beneath the border of Thuvia and Osirion is the Darklands nation of Nemret Noktoria.
Page 12 - People being trafficked from Thuvia and Osirion to Nemret Noktoria is not unheard of, but some people manage to escape.

1E Divine Anthology
Page 26 - The Empyreal Lord Lalaci is worshiped in Thuvia and is a patron of oases and refuges.
Page 26 - Some Water Lords can be cruel or exploitative and take advantage of those in need of access to water. Some Lalaci’s followers, as well as the Cult of the Dawnflower, may use more aggressive tactics to address Water Lords that behave in this manner. Although, these methods are considered apocryphal by the broader faith of Lalaci. This doctrine of retaliation and aggression towards those who deny water to the needy is detailed in the book For All to Drink.

1E Dragonslayer’s Handbook
Page 12 - The blue colored dragon named Deyrubrujan keeps a cabal of alchemists in her lair to experiment with ingredients, such as sun orchid flowers. To support this, Deyrubrujan hires sun orchid harvesters to scour the desert in search of the rare flowers. Deyrubrujan is generally considered troublesome by the Thuvian government.

1E Dungeoneer’s Handbook
Page 19 - The House of Oblivion is generally considered the source of Thuvia’s troubles with the fiends called divs.

1E Faiths of Balance
Page Inside Cover - Gozreh is worshiped in Thuvia.
Page Inside Cover - Nethys is worshiped in Thuvia.
Page Inside Cover - Pharasma is worshiped in Thuvia.
Page 15 - Some of Nethys best known temples are in Thuvia and other nations.

1E Faiths of Purity
Page Inside Cover - Sarenrae is worshiped in Thuvia.
Page 13 - The Church of Sarenrae is particularly robust in Thuvia and other nations.

1E Familiar Folio
Page 30 - The little constructs called Ioun Wyrds are used as familiars by all manner of practitioners of magic and alchemy. However, these little constructions are sometimes found in the wilds of Thuvia and Nex.

1E Giant Hunter’s Handbook
Page 12 - Giants are known to live in the deserts of Thuvia, however, these giants typically keep to themselves. This might include Desert Giants, Cliff Giants, and River Giants.
Page 13 - Giants of a more cruel disposition are known to live in the mountains of southern Thuvia. This might include Cave Giants, Fire Giants, Storm Giants, Slag Giants, and River Giants.

1E Healer’s Handbook
Page 2 - The sun orchid elixir is considered to be with the broader scope of the healing arts.
Page 6 - Worshipers of Pharasma are common in Thuvia and other nations.
Page 6 - Worshipers of Sarenrae are common in Thuvia and other nations.
Page 10 - Alchemist healers are common in Thuvia. Those who are formally trained in alchemical healing are sometimes referred to as educated druggists in Thuvia and other nations.

1E Heroes of Golarion
Page 3 - Thuvia is on the continent of Garund.
Page 22 - Shifters in Thuvia most often take the forms of hawks or bulls.

1E Heroes of the Wild
Page 14 - The Thuvian wastes can be both ally and enemy for those who live there.

1E Humans of Golarion
Page 6 - Modern lands, such as Thuvia, were once conquered by Ancient Osirion.
Page 8 - Ancient Osirion once included modern nations such as Thuva.
Page 12 - The Garundi people are common in Thuvia and other nations.
Page 15 - The Mauxi people are common in Thuvia and other nations.
Page 25 - The Rope Gauntlet is a common weapon in poorer communities found in Thuvia, Osirion, and Katapesh.

1E Inner Sea Primer
Page 16 - In its ancient past modern Osirion once controlled Thuvia and other nations.
Page 21 - Some of the nomads of Thuvia’s desert are more naturally inclined to withstand the desert's heat.
Page 21 - Some of Thuvia’s merchants follow the cycle of the sale of the sun orchid elixir, traveling from city to city to sell their wares.

1E Magic Tactics Toolbox
Page 15 - Magi that learn the Spell Trapper hybrid study are most commonly found in Thuvia, Geb, and Nex.

1E Magical Marketplace
Page 20-21 - Owned by Hesam Oulur, Oulur’s Alchemical Wares is an alchemy shop in Merab. Hesam Oulur is a self taught alchemist, and while his shop is a bit haphazard he generally carries the basics any alchemist might need. Hesam can teach some alchemist techniques such as directed bomb, elemental mutagen, and healing bomb. Some of the more interesting items for sale in the Oulur’s Alchemical Wares include copycat siphons, homunculus clay, rebounding armor runes, and fire snakes. Hesam is often willing to accept alternate forms of payment. Payments can come in the form of making deliveries to clients in Merab or even more distant locals, or by collecting rare plants needed for his alchemical creations.

1E Monster Hunter’s Handbook
Page 3 - Monster hunters can be found in Thuvia and other nations.

1E Monster Summoner’s Handbook
Page 11 - The House of Oblivion was built by the Pharaoh of Forgotten Plagues to attract Ahriman. While Ahriman left the House ofOblivion to return to Abaddon, Ahriman’s div still occupy the House of Oblivion and stalk the deserts of Thuvia. As a result Thuvian div hunters can be found in Thuvia’s deserts.

1E Occult Origins
Page 18 - In Thuvia and Osirion, the phantoms that a spiritualist communicates with are pitied as they believe the phantoms are souls who have been denied the afterlife until they have fulfilled some requirement.

1E People of the Sands
Page Inside Cover - The Tekritanin League was the name of the ancient civilization that ruled modern day Thuvia. The Tekritanin League began in -3250 AR and reached its height in -3000 AR. In -1452 AR the Tekritanin League came to an end when it was conquered by its former ally, Ancient Osirion. The Tekritanin League was defeated by the armies of the Four Pharaohs of Ascension who destroyed or absorbed the city-states of the League.
Page 4 - Thuvia, Osirion, and Rahadoum are three desert nations on Northern Garund. Thuvia is the most desolate, with the sale of sun orchid elixir bringing in much wealth to the nation.
Page 9 - In Thuvia alchemy is commonplace, and Thuvian grenadiers train to use alchemical splash weapons in ways to limit friendly fire against their allies.
Page 12 - The Pahmet dwarves can be found across the mountains wherever Ancient Osirion once held power to include Thuvia and other nations.
Page 14 - Aiuvarins are less common in Thuvia.
Page 14 - Geniekin are more common in Thuvia.
Page 22 - Esamn Eshefar is a merchant and known gossip in Merab.
Page 22 - Thuvia is the most arid nation in the Inner Sea region.
Page 23 - Sandstone solution is one of the many alchemical discoveries made in Thuvia.
Page 23 - Sorcerers with div bloodlines can be found in Thuvia.
Page 23 - Thuvia is known for its alchemical prodigies.
Page 23 - Lamasara is known for its skilled performers.
Page 24 - Living Monoliths may sometimes be found protecting ruins in Thuvia.
Page 26-27 - The herbalism and cultivation practices of modern Thuvia were inherited from the ancient traditions of the Tekritanin League. While much of the herbal-alchemical traditions of the League were lost, some practices were preserved in the wandering desert tribes of Thuvia. Since the discovery of the sun orchid elixir efforts to understand and more broadly teach these ancient methods have occurred. The specific techniques and practices of the Thuvian Alchemist are taught throughout Thuvia.

1E Potions and Poisons
Page Inside Cover - Alchemists in Thuvia often store their reagents in metal boxes etched with orchids as a sign of pride in their homeland.
Page 2 - The elixirs of Thuvia have impacted the world around that nation.
Page 3 - Alchemists from Thuvia are known to be particularly resourceful.

1E Spymaster’s Handbook
Page 15 - Queen Zamere of Lamasara is seeking an alliance with the Thuvia’s Water Lords.
Page 21 - Thuvia’s Guardians of Immortality are the nation's protectors and spies. An alchemical discovery credited to the Guardians of Immortality is the glimmering infusion.

1E The Harrow Handbook
Page 5 - Some scholars claim that harrow was taught to Ancient Osirions by Nethys. Regardless of its origins, there is a version of harrow that is practiced in Thuvia and Osirion.

3.5 Second Darkness Player’s Guide
Page 8 - The whirling masters are a form of martial arts native to Thuvia.

3.5 19. Howl of the Carrion King
Page 39 - Among the original goals of the Pactmasters was to move trade goods Thuvia, Rahadoum, and Osirion to markets in the distant east.
Page 68 - The leopards of Katapesh once had a natural range that extended as far as Thuvia and Nex.

1E 25. The Bastards of Erebus
Page 25 -Ermolos the Elder never returned for an adventure in Thuvia and his son, Ermolos, hopes to travel someday from Cheliax to Thuvia to seek his father.

1E 40. Vaults of Madness
Page 12 - Eando Kline once traveled to southern Thuvia to the Barrier Wall Mountains where he then traveled into the Darklands.

1E 57. Tempest Rising
Page 7 - Zarskia Galembar of Port Peril is an alchemist originally from Thuvia.
Page 57 - Tessa Fairwind, at the age of 15, captained a ship up the Junira River to run midnight raid on a Thuvian pleasure barge.

1E 60. From Hell's Heart
Page 7 - Ezaliah Thrune has attempted to purchase the sun orchid elixir from Thuvia on at least two occasions.

1E 61. Shards of Sin
Page 62 - Sheila Heidmarch is the daughter of a Thuvian merchant and a Chelish aristocrat. Sheila once traveled to Thuvia with the Pathfinder Society where she met an awakened mountain gorilla named Mandali. The two became fast friends.
Page 62 - Mandali is an awakened mountain gorilla who lived in the Barrier Wall Mountains of Thuvia. Mandali traveled with Sheila for some time.

1E 75. Demon’s Heresy
Page 74 - A Swarm that Walks composed of army ants is rumored to make its home in Thuvia.

1E Mummy’s Mask Player’s Guide
Page 5 - Any number of peoples from foreign nations such as Thuvia can be found visiting Osirion.

1E 79. The Half-Dead City
Page 20 - The adventuring group Daughters of the Desert includes a member who is originally from Thuvia.
Page 64 - Mahga Threefingers is an unofficial leader in Bargetown. She lost one hand and half of the other hand in a tomb in Thuvia.
Page 65 - Ahbehn Okhenti is the patriarch of a prominent family in the town of Wati. Ahbehn spent much of his youth adventuring in Thuvia and Absalom.
Page 86 - Sun falcons are magical falcons that live in the deserts of Northern Garund to include Thuvia.

1E 81. Shifting Sands
Page 69 - Mummification continues to be practiced in modern day Osirion and in some of Ancient Osirion’s former territories such as Thuvia.

1E 83. The Slave Trenches of Hakotep
Page 5 - Thuvia was once a territory of Ancient Osirion.
Page 68 - Opongwe was the smallest of the Shory’s flying cities. In -598 AR, while traveling over Thuvia, the city was attacked by an ancient blue colored dragon named Maufestalene. With limited defenses the city was torn apart. However, the Aeromantic Infandibulum remained aloft. For a time, the Shory of Opongwe built a shanty above the Barrier Wall Mountains connected to the aeromantic infandibulum. Unfortunately, the harsh environment prevented them from properly rebuilding.
Page 84 - Hanshepsus are construction originally created in Ancient Osirion from stolen Jistka Imperium technologies. Hanshepsus were deployed by Ancient Osirion in the lands of the Tekritanin League to fight the armies of the Jistka Imperium.

1E 84. Pyramid of the Sky Pharaoh
Page 63 - Hakotep hopes to take control of Osirion and reconquer the lands once ruled by Ancient Osirion such as modern day Thuvia.

1E 94. Tomb of the Giant Queen
Page 69 - The Fire Giants of Thuvia are willing to work with the Aspis Consortium.

1E 95. Anvil of Fire
Page 63 - Kerdreg is a mighty Fire Giant kingdom in southern Thuvia.

1E 96. Shadow of the Storm Tyrant
Page 72 - The divs of Thuvia have petitioned Ahriman to recruit Abaddon Gigas to aid them, however, even Ahriman gives pause to the use of Abaddon’s gigas.

1E 105. The Inferno Gate
Page 67 - The Ring of Frozen Sands is 40 miles southeast of Aspenthar. The skeleton of a giant beast marks the location where a large pit shaped like that of a massive ant lion’s pit, surrounds the hidden ring of black ice. Sliding down the pit, one can reach the Ring of Frozen Sands which is actually a gate that leads to Cocytus.

1E 107. Scourge of the Godclaw
Page 67 - The Bellflower Network is willing to expand its reach to places like Thuvia and other nations should they achieve success in Cheliax.

1E 125. Tower of the Drowned Dead
Page 72 - The House of Healer’s Wisdom was built by Azlanti followers of Aesocar. This particular sect of Aesocar held apocryphal beliefs that the healing arts could be improved by studying the quintessence of beings from the Outer Planes. To ensure their research was not disturbed they built the House of Healer’s Wisdom far from the centers of power of the Azlanti Empire, selecting a site in the Barrier Wall Mountains that lies in modern day Thuvia. With the House of Healer’s Wisdom complete they begin summoning and binding beings from the Outer Planes. When Earthfall occurred the sect disbanded in favor of going out into the world to offer aid and healing.
Page 72-73 - The House of Healer’s Wisdom includes a “stone shaped” entrance that is the only exterior portion, with the rest lying inside the mountain. The interior includes a main chamber, sleeping quarters, laboratories, storage rooms, laboratories, Shrine to Aesocar, incinerator, invocation chambers, outer ward, and circles for summoning and binding.
Page 72 - Jeneiha is a pairaka div that has been drawn to the power that she can sense still lies within the House of Healer’s Wisdom. However, Jeneiha has been unable to fully explore the interior.

1E War for the Crown Player’s Guide
Page 14 - Rumors of political instability in other lands, such as in Thuvia fueled the fervor of political unrest in Taldor prior to the War for the Crown.

1E 140. Eulogy for Roslars Coffer
Page 77 - Caspara Ghonshipour is a highly regarded professor at a prestigious university in Pashow. Originally from Thuvia, Caspara attended university at the Mortuarium in Yled, Geb. There she earned the title of Twilight Sage before returning to Thuvia to teach studies in life, death, and necromancy.

1E 144. Midwives to Death
Page 32 - The fortress of Fallowdeep, also called Hammer Rock depending on who is occupying the fortress, is located in the Gravelands. Moloum Cactoa is a powerful ghoul and one of several undead in occupancy. Moloum is originally from Thuvia where he was censured for research into alchemical reanimation. Moloum became a ghoul using his own alchemical research.
Page 37 - When he lived in Thuvia, Moloum Cactoa had ambitions to one day be selected to work at the Citadel of the Alchemist. When his alchemy did not receive the attention he thought it deserved he attempted increasing dangerous forms of alchemical research, particularly into reanimation of the dead. Eventually, Moloum left Thuvia after being censured for his experiments. He traveled to Ustalav where in an attempt to impress the Whispering Tyrant he alchemically turned himself into a powerful ghoul.
Page 40 - Moloum Cactoa has created other powerful undead since occupying Fallowdeep. Some of these undead were created using ingredients he brought from Thuvia.

1E Book of the Damned
Page 12 - The House of Oblivion in Thuvia is a center of worship of Ahriman.
Page 13 - Ahriman’s realm of Ahermanabad is connected to Golarion through the House of Oblivion in Thuvia.
Page 236 - Szuriel bargained with the Pharaoh of Forgotten Plagues to create the House of Oblivion, connecting the Ahermanabad, realm of the divs, to Golarion. The divs keep the portal hidden from the daemons, not knowing that Szuriel is aware of the portal's presence.

2E Kingmaker Companion Guide
Page 20 - Ekundayo makes his home in the River Kingdoms, however his parents were originally from Thuvia, before they moved to Absalom.

2E 153. Life’s Long Shadows
Page 6 - Claiming you wouldn’t “miss something”, “do something”, etc. “for all the sun orchids in Thuvia” is a way of putting emphasis on a response in the Swardlands.

2E 160. Assault on the Hunting Lodge Seven
Page 69 - Zuran Dar was a Thuvian elementalist and harrower. He discovered a way to bind an elemental to a harrow card. His journeys eventually took him to the Plane of Air where in his arrogance he attempted to bind a powerful genie and he was killed in the magical backlash.

2E 164. Hands of the Devil
Page 63 - Will-o’-wisps in Thuvia and Osirion are sometimes called dune candles. In Thuvia, will-o’-wisps are most often seen in the lands surrounding the House of Oblivion.

2E 173. Doorway to the Red Star
Page 18 - Traviner Aknima is the heir to a powerful and wealthy merchant family in Thuvia. He has been sent to the Magaambya for education as this has been the standard practice of his family for generations.

2E 185. A Taste of Ashes
Page 69 - Thuvia and particularly the markets of Merab lie on the South Tack trading route. All of the city-states of Thuvia send their wares to Merab to take advantage of its ports. Such goods include all types of alchemical goods, preservatives, rare plants, saps, incense, cumin, lavender, tamarinds, and more. Of particular note is a unique lacquer made in Thuvia that absorbs heat. This lacquer can be painted on ships to help extend the life of perishable goods.
Page 69 - Veaan Tuvanik is a salt mogul in Thuvia and her wares are known for their ability to greatly extend the perishability of grain goods.

2E 189. Dreamers of the Nameless Spires
Page 67-68 - The Cult of the Evermind is a new cult that has recently been formed in Thuvia. The cult is led by Avamendus and is particularly interested in recruits that have expressed or latent psychic abilities.

2E Seven Dooms for Sandpoint Player’s Guide
Page 27 - Jhalevia Stensin is originally from Thuvia, but currently is the harbormaster for the town of Sandpoint in Varisia.

2E Core Rule Book
Page 423 - Thuvia lies within the region more broadly known as the Golden Road.
Page 432 - Mwangi and Osiriani are languages commonly spoken in Thuvia.

2E Player Core
Page 33 - Thuvia is known for its alchemical and technological marvels.
Page 34 - Mwangi and Osiriani are languages commonly spoken in Thuvia.

2E Bestiary
Page 104 - Blue colored dragons are known to live in Thuvia and other nations.
Page 107 - The powerful blue colored dragon named Deyrubrujan lives in Thuvia in a lair named Hidden Nest. The dragon’s minions include Usij cultists.

2E Monster Core
Page 117 - The powerful empyreal dragon named Yssendri is mostly retired from active service in Heaven’s armies, but does still venture to the Universe to provide aid, such as when they recently defended a caravan traveling in Thuvia.
Page 260 - In the construct arenas of Thuvia, constructs such as paleohemoths perform for the audience's entertainment.

2E Book of the Dead
Page 53 - Mummies are common in Thuvia and other nations.
Page 81 - Combusted are an undead that are increasingly seen in Thuvia and the surrounding nations.
Page 87 - Death coaches in Thuvia and Osirion typically appear as a team of scorpions of camels pulling an empty chariot.

2E Howl of the Wild
Page 193 - Vibrant pup swarms can be encountered in desert regions such as Thuvia where they make migrations in search of food sources.

2E War of Immortals
Page 89 - A warshard of Gorum struck one of the towers of the House of Oblivion destroying the tower and spraying the stone shards of the tower across the surrounding sands. These shards of stone act as a beacon for the mysterious entity called the Blasphemy Herald. Fearing the actions of the Blasphemy Herald, Thuvia is now making efforts to do the extremely dangerous task of attempting to repair the shattered tower.
Page 166-167 - Samo and Nahoa traveled to Merab, Thuvia as part of their journey. They travel into the deep deserts of Thuvia where they encountered a powerful and monstrous entity.

2E Absalom City of Lost Omens
Page 12 - Scion Lord Yamathar of House Ormuz is one of the major power players in Absalom and he is very protective of his Thuvian business interests.
Page 26 - Absalom is a trade partner with Thuvia.
Page 62 - In addition to House Ormuz, House Nimz also has strong ties to Thuvia, however Scion Lord Winton has a struggling reputation.
Page 65-66 - House Ormuz was founded shortly after the creation of the sun orchid elixir. The head of House Ormuz is Yamathar and he is a cousin of Queen Zamere of Lamasara. Palace Ormuz is often considered neutral ground by other factions in Absalom. Yamathar has hopes of moving Thuvia beyond its reputation as the place where sun orchid elixir comes from, and has been recruiting alchemists, engineers, artificers and similar professions.
Page 85 - In Absalom the likely places to encounter Thuvians include Palace Ormuz and the House of Shade and Grace.
Page 156-157 - The House of Shade and Grace is an inn and performance hall. It offers dishes common in Thuvia and Thuvians, as well as other patrons, visit the establishment for its enjoyments and comforts.
Page 187-188 - Palace Ormuz is whitewashed in the Thuvian style and is a large sprawling complex.
Page 257 - A Thuvian ship was set alight by siege weapon under mysterious circumstances.
Page 271 - Alina Muraabe is originally from Thuvia and currently runs the Absalom Menagerie. Her grandfather, Rubani Muraabe had explored the Mwangi interior, bringing specimens to Merab and opening a menagerie. Eventually, Rubani moved the menagerie to Absalom. Alina often travels back to Thuvia and leaves her son, Chani, in the care of Lord Yamathar.
Page 296-297 - In his youth Dremdhet Salhar served in Osirion’s ambassador corps in Thuvia.
Page 314 - Lord Gulv of House Tevineg serves as an ambassador to Thuvia.
Page 328-329 - Kefilwe is a major investor in the House of Shade and Grace, which is also the center of Abaslom’s Thuvian social activities.
Page 317-372 - Lord Urkon of House Ormuz is the brother of Lord Yamathar. Lord Urkon has an obsession with mastering and riding unusual mounts. He has won some fame in Thuvia where he has ridden powerful mounts into battle.
Page 379 - Captain Winton of House Nimz includes various Thuvian themed stylish touches in his Sally Guard armor.
Page 382 - Yeena Quoros is a distant descendant of the lands of Thuvia. Although it has been many centuries since her family left, she still proudly claims the heritage.

2E Ancestry Guide
Page 9 - Humans and the angelic Peri work together to defeat the plans of divs.
Page 17 - The Shemtej catfolk can be found across the deserts of Northern Garund, to include Thuvia.
Page 53 - Ysoki are found in Thuvia, however, their populations in Thuvia are smaller than other locations.
Page 109 - Sulis can be found in Thuvia where they are valued for the connection to the elements.
Page 110 - Sulis can especially be found settling in Merab.

2E Character Guide
Page 7 - The Mauxi people are commonly found in Thuvia and Rahadoum.

2E Divine Mysteries
Page 98 -Shelyn appreciates all art, even the sand art of Thuvian children.
Page 128 - The Platinum Band is an organization of non-dragon worshipers of Apsu and they are most often found in Thuvia, Taldor, and Absalom.

2E Firebrands
Page 36 - Oasis Island is a small island off of Thuvia’s coast and is home to a silver colored dragon named Calthaxitakin. Calthaxitakin fled to the island after House Thrune won the Cheliax civil war. Calthaxitakin has since connected with the Bellflower Network and the Firebrands and is frequently away from her home working to advance the causes of those organizations.
Page 103 - The Vaunter’s Carnival was considering Merab, Thuvia as a possible location to host the carnival in 4723 AR.

2E Impossible Lands
Page 77 - The city of Alkenstar is always hungry for new trends such as breathing exercises or diets from Thuvia and Jalmeray.
Page 148 - The Ghoul nation of Nemret Noktoria lies under the border of Thuvia and Osirion.

2E Lost Omens Legends
Page 18-19 - Artokus Kirran’s familiar is a talking meerkat named Tukalo. Tukalo gives lectures in place of Artokus, and his favorite subject to lecture on is insect alchemy.
Page 18 - The Serene Spiral is the name of the temple of Pharasma in Lamasara.
Page 18-19 - Tosof is the name of the morrigna psychopomp that has been assigned to periodically check in on Artokus Kirran.
Page 19-20 - Artokus Kirran was born in Merab and is considered the Inner Seas most famous hermit. Artokus produces six vials of sun orchid elixir every year for auction. Each of the five city-states sends Artokus reports on the sale of sun orchid elixir and the civic projects that the sale of the elixir funds. While Artokus remains strictly neutral in political affairs, he has concerns about Aspenthar’s increasing militarism. General Azaersi request to send two of Oprok’s hobgoblins to study with Artokus was accepted. While Artokus is a known recluse, he is an avid letter writer and corresponds regularly with a wide array of people.
Page 20 - Kassi Aziril is a former student of Artokus and the two correspond often. Kassi has become a rising star in the field of alchemy.
Page 20 - Chancellor Irahai of Mendev and Artokus maintain regular correspondence. With Irahai, Artokus feels comfortable sharing his interests in Thuvian history and literature, as well as his hopes for the nation of Thuvia.
Page 20 - The process of creating sun orchid elixir leaves behind a thick paste. This paste is also a powerful alchemical substance called sun orchid poultice. The sale of sun orchid poultice is used to support Artokus’s alchemy students.
Page 21 - Before setting out into the desert to study sun orchids, Artokus ran an alchemy shop in Merab. Artokus was slowly dying of illness, but while studying sun orchids and their alchemical properties he began to realize his health had improved.
Page 28 - General Azaersi was surprised when Artokus accepted two of her hobgoblins as students at the Citadel of the Alchemist.
Page 54 - Chancellor Irahai of Mendev is of Thuvian descent, both of her parents having left Thuvia to join the Mendevian crusades. Irahai corresponds regularly with Artokus as she appreciates the insights he can provide, as well as insight into a homeland she has never known.
Page 76 - Kul-Inkit of Numeria has made inquiries about sun orchid elixir as well as other life extending options.
Page 93 - Razmir believes that his bids on the sun orchid elixir have been fraudulently rejected.
Page 108 - At age 15 Tessa Fairwind stole a Thuvian pleasure barge and after three days she pillaged then abandoned the barge.

2E Monsters of Myth
Page 18 - A diary found in the Thuvian desert recounts being stalked by the entity called the Desert’s Howl.
Page 18 - The Desert’s Howl has stalked the Thuvian desert for over 3000 years. Some belief the Desert’s Howl is a form of wendigo, however it is an entirely different creature.
Page 19 - Azeel had been a desert guide until he barely escaped the desert and the Desert’s Howl. Sadly his stories of escape are often mocked because they seem more a result of madness than an actual accounting of events.
Page 19 - An Osirion noblewoman named Sidrah is also disbelieved for her tale of madness and attack that occurred on the caravan that she was traveling in on the way to Pashow. Her husband did not survive, so others claim her story is just a cover for foul play.
Page 19-20 - Rumors claim that Desert’s Howl was originally a scoundrel by the name of Jalari Zafikiri. Jalari, single handedly or with his bandits, accomplished numerous raids on caravans. After making his most daring theft, the price on Jalari’s head became so great that he was constantly being pursued by bounty hunters, soldiers, and more. What Jalari stole changes depending on who is telling the story, but the result is always the same.
Page 20 - With the arrival of the Desert’s Howl, Thuvia’s desert changed. Those who traverse the deep desert are wary of the Desert’s Curse, a sickness that seeps into the creatures of the desert but only expresses itself in the minds of the peoples who come in contact with the sickness. This curse is especially dangerous to those whose minds are touched with psychic power.
Page 22 - The oral histories of those peoples who make the Thuvian desert their home, the Desert’s Howl initially much more closely resembled a person but over time their proportions have grown and stretched in frightening ways.
Page 23 - Similar but less powerful creatures called Stalker’s Spawn have also been seen haunting the desert. In appearance they look similar to Desert’s Howl but not as yet transformed to the same degree. As of yet, it is not entirely clear if the Stalker’s Spawn are related to the Desert’s Howl.
Page 60 - Hemra is the spouse of Surai. Hemra wrote to Surai, explaining the failed survey of the Tagas Labyrinth and their desire to leave Duwwor as they no longer felt the city was safe due to the proximity of the Tagas Labyrinth.
Page 60 - Surai is the spouse of Hemra, and they were living in Duwwor.
Page 60 - Khamar and Danti were part of the survey mission of the Tagas Labyrinth that included Hemra. Khamar and Danti were sprayed with a gas by the creature stalking the Tagas Labyrinth. Afterwards they become feverish and insisted they return to the Labyrinth, their fate is unknown.
Page 61 - The Society of Tekritanin History is an organization that focuses on learning and uncovering the history of the Tekritanin League.
Page 61 - Abira Uzil is the Coordinator of Surveys for the Society of Tekritanin History and operates out of Duwwor.
Page 61-62 Tagas was a small city in the Tekritanin League. Meteorites fell near the city and within the meteorites the people of Tagas found strange metals. The products of these rare metals were highly prized and the city prospered from their sale. Something else came with the metals and eventually the people of Tagas sacrificed themselves and their city to imprison the creature.
Page 61-62 - Forouz Ifranin’s family’s oral history tells how they were in the lands called Thuvia long before there was a Thuvia, and even before there was a Duwwor.
Page 62 - Iza is the granddaughter of Forouz Ifranin.
Page 62 - Khamar Ghonem kept notes about their time in the Tagas Labyrinth and the pull to return to the Labyrinth. Khamar’s fate is unknown.
Page 60-65 - The creature known as Kuworsys was trapped in the city of Tagas long ago by the people of that town. Kuworsys origins are not confirmed, but it wasn’t until after meteorites fell near the city of Tagas that Kuworsys was first seen.
Page 65 - Toy making was a prominent industry in Tagas, be it for games of strategy played by adults or toys for children. Some of these toys were also powerful magic items such as sandstorm tops or gamepiece chariots.
Pag 65 - During some of Tekritanin’s holidays children played with spinning tops to reenact famous battles between deities.
Page 121 - The automaton Ulistul has been seen roaming the deserts of both Rahadoum and Thuvia.
Page 122 - Ulistul actively monitors the institutions of engineering and artifice in Rahadoum and Thuvia to identify promising recruits to further her goals.

2E Pathfinder Society Guide
Page 11 - The Aspis Consortium is active in Thuvia and other nations.
Page 84 - Sheila Heidmarch is of both Chelaxian and Thuvian heritage.

2E The Mwangi Expanse
Page 18 - Thuvia was a trade partner with Rastel in the Mwangi Expanse.
Page 26-27 - The Mauxi peoples live mostly in the northern part of the Mwangi Expanse and they are influenced by their neighbors in Thuvia and Osirion. Younger Mauxi in Thuvia and Osirion have started to seek a stronger connection to Mwangi Expanse in an effort to better understand their people’s origins and ancient history.
Page 125 - While the Shisks are rarely encountered outside of the Mwangi Expanse, some Shisk communities live on the Thuvian side of the Barrier Wall Mountains. Rumors also claim that a Shisk has petitioned to be a student at the Citadel of the Alchemist.
Page 153 - The druid circle known as the Stonewardens is located in the central Barrier Wall Mountains and operates on both the Mwangi side and Thuvian side of the border between the nations. The Stonewarders begrudgingly move Thuvian caravans through their territory as they travel between Thuvia and the Mwangi Expanse. The Stonewarden druids also have a formal agreement with Thuvia to assist travelers that are seeking to reach the Citadel of the Alchemist. The Stonewardens operate out of a tower that was built by giants but has since been abandoned.

2E 6. Archaeology in Aspenthar
Page 3 - After Osirion closed access to exploration of ruins within Osirion, Prince Zinlo of Aspenthar allowed for permits to be issued for the exploration of ruins around Aspenthar. These permits are not cheap, but so far there has been no shortage of people willing to pay the fee. The Pathfinder Society has also been willing to pay the fee to gain access to of interest.
Page 3 - The Jistka Imperium once held strong influence over Thuvia. As a result some ruins within modern day Thuvia are of Jistkan origin.
Page 3 - The quick turn around from the closing of Osirion archaeology sites to the opening of archaeology site near Aspenthar, indicates that little is likely known about the dig sites that are being opened up.
Page 4 - Gol Amri is a representative for Prince Zinlo. One of her responsibilities includes connecting archaeologists who have paid the fee with their guide that will escort them to the ruin they are permitted to research.
Page 4 - Sefu Moyo is a Taralu dwarf from the Mwangi Expanse and is one the hired guides that escorts archaeologists to ruins.
Page 4-5 - A secret Jistkan Imperium laboratory is located on a seaside cliff about an hour's travel outside of Aspenthar. This lab was used to conduct research in secret, with constructs being a primary focus of the research conducted at the lab. This secret lab failed to produce any significant breakthroughs in the research being conducted and was eventually abandoned.
Page 5 - The Jistkan Imperium laboratory ruins include sentry outposts, construct workshops, and alchemical and mechanical experimentation chambers.
Page 5 - The design of Hellknight armor was inspired by Jistka Imperium armor.

2E 21. In Pursuit of Water (Review Incomplete)
Page 3 - Aspenthar is the second largest city-state in Thuvia.
Page 3 - Osirion’s Pharaoh of Forgotten Plagues lured Ahriman, Lord of Divs to Thuvia’s interior deserts and divs have remained a threat in the region ever since. Powerful divs have bases of operations throughout Thuvia’s deserts and are often aided by Usij cultists.
Page 3 - The Inspiriting Wellspring was a complex in Thuvia’s interior deserts that sat upon an underground waterway. In addition to offering desert travelers water and a place of rest, the complex also had places of worship, and a trading post. Approximately 300 years ago the Inspiriting Wellspring was attacked by div forces. While most of the divs were defeated, a powerful div was only trapped, sealed within the water chamber. Losing access to its source of water, the Inspiriting Wellspring was abandoned and the complex was reclaimed by the desert. Before abandoning the complex three of the most prominent families that oversaw the Inspiriting Wellspring, each took one of the keys to the wards that imprisoned the powerful div. Their descendents continue to guard the keys.
Page 3 - Recently Usij cultists have made contact with the div imprisoned in the ruins of Inspiriting Wellspring and are seeking a way to free the div.
Page 3 - Gol Amri is a representative for Aspenthar and reports to Prince Zinlo.
Page 3-4 - Diya Akan is a Pathfinder Venture-Captain that runs a Pathfinder Lodge in Merab.
Page 4 - Aspenthar’s public palace provides a space for public events, announcements, and government functions.
Page 4 - Kida Ameen is a descendant of one of the three families that received a ward key for the Inspiriting Wellspring. Usij cultists attacked Kida, and her husband was killed in the attack. Kida lives in Aspenthar and the authorities killed or captured some of the Usij attackers. The Pathfinder Society has been hired by Aspenthar to assist in eliminating the Usij threat to Kida and Aspenthar that lies outside of the city-states borders.
Page 4 - Husha was a descendant of one of the three families that received a ward key for the Inspiriting Wellspring. Husha’s and Kida’s families are acquaintances. Husha was killed by Usij cultists and his ward key was stolen.
Page 4 - Nana Surna is a Thuvian woman and grandmother of Kida Ameen.
Page 5 - Approximately 37 miles outside of Aspenthar is an oasis that serves as a waypoint for travelers traveling between Aspenthar and Pashow. From this oasis the Inspiriting Wellspring lies another 54 miles away out in the open desert.
Page 5-6 - Derashem is a doru div working with Usij cultists in Thuvia.
Page 8 - Seda is a tailor from Pashow where her parents continue to live. She has recently married Rasool Alame.
Page 8 - Rasool Alame is a merchant from Aspenthar and has recently married Seda.
Page 9 - The book, Parvad’s Calamities, is a history of the wars between Ancient Osirion and the Jistka Imperium.
Page 9 - Kida Ameen’s ancestors located the underground waterway that lies below the Inspiriting Wellspring, and were instrumental in building the settlement that began
Sezruth is a powerful aghash div working with Usij cultists in Thuvia. Sezruth led an assault on the Inspiriting Wellspring. While Sezruth’s assault failed to capture the Inspiriting Wellspring the complex was abandoned shortly thereafter.

2E 4. To Seek the Heart of Calamity
2E 8. Battle for Stars Fate
2E Travel Guide
2E World Guide
2E 17. Escorting a Mirage
2E 17. Trapping the Hags Claw
2E Mark of the Mantis Pregens
2E Troubles in Otari
2E. The Enmity Cycle


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wasn't sure where to include this but this seemed like a good spot.

I have been meaning to group all of the Pathfinder fiction together by associated stories for easy reference. I did not include the Flash Fiction, but I may go back and do that as well at somepoint.

Note a * indicates a Short Fiction story that has not been made available to purchase via epub/pdf.
Note the # in front of a Novel indicates the publication order.

If I have missed a connection for a short story or novel, please let me know.

Varian Jeggare & Radovan
1 Prince of Wolves (2010) [N] by Dave Gross
5 Master of Devils (2011) [N] by Dave Gross
11 Queen of Thorns (2012) [N] by Dave Gross
16 King of Chaos (2013) [N] by Dave Gross
27 Lord of Runes (2015) [N] by Dave Gross
The Lost Pathfinder (2010) [SF] by Dave Gross
Hell’s Pawns (2011) [SF] by Dave Gross
A Lesson in Taxonomy (2011) [SF] by Dave Gross
A Passage to Absalom (2013) [SF] by Dave Gross
Husks (2013) [SF] by Dave Gross
Killing Time (2013) [SF] by Dave Gross

Ellasif & Declan
2 Winter Witch (2010) [N] by Elaine Cunningham and Dave Gross

Elyana, Drelm, Lisette
3 Plague of Shadows (2011) [N] by Howard Andrew Jones
17 Stalking the Beast (2013) [N] by Howard Andrew Jones
The Walkers from the Crypt (2011) [SF] by Howard Andrew Jones
*Bells for the Dead (2013) [SF] by Howard Andrew Jones

Gad’s Crew
4 The Worldwound Gambit (2011) [N] by Robin D. Laws
The Ironroot Deception (2013) [SF] by Robin D. Laws

Salim
6 Death's Heretic (2011) [N] by James L. Sutter
20 The Redemption Engine (2014) [N] by James L. Sutter
Faithful Servants (2013) [SF] by James L. Sutter

Krunzle the Quick
7 Song of the Serpent (2012) [N] by Matthew Hughes [only as by Hugh Matthews]
Krunzle the Quick (2020) [SF] by Hugh Matthews

Alaeron, Jaya, Skiver
8 City of the Fallen Sky (2012) [N] by Tim Pratt
22 Reign of Stars (2014) [N] by Tim Pratt
A Tomb of Winter’s Plunder (2013) [SF] by Tim Pratt

Isiem
9 Nightglass (2012) [N] by Liane Merciel
23 Nightblade (2014) [N] by Liane Merciel
Misery’s Mirror (2013) [SF] by Liane Merciel

Luma
10 Blood of the City (2012) [N] by Robin D. Laws
In the Event of My Untimely Demise (2013) [SF] by Robin D. Laws

Kagur
12 Called to Darkness (2013) [N] by Richard Lee Byers
In Red Rune Canyon (2013) [SF] by Richard Lee Byers

Rodrick & Hrym
13 Liar's Blade (2013) [N] by Tim Pratt
28 Liar's Island (2015) [N] by Tim Pratt
33 Liar's Bargain (2016) [N] by Tim Pratt
Bastard, Sword (2021) [SF] by Tim Pratt

Captain Torius and Crew
14 Pirate's Honor (2013) [N] by Chris A. Jackson
24 Pirate's Promise (2015) [N] by Chris A. Jackson
31 Pirate's Prophecy (2016) [N] by Chris A. Jackson
*Stargazer (2013) [SF] by Chris A. Jackson

The Masked and Tantaerra
15 The Wizard's Mask (2013) [N] by Ed Greenwood
*A Matter of Knives (2013) [SF] by Ed Greenwood

Gideon Gull
18 The Dagger of Trust (2014) [N] by Chris Willrich
*The Cloak of Belonging (2013) [SF] by Chris Willrich

Jendara and Kran
19 Skinwalkers (2014) [N] by Wendy N. Wagner
34 Starspawn (2016) [N] by Wendy N. Wagner
Mother Bears (2013) [SF] by Wendy N. Wagner
*Winter's Wolves (2013) [SF] by Wendy N. Wagner

Tyressa Vishov
21 The Crusader Road (2014) [N] by Michael A. Stackpole

Jiri
25 Firesoul (2015) [N] by Gary Kloster
*The Gem (2013) [SF] by Gary Kloster

Akina and Ondorum
26 Forge of Ashes (2015) [N] by Josh Vogt
*The Price Paid (2013) [SF] by Josh Vogt

Mirian & Jekka
29 Beyond the Pool of Stars (2015) [N] by Howard Andrew Jones
37 Through the Gate in the Sea (2017) [N] by Howard Andrew Jones

Larsa and Jadain
30 Bloodbound (2015) [N] by F. Wesley Schneider

Jheraal
32 Hellknight (2016) [N] by Liane Merciel

Shaia Ratani
35 Shy Knives (2016) [N] by Sam Sykes

Daryus and Shiera
36 Reaper's Eye (2016) [N] by Richard A. Knaak

Keren and Zae
38 Gears of Faith (2017) [N] by Gabrielle Harbowy
*Inheritance (2013) [SF] by Gabrielle Harbowy

Godsrain
Godsrain (2024) [N] by Liane Merciel
The Godsrain Prophecies (2024) [SF] by Erin Roberts
Before the Godsrain (2024) [SF] edited by ???

Short Fiction Series
The Secret of the Rose and Glove (2011) [SF] by Kevin Andrew Murphy
The Perfumer’s Apprentice (2013) [SF] by Kevin Andrew Murphy
Thieves’ Vinegar (2013) [SF] by Kevin Andrew Murphy

Fingers of Death–No, Doom! (2013) [SF] by Lucien Soulban
*The Tides of Blood! (2013) [SF] by Lucien Soulban

Short Fiction General
Blood Crimes (2010) [SF] by J.C. Hay
Certainty (2010) [SF] by Liane Merciel
Noble Sacrifice (2010) [SF] by Richard Ford
The Swamp Warden (2010) [SF] by Amber E. Scott
Dark Tapestry (2010) [SF] by Elaine Cunningham
Lord of Penance (2011) [SF] by Richard Lee Byers
The Compass Stone (2011) [SF] edited by James L. Sutter
Prodigal Sons (2011) [SF] edited by James L. Sutter
Guns of Alkenstar (2011) [SF] by Ed Greenwood
Plague of Light (2011) [SF] by Robin D. Laws
The Ghosts of Broken Blades (2011) [SF] by Monte Cook
The Illusionist (2011) [SF] by Elaine Cunningham
Two Pieces of Tarnished Silver (2011) [SF] by
Blood and Money (2013) [SF] by Steven Savile
Guilty Blood (2013) [SF] by F. Wesley Schneider
Plow and Sword (2013) [SF] by Robert E. Vardeman
The Box (2013) [SF] by Bill Ward
The Seventh Execution (2013) [SF] by Amber E. Scott
Hell or High Water (2013) [SF] by Ari Marmell
Light of a Distant Star (2013) [SF] by Bill Ward
Proper Villains (2013) [SF] by Erik Scott de Bie
Shattered Steel (2013) [SF] by F. Wesley Schneider
The Fate of Falling Stars (2013) [SF] by Andrew Penn Romine
The Irregulars (2013) [SF] by Neal F. Litherland
The Treasure of Far Thallai (2013) [SF] by Robin D. Laws
The Twelve-Hour Statue (2013) [SF] by Michael Kortes
The Shroud of Four Silences (2021) [SF] by Liane Merciel
Tales of the Zoetrope (2025) [SF] by James Case & Simone D. Salle
*Armored (2013) [SF] by Stephanie Loree
*Best Served Cold (2013) [SF] by Ari Marmell
*Boar and Rabbit (2013) [SF] by James L. Sutter
*Crisis of Faith (2013) [SF] by Michael J. Martinez
*Diamond in the Rough (2013) [SF] by Evey Brett
*Dune Runner (2013) [SF] by Christopher Paul Carey
*The Fencing Master (2013) [SF] by Dave Gross
*Hunter's Folly (2013) [SF] by Josh Vogt
*A Knightly Mission (2013) [SF] by Dylan Birtolo
*The Patch Man (2013) [SF] by Adam Heine
*Queen Sacrifice (2013) [SF] by Steven Savile
*The Weeping Blade (2013) [SF] by Josh Vogt


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This is a bit of a stretch but... Last year we got Death, this year we have War, should we be expecting Plague and Famine in 2026 and 2027 respectively?

This also makes for some fun conspiracy crafting!


6 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If I was a Dragon, I would want Maya in my horde, because Maya is an absolute treasure!


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It is possible both are true and operate on alternating 6 year cycles so that each event only comes around once every 12 years. The first sounds like a much more somber tradition requiring sacrifice for a blessing upon the nation, and results in a new ruler. While the second event sounds like a fun festival! Or they could happen on the same 12 year cycle, with the opening ceremony seeing the departure of the soon to be new monarch, followed by the festival like Princess Processions.

As for the Intercessor, that could be a formal position, and the Intercessor might travel with the new Monarch up Iron Mountain. The Intercessor is probably responsible for performing the ritual that calls the celestial dragon.

This is all just interpretation of the text that allows all statements to be true. But maybe it will be helpful.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I happily point out that there are already four intelligent ooze peoples in Golarion, all of which could be adapted to their own Ancestry.

Apallie, Thorgothrel, Doppeldrek (Awakened), Mezlan

If you are not familiar with the above, I recommend checking them out on Archives of Nethys.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since it is very Casmaron related I wanted to call out Ginevers. For context in 1E Ginevers were listed as monstrous humanoids, opening the possibility for them to be a humanoid Ancestry in 2E. In 1E we learn that Ginevers originate from Casmaron and were created by/are the children of a Fermentation God. As a result they have a close association with alcohol and alcohol is an important part of their biology. Ginevers tend to live in urban areas and can generally blend in as humans if not given too much scrutiny.
I desperately need to know more about this Fermentation God. I desperately need to know more about the origin and history of Ginevers.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I personally love Rare Ancestries and I especially enjoy getting to explore any Ancestry in terms of both mechanics and lore/history within the Golarion. So with that in mind, I decided to see if there were any potential Ancestries unique or mostly unique to the Shining Kingdoms. My results are below. While I suspect it is far too late to see these explored in the Shining Kingdoms book, maybe we will get a Shining Kingdoms Adventurer's Guide.

Ginever:

Sources: Taldor, the First Empire pg. 58
Feats, Traits & Abilities: Medium Size, Darkvision, Low-Light Vision, Immune Poison, Resist Acid, Resist Cold, Bite Attack, Drunken Defense, Fortifying Gaze, Inebriate, Vicious Sobriety
Note: In 1E Ginevers were listed as Monstrous Humanoids.
History & Society: Originating from Casmaron, Ginever’s claim to be the children of a God of fermentation. In Qadira, Ginever’s have a reputation for being vagabonds and bandits. Qadirans claim that Ginever’s are a people cursed for their gluttony. Ginever’s are fairly new to Avistan and are primarily found in large urban areas. Ginever’s have an appearance similar to humans and are generally able to blend in when living in primarily human cities. Ginever cuisine consists of all types of alcohol and they saturate their food in alcohol, letting it soak and absorb the alcohol. Food that has soaked for months in alcohol is considered the most delectable.
Ancestry Thoughts: Using alcohol as the starting point for an Ancestry is quite a fun idea. Ginevers already have a great set of abilities that can be worked into Ancestry Feats. Doubling down on Ginevers abilities to use their innate alcohol abilities for both social and combat encounters could be a lot of fun. I would greatly enjoy seeing Heritages based on beer, wine, liquor, and spirits. Also, there was a missed opportunity in the Ginever’s Stats. As presented the Ginever is resistant to Acid and Cold, but they should absolutely be resistant to Cold and vulnerable to Fire. I would definitely want that as part of the base Ancestry Stats. I am also intensely curious about their origin and the Fermentation God from which they originate. Since Ginevers originated in Casmaron, I could see Paizo waiting until we go to Casmaron before exploring Ginevers as an Ancestry. Also worth noting, while alcohol is a normal and intrinsic part of Ginever biology, any presentation of this Ancestry would need to steer away from tropes about alcoholism. There would likely need to be a sidebar discussion about playing this Ancestry responsibly. The sidebar should also detail the importance of discussing with players beforehand if they wish to explore sensitive topics such as addiction and alcoholism at the table. While Ginevers are absolutely not the “alcoholic ancestry” there will be some players that will want to take their characters in that direction. With Ginevers being fairly new to Avistan, I could see Cayden Cailean having an interest in this Ancestry, and in turn Ginevers being curious about Cayden Cailean.

Onyvolan:

Sources: Pathfinder #127: Crownfall pg. 86
Feats, Traits & Abilities: Medium Size, Darkvision, Speed 40 ft., Slam Attacks, Cowardly, Creepy Cackle, Easily Hampered, Nimble Charge
Note: In 1E Onyvolans were listed as Monstrous Humanoids.
History & Society: So far the Onyvolan have not been presented with any real background within the setting with regards to their origin or history. We know that they are almost exclusively found in large urban areas, and tend to live in small groups that do not appear to be particularly concerned about traditional family units. We did receive quite a bit of information on Onyvolans with regard to their culture. While not explicitly stated, Onyvolans appear to rarely engage in crafting or manufacturing. This is indicated by the preference of Onyvolans to avoid anything new or in regular use. Instead, Onyvolans seekout clothing and items that have been discarded or abandoned. They take pleasure in finding garments that are out of fashion or worn out and thrown away. Also, the more garish the garments the better. This behavior very likely extends to things like armor and items. Onyvolans are likely to prefer armor found in a dungeon over buying something newly crafted by a smith. The exception is hats and headwear. Onyvolans universally seek out the most fantastic and eye-catching headwear they can find or buy. In keeping with the Onyvolan desire for things worn out, discarded, or abandoned, their homes are typically found in the rundown parts of a city. Generally considered harmless but creepy, or at worst pests, Onyvolans appear to largely go ignored by most other Ancestries. There are known populations in the urban areas of Taldor, and presumably throughout the Shining Kingdoms. Additionally, the city of Absalom is known to have a population of Onyvolan. Although not explicitly stated (and this may just be a me thing), Onyvolan communities appear to have social behaviors that are reminiscent of feral cats, with a touch of the punk rock culture.
Ancestry Thoughts: I think Onyvolans are very interesting Ancestry, but I struggle mightily with understanding how to play them with them having wheels for hands. However, there are certainly several options available to overcome this limitation. Perhaps their hands shapeshift between wheel and hand, maybe they naturally have “Telekinetic Hand” as a spell-like ability, or maybe the hard keratin of their wheels are actually hiding hands that take an “Action” to unwind or reform as a wheel. While Onyvolans certainly have a lot of limitations with regard to holding items, wearing gloves, etc, they have two interesting advantages in the form of speed and weapon. Having wheels for hands and feet mean Onyvolans are fast, possibly one of the fastest Ancestries. However, their speed is offset by their weakness to difficult terrain. Additionally, the hands/forearms and feet/calves of Onyvolans are covered in hard keratin making them powerful natural weapons. I could easily see Onyvolans being able to grow this keratin so that the edges have sharp blades or spikes. And this keratin could likely be carved with weapon and armor ruins. I think with their speed and keratin there is likely a fair amount of design space to flesh out Onyvolan Heritages and Ancestry Feats. However, there is one other aspect of the Onyvolans that could be played up in interesting ways. Onyvolans make other humanoids feel creeped out. Onyvolans’ mouths are filled with pointed teeth and at rest their faces relax into overly wide grins. (I now need an Ancestry Feat called Grim Grin) Pairing this with the Onyvolans’ Creepy Cackle, we start to see an Ancestry that could lean into being super creepy. This should play differently from being scary, they don’t inspire a fear response, instead they make other Ancestries feel unsettled and wary. Perhaps this draws the attention and focus of other Ancestries when there are more dangerous threats around. If their creepiness does get played up, I would set an exposure limitation so that their fellow party members are not constantly in a creeped out/wary state of mind.


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Andoran is also due for a slight refocus now that the slave trade has largely collapsed across the Inner Sea Region. A big part of Andoran's identity was as anti-slavers. I am curious to see where they place their focus now.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Animal Lord

The Animal Lord Template showed up in 1E Bestiary 3. I recommend checking it out on Archives of Nethys. This Template is already set up perfectly to be a Mythic Destiny.
Also, the Awakened Animal, Beastkin, Werecreature Archetype,and Wild Mimic Archetype, do a great job of setting up a character to take on the Animal Lord Mythic Destiny. It's actually a little surprising this isn't a Mythic Destiny we got in War of Immortals.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Evan Tarlton wrote:
The Raven Black wrote:
Brinebeast wrote:
CorvusMask wrote:
Brinebeast wrote:

The Front Matter and Back Matter of The Resurrection Flood has related lore, especially in regards to the Orc Pantheon.

I really wanna knooooow Orc Pantheon lore x'D
I will say this much... my beloved Dretha, it is still unclear what your fate may be.
I can very easily see Dretha fit and fare much better in the new pantheon than she did in the old one.
** spoiler omitted **

Oh my goodness, yes, I saw the back matter... but... but... it's still ambiguous right... right?

I may be in a little bit of denial. Divine Mysteries cannot come soon enough.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Brinebeast wrote:

The Front Matter and Back Matter of The Resurrection Flood has related lore, especially in regards to the Orc Pantheon.

I really wanna knooooow Orc Pantheon lore x'D

I will say this much... my beloved Dretha, it is still unclear what your fate may be.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For those who might be looking for it, this is the first Quest Adventure published with the ORC License. I believe all Pathfinder lines are now under the ORC, Yay!!!


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Isn't there minotaur warspawn going around in Isle of Kortos claiming to be Voradni Voon and recruiting harpies, minotaurs and etc?

Yes! I didn't mention it because I didn't want to spoiler to much.

My personal hope is that a new minotaur is claiming the mantle of Voradni Voon, but is an animist so it's legit. And that a remorseful Voon spirit is providing guidance to lead the minotaurs, centaurs, and harpies back through the Brazen Gate to establish their lost homeland on Casmaron.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Agreed! All the developments in Arcadia are super exciting!!! I can't help but feel that an Arcadia book is on the 2-3 year horizon.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ohhhhhhhhhh!

"Nightmares riddled with Star-Worm bile," - War of Immortals pg. 136

They mentioned the Star-Worm!!!! Oh snap, that is some cosmic horror goodness!!!!!!!


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

War of Immortals - Casmaron Recap

Keyword Searches: Casmaron

Divine beings supply their blood to Bloodragers in Casmaron for wars involving hidden threats. - War of Immortals page 60
Warriors of Legend have become more common across Golarion to include places like Casmaron. - War of Immortals pg. 66
Page 96-98 Casmaron subsection (So many goodies here!)
Outside of the Inner Sea, no place was as deeply affected by the Godsrain as Casmaron. - War of Immortals pg. 96
Without getting into much detail other major subsections include: Chaos in Kelesh, The Bride of Ydersius, Thunder on the Plains, Echoes of the Ancient Past, and Numbering the Anointed. - War of Immortals pg. 98-98. I will highlight one thing from each section.
Chaos in Kelesh - The rains of the Godsrain hit Kelesh on the eve of the Padishah Emperor’s centenary. (This gives us a pretty good idea of when the current Padishah Emperor took charge of the Empire).
The Bride of Ydersius - Hidden for 59 centuries, an ancient Aishmayar city was revealed when the Daszij Damworks broke causing devastation. But with the unusually preserved city revealed, the goddess Etaris, Bride of Ydersius was resurrected. (I need to know a lot more about Etaris and the city that was flooded).
Thunder on the Plains - The hilt of Gorum’s Sundered Sword fell on the Grass Sea and landed at the base of Conqueror’s Stand, an ancient crumbling statue of Voradni Voon. (Is a reborn Voradni Voon going to return to central Casmaron and establish a new minotaur kingdom? Yes please!)
Echoes of the Ancient Past - Lamentations is the name given to a phenomenon that occurs where thousands of spirits return to a site on the anniversary of the site's destruction. The astrologers of the city Na-Gursir see the increase and unpredictability of the Lamentations as a sign that the Pit of Gormuz will soon birth a new Spawn. (Wait, will we see another Spawn besides Verex That Was?)
Numbering the Anointed - Yaril, Prince of the Padishah Empire has been collecting individuals blessed with power by the Godsrain for “training”. (That doesn’t sound healthy.)
Namzaruum is prophesied to awaken and lead a new Azlanti Empire. - War of Immortals pg. 134


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So, with the new standard that stand alone adventures will be larger hardback adventures, that bodes well for the eventual release of this adventure. Just food for thought.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So, Paizo has often mentioned that they see their books as building blocks, with each new book helping to build towards a future release.

So with that in mind, did I hear correctly during the stream that we will be following the two new iconics as they travel to Southern Garund in the War of Immortals book? Now, if I heard that correctly, I understand that is not an announcement of a Southern Garund book, but oh the implications…


7 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Aenigma wrote:
Not sure if I understood correctly. So qlippoth is purely the creation of Paizo, but shoggti, nyogoth, chernobue, and Shiggarreb cannot be used in Pathfinder Remaster? I didn't know they were created by Green Ronin because they appeared in First Edition Bestiary 2 and Book of the Damned. But if they were created for Pathfinder in the first place instead of D&D, perhaps they are still usable in Pathfinder Remaster?

Qlippoth is a real world term in the public domain and is therefore save to use by any publishing company.

The first appearance of shoggti, nyogoth, and chernobue was in a book produced by a gaming company called Green Ronin. Green Ronin published using the OGL License. Because Green Ronin used the OGL License, this allowed Paizo to use those 3 qlippoth in there books that were also published with the OGL License.

With Paizo moving to the ORC License, they are prohibited from using material from other companies that published using the OGL License. Which means Paizo is prohibited from using shoggti, nyogoth, and chernobue.

There is additional nuance, but hopefully this helps with understanding.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wonder if the term "Ulat-Kini" will be decoupled from the Alghollthus and instead become the ancestral name of the Deep Ones. Considering the Deep Ones lack an ancestral name, and that the Ulat-Kini and Deeps Ones are already extremely close in theme and presentation I could see that as a possibility.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Aaron has been an absolute delight, best of luck on your future endeavors Aaron!!!


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Just close to two decades of print product containing a lot of examples in text that might be tricky to all track down. :-/

OH! This sounds like a fun research task! I will provide a full report when I am done.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My top guess is marked safe. So, I am going to go with Gorum as my next choice. I don't have a good reason for it though.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Saga Lands
Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia

1. In 2E Shoanti Totemism changed to being called Shoanti Animism.
2. Animist is a soon to be released class.
3. The Path of Aganhei is a direct route between the Saga Land and Tian Xia.
4. The Saga Lands have a minority population of Tians. Having the Tian peoples better described allows the minority populations in the Saga Lands to have appropriate background information.
5. Quest of the Frozen Flame Adventure Path fills in information on the Realm of the Mammoth Lords
6. Seven Dooms for Sandpoint Adventure Path fills in current information for Sandpoint.
7. Mythic rules help to ensure accuracy for the mythic personalities in the region, such as Runelords and Baba Yaga.
8. Stasian Technology, Winter Touched Human Heritage, Viking Archetype, and the Linnorm dragons help prepare us for Irrisen and Lands of the Linnorm Kings.
9. The Stolen Fate Adventure Path and the Harrow Deck help prepare us for Varisia the nation and Varisians the people.
10. Many of the Fey elements are already available. And Howl of the Wild fills in the missing pieces for the Land of the Linnorm King’s Beastkin and Werecreature traditions.
11. The adventure Rusthenge gives us a 1st level adventure in the Sagalands that can serve as an introduction to the area.
12. The Saga Lands make for a great jumping off point into Arcadia since the two have direct ties.

I do hope we get a Character Guide though. I would have loved to have had a Character Guide of the Mwangi Expanse and the Impossible Lands.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thank you James for sharing your insights. They are always deeply appreciated.

And thank you everyone else for chiming in to share information. It is most helpful!


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I couldn’t find if this is something that has been discussed or not, so if it has, please point me in the right direction. I am curious what will become of the six OGL Demon Lords. I could see some of them being killed off in the upcoming War of Immortals. This could also allow some Nascent Demon Lords to take over their realms and move up to full Demon Lord status. The six OGL Demon Lords include: Baphomet, Dagon, Jubilex, Kostchtchie, Orcus, and Pazuzu. My thoughts on potential outcomes are below.

Baphomet - As a Demon Lord it seems like Baphomet has already been on a different trajectory for a while. I could easily see that story progress with Baphomet abandoning the Outer Rifts altogether. Baphomet pulled the Ivory Labyrinth from Hell to the Outer Rifts, so I could easily see him packing up and moving his realm to the Maelstrom. Baphomet was never treated well by Lamashtu, and I am not sure he is particularly invested in the Outer Rifts. I could easily see Baphomet just being done with being a Demon Lord and being done with the Outer Rifts.
Now this is a little more out there, but I could see Baphomet joining the ranks of the Protean Lords. Labyrinths, mazes, and puzzles all seem like things proteans would be into. And as part of his apotheosis into a Protean Lord, I could see Baphomet’s star brand on his forehead turning into his Protean Crown.

Dagon - I could see Dagon easily going one of two directions. Golarion mythology indicates the Dagon was a Qlippoth Lord before turning into a Demon Lord. For me, Dagon never felt like his grasp on being a Demon Lord was particularly strong, so I could see him reverting to a Qlippoth Lord and using his Qlippoth name instead of his Demon name. Alternatively, the mythology could be incorrect and the extremely ancient Dagon was not a Qlippoth Lord at all, but instead was a Great Old One and has been playing Demon Lord for whatever reasons. The War of Immortals could be the impetus for Dagon to go back to proper Great Old One status.

Jubilex - For me, if Dagon felt like he didn’t have a firm grasp on being a Demon Lord, Jubilex’s Demon Lord status was hanging on by a thread. Jubilex also started off as a Qlippoth Lord and it would make so much sense for Jubilex to abandon the whole Demon Lord thing and revert to using their Qlippoth name and reinstating their Qlippoth Lord status.

Kostchtchie - I could absolutely see Kostchtchie getting taken out in the War of Immortals. Kostchtchie is pretty entrenched in the OGL so that is a problem. But, considering that Baba Yaga has been so over Kostchtchie for a while, the War of Immortals is the perfect opportunity for her to clean up that loose end. I am not suggesting that Baba Yaga would take Kostchtchie out herself, but I could see her arranging things so that he gets taken out.

Orcus - Orcus is an interesting case. Initially, Orcus was considered an obscure Demon Lord on Golarion, but as the editions progressed we saw Orcus utilized more. It could be that the War of Immortals sends Orcus back into obscurity. But, Orcus is also a good candidate to get knocked off. I can only imagine that Zura, Kabriri, and Urgathoa would all be delighted to grab a piece of his divine portfolio.

Pazuzu - Dead. He is sooooo dead. Lamashtu has had it out for Pazuzu ever since he betrayed her and left her for dead. Lamashtu has long been waiting for a convenient excuse to hunt down Pazuzu and eliminate him for good. The War of Immortals is the perfect opportunity, while the other powers of the Outer Rifts are distracted, Lamashtu can finally kill off Pazuzu without concern for consequences.


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

While I don’t know that this is something we have been building towards, it occurs to me that with the development of Starfinder 2E, a Dark Tapestry and Dominion of the Black book for Pathfinder would be a great way to add some synergy between the two settings. The Dark Tapestry section would have all the cosmic horror/cthulhu mythos goodies. While the Dominion of the Black section would have alien space terror goodies. As a Pathfinder book it would be more closely themed towards the fantasy side of cosmic entities and alien visitations in the dark of night. But the book could point to Starfinder for those looking for stronger Science Fiction elements.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Random speculation but… there was that one comment about a God being torn apart. Well, what if a god dies, but the constituent parts of that god survives. There are two gods in the Core 20 that have very strong constituent parts.

Gozreh - Torn apart but the Winds and the Waves survive as separate entities. Ioz’om/Hyjarth as a sky deity and Tourithia as a sea deity. But for whatever reason I don’t feel like this is likely.

Norgorber - Torn apart but Reaper of Reputation, Father Skinsaw, Gray Master, and Blackfingers survive as separate entities. For whatever reason, I feel it is more likely that Norgorber is killed but his four personas survive as minor deities. And honestly, I think that would be kind of awesome.
Now, I do recognize that those who have theorized that Norgorber is really four halflings in a trenchcoat would have too much fun with this…


9 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In one of the recent live streams there was a random comment about monsters graduating into Monster Core to help fill in some of the gaps from the removal of OGL monsters. So for fun, I decided to gather up those 3.5 Pathfinder monsters that never graduated to 1E or 2E and provide my elevator pitch as to why they are ready to graduate into Monster Core 2 or Monster Core 3, if or when those books start development.

Sometimes, updated monsters can be hard to spot. So if anyone is aware of any of these monsters appearing in 1E or 2E please let me know. Also, is there something I missed, please let me know.

Are there any monsters from 3.5 Pathfinder, 1E Pathfinder, or 2E Pathfinder that you hope to see "graduate" into a Monster Core book?

Divs, before Pathfinder had Divs (Get of Iblis, Black Jinni, Ghalshoaton)

Name: Get of Iblis - CR 13
Types: aberration, aquatic

Elevator Pitch:
So, this monster definitely needs a new name. But, WOW, this monster hunts and destroys all types of elementals. This would make a terrifying Div. Its abilities are spot on, but it needs a new appearance and new lore. Also, hide your Geniekin Characters!!!

Name: Genie, Black Jinni - CR 12
Types: elemental, chaotic, evil, extraplanar

Elevator Pitch:
This creature's lore is far more suggestive of this being a Div. And honestly, we need more Divs, so let’s pick this low hanging fruit! Also, to see the Black Jinni getting some tweaks and an update to fit better into the setting would be great.

Name: Ghalshoaton - CR 9
Types: outsider, evil, extraplanar, lawful

Elevator Pitch:
Another great addition to the Divs, and the Ghalshoaton is basically already good to go. It needs a few minor lore tweaks, but that shouldn’t hold it back!

Aberrations, be afraid of the dark (Magga, Argorth, Snowdrifter, Emkrah, Black-Blooded Creatures).

Name: Mother of Oblivion, Magga - CR 15
Types: outsider, aquatic, native
Name: Mother of Oblivion, Argorth - CR 11
Types: aberration

Elevator Pitch:
Argorth are the spawn of Maggas. Maggas are also known as Mothers of Oblivion, and the Magga known as Black Magga is particularly infamous in Varisia. When a Magga spawns, one of its tentacles becomes independent and ravenous. The Magga must chew off this tentacle to release its spawn. Surprisingly, Mothers of Oblivion or Maggas, have never been released as their own monster. Instead we have only gotten Black Magga. We have a pretty interesting life cycle for the Magga and Argorth already developed, and it would be great to see them finally updated and presented together as a creature family.

Name: Snowdrifter - CR 4
Types: aberration, air, cold

Elevator Pitch:
Snowdrifters are terrifying and should also be called the Breath of Ithaqua. Cosmic horror snow monsters please!!!

Name: Spawn of Rovagug, Emkrah - CR 9
Types: aberration

Elevator Pitch:
To battle a Spawn of Rovagug is likely out of reach for most adventurers. However, these living eggs never hatch, but are still spawned from Rovagug. This allows Emkrah to be the perfect opportunity for adventurers to fight a Spawn of Rovagug. Also, the text indicates that there are also Emkrah that hatch but never develop into the mightiest Spawn of Rovagug, leaving the door open for Spawn of Rovagug in the level 10-19 range.

Name: Black-Blooded Creature - CR Varies
Types: template, aberration

Elevator Pitch:
Okay, so these are pretty specific to Orv, so maybe not the best option for a more general monster book. But when we do get around to visiting the Darklands, this living infection that takes over mind and body would be a great monster.

Native species, animals of Golarion (Dhabba, Sand Eel, Sikari Swarm, Crag Spider, Chariot Beetle).

Name: Dhabba - CR 1
Types: animal
Name: Eel, Sand - CR 5
Types: animal

Elevator Pitch:
Getting interesting and varied animals is always a plus. Especially when they are unique to a setting.

Name: Monkey, Sikari Macaque Swarm - CR 5
Types: animal, swarm

Elevator Pitch:
Sikari Rage is a disease that can either affect swarms, affect multiple individuals causing them to swarm, or both. Sikari Rage seems more like something that would work well with the Swarm and Troops creature categories. I don't think we have seen a swarm disease/troop disease before!.

Name: Spider, Crag Spider - CR 8
Types: vermin

Elevator Pitch:
This is a species of Giant Spider, and happens to be the first species of Giant Spider that Paizo made for Pathfinder. It would be great to see this updated.

Name: Beetle, Azlanti Chariot Beetle - CR 5
Types: vermin

Elevator Pitch:
This species of Giant Beetle is way overdue for graduation into a monster book. Flying beetle mounts with an ancient legacy from Azlant. Why were we getting the OGL slicer beetle when this was an option!

Constructed nightmares, don’t trust your senses (Granule Construct Swarm, Granule Construct Host, Tongue of Rebuke, Wings of Protection).

Name: Granule Construct Swarm - CR 6
Types: construct, swarm
Name: Granule Construct Host - CR Varies
Types: template, construct

Elevator Pitch:
Microscopic constructs that were potentially created on Azlant and that have a hive mind situation going on. That is already crazy awesome, but then some people also actively encourage a Granule Construct Swarm to inhabit their body so that they and the swarm can live in a mutually beneficial symbiotic relationship!!! This isn’t just a cool monster, this is a Creature Construct Archetype similar to Creature Undead Archetypes. Do you want your humanoid character to also gain the construct trait? Just become a host to a Granule Construct Swarm.

Name: Tongue of Rebuke - CR 9
Types: construct
Name: Wings of Protection - CR 8
Types: construct

Elevator Pitch:
So, both the Tongue of Rebuke and the Wings of Protection are pretty odd in terms of what we might typically think of for constructs. However, I don't think we have ever seen much in terms of what a Fey construct might look like. Looking at these creatures as fey constructs makes them very interesting and opens all kinds of possibilities.

Dragons of the burning desert (Gandareva Azi, Sruvara Azi, Zahhhak Azi).

Name: Azi, Gandareva - CR 16
Types: dragon, aquatic
Name: Azi, Sruvara - CR 15
Types: dragon
Name: Azi, Zahhak - CR 19
Types: dragon

Elevator Pitch:
Paizo has been hinting for a while that they plan to get back to the Azi. Lets pull that trigger already!!! I am looking forward to when that finally happens.

Once upon a time in the land of the First World (Frosty Chiseler, Miengu, Roseblood Sprite, Shadowy Lurker).

Name: Frosty Chiseler - CR 4
Types: fey, cold

Elevator Pitch:
This creature needs a new name. Otherwise, a fey creature that leaves frozen sculptures of flesh and viscera in boreal forests and on frozen tundras... this is a horror story and I need to know more!!!

Name: Miengu - CR 11
Types: fey, aquatic

Elevator Pitch:
This is an awesome creature, but if we are getting back to mythology, I am not certain this is a Fey Creature. I am surprised we didn’t see Miengu show up when we were visiting the Mwangi Expanse. But hopefully they will show up when we visit central/southern Garund, if not before.

Name: Sprite, Roseblood Sprite - CR 3
Types: fey

Elevator Pitch:
The lore for these sprites could use some updating, but otherwise these are a great addition to sprites. Why don’t we have sprites that turn into rose bushes yet?!?! And they work really, really well when connected with the Eldest, The Green Mother.

Name: Shadowy Lurker - CR 8
Types: undead, incorporeal

Elevator Pitch:
Why are these Undead and not Fey? Long ago, a group of hubristic elven artists were tricked into going to the First World where they were corrupted into beings that can only appear in the Universe through fine art objects and are bound to an art object while manifested in the Universe. That's crazy awesome, and these should absolutely be fey and not undead!!!

A beast on the trail, a beast on your tail (Coeurl, Deep Crow, Buraq, Cinder Wolf, Darklands Sentinel, Ercinee, Hoary Muntjac).

Name: Coeurl - CR 8
Types: magical beast
Name: Deep Crow - CR 14
Types: magical beast

Elevator Pitch:
These are both used by permission only and cannot be updated without receiving permission.

Name: Buraq - CR 5
Types: magical beast

Elevator Pitch:
The Buraq, Shedu, and Lamassu are a ready made creature family, and with Paizo taking a closer look at mythology now is the perfect time to bring these three together.

Name: Cinder Wolf - CR 2
Types: magical beast

Elevator Pitch:
These fiery wolves add a nice twist to a standard wolf encounter. The only thing holding Cinder Wolves back is that, as far as we know, they are only found in and around the Cinderlands of the Storval Plateau.

Name: Darklands Sentinel - CR 2
Types: magical beast

Elevator Pitch:
Whose an adorable replacement for the blindheim, you're an adorable replacement for the blindheim!!! But you need a new name because Darklands Sentinel is not the best name for my cute darklands buddy.

Name: Ercinee - CR 4
Types: magical beast

Elevator Pitch:
Giant, glowing, magical, night bird. This bird is literally dripping alchemy and it's awesome! Also, its description mentions that it is also called an Alicanto, which I think was a typo, and that it meant to say the bigger, even more alchemical species is called an Alicanto.

Name: Hoary Muntjac - CR 3
Types: magical beast

Elevator Pitch:
This one is an interesting case. The Hoary Muntjac is essentially a magical arctic wolfdeer. The creature feels like it should be in a Peryton creature family. Even if the Peryton and Hoary Muntjac have different abilities, their goals and appearance are very similar. It probably should get a new name, something like Peryjac or Hoaryton would be a simple way to tie the two creatures together and to harken back to the original name of hoary muntjac.

Within the depths of the fiendish realms (Xenarth, Chatterer Swarm, Crepitus, Nightmare Bats, Son of Perdition).

Name: Xenarth - CR 10
Types: outsider, chaotic, demon, evil, native

Elevator Pitch:
The Xenarth demons have previously been overlooked, but it would be great to see them get additional consideration. While initially designed off the Bulette, they are true demons. It would be great to see them distanced from the Bulette so they stand on their own as gluttonous demons.

Name: Chatterer Swarm - CR 8
Types: outsider, chaotic, evil)

Elevator Pitch:
That the Chatterer Swarm has not yet been added to the Vescavor creature family is a missed opportunity. Whereas the weaker Vescavor Swarm attempts to devour objects, the more deadly Chatterer Swarm attempts to devour flesh. And of course both swarms are directed by a Vescavor Queen.

Name: Crepitus - CR 5
Types: outsider, evil, extraplanar, lawful

Elevator Pitch:
Similar to the Divs, this is an Asura before Pathfinder had Asuras. We don’t have an Asura that represents the first Divine spell failure, and these could easily fill that role. Spells that fail against them are turned back against the caster. These make for great low level bosses and as support for more powerful Asura.

Name: Nightmare Bats - CR 3
Types: outsider, evil, extraplanar

Elevator Pitch:
These are almost an interesting creature and could easily be made awesome. They desperately need to be renamed Hellbats. Also, they would make great hell mounts. Why don’t we have the option to ride vulture-bats from Hell!

Name: Son of Perdition - CR 13
Types: outsider, chaotic, evil, extraplanar, incorporeal

Elevator Pitch:
Demons are not usually the fiends people think of when possession is involved. However, these would make for perfect possession demons. And their lore already fits this perfectly. But, oh buddy, do they need a name update.

On distant planes they wander (Shadowgarm, Zhyen Genie, Hadhayosh, Achaekek the Mantis God).

Name: Shadowgarm - CR 2
Types: aberration, extraplanar

Elevator Pitch:
These are great low level shadow monsters from the Netherworld. Not sure they are aberrations though. Also, it is already baked into their lore that they "leak" into the Universe. This makes them really versatile, allowing them to show up almost anywhere.

Name: Genie, Zhyen - CR ½
Types: elemental, air, earth, fire, or water

Elevator Pitch:
Surprise! I think this has been updated as the Gennayn Genie. My only hesitation is that the Jocta was not mentioned, but maybe that will be explored later. Can anyone confirm if the Gennayn Genie is an updated Zhyen Genie?

Name: Hadhayosh - CR 18
Types: magical beast, fire

Elevator Pitch:
Giant fire/beast/elemental that roams the Plane of Fire... Yes Please!!! Also, add a large size version that is slightly less fiery that is a domestic breed found on Golarion. Are you thinking The Last Unicorn elemental fire bull, cause I am!

Name: Achaekek, the Mantis God - CR 30
Types: outsider, lawful, evil, extraplanar

Elevator Pitch:
Not sure this is appropriate for an update, unless as a very powerful Avatar.

Be you friend or be you foe (Wooden Protector, Unchosen Gnoll).[/b]

Name: Wooden Protector - CR 3
Types: plant

Elevator Pitch:
This would be a perfect lower level Arboreal. If you are looking for Arboreal Knights, look no further. Alternatively, if you stuck closer to their original lore, these are a very minor form of Greenman Leshy.

Name: Gnoll, Unchosen - CR 4
Types: humanoid, gnoll

Elevator Pitch:
The Unchosen brings some exciting options to the Kholo that can easily be supported by Ancestry Feats. Kholos who undergo the Ritual; Growing of the Third Eye, open their minds and bodies to experiences that are unique to Kholo. Kholo who undergo this Ritual could gain access to Ancestry Feats like: Foresighted, Deathwatch, Large Size. While followers of Lamashtu consider this ritual as a gift from their goddess and perform it on both willing and unwilling Kholo, the ritual is not unique to Lamashtu. In Katapesh an alchemical method of reproducing the effects of the ritual has been developed. However, unlike the ritual, which slowly transforms a Kholo over time, the alchemical method is instantaneous, shattering the mind of the recipient. This turns the Kholo into a vicious predator that can avoid danger and smell the life force of its prey. Not surprisingly, the servants of Lamashtu are distinctly interested in this alchemical transformation.

The dead have died, the dead will rise, the dead will come again (Bloodless Vessel, Bonestorm, Croaker, Edimmu, Fell Flotsam, Gutdragging Lurcher, Hungry Mist, Necropyre, Smoke Haunt, Sea-Sworn).

Name: Bloodless Vessel - CR 12
Types: undead

Elevator Pitch:
Bloodless are incredibly interesting and powerful undead. I am actually surprised Paizo hasn't done more with these. They do need their lore freshened up a bit, but that shouldn't hold them back. Also, they are a perfect fit for the new Spirit mechanics.

Name: Bonestorm - CR 8
Types: undead, swarm

Elevator Pitch:
On battlefields where mass casualties have occurred, the marrow and bones of the restless dead can stitch and fuse together. The lingering spirits, massing together in their shared trauma to animate the undead bone and marrow monstrosity. Often we see corpses fusing together to form collective undead, and this makes for a nice twist, focusing on the bones instead of flesh.

Name: Croaker - CR 5
Types: undead, incorporeal

Elevator Pitch:
Croakers are really interesting for undead. Croakers were pushing the boundaries of not so evil undead very early in Pathfinder. Croakers are undead that arise because in life they were individuals that were intentionally targeted by a corrupt justice system. Hung from the gallows for crimes that their persecutors knew they didn’t commit, Croakers arise to take vengeance on those who murdered them out of convenience rather than justice. Croakers are a great example of undead that should not have the Unholy Trait. And they are a perfect option for murder mysteries or crime solving adventures.

Name: Edimmu - CR 3
Types: undead, incorporeal
Name: Great Ghul - CR 5+

Elevator Pitch:
While we did get the Ghul in 2E we did not get the Great Ghul yet. While a Ghul is a basic undead genie, Great Ghuls retain more of their elemental nature. This allows the Ghul to be expanded into a creature family with each Great Ghul matching closer to the genie it spawned from.
The Edimmu gives us an incorporeal undead genie option. And we definitely need more undead genie options! The Edimmu could also easily be expanded into a creature family based on the different genie types. Because the Edimmu and Ghul are so different in form and abilities, between the two, we could easily have a robust group of undead genies.

Name: Fell Flotsam - CR 6
Types: undead

Elevator Pitch:
I kind of have a soft spot for these ooze-like undead. The Fell Flotsam is just waiting to be combined into a creature family with the Flotsam Terror, both of which are water based ooze like undead, but with very different abilities.

Name: Gutdragging Lurcher - CR 3
Types: undead

Elevator Pitch:
The name for these undead could be updated, but otherwise gut puppets! Why don't we see more gut puppet undead!!!

Name: Hungry Mist - CR 14
Types: undead, incorporeal, swarm

Elevator Pitch:
I don't know if Paizo even realizes they already have a replacement for the Caller in Darkness. Hungry mists are a perfectly terrifying medium to high level undead. And as a bonus, it already covers similar themes to the Caller in Darkness.

Name: Necropyre - CR Varies
Types: template, undead

Elevator Pitch:
Necropyre are very cool undead, but they are pretty specific in their origin and would be very rare outside of the adventure in which they appear.

Name: Smoke Haunt - CR 4
Types: undead, fire

Elevator Pitch:
Undead formed from those that died from exposure in the wilderness. These undead will hide in your campfire and pretend to warm you up while draining your life away. These undead are deceptively terrifying, and also the perfect random encounter for adventurers camping in the wilderness!

Name: Sea-Sworn - CR Varies
Types: template, undead

Elevator Pitch:
Okay, so this one is a bit specific to the Chelish Navy. But, cursed aquatic undead, created through a ritual, and bound in service to the Chelsh Navy! I need a High Seas adventure where a Chelish warship is deploying these undead with gruesome effectiveness.


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Back Matter Hopes

In addition to getting the Remastered Red Mantis Assassin Archetype, I hope we will seen the return of some of the other Red Mantis options we had from 1E. I have collected many, if not all, of those game elements from 1E that explicitly have a Red Mantis Assassin association below. A few of the things listed below had already appeared in 2E such as the Red Mantis Archetype and the Sawtooth Sabre.

1E Red Mantis Prestige Classes and Archetypes
Red Mantis Prestige Class - Abilities/Feats: Sneak Attack, Sabre Fighting, Prayer Attack, Red Shroud, Summon Mantis, Resurrection Sense, Mantis Form, Blood Mantis Form, Fading, Mantis Doom, Death Mantis Form, Mantis Spellcasting
Notes: With the exception of “Mantis Doom”, which could possibly be a Focus Spell for Red Mantis Assassins, everything here is in the 2E Archetype.
Red Mantis Death Slayer Prestige Class - Abilities/Feats: Channel Energy, Channel Smite, Bonus Feat, Gravegaze, Favored Enemy, Swift Smite, Infuse Sabre, Deadly Conviction, Undead Bane, Aura of Life, Mantis Spellcasting
Notes: I would love to see this updated as a branch of the 2E Archetype. With Gravegaze, Infuse Sabre, Deadly Conviction, Undead Bane, and Aura of Life being feats specific to Red Mantis Death Slayers.
Red Mantis Zealot - Abilities/Feats: Mantis Sworn, Weapon & Armor Proficiency, Sneak Attack, Sacred Reflexes, Aspect of the Mantis
Notes: The feats Mantis Sworn, Sacred Reflexes, and Aspect of the Mantis would be great additions to the Red Mantis Archetype, especially more religion inclined characters.
Red Mantis Crimson Chymist - Abilities/Feats: Crimson Discoveries, Arms of Achaekek, Blood Sight, Improved Arms of Achaekek, Ingest Venom, Mantis Mutagen
Note: This would also make a great branch off of the main Red Mantis Archetype. All of the abilities make for fun feat options.

1E Red Mantis Feats and Traits
Red Mantis Collaborator, Cultist Lineage, Ilizmagorti Native, Red Mantis Bleeding, Object of Legend (Red Mantis Hit List), Shrewd Liaison

Magic Items and Weapons
Mantis Blade (Artifact), Serithtial (Artifact), Eye of the Mantis (Wondrous Item), Mask of the Mantis (Wondrous Item), Mantis Embrace (Wondrous Item), Red Stalker Armor (Magic Armor), Crimson Bluff (Magic Weapon), Sawtooth Sabre (Weapon)

Spells and Poisons
Mirror Mantis (Spell), Scarlet Vigi (Spell)l, Bone Flense (Spell), Breath of the Mantis God (Poison), Fool’s Leprosy (Poison), Dust of Eox (Poison), Tetrodotoxin (Poison)
Notes: Hopefully the spells will return as Focus Spells or spells that are eligible for the Red Mantis Spellbook.

Deity, NPCs, and Monsters
Achaekek (Deity), Red Mantis Assassin (NPC), Red Mantis Initiate (NPC), Tetrolimulus (Creature), Kaicharek (Creature), Ioun Golem (Creature)


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Personally, I am struggling to understand the specific goals for The Story So Far.

For example, Half-Orc and Dromaar:

Is it appropriate to bring up that, in setting the ancestral name for Half-Orcs has always been known as Dromaar, even if in real life we have only recently been introduced to their ancestral name. As a result, in older Pathfinder gaming material, for the most part, anywhere the term Half-Orc is used, it can be replaced with Dromaar.

Is the above part of the goals for The Story So Far? Or am I missing the mark?
If I am not missing the mark, is the above considered too obvious to bring up?

My apologies for not getting the intent for The Story So Far, but I am happy to help if I can.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I thought it might be useful to include the conversation that lead to this thread. I like the idea of the community working together to help identify changes/updates/outcomes in the story so far.

The context for this thread and an indication of its goals are below:

James Jacobs wrote:
Garrett Guillotte wrote:

Gonna duck in here to lightly tap my "there should be an authoritative centralized official FAQ that covers a few wide-reaching major canon changes" drum again for those of us who can't, and others of us who don't know about, and the few of us who were completely either off-planet or buried underground for the last few years and couldn't, watch hour-long uncaptioned* Twitch streams that contain a few minutes of crucial context about very frequently asked-after major canon changes.

Just very lightly. A tiiiiny little bomp.

* YouTube link with robot captions available

Alas, that's a complicated and pretty much undoable ask for us at this time—the remaster wreaked havoc on our production schedule and we're still in the process of recovering and catching up to the normal flow of work, which doesn't really have much room for an official thing like this from the creative team even during standard times. :(

We're like sharks. If we stop swimming (working on creating the next products to be released) we sink and drown!

James Jacobs wrote:
Bluemagetim wrote:

This community probably can help on that note.

Probably in the lost omens forum. I can start a thread asking the community what is the story so far for the setting?
And James can jump in to tell us we are all way off track lol.
This is precisely the type of thing that's a great community project. And I'm not really the one to jump in to tell you if you're off track anymore... that's a Luis Loza thing, since he's the creative director for the rules and lore. I'm just the creative director for adventures these days.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In the 1st Edition book "Aquatic Adventures" the Okaiyo Ocean is described as being difficult too cross as the central Okaiyo Ocean regularly experiences two different extremes. The winds can be so extreme that they can snap a ships mast or the doldrums occur where there is so little wind that a ship will sit unmoving for weeks or more than a month.

There is even a brief tale about a ship traveling between Arcadia and Tian Xia that got caught in the doldrums. After 18-19 days of being stuck unmoving in the ocean, one of the passengers went mad and started murdering everyone on board. Several people were murdered before the crew cut down the crazed passenger.

Interestingly, the passenger was traveling to study ruins in the Valashmai Jungle. Although not explicitly stated, this indicates that the passenger was traveling from Arcadia to Tian Xia.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This is fun to think about, what kind of names...

The Pale Sea
Inkkshade Ocean
Tar River


9 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Please keep a healthy balance of work, sanity, and health. I prefer the wonderful folks at Paizo not drown.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It was mentioned at some point (possibly a con panel) that Bestiary 2 & 3 are likely to get remastered but that the pace at which they would be focused on would be much slower.

So, there has been a tentative plan to remaster Bestiary 2 & 3. But no official plan has been announced. My guess is we might see a Monster Core 2 & 3 in 2025 and 2026.

Bestiary 2 will need quite a bit of remastering as there are several OGL monsters in there. Bestiary 3 is much lighter on OGL monsters so that one will hopefully be less work for the staff.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thank you for the kind words vestofholding! And thank you for running a search, the more searches the better!!!


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Getting back to highlighting interesting lore bits about Casmaron.Touching upon Cosmic Horror themes:

Dungeon Denizens Revisited p. 44 - Summary: A large desert variety of purple worm is found in the deserts of Casmaron. In the central desert of Casmaron is a meteor impact crater forming a miles wide valley. Legends claim this meteorite brought with it the Star-Worm that then birthed the first purple worms on Golarion. Myths claim the Namzaruum the Sword and other heroes have encountered the Star-Worm, but the Star-Worm was never destroyed and is currently slumbering.

With the Remaster purple worms are out, cave worms are in but cave worms appear to originate in Orv. So what is the Star-Worm? Are its offspring death worms? Or are the worm creatures infesting the impact area something different?


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For those who may want to know, my search content and procedures are as follows:

Content- I have every Pathfinder pdf except for Seasons 1 through 10 of Pathfinder Society 1st Edition. There may be a few obscure additional things out there, but if it is on the Paizo.com store, I most likely have it.

Procedure- All my pdfs live in my Google drive. Google drive will search in all pdfs up to a certain size. Any pdf that exceeds that size limit I have split to allow searching.

I highly support other folks doing searches. While I try to be thorough, there is always the potential for error on my part. Also, researching Golarion is fun, so absolutely do your own searches as well!

A big thank you to those who are searching and learning.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To further investigate the question of who is in and who is out I have conducted the following actions:

1. I have gone through the 3.5 OGL/SRD and removed any monsters, as far as I can tell, that were never used by Paizo.

2. I have reviewed the OGL page in every Pathfinder Product published under the OGL that I own. I do not own most of the 1st Edition Pathfinder Society Scenarios, primarily Seasons 1-10.
As part of the review I identified any Tome of Horrors monsters listed on each OGL page and maintained a running total.

3. I have not reviewed those OGL products that have not been released at the time of this posting. This includes 2 products in the Adventure Path line, the remainder of 2E Pathfinder Society Season 5, and the remainder of 2E Pathfinder Society Season 5 Quests.

4. Below are the results. For those lines that included a number at the end, that number reflects the total number of times that monster appeared on an OGL page in a Pathfinder product. I did not attempt to tally the total number of products that each OGL/SRD monster was referenced in. That is even beyond my madness.

5. Each creature identifies if it is coming from the OGL/SRD or if it is coming from the Tome of Horrors. There are a small number of creatures coming from other listed sources. Not included are references to the Advanced Bestiary. I may include that information in another post.

6. The information below is listed as: Creature Name - Source - Tally if any.

A - Creatures:

Aboleth - 3.5 OGL/SRD -
Abyssal Harvester - 3PP TOH OGL - 2
Abyssal Larva - 3PP TOH OGL - 1
Achaierai - 3.5 OGL/SRD -
Adherer - D&D/TOH License - 3
Aerial Servant - D&D/TOH License - 4
Agathion, Avoral - 3.5 OGL/SRD -
Agathion, Leonal - 3.5 OGL/SRD -
Allip - 3.5 OGL/SRD -
Amphisbaena - D&D/TOH License - 8
Angel, Astral Deva - 3.5 OGL/SRD -
Angel, Monadic Deva - D&D/TOH License - 15
Angel, Movanic Deva - D&D/TOH License - 18
Angel, Planetar - 3.5 OGL/SRD -
Angel, Solar - 3.5 OGL/SRD -
Animal Lord - 3PP TOH OGL - 1
Animal Lord, Cat Lord - D&D/TOH License - 4
Animated Object - 3.5 OGL/SRD -
Ankheg - 3.5 OGL/SRD -
Ant Lion - D&D/TOH License - 3
Ant, Giant - 3.5 OGL/SRD -
Ape - 3.5 OGL/SRD -
Ape, Dire - 3.5 OGL/SRD -
Aranea - 3.5 OGL/SRD -
Archon, Hound - 3.5 OGL/SRD -
Archon, Lantern - 3.5 OGL/SRD -
Archon, Trumpet - 3.5 OGL/SRD -
Ascomoid - D&D/TOH License - 9
Assassin Vine - 3.5 OGL/SRD -
Athach - 3.5 OGL/SRD -
Atomie - D&D/TOH License - 15
Aurumvorax - D&D/TOH License - 27
Axe Beak - D&D/TOH License - 17
Azata, Bralani - 3.5 OGL/SRD -
Azata, Ghaele - 3.5 OGL/SRD -
Azata, Lillend - 3.5 OGL/SRD -
Azer - 3.5 OGL/SRD -

B - Creatures:

Babbler - D&D/TOH License - 1
Baboon - 3.5 OGL/SRD -
Baccae - 3PP TOH OGL - 2
Badger - 3.5 OGL/SRD -
Badger, Dire - 3.5 OGL/SRD -
Baobhan Sith - 3PP TOH OGL - 1
Barghest - 3.5 OGL/SRD -
Barghest, Greater - 3.5 OGL/SRD -
Basidirond - D&D/TOH License - 24
Basilisk - 3.5 OGL/SRD -
Bat - 3.5 OGL/SRD -
Bat Swarm - 3.5 OGL/SRD -
Bat, Dire - 3.5 OGL/SRD -
Bat, Doombat - D&D/TOH License - 1
Bat, Mobat - D&D/TOH License - 15
Bear, Black - 3.5 OGL/SRD -
Bear, Brown - 3.5 OGL/SRD -
Bear, Dire - 3.5 OGL/SRD -
Bear, Polar - 3.5 OGL/SRD -
Bee, Giant - 3.5 OGL/SRD -
Beetle, Slicer - D&D/TOH License - 5
Behir - 3.5 OGL/SRD -
Belker - 3.5 OGL/SRD -
Bison - 3.5 OGL/SRD -
Blindheim - D&D/TOH License - 12
Blink Dog - 3.5 OGL/SRD -
Bloody Bones - 3PP TOH OGL - 1
Boalisk - D&D/TOH License - 1
Boar - 3.5 OGL/SRD -
Boar, Dire - 3.5 OGL/SRD -
Bodak - 3.5 OGL/SRD -
Bombardier Beetle, Giant - 3.5 OGL/SRD -
Bonesnapper - D&D/TOH License - 1
Brain Mole - 3.5 OGL/SRD -
Brass Man - 3PP TOH OGL - 1
Brownie - D&D/TOH License - 15
Brykolakas - 3PP TOH OGL - 1
Bugbear - 3.5 OGL/SRD -
Bulette - 3.5 OGL/SRD -
Bunyip - D&D/TOH License - 16
Burning Dervish - 3PP TOH OGL - 2

C - Creatures:

Caller In Darkness - 3.5 OGL/SRD -
Camel - 3.5 OGL/SRD -
Carbuncle - D&D/TOH License - 9
Carrion Moth - 3PP TOH OGL - 2
Caryatid Column - D&D/TOH License - 17
Cat - 3.5 OGL/SRD -
Cave Creature - - 1
Cave Cricket - D&D/TOH License - 1
Cave Fisher - D&D/TOH License - 21
Cave Moray - D&D/TOH License - 2
Celestial Creature - 3.5 OGL/SRD -
Centaur - 3.5 OGL/SRD -
Centipede Swarm - 3.5 OGL/SRD -
Centipede, Monstrous - 3.5 OGL/SRD -
Chaos Beast - 3.5 OGL/SRD -
Cheetah - 3.5 OGL/SRD -
Chimera - 3.5 OGL/SRD -
Choker - 3.5 OGL/SRD -
Church Grim - 3PP TOH OGL - 1
Chuul - 3.5 OGL/SRD -
Cloaker - 3.5 OGL/SRD -
Cockatrice - 3.5 OGL/SRD -
Coffer Corpse - D&D/TOH License - 3
Corpse Orgy - 3PP TOH OGL - 5
Corpsespinner - 3PP TOH OGL - 1
Corpsespun - 3PP TOH OGL - 1
Couatl - 3.5 OGL/SRD -
Crocodile - 3.5 OGL/SRD -
Crocodile, Giant - 3.5 OGL/SRD -
Crucifixion Spirit - 3PP TOH OGL - 1
Crypt Thing - D&D/TOH License - 6
Crysmal - 3.5 OGL/SRD -
Crystallis - 3PP TOH OGL - 1

D - Creatures:

Daemon, Charonadaemon - D&D/TOH License - 1
Daemon, Derghodaemon - D&D/TOH License - 21
Daemon, Guardian - D&D/TOH License - 27
Daemon, Hydrodaemon - D&D/TOH License - 23
Daemon, Piscodaemon - D&D/TOH License - 29
Daemon, The Oinodaemon - D&D/TOH License - 4
Dark Creeper - D&D/TOH License - 23
Dark Stalker - D&D/TOH License - 23
Darkmantle - 3.5 OGL/SRD -
Darnoc - 3PP TOH OGL - 1
Death Dog - D&D/TOH License - 3
Death Worm - 3PP TOH OGL - 18
Debased Fey - 3PP TOH OGL - 2
Decapus - D&D/TOH License - 12
Deinonychus - 3.5 OGL/SRD -
Delver - 3.5 OGL/SRD -
Demodand - D&D/TOH License - 1
Demodand, Shaggy - D&D/TOH License - 5
Demodand, Slimy - D&D/TOH License - 7
Demodand, Tarry - D&D/TOH License - 9
Demon Lord, Baphomet - D&D/TOH License - 20
Demon Lord, Dagon - 3PP TOH OGL - 3
Demon Lord, Jubilex - D&D/TOH License - 18
Demon Lord, Kostchtchie - D&D/TOH License - 17
Demon Lord, Orcus - D&D/TOH License - 10
Demon Lord, Pazuzu - D&D/TOH License - 21
Demon, Alu-Demon - D&D/TOH License - 6
Demon, Babau - 3.5 OGL/SRD -
Demon, Balban - 3PP TOH OGL - 1
Demon, Balor - 3.5 OGL/SRD -
Demon, Bebilith - 3.5 OGL/SRD -
Demon, Dretch - 3.5 OGL/SRD -
Demon, Gharros - 3PP TOH OGL - 1
Demon, Glabrezu - 3.5 OGL/SRD -
Demon, Hezrou - 3.5 OGL/SRD -
Demon, Marilith - 3.5 OGL/SRD -
Demon, Nabasu - D&D/TOH License - 37
Demon, Nalfeshnee - 3.5 OGL/SRD -
Demon, Quasit - 3.5 OGL/SRD -
Demon, Retriever - 3.5 OGL/SRD -
Demon, Shadow - D&D/TOH License - 37
Demon, Succubus - 3.5 OGL/SRD -
Demon, Vrock - 3.5 OGL/SRD -
Demonic Knight - 3PP TOH OGL - 1
Derro - 3.5 OGL/SRD -
Destrachan - 3.5 OGL/SRD -
Devil, Barbed (Hamatula) - 3.5 OGL/SRD -
Devil, Bearded (Barbazu) - 3.5 OGL/SRD -
Devil, Bone (Osyluth) - 3.5 OGL/SRD -
Devil, Chain (Kyton) - 3.5 OGL/SRD -
Devil, Erinyes - 3.5 OGL/SRD -
Devil, Flayer - 3PP TOH OGL - 1
Devil, Hellcat (Bezekira) - 3.5 OGL/SRD -
Devil, Horned (Cornugon) - 3.5 OGL/SRD -
Devil, Ice (Gelugon) - 3.5 OGL/SRD -
Devil, Imp - 3.5 OGL/SRD -
Devil, Lemure - 3.5 OGL/SRD -
Devil, Nupperibo - D&D/TOH License - 1
Devil, Pit Fiend - 3.5 OGL/SRD -
Devourer - 3.5 OGL/SRD -
Dire Corby - D&D/TOH License - 8
Dire Creature - 3PP TOH OGL - 1
Dire Ghoul Wolf - 3PP TOH OGL - 1
Disenchanter - D&D/TOH License - 2
Dog - 3.5 OGL/SRD -
Dog, Riding - 3.5 OGL/SRD -
Donkey - 3.5 OGL/SRD -
Doppelganger - 3.5 OGL/SRD -
Dracolisk - D&D/TOH License - 16
Dragon Horse - D&D/TOH License - 5
Dragon Turtle - 3.5 OGL/SRD -
Dragon, Chromatic - Black - 3.5 OGL/SRD -
Dragon, Chromatic - Blue - 3.5 OGL/SRD -
Dragon, Chromatic - Green - 3.5 OGL/SRD -
Dragon, Chromatic - Red - 3.5 OGL/SRD -
Dragon, Chromatic - White - 3.5 OGL/SRD -
Dragon, Faerie - D&D/TOH License - 18
Dragon, Metallic - Brass - 3.5 OGL/SRD -
Dragon, Metallic - Bronze - 3.5 OGL/SRD -
Dragon, Metallic - Copper - 3.5 OGL/SRD -
Dragon, Metallic - Gold - 3.5 OGL/SRD -
Dragon, Metallic - Silver - 3.5 OGL/SRD -
Dragonne - 3.5 OGL/SRD -
Dragonnel - D&D/TOH License - 1
Dream Spectre - 3PP TOH OGL - 1
Drider - 3.5 OGL/SRD -
Dryad - 3.5 OGL/SRD -
Dust Digger - D&D/TOH License - 3
Dwarf - 3.5 OGL/SRD -
Dwarf, Duergar - 3.5 OGL/SRD -
Dwarf, Psionic Duergar - 3.5 OGL/SRD -

E - Creatures:

Eagle - 3.5 OGL/SRD -
Eagle, Giant - 3.5 OGL/SRD -
Elasmosaurus - 3.5 OGL/SRD -
Elemental Fiend, Airfiend - 3PP TOH OGL - 1
Elemental Fiend, Firefiend - 3PP TOH OGL - 1
Elemental, Air - 3.5 OGL/SRD -
Elemental, Earth - 3.5 OGL/SRD -
Elemental, Fire - 3.5 OGL/SRD -
Elemental, Water - 3.5 OGL/SRD -
Elephant - 3.5 OGL/SRD -
Elf - 3.5 OGL/SRD -
Elf, Aquatic - 3.5 OGL/SRD -
Elf, Drow - 3.5 OGL/SRD -
Elf, Half-Elf - 3.5 OGL/SRD -
Ettercap - 3.5 OGL/SRD -
Ettin - 3.5 OGL/SRD -
Executioner’s Hood - D&D/TOH License - 4
Eye Of The Deep - D&D/TOH License - 1

F - Creatures:

Fiendish Creature - 3.5 OGL/SRD -
Fire Beetle, Giant - 3.5 OGL/SRD -
Fire Nymph - 3PP TOH OGL - 1
Fire Phantom - 3PP TOH OGL - 1
Fire Snake - D&D/TOH License - 1
Flail Snail - D&D/TOH License - 3
Flind - D&D/TOH License - 4
Flindbar (Weapon) - D&D/TOH License - 2
Flumph - D&D/TOH License - 10
Foo Creature - D&D/TOH License - 8
Forester’s Bane - D&D/TOH License - 1
Forlarren - D&D/TOH License - 12
Formian, Myrmarch - 3.5 OGL/SRD -
Formian, Queen - 3.5 OGL/SRD -
Formian, Taskmaster - 3.5 OGL/SRD -
Formian, Warrior - 3.5 OGL/SRD -
Formian, Worker - 3.5 OGL/SRD -
Frog, Giant Abyssal Dire - D&D/TOH License - 1
Frog, Giant Dire - 3PP TOH OGL - 1
Froghemoth - D&D/TOH License - 30
Frost Worm - 3.5 OGL/SRD -
Fungus, Shrieker - 3.5 OGL/SRD -
Fungus, Violet Fungus - 3.5 OGL/SRD -

G - Creatures:

Gargoyle - 3.5 OGL/SRD -
Gargoyle, Four-Armed - D&D/TOH License - 2
Gargoyle, Kapoacinth - 3.5 OGL/SRD -
Genie, Djinn Noble - 3.5 OGL/SRD -
Genie, Djinni - 3.5 OGL/SRD -
Genie, Efreeti - 3.5 OGL/SRD -
Genie, Janni - 3.5 OGL/SRD -
Genie, Marid - D&D/TOH License - 64
Ghost - 3.5 OGL/SRD -
Ghoul - 3.5 OGL/SRD -
Ghoul-Stirge - D&D/TOH License - 1
Ghoul, Cinder - 3PP TOH OGL - 2
Ghoul, Ghast - 3.5 OGL/SRD -
Ghoul, Lacedon - 3.5 OGL/SRD -
Giant Dragonfly - D&D/TOH License - 2
Giant Leech - D&D/TOH License - 2
Giant Slug - D&D/TOH License - 12
Giant Tick - D&D/TOH License - 4
Giant, Bronze - 3PP TOH OGL - 1
Giant, Cloud Giant - 3.5 OGL/SRD -
Giant, Fire Giant - 3.5 OGL/SRD -
Giant, Frost Giant - 3.5 OGL/SRD -
Giant, Frost Giant Jarl - 3.5 OGL/SRD -
Giant, Hill Giant - 3.5 OGL/SRD -
Giant, Stone Giant - 3.5 OGL/SRD -
Giant, Stone Giant Elders - 3.5 OGL/SRD -
Giant, Storm Giant - 3.5 OGL/SRD -
Giant, Wood - D&D/TOH License - 16
Gibbering Mouther - 3.5 OGL/SRD -
Girallon - 3.5 OGL/SRD -
Gloomwing - D&D/TOH License - 10
Gnoll - 3.5 OGL/SRD -
Gnome - 3.5 OGL/SRD -
Gnome, Svirfneblin - 3.5 OGL/SRD -
Goblin - 3.5 OGL/SRD -
Gohl - 3PP TOH OGL - 1
Golem, Adamantine Golem - 3.5 OGL/SRD -
Golem, Clay Golem - 3.5 OGL/SRD -
Golem, Flesh Golem - 3.5 OGL/SRD -
Golem, Furnace - 3PP TOH OGL - 3
Golem, Greater Stone Golem - 3.5 OGL/SRD -
Golem, Ice - 3PP TOH OGL - 16
Golem, Iron Golem - 3.5 OGL/SRD -
Golem, Mithral Golem - 3.5 OGL/SRD -
Golem, Mummy - 3PP TOH OGL - 1
Golem, Rope - 3PP TOH OGL - 1
Golem, Stone Golem - 3.5 OGL/SRD -
Golem, Stone Guardian - D&D/TOH License - 2
Golem, Tallow - 3PP TOH OGL - 1
Golem, Witch-Doll - 3PP TOH OGL - 1
Golem, Wood - 3PP TOH OGL - 20
Gorgon - 3.5 OGL/SRD -
Gray Nisp - 3PP TOH OGL - 1
Gray Render - 3.5 OGL/SRD -
Great Sea Anemone - 3PP TOH OGL - 1
Grick - 3.5 OGL/SRD -
Griffon - 3.5 OGL/SRD -
Grimstalker - 3PP TOH OGL - 2
Grippli - D&D/TOH License - 30
Gryph - D&D/TOH License - 8

H - Creatures:

Hag, Annis Hag - 3.5 OGL/SRD -
Hag, Green Hag - 3.5 OGL/SRD -
Hag, Night Hag - 3.5 OGL/SRD -
Hag, Sea Hag - 3.5 OGL/SRD -
Half-Celestial - 3.5 OGL/SRD -
Half-Dragon - 3.5 OGL/SRD -
Half-Fiend - 3.5 OGL/SRD -
Halfling - 3.5 OGL/SRD -
Hangman Tree - D&D/TOH License - 13
Harpy - 3.5 OGL/SRD -
Harpy, Harpy Archer - 3.5 OGL/SRD -
Hawk - 3.5 OGL/SRD -
Hazard, Ear Seeker - D&D/TOH License - 1
Hazard, Olive Slime - D&D/TOH License - 1
Hazard, Piercer - D&D/TOH License - 2
Hazard, Rot Grub - D&D/TOH License - 30
Hazard, Russet Mold - D&D/TOH License - 20
Hazard, Twilight Mushroom - 3PP TOH OGL - 2
Hell Hound - 3.5 OGL/SRD -
Hell Hound, Nessian Warhound - 3.5 OGL/SRD -
Hellwasp Swarm - 3.5 OGL/SRD -
Hippocampus - D&D/TOH License - 14
Hippogriff - 3.5 OGL/SRD -
Hippopotamus - 3PP TOH OGL - 1
Hoar Spirit - 3PP TOH OGL - 1
Hoarfrost Spirit - - 1
Hobgoblin - 3.5 OGL/SRD -
Homunculus - 3.5 OGL/SRD -
Horse, Heavy - 3.5 OGL/SRD -
Horse, Light - 3.5 OGL/SRD -
Howler - 3.5 OGL/SRD -
Huecuva - D&D/TOH License - 18
Hyaenodon - 3PP TOH OGL - 1
Hydra - 3.5 OGL/SRD -
Hydra, Cryohydra - 3.5 OGL/SRD -
Hydra, Pyrohydra - 3.5 OGL/SRD -
Hyena - 3.5 OGL/SRD -

I - Creatures:

Inevitable, Kolyarut - 3.5 OGL/SRD -
Inevitable, Marut - 3.5 OGL/SRD -
Inevitable, Zelekhut - 3.5 OGL/SRD -
Intellect Devourer - 3.5 OGL/SRD -
Invisible Stalker - 3.5 OGL/SRD -
Iron Cobra - D&D/TOH License - 15

J - Creatures:

Jackalwere - D&D/TOH License - 9

K - Creatures:

Kamadan - D&D/TOH License - 6
Kech - D&D/TOH License - 6
Kelpie - D&D/TOH License - 18
King Cobra - 3PP TOH OGL - 1
Kobold - 3.5 OGL/SRD -
Korred - D&D/TOH License - 15
Kraken - 3.5 OGL/SRD -
Krenshar - 3.5 OGL/SRD -

L - Creatures:

Lamia - 3.5 OGL/SRD -
Lammasu - 3.5 OGL/SRD -
Lammasu, Golden Protector - 3.5 OGL/SRD -
Land Lamprey - D&D/TOH License - 1
Lantern Goat - 3PP TOH OGL - 1
Lava Child - D&D/TOH License - 1
Leopard - 3.5 OGL/SRD -
Leprechaun - D&D/TOH License - 10
Lesser Shadow - 3PP TOH OGL - 1
Lich - 3.5 OGL/SRD -
Lich Shade - 3PP TOH OGL - 1
Lich, Demilich - 3.5 OGL/SRD -
Lion - 3.5 OGL/SRD -
Lion, Dire - 3.5 OGL/SRD -
Lizard - 3.5 OGL/SRD -
Lizard, Monitor - 3.5 OGL/SRD -
Lizardfolk - 3.5 OGL/SRD -
Locathah - 3.5 OGL/SRD -
Locust Swarm - 3.5 OGL/SRD -
Lurker Above - D&D/TOH License - 7
Lycanthrope, Hill Giant Dire Wereboar - 3.5 OGL/SRD -
Lycanthrope, Werebear - 3.5 OGL/SRD -
Lycanthrope, Wereboar - 3.5 OGL/SRD -
Lycanthrope, Wererat - 3.5 OGL/SRD -
Lycanthrope, Weretiger - 3.5 OGL/SRD -
Lycanthrope, Werewolf - 3.5 OGL/SRD -
Lycanthrope, Werewolf Lord - 3.5 OGL/SRD -

M - Creatures:

Maenad - 3.5 OGL/SRD -
Magmin - 3.5 OGL/SRD -
Manta Ray - 3.5 OGL/SRD -
Manticore - 3.5 OGL/SRD -
Medusa - 3.5 OGL/SRD -
Megaraptor - 3.5 OGL/SRD -
Mephit, Air Mephit - 3.5 OGL/SRD -
Mephit, Dust Mephit - 3.5 OGL/SRD -
Mephit, Earth Mephit - 3.5 OGL/SRD -
Mephit, Fire Mephit - 3.5 OGL/SRD -
Mephit, Ice Mephit - 3.5 OGL/SRD -
Mephit, Magma Mephit - 3.5 OGL/SRD -
Mephit, Ooze Mephit - 3.5 OGL/SRD -
Mephit, Salt Mephit - 3.5 OGL/SRD -
Mephit, Steam Mephit - 3.5 OGL/SRD -
Mephit, Water Mephit - 3.5 OGL/SRD -
Mercane - 3.5 OGL/SRD -
Merfolk - 3.5 OGL/SRD -
Mihstu - D&D/TOH License - 17
Mimic - 3.5 OGL/SRD -
Minotaur - 3.5 OGL/SRD -
Mite - D&D/TOH License - 31
Mohrg - 3.5 OGL/SRD -
Mongrelman - D&D/TOH License - 20
Monkey - 3.5 OGL/SRD -
Monstrous Crab - D&D/TOH License - 1
Moon Dog - D&D/TOH License - 2
Mu Spore - 3.5 OGL/SRD -
Muckdweller - D&D/TOH License - 3
Mudman - D&D/TOH License - 1
Mule - 3.5 OGL/SRD -
Mummy - 3.5 OGL/SRD -
Mummy Of The Deep - 3PP TOH OGL - 1
Mummy, Mummy Lord - 3.5 OGL/SRD -
Mustard Jelly - D&D/TOH License - 1

N - Creatures:

Naga, Dark Naga - 3.5 OGL/SRD -
Naga, Guardian Naga - 3.5 OGL/SRD -
Naga, Spirit Naga - 3.5 OGL/SRD -
Naga, Water Naga - 3.5 OGL/SRD -
Necrophidius - D&D/TOH License - 14
Negative Energy Elemental - 3PP TOH OGL - 1
Neh-Thalggu - 3.5 OGL/SRD -
Neh-Thalggu, Brain Collector - 3.5 OGL/SRD -
Neothelid - 3.5 OGL/SRD -
Nereid - 3PP TOH OGL - 25
Nightmare - 3.5 OGL/SRD -
Nightmare, Cauchemar - 3.5 OGL/SRD -
Nightshade, Nightcrawler - 3.5 OGL/SRD -
Nightshade, Nightwalker - 3.5 OGL/SRD -
Nightshade, Nightwing - 3.5 OGL/SRD -
Nymph - 3.5 OGL/SRD -

O - Creatures:

Octopus - 3.5 OGL/SRD -
Octopus, Giant - 3.5 OGL/SRD -
Ogre - 3.5 OGL/SRD -
Ogre, Merrow - 3.5 OGL/SRD -
Ogre, Ogre Barbarian - 3.5 OGL/SRD -
Ogre, Ogre Mage - 3.5 OGL/SRD -
Ooze, Black Pudding - 3.5 OGL/SRD -
Ooze, Crystal - D&D/TOH License - 2
Ooze, Elder Black Pudding - 3.5 OGL/SRD -
Ooze, Entropic - 3PP TOH OGL - 1
Ooze, Gelatinous Cube - 3.5 OGL/SRD -
Ooze, Glacial - 3PP TOH OGL - 1
Ooze, Gray Ooze - 3.5 OGL/SRD -
Ooze, Magma - 3PP TOH OGL - 8
Ooze, Mercury - 3PP TOH OGL - 1
Ooze, Ochre Jelly - 3.5 OGL/SRD -
Orc - 3.5 OGL/SRD -
Orc, Half-Orc - 3.5 OGL/SRD -
Otyugh - 3.5 OGL/SRD -
Owl - 3.5 OGL/SRD -
Owl, Giant - 3.5 OGL/SRD -
Owlbear - 3.5 OGL/SRD -

P - Creatures:

Pech - D&D/TOH License - 24
Pegasus - 3.5 OGL/SRD -
Phantasm - 3PP TOH OGL - 1
Phantom Fungus - 3.5 OGL/SRD -
Phase Spider - 3.5 OGL/SRD -
Phycomid - D&D/TOH License - 9
Piranha Swarm - 3PP TOH OGL - 1
Pit Hag - 3PP TOH OGL - 1
Planetouched, Aasimar - 3.5 OGL/SRD -
Planetouched, Tiefling - 3.5 OGL/SRD -
Poltergeist - D&D/TOH License - 20
Pony - 3.5 OGL/SRD -
Pony, War - 3.5 OGL/SRD -
Porpoise - 3.5 OGL/SRD -
Praying Mantis, Giant - 3.5 OGL/SRD -
Pseudodragon - 3.5 OGL/SRD -
Purple Worm - 3.5 OGL/SRD -
Pyrolisk - D&D/TOH License - 1

Q - Creatures:

Quickling - D&D/TOH License - 25
Quickwood - D&D/TOH License - 15

R - Creatures:

Rakshasa - 3.5 OGL/SRD -
Rast - 3.5 OGL/SRD -
Rat - 3.5 OGL/SRD -
Rat Swarm - 3.5 OGL/SRD -
Rat, Dire - 3.5 OGL/SRD -
Raven - 3.5 OGL/SRD -
Raven Swarm - 3PP TOH OGL - 6
Rawbone - 3PP TOH OGL - 1
Remorhaz - 3.5 OGL/SRD -
Rhinoceros - 3.5 OGL/SRD -
Roc - 3.5 OGL/SRD -
Roper - 3.5 OGL/SRD -
Rust Monster - 3.5 OGL/SRD -

S - Creatures:

Sahuagin - 3.5 OGL/SRD -
Sahuagin, Malenti - 3.5 OGL/SRD -
Sahuagin, Mutants - 3.5 OGL/SRD -
Salamander - 3.5 OGL/SRD -
Sand Kraken - 3PP TOH OGL - 2
Sandling - D&D/TOH License - 1
Sandman - D&D/TOH License - 9
Satyr - 3.5 OGL/SRD -
Scarecrow - D&D/TOH License - 11
Scorpion, Monstrous - 3.5 OGL/SRD -
Scythe Tree - 3PP TOH OGL - 3
Sea Cat - 3.5 OGL/SRD -
Shadow - 3.5 OGL/SRD -
Shadow Mastiff - 3.5 OGL/SRD -
Shadow Rat - 3PP TOH OGL - 1
Shadow Rat Swarm - 3PP TOH OGL - 2
Shadow Rat, Dire - 3PP TOH OGL - 1
Shadow, Greater Shadow - 3.5 OGL/SRD -
Shambling Mound - 3.5 OGL/SRD -
Shark - 3.5 OGL/SRD -
Shark, Dire - 3.5 OGL/SRD -
Shedu - D&D/TOH License - 2
Shield Guardian - 3.5 OGL/SRD -
Shocker Lizard - 3.5 OGL/SRD -
Skeleton - 3.5 OGL/SRD -
Skeleton Warrior - D&D/TOH License - 2
Skulk - D&D/TOH License - 23
Skull Spider - 3PP TOH OGL - 1
Skum - 3.5 OGL/SRD -
Slime Crawler - 3PP TOH OGL - 1
Slime Mold - 3PP TOH OGL - 8
Slithering Tracker - D&D/TOH License - 8
Snake, Constrictor - 3.5 OGL/SRD -
Snake, Viper - 3.5 OGL/SRD -
Solifugid - D&D/TOH License - 1
Soul Eater - D&D/TOH License - 11
Spectre - 3.5 OGL/SRD -
Sphinx, Androsphinx - 3.5 OGL/SRD -
Sphinx, Criosphinx - 3.5 OGL/SRD -
Sphinx, Gynosphinx - 3.5 OGL/SRD -
Sphinx, Hieracosphinx - 3.5 OGL/SRD -
Spider Eater - 3.5 OGL/SRD -
Spider Swarm - 3.5 OGL/SRD -
Spider, Monstrous - 3.5 OGL/SRD -
Spriggan - D&D/TOH License - 19
Sprite, Grig - 3.5 OGL/SRD -
Sprite, Nixie - 3.5 OGL/SRD -
Sprite, Pixie - 3.5 OGL/SRD -
Squid - 3.5 OGL/SRD -
Squid, Giant - 3.5 OGL/SRD -
Stag Beetle, Giant - 3.5 OGL/SRD -
Stegocentipede - D&D/TOH License - 1
Stirge - 3.5 OGL/SRD -
Stone Maiden - 3PP TOH OGL - 1
Stunjelly - D&D/TOH License - 1
Swarm, Adamantine Wasp - 3PP TOH OGL - 1
Swarm, Warden Jack - 3PP TOH OGL - 1

T - Creatures:

Taer - D&D/TOH License - 1
Tarrasque - 3.5 OGL/SRD -
Temporal Crawler - 3PP TOH OGL - 1
Tendriculos - 3.5 OGL/SRD -
Tenebrous Creature - 3PP TOH OGL - 1
Tenebrous Worm - D&D/TOH License - 9
Tentamort - D&D/TOH License - 9
Thessalhydra - D&D/TOH License - 3
Thoqqua - 3.5 OGL/SRD -
Thorny - D&D/TOH License - 2
Thought Eater - 3.5 OGL/SRD -
Tiger - 3.5 OGL/SRD -
Tiger, Dire - 3.5 OGL/SRD -
Time Flayer - 3PP TOH OGL - 2
Toad - 3.5 OGL/SRD -
Tojanida - 3.5 OGL/SRD -
Tombstone Fairy - 3PP TOH OGL - 1
Trapper - D&D/TOH License - 7
Treant - 3.5 OGL/SRD -
Treant, Lightning - 3PP TOH OGL - 2
Treant, Treant Elder - 3.5 OGL/SRD -
Triceratops - 3.5 OGL/SRD -
Triton - 3.5 OGL/SRD -
Troglodyte - 3.5 OGL/SRD -
Troll - 3.5 OGL/SRD -
Troll, Ice - D&D/TOH License - 19
Troll, Rock - 3PP TOH OGL - 14
Troll, Scrag - 3.5 OGL/SRD -
Troll, Troll Hunter - 3.5 OGL/SRD -
Troll, Two-Headed - D&D/TOH License - 4
Tyrannosaurus - 3.5 OGL/SRD -

U - Creatures:

Undead Lord - 3PP TOH OGL - 2
Unicorn - 3.5 OGL/SRD -
Unicorn, Celestial Charger - 3.5 OGL/SRD -
Unknown? - - 3

V - Creatures:

Vampire - 3.5 OGL/SRD -
Vampire, Vampire Spawn - 3.5 OGL/SRD -
Vargouille - 3.5 OGL/SRD -
Vegepygmy - D&D/TOH License - 40
Vilstrak - D&D/TOH License - 1

W - Creatures:

Warhorse, Heavy - 3.5 OGL/SRD -
Warhorse, Light - 3.5 OGL/SRD -
Wasp, Giant - 3.5 OGL/SRD -
Weasel - 3.5 OGL/SRD -
Weasel, Dire - 3.5 OGL/SRD -
Whale, Baleen - 3.5 OGL/SRD -
Whale, Cachalot - 3.5 OGL/SRD -
Whale, Orca - 3.5 OGL/SRD -
White Pudding - D&D/TOH License - 2
Wight - 3.5 OGL/SRD -
Wight, Winterwight - 3.5 OGL/SRD -
Will-O’-Wisp - 3.5 OGL/SRD -
Willow Dusk - 3PP TOH OGL - 1
Witch Tree - 3PP TOH OGL - 1
Wolf - 3.5 OGL/SRD -
Wolf-In-Sheep's-Clothing - D&D/TOH License - 6
Wolf, Dire - 3.5 OGL/SRD -
Wolverine - 3.5 OGL/SRD -
Wolverine, Dire - 3.5 OGL/SRD -
Worg - 3.5 OGL/SRD -
Worg, Winter Wolf - 3.5 OGL/SRD -
Worm That Walks - 3.5 OGL/SRD -
Wraith - 3.5 OGL/SRD -
Wraith, Dread Wraith - 3.5 OGL/SRD -
Wyvern - 3.5 OGL/SRD -

X - Creatures:

Xill - 3.5 OGL/SRD -
Xorn - 3.5 OGL/SRD -

Y - Creatures:

Yellow Musk Creeper - D&D/TOH License - 21
Yellow Musk Zombie - D&D/TOH License - 16
Yeth Hound - 3.5 OGL/SRD -
Yeti - D&D/TOH License - 25
Yrthak - 3.5 OGL/SRD -

Z - Creatures:

Zombie - 3.5 OGL/SRD -
Zombie, Brine - 3PP TOH OGL - 1
Zombie, Juju - D&D/TOH License - 35


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Erik Mona wrote:
It would, at the present moment, be particularly helpful to find more obscure tidbits about Iblydos.

Everything I could find on Iblydos

Iblydos:

Absalom, City of Lost Omens p. 20 - Key Information
By the Year 23 AR the Minotaur Warlord named Voradni Voon had enacted the first siege of Absalon
Prior to the first siege of Absalom Voradni Voon had conquered a large portion of central Casmaron. This included conquering older and better established kingdoms. These kingdoms are not identified.
During Voradni Voon’s conquests, he directed his centaur forces to perform a highly destructive ritual. This ritual is responsible for leveling 3 cities. These cities are not identified. Presumably, this centaur ritual was performed at 3 different times, with each time destroying a city that was especially problematic.
Voradni Voon brought his forces to Absalom via the Brazen Gate. Where did the Brazen Gate come from? Why did it connect to Iblydos?
Voradni Voon’s forces included a large number of Minotaurs, Centaurs, and Harpies. This suggests that these peoples have large populations in central Casmaron.
Was Voradni Voon a Hero-God?
Absalom, City of Lost Omens p. 119 - Summary
The Taurean Embassy was built in a similar architectural style that is often seen in Iblydos.

Distant Shores p. 2 - Key Information
The city states of Iblydos are a stopping point for ships traveling from Qadira to Vudra.
Aelyosos is the first major port available for eastbound ships, and is famous for its beauty.
Iblydos is home to Cyclopean seers, and is thought to be the birthplace of many types of creatures.
Distant Shores p. 4 - Key Information
Although many ships sail through the Iblydos Archipelago, few ships ever reach the archipelago’s interior.
Iblydos is home to one of the oldest living civilizations and was formed from a partnership between cyclopes and humans.
Merfolk conduct trade in Aelyosos at night when it’s lowest districts flood.
Distant Shores p. 5-13 - Key Information
All of this information is relevant, but I will attempt to call out some specifics below.
Aelyosos is the westernmost noteworthy port of the archipelago.
Aelyosos once had a sister city. This city was destroyed approximately a century ago by a thalassic behemoth. This lost city is now used by Sahuagin to conduct raids against Aelyosos. This sister city was named Liachora.
Two Hero-Gods help to oversee Aelyosos, Kelksiomides and Psomeira.
Aelyosos is located on the Island Lalisri.
Liachora and Aelyosos were the two principle cities of the nation Pol-Liachora.
Pol-Liachora is considered one of the nine great historical city states of Iblydos.
10 Hero-Gods died in battle with the thalassic behemoth the destroyed Liachora.
Diaphorea and Aelyake, early/founding Hero-Gods of Pol-Liachora
Presumably Diaphorea was the patron of Liachora and Aelyake was the patron of Aelyosos.
Pol-Ptirmeios and Pol-Sylirica are two city states, Pol-Liachora is allied with the former and defensive against the latter.
Hoimpeia is a Iblyadan city that Aelyosos competes with for ship trade.
Dhuraxilis is an Iblyadan city known for its beast-blooded citizens.
There are ruins of interest on the border between Pol-Liachora and Pol-Sylirica.
Yxinche was Cyclops town near Aelyosos that fell into the ocean. It is now occupied by merfolk.
Thonis is another of the lost Hero-Gods.
Zdokirae was one of the 10 Hero-Gods lost in the battle with the thalassic behemoth.
Pol-Ptirmeios is the city state where the Hero-God Kelksiomides was born. And his hometown was destroyed by raiders. This town is unnamed.
Kelksiomides came to Aelyosos after the loss of its sister city Liachora.
Spalkis is a Hero-God that died of old age, and was a rival to Psomeira.

Heroes of Golarion p. 2 - Key Information
Iblydos is on Casmaron.
Heroes of Golarion p. 14-17 - Key Information
All of this is relevant, but I have called out a few specifics below.
Iblydan witches learn hexes that are not well known elsewhere.
Some Iblydans may have a touch of medusa lineage in their bloodline, either from direct inheritance or from exposure to medusa magic.
For some Iblydans who are attuned to the spirits of fallen Hero-Gods, they may become conduits for the spirits of fallen Hero-Gods.

190. The Choosing p. 2 - Summary
Mythspeaking was deeply affected around the same time Aroden died.

Merchants Manifest p. 6 - Summary
This entire page is relevant and discuss some of the local fauna and trade goods found in and around Aelyosos.
Giant bee honey is harvested in the foothills of Pol-Ptirmeios.

Impossible Lands p. 14 - Summary
Iblydos trades with Quantium.

Lost Omens World Guide p. 7 - Summary
Iblydos is know for trading, legends, and cyclopes.
Lost Omens World Guide p. 9 - Summary
Iblydos is a major stopping point for travel and trade between Vudra and Garund.
Lost Omens World Guide p. 14 - Summary
Voradni Voon built the Brazen Gate.

Inner Sea World Guide p. 204 - Summary
Iblydos is a nation of islands.
Inner Sea World Guide p. 252 - Summary
Traveling trade routes to Iblydos is considered worth the risk.
Inner Sea World Guide p. 304 - Summary
Centaurs are thought to originate from Iblydos.

Bestiary 1 (2E) p. 68 - Summary
Cyclopes live in Iblydos.

Book of the Dead p. 107 - Summary
Grappling Spirits are more common in Iblydos.

Giants Revisited p. 11 - Summary
Mystery cults that practice “Adoration of the Eye” idolize Great Cyclopes. In Iblydos, even some cyclopes join these mystery cults.
Giants Revisited p. 13 - Summary
Long ago the cyclopes of Iblydos held more diverse territory.

Inner Sea Monster Codex p. 16 - Summary
The enlightened cyclopes of Iblydos are sometimes encountered traveling with their followers and servants.
Inner Sea Monster Codex p. 17 - Summary
A cyclops leader is often known as a “Grand-Eye” and they are often lorekeepers. Many “Grand-Eyes” come from Iblydos.
Inner Sea Monster Codex p. 40 - Summary
Minotaurs originate from Iblydos.

143. Borne by the Sun’s Grace p. 9 - Summary
After Xopatl established itself as an independent nation, they sent combatants to learn different wrestling techniques from the Hero-Gods of Iblydos.

144. Midwives to Death p. 49 - Summary
The medusa named Aeonte originates from Iblydos and is a direct descendant of one of the original medusas.
144. Midwives to Death p. 74-75 - Key Information
This is an article about Iblydan Hero-Gods, this entire article is relevant.
Brief information is provided for the following Hero-Gods: Aerekostes, Drokalion, Pharimia, and Upion & Warrik.
Larger writes are included for Chinostes, Iapholi, and Ongalte.
Reanpharos is the city where the Hero-God Chinostes originates.
Iapholi is thought to be the reincarnated Ekriathae. The mystery cult of Ekrian Revival believes that Ekriathae has reincarnated as six different Hero-Gods over the centuries, with Iapholi being the most recent.
Iapholi is a patron Hero-God of the city Dhuraxilis.
Ongalte is a cyclopes Hero-God of deicide and has killed three Hero-Gods thus far. Ongalte is originally from Hoimpeia.
Ongalte used her mythspeaking abilities to uplift Ytildos as her liutenent and planned to murder him last.
Ytildos defected and is now independent of Ongalte.

Mythical Monsters Revisited p. 8 - Summary
Chimeras originate from Iblydos.
Mythical Monsters Revisited p. 26 - Summary
Harpies originate from Iblydos.
Mythical Monsters Revisited p. 31 - Summary
Hydras are commonly depicted on Iblydan pottery.
Mythical Monsters Revisited p. 44 - Summary
Medusas originate from Iblydos.
Mythical Monsters Revisited p. 56 - Summary
The Sphinxes of Ancient Osirion worked closely with scholars from Ancient Iblydos.

Lost Treasures p. 28-29 - Summary
The Feathered Galley of Ataylos is a legendary merchant ship operated by the equally legendary merchant Ataylos. Hailing from Iblydos, the Feathered Galley of Ataylos and its crew were eventually lost as they attempted to fly the ship over an island to escape pirates and dragons.

94. Tomb of the Giant Queen p. 73 - Summary
While many cyclopes are content with their current society in Iblydos, some have left Iblydos to join the prophetic order known as The Resurgents. The Resurgents were first established in Iblydos, but the majority left to follow their leader to Iobaria.

Mythic Origins p. 23 - Summary
Iblydos is known to have mighty champions.

Lost Kingdoms p. 26 - Summary
Cyclopes first came to Iblydos as expatriates of Ghol-Gan.

167. Ready, Fight p. 16 - Summary
Hao Jin stole an indestructible shield that was created by a Centaur Hero-God. Hao Jin was unable to slay the villainous Hero-God, and the Hero-God seeks to reclaim the shield. It is unclear how long ago this occurred and if the Centaur Hero-God is still alive.

77. Herald of the Ivory Labyrinth p. 70 - Summary
Baphomet was born in Iblydos.
77. Herald of the Ivory Labyrinth p. 72 - Summary
Baphomet’s followers can be found in Iblydos, the land of his birth.
77. Herald of the Ivory Labyrinth p. 90-91 - Summary
The first minotaurs on Golarion appeared in mazes beneath Iblydos.

33. The Varnhold Vanishing p. 55 - Summary
Iblydan scholars call the ancient Cyclops empire of northern Casmaron, Koloran.
33. The Varnhold Vanishing p. 85 - Summary
Cyclops mystery cults can be found in Iblydos.

58. Island of Empty Eyes p. 69 - Summary
Some Cyclopes left Ghol-Gan, eventually settling in Iblydos.
58. Island of Empty Eyes p. 70 - Summary
Cyclopes found in Iblydos have little variation from those found in the areas of the former empires of Ghol-Gan and Koloran.

185. A Taste of Ashes p. 66 - Summary
Iblydos’ cities provide ports that offer trade, supplies, and safety for sea traveling merchants.

Dark Archive p. 51 - Summary
The name of a casefile stolen from the Dark Archive is “The Verdure of Iblydos”.
Dark Archive p. 75 - Summary
There is a secret society in Iblydos that requires members to provide their true name written in blood.
Dark Archive p. 138 - Summary
Shrines for the mystery cult The Sacred Truth of Love Above All have been found in the mountains of Iblydos.
Dark Archive p. 139 - Summary
Brief discussion on the cults of the Hero-Gods of Iblydos and the Isle of Thrasea, which is home to cyclopes that worship the ancient pantheon of Ghol-Gan. In particular, this includes two bonded ocean gods.
Dark Archive p. 145 - Summary
The Bacchanalia Ritual was first developed by the cult of the Hero-God Kelksiomides.
Dark Archive p. 148-153 - Summary
This adventure relates to the Dark Archive casefile The Verdure of Iblydos.
Ludovica is a Cyclops Hero-God, but she is illusive and withdrawn compared to other Hero-Gods.

Named City-State Nations:
Pol-Ptirmeios
Pol-Sylirica
Pol-Liachora
Pol-Reanpharos
Note: City-State Nations typically include at least one major city that serves as a capital but may include additional cities and towns.

Named Cities:
Aelyosos, Dhuraxilis, Hoimpeia, Reanpharos
Note: Presumably there is a city named Sylirica and a city named Ptirmeios.

Named Ruins:
Liachora, Yxinche

Named Islands of Iblydos:
Lalisri
Isle of Thrasea
Island of Verdure

Named Hero-Gods:
Kelksiomides - Living.
Psomeira - Living.
Diaphorea - Presumably Deceased
Aelyake - Presumably Deceased
Thonis - Deceased, cause of death not explicitly stated.
Zdokirae - Deceased, died in battle with thalassic behemoth.
Spalkis - Deceased, died of old age.
Aerekostes - Living
Ximakter - Possibly trapped. It is unclear if Ximakter was trapped in his own weapon becoming Aerekostes, see above, or if something else has happened to Ximakter and Aerekostes arose independently.
Drokalion - Living.
Pharimia - Living.
Upion & Warrik - Living. Upion & Warrik are a joint Hero-God and only gain Hero-God status when together.
Chinostes - Undead
Ekriathae - Deceased, died of old age.
Iapholi - Living.
Ongalte - Living.
Ytildos - Living.
Ludovica - Living.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks Erik! It was a lot of fun and I still have some obscure sources from the list to highlight. I hope to highlight more after the holidays.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Tabsagal feels like a legendary adventuring location largely forgotten by pathfinder despite it being one of most commonly referred dungeons in casmaron huh ._.

Yeah, it's got a really crazy history! But if we start to get a closer look at Casmaron, maybe we'll get an Emerald Spire size adventure set there. One can certainly dream!


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Tabsagal

This one is a wild ride, but I love it. Tabsagal was a combination of a temple city, treasure vault, and noble retreat for the nobility of Ninshabur. From the various sources listed below we can extrapolate that Tabsagal was a place of worship that was reserved for the nobility of Ninshabur, with numerous religions being represented. Religious representation ranged from shrines to entire temple complexes. The clerics also appear to have served double duty as both guardians of the artifacts and treasures stored at Tabsagal, as well as tending to the religious needs of nobility.
Of all the temples that were once active in Tabsagal, all are inactive with the exception of the Temple of the Naga Prince. We know very little about the Naga Prince, other than that he is a deity that was worshiped in Ninshabur, he is a deity of domination, strength, and wealth, and that his cult is still active in Tabsagal area. We can guess that the Naga Prince is likely a naga deity and is commonly worshiped by naga. This would bring the known naga deities up to three; Ravithra Mother of Nagas, Nalinivati Queen of Nagas, and the Naga Prince who is as yet unnamed.
When the Armageddon Engine attacked Ninshabur the situation in the empire became dire. The Armageddon Engine not only attacked the cities and towns of Ninshabur, but each attack was disturbingly thorough with the Spawn of Rovagug tracking and killing small groups or single individuals that escaped each location it destroyed. As Ninshabur’s fight against the Armageddon Engine continued the decision was made to send the noble class’s children and elderly to Tabsagal for safety. Some of these children and elderly were put in the care of a noble named Raamnaba, who was to escort them to Tabsagal. Instead, fearing for his safety, Raamnaba sacrificed the children and elderly in his charge to infernal powers to gain protection from the devastation of the Armageddon Engine.
As Ninshabur fell, those nobles who managed to reach Tabsagal, ordered their servants and guardians to kill any refugees spotted fleeing towards Tabsagal. With the Armageddon Engine tracking down killing any who escaped the destruction it inflicted, the nobles feared that refugees would lead the monster to Tabsagal. While this tactic appears to have worked and the Spawn never reached Tabsagal, those same nobles never left Tabsagal. Possibly out of fear, possibly out of divine punishment, but whatever the reason, the nobles hiding in Tabsagal slowly starved to death surrounded by the temples and treasures the empire reserved for its noble class.
In the Year 4328, Pathfinder Durvin Gest wrote about his exploration of Tabsagal in the sixth volume of the Pathfinder Chronicles. Tabsagal is one of the few locations where the Pathfinder Society has sent multiple research teams. Despite this, much of Tabsagal remains a mystery. Artifacts known to have been held or are currently held in Tabsagal include: The Scepter of Ages, Apollyon Ring, Naga Prince Diadem, Rod of the Serpent Tamer.

For details on Tabsagal see the following:
The Final Wish p. 48-55 - Summary: Article on the Spawn of Rovagug.
Inner Sea World Guide p. 203-206 - Summary: Article discussing Casmaron. Major subsections include: Padishah Empire of Kelesh, Windswept Wastes, Iobaria, Ninshabur, and Vudra.
Lost Treasures p. 8-9 - Summary: Tabsagal is a large temple complex that consists of both treasure vaults and temples of worship for various Vudran deities. Tabsagal was built by Ninshabur and served as a refuge during the destruction of the nation. Built on the western shore of the Castrovin Sea, the Pathfinder Society has sent expeditions to the region to learn more about Tabsagal’s origin and purpose. One building in the complex remains in use, the Shrine of the Naga Prince. The Naga Prince is a deity of domination, strength, and wealth. While the temple remains sealed, it is maintained by Rudrarameni, the cult’s head priestess.
Artifacts and Legends p. 10 - Summary: In Ninshabur, one of King Arecbezshari’s daughters met a mysterious priest in the city of Zarrataab. After meeting the priest Princess Iaresa was given a strange ring. Sometime after Iaresa’s death the ring was rediscovered and locked away in Tabsagal as a curious treasure.
Artifacts and Legends p. 42 - Summary: In the Year -919 Governor Haldazhai of the Azahoud Province of Ninshabur gifted the Scepter of Ages to his liege, after which the artifact was locked in Tabsagal. (Fun Note: At this time, the scepter initially appeared in the hands of a “strange, beetle-like semi-humanoid” could this be an early and possibly unintentional reference to the new Surkis ancestry in Howl of the Wild?)
Hell Unleashed p. 63 - Summary: Raamnaba was a noble in Ninshabur on Casmaron. During the attack of the Spawn of Rovagug that destroyed Ninshabur, Raamnaba was charged with escorting the ruling class’s children and elderly to the treasure-temple refuge of the nobility. (This is most likely Tabsagal) Raamnaba, instead panicked and sacrificed his charges to infernal powers in hopes of protection.
Absalom, City of Lost Omens p. 237 - Summary: The book “The Last God-Kings of Ninshabur” records the story of Tabsagal and is often consider a work of fiction in modern day Absalom.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My first highlight is coming from the Armor Master’s Handbook.

Armor Master’s Handbook p. 29 - Summary: Stone-Eater Armors originate from Casmaron and were found in a city destroyed by a powerful medusa.

This destroyed city was most likely in Iblydos, but this isn’t specifically stated. Based on the description of the armor having imagery of medusas and gorgons and that the armor directly opposes the abilities of those creatures, this city likely had it out for creatures that could turn other creatures to stone. And at some point they clearly messed with the wrong medusa. Looking at the types of medusa on Golarion we know there are Stheno, Medusa, Eygreas, and Euryale. Most likely it was a Euryale that destroyed this city, but she may have been aided by Medusas and Eygreases.
On a personal note, I kind of think it would be awesome, if this city has since become the home city of the Stheno and if this city played a role in the story of the creation of the Stheno. Given that as an ancestry the Stheno have only been around for just over a century and considering the very limited information we have on this city, there is the potential for some very interesting recent history here.

1 to 50 of 228 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>