Abominable Snowmen

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Chapter 3, part 2: The Minkaian Wilds:

Osogen Grasslands
These wide, sprawling grasslands seem to roll endlessly along Minkai's northern coast. The few inhabitants of this land are tribes considered uncivilized by the Minkaians to the south. Though vast, there is little here in the way of resources to use, so expansion by the empire to here has never been a true threat. Despite the seeming emptiness of the grasslands, there are great beasts and hidden natural treasures to be found here.
Seinaru Heikiko: A hidden mountain fortress at the foot of the northern Kyojin range, this fort was built to help push back bandit clans into the mountains. It had many years of use, but eventually its distant location was its undoing and it was abandoned by the empire. Barbarians have traded control of the fort many times in the past few decades.
The Sawgrass Coast: Along a 50 mile stretch of the north coast of the grasslands is a land where a rare sawgrass grows. This grass grows nearly seven feet high and can dangerously cut a careless traveler. The great danger of this land is the demon cults that live within. It is unknown what drew the cults to these lands in the first place, but they have survived and even thrived over time. There are at least seven different cults that operate here, each serving a different demon lord. The cult of Lamashtu is the most powerful, but the cults of Shax and Mestama are not far behind.
Rainbow Geysers: Near the center of the grasslands lies a geothermal hotbed. A multitude of small geysers dots the landscape, constantly spewing forth blasts of hot water. The mist that hangs in the air here forms beautiful rainbows which gives the area its name. It is believed that this area is also the breeding ground for the rare and powerful creatures known as Namazu, colossal catfish that swim through the earth like water.
Umasu: This small village is somewhat legendary to the cities of the south. Located on the Ningyo gulf, Umasu is a village of monster slaying women. These warrior women are renowned for their combat prowess and strategy, and have been called in to deal with powerful beasts in the past. The price for hiring these mercenaries is high however, so only nobles and the richest merchants can afford their services. Due to its isolated location, Umasu has very little regard for the politics of the nation and functions almost entirely independently. The current head of the village is Fuji Michiko (N human female ranger 15) who is respected for her power but harbors a dangerous obsession with kaiju.

Higashita Coast
North of the Hiyosai province is a land where myth and legend mingle daily with the mundane. Located between the Ningyo Gulf and the Warashi river, the Higashita coast is closely tied to otherworldly powers. Those with magical aptitude say magic is different here, almost like a caged beast. The realm of spirits can be felt just beyond the veil of perception, and any shadow could hold a deadly supernatural creature or a portal to another plane of existence. These unique properties are not lost on the creatures of the peninsula, and this area draws a large number of magical sages, spirit callers, oni, and even dragons. Odd ruins can be found by explorers brave enough to look for them, many predating human inhabitancy in Minkai. Human populations here are small, and the cultures found in each town and village may be unique unto themselves. There are no large settlements in the area, though fishing villages dot the coast. One of the few uniting cultural aspects of this area is artwork, and each town produces it's own unique (if somewhat grim) art pieces to a set of artworks known as the 114 Deaths of the Higashita Coast.
Seseragi Forest: Minkai's largest forest houses an astonishing number of kami. Only the Forest of Spirits north of the country has more kami dwelling within. Folktales say every tree here has a guardian, and every stone holds ancient secrets. Most kami here are friendly towards humans, though they will answer questions asked of them in mysterious ways such as riddles or visions. Since there are so many kami here, oni are also a frequent problem. Since the two groups cannot battle each other directly, outside factions are often dragged into the forest to help wage war. There are at least half a dozen mercenary factions that operate exclusively within the forest, offering their services to whichever side they see as morally correct.
Scar of Kazunan: It has been many centuries since Mount Kazunan last erupted, but the remnants of that destructive explosion can still be seen, a rough scar across the landscape. The mountain erupted not straight up, but exploded eastward in a cloud of ash, boiling mud and magma. This pyroclastic flow travelled for miles, eventually cooling and settling into a crusty black rock. Very little grows here, and traveling across this landscape is treacherous and exhausting. Very old tales tell of a city that was destroyed in the blast, and at least one alleges that the eruption was triggered, not natural. For more information, see Kyonba in chapter 4.
Dragon Gate of the Northeast: Hidden deep within the Seseragi forest is a ruin that would confound a human scholar, but be a revelation to a draconic one. In primordial times, an imperial dragon wished to communicate with ancestral dragon spirits to learn the secrets of the universe, the planes, life and death. The dragon gathered sacred stones and placed them in circles at 8 points across Tian Xia. These circles, once attuned with magic, became gateways for the spirits of dragons to return to Golarion and give their wisdom to those who summoned them. Over the centuries, the knowledge of the gates has been lost, recovered, and lost countless times. Not even the Imperial Dragons themselves can recall the locations of all the gates, nor the rituals used to activate them. Only two gates are well known (though neither has been activated in a millennia); the Western Gate which is in Goka, and the Southwestern Gate in the jungles of Nagajor. This Northeastern gate is only known to a few human villages that dwell outside the Seseragi Forest, who assume it's a druidic circle or a shrine to the kami.
Niiwaru: Found on the coast, Niiwaru is an unpleasant and unwelcoming village. Nearby rock formations cause the sea to constantly spray the town, caking everything with a layer of salt. The people here are just as crusty as their houses, driving away outsiders with one major exception. Arcance magic users are treated with the utmost respect, nearly to the point of reverence. They are encouraged to stay as long as they wish, and perform acts of magic or trade magic items for better prices than elsewhere. This is done to please the secret masters of Niiwaru, a colony of merlucents (PZO AP#104).
Yuyujata: The largest settlement in the Higashita area is Yuyujata, found between the banks of the Warashi River and the Seseragi Forest. This town is the birthplace of the hero Okirori Tomoko, and a huge statue dedicated to her can be found in the town square. People of this town are very superstitious, having grown up in such a spiritually dense area. There are numerous rituals and customs here that may baffle outsiders, but come as easily as breathing to inhabitants. Magic of the mind and spirit is strong here, and Yuyujata has a high number of people born with occult powers. In fact, many spiritual advisors to the Imperial families hailed from Yuyujata in ages past.

YUYUJATA
CN Small Town
Corruption +0; Crime -2; Economy +0; Law +2; Lore +2; Society +2
Qualities magically attuned, superstitious
Danger +0
DEMOGRAPHICS
Government Theocracy
Population 522 (489 humans, 21 kitsune, 12 wayangs)
Noteable NPCs
High Priest Endo Unkei (N old male human spiritualist [onmyoji] 7)
Uroga Akurako (CG female human witch 4)
Captain Kurakawa Saya (LG middle-aged female kitsune paladin of Shelyn 5)
MARKETPLACE
Base Value 1,200 gp; Purchase Limit 6,000 gp; Spellcasting 4th
Minor Items 3d4, Ring of the Grasping Grave, Dragonbone Divination Sticks, Scroll of Web, Wand of Darkness, Potion of Delay Poison
Medium Items 1d6; Ring of Spell Knowledge III, Potion of Aid, Potion of Resist Energy: Sonic, Wand of Enervation (34 charges), Wand of Freedom of Movement (17 charges)
Major Items None

Shiden's Palace: Deep within the Seseragi forest lies a giant castle, home to a cruel lord by the name of Kouma Shiden. Shiden is an earth yai (PZO AP#53) who built the palace himself around 180 years ago, after having his personal army of hill giants and ogres clear cut a sizable chunk of woods. Since then, Shiden has ruled over much of the northeastern part of the forest. His army makes occasional forays to the coastal villages to raid, but for the most part they are tied up defending the castle from vengeful kami. Recently, the group of oni known as the Five Storms contacted Shiden, hoping to have him join their cause. Shiden was far too proud to become a simple minion, and was offended by the offer. His pride may make him a very unlikely ally for those looking to battle the Five Storms.

Kyojin Mountains
The imposing mountain range that forms the spine of Minkai is without question the most important geological feature of the peninsula. The Kyojin mountains have long defined the country's culture, economy, religions, and weather. The range stretches over 1200 miles from it's northern tip in the Osogen Grasslands to its southern slopes in the Kasai province. Though it's not as long or as high as the Wall of Heaven, it's still a massive range that could comfortably hold a few of the smaller Avistani nations.
The range has several mountains that are sacred to Minkaians, and millennia ago it was decided that no province would ever hold sway over any part of the mountains. Provincial power stops at the bottom of the slopes, which unintentionally has made some valleys and mountains in the Kyojin range havens for rebels, bandits, and barbarians. A wide variety of wondrous creatures also call the mountains their home, ranging from holy beings like Kirin and Phoenixes to dangerous monsters such as Giants and Yuki-Onna.
Throughout the range are lost cities, castles, temples to gods both current and ancient, and unique natural wonders. One feature that has eluded explorers for all of Minkai's history is a navigable path that could connect the eastern and western halves of the country. The economic value of such a trail is incalculable, and merchants and daimyo's have longed to discover a safe way through the peaks.
The Mount of Seven Shrines: The peak found at the most southwestern point of the Kyojin Mountains is a holy site for the Imperial families. Legend says it was here that Shizuru descended from heaven and bestowed the right to rule on the 5 families, whose leaders had been led here by visions. She also gave them the Imperial Seals, divine proof for nonbelievers. In the many centuries since, every spring the imperial families would send one chosen member each to the mountain. There, they would ascend the uncounted steps, stopping to pray at the six shrines along the way extolling Shizuru's virtues. The seventh shrine is located at the top, and the five members would each recite their part of a complex prayer meant to keep Minkai thriving. The prayer has not been recited in many years now, due to the missing families, and some priests feel this is the reason Minkai has been inching closer and closer to civil war. Outside of members of the imperial families, the only people allowed on the mountain are members of a unique warrior group called the Taiyo no Anchisukiru. Made up of rangers, samurai, and druids, they keep the pathways safe from monsters and natural hazards.
Mount Yogan: The most active of Minkai's three major volcanoes is Mount Yogan. Plumes of smoke steadily puff out from the caldera, which is filled with a simmering lake of lava. While the volcano hasn't had a devastating eruption since the Teikoku Shogunate, it often has small eruptions that spit out cinders and slow lava flows. On opposite sides of the caldera are a pair of massive fortresses, inhabited by warring fire giants. The Hagane clan are fierce worshippers of Zursvaater and will brook no argument regarding his superiority. The Tetsubo clan splintered from the Hagane 4 generations ago, and consider Yamatsumi to be the God that deserves the worship of Fire Giants. The two clans regularly sail out onto the caldera on magical ships to have scorching naval battles.
Mount Kazunan: Though Mt. Yogan is more active, Mount Kazunan is the most dangerous of the Three Fires. The recorded eruptions from this volcano have all been extremely powerful, resulting in huge pyroclastic flows that annihilate the countryside around it. This has made the area surrounding the mountain jagged and difficult to traverse, and it holds very little life. This doesn't mean there is nothing of value here however. The mountain crevasses leak a number of unique (albeit dangerous and toxic) gasses , which alchemists and wizards will pay good prices for. Sulfur is also plentiful here, and caravans from Higashita villages travel here to collect materials for fireworks. It's been over 600 years since Kazunan last erupted, and the few travelers who regularly visit say that the northern side of the volcano looks as if it's starting to bulge with pressure.
Hyakko: More information on Hyakko can be found in Chapter 4
The Heavenly Forge (Mythic): Not far from Mt Yogan is the birthplace of some of Minkai's most valuable treasures and artifacts. A forge of mythic power stands at the top of Mount Oya, tended to by 3 immortal giants. This forge cannot be seen or interacted with by those who do not past through the Kyojin Gate, a huge Torii gate inhabited by a mythic Zuishin Kami named Heia. Once one passes Heia they can speak with the giant forge masters. Tsujiura (LG immortal female cloud giant expert 6/bard 5/ rogue 2/ MR 6) is a craftswoman of exceptional skill, and a true master of the winds. She operates the bellows and provides the rain needed to quench the heated metals. Her specialty is in magical jewelry such as amulets and rings. Gorogoro (LN immortal male stone giant expert 7/ oracle 7/ MR 6) is the wisest of the three, he knows all the secrets of the earth and its precious metals. He either provides the materials they use or determines the quality of the materials brought to them for creation. His specialty is in armor and shields. Mancha (LE immortal female fire giant expert 5/ kineticist 8/ MR 6) was born of the flames themselves, and can control heat and temperature by reflex. She provides the incredible heat required to operate the forge. Her temper can get the best of her, and she is the most likely to refuse a request. She is a gifted weapon smith, as well as a great leatherworker. The three all have differing world views, but opt to philosophically debate their differences over tea instead of quarreling. Their iconography can be found in many blacksmith shops in Minkai, particularly in the east. Legends say that some of the artifacts the giants created include the Amatatsu sword Suishen, The Dragon Turtle Shield, and the Infinity Beads.
Lair of the Ruby Crypt: One of the most infamous ninja clans in Minkai is the Ruby Crypt, a determined group of assassins that stop at nothing to ensure the deaths of their marks. Their lair is a well hidden dungeon carved deep into a mountain core north of Wanshi. The dungeon is made of a central pit, from which split maze like levels of cells that hold various prisoners and corpses. In the underworld circles, rumors fly that the Ruby Crypt have at least 3 powerful liches held prisoner, as well as several corpses of former Imperial family members.
Hashi's Pagoda: The Kusari-gama have hidden fortresses all over Golarion, and Minkai is no exception. Hashi's Pagoda is found near the Chijonami river in a hidden valley. At a nearby outpost along the river, if one tells the barkeep the secret password, he will give the directions to the valley and the pagoda. The master of the temple is Mugutai (LN male human monk 9), a young master who quickly rose through the ranks thanks to his uncanny wisdom. Students at the pagoda train here, but are also sent to practice their skills against nearby barbarian tribes to keep them from growing too numerous.
Hekireki Canyon: The Kosokunami river is the least navigable of Minkai's rivers, thanks to its numerous waterfalls, rapids, and steep walled canyons. One of the canyons the river slices through is known as Hekireki Canyon, a terrifically noisome area with eight waterfalls and forever churning whitewater rapids. It is also (perhaps given its inaccessibility and therefore privacy) a traditional courting ground for the Sky Dragons of Minkai. Young adult dragons find their way here, and when two compatible souls meet they perform a series of flying dances, songs, and acrobatics all down the canyons length. Failure in any part of these rituals is seen as very undignified, and usually grounds for a quick departure. Some dragons are taught the dances by their parents who met here previously, but for others the ritual instructions are carved into the walls of the canyon in Draconic. Though humanoid guests are not often tolerated, bards are sometimes given a special exception if they can perform the traditional music loudly enough over the noise of the river. Of course, this all depends on the dragon couple at the time.

Ikkaku Peninsula
The northernmost part of Minkai is so far flung from the rest of Minkaian society that it isn't even considered as part of a province. Almost perpetually cold, the majority of the peninsula is taken up by the Kamifushi Mountain range. These mountains are notoriously steep and sharp, shaped by powerful northern winds and constant geological activity. North of the mountains lies a few pine forests, and beyond them is nothing but tundra until the northern tip of the country cedes to the Aokori Gulf.
By far the least inhabited part of the country, the Ikkaku Peninsula is still home to some brave holdouts. The people here are poor but hardy, most being nomadic herders or miners. A lucky few make their living by running temples or bathhouses near the hot springs that are sporadically found throughout the Kamifushi mountains. Not all these springs are natural, and some have various magical properties.
Seven Venom Springs: These unique and difficult to reach springs bubble with potent poisons found no where else. Temples dedicated to reptilian deities are found nearby, tended to by Vishkanyas and Nagaji. The caretakers are indifferent to the majority of visitors, as long as they pay tribute to their serpentine gods. More information about how these springs came to be can be found in the Darklands section.
Yukimaru Castle: The only nobility that dares to live in this difficult land is the Hasana clan, who claim rule over the mountains. While technically they do not have real power bestowed by a governor or imperial family, their ancient noble blood and lack of any competition gives them all the sway they need. The clan lives in the beautiful Yukimaru castle, a marvel of architecture that straddles the Jaken waterfall (part of the Fuwa river). The castle is large enough to hold far more people then are actually in the clan, and in rough winters many of the common folk from the peninsula come to live in the castle. The Hasanas are very proud Minkaians, and have been perhaps the most outspoken nobles against the actions of the Jade Regent. Their relative lack of influence and distance has kept them from receiving any punishment as of yet, though locals are worried that the head of the clan Hasana Kaori (NG human female fighter 9/aristocrat 1) may be pushing her luck. Members of the Hasana clan are easily identified by their white hair, which legends alternatively claim comes from a Yuki-Onna ancestor, or the mythical witch of the mountains, Onibaba.
Mount Kumijinja: The northernmost of the 3 fires, Mount Kumijinja has a strong tie to the Elemental Plane of Fire. Many earth and fire kami dwell on or around the slopes, alongside a surprising number of monks and healers. Mount Kumijinja has long been associated with the purifying power of fire, and it is believed that cleansing rituals have greater strength here. Those who seek to redeem themselves from their wicked ways are told to journey here and shed themselves of evil, where they will be reborn from the flames like a phoenix. Another part of the mountain that draws adventurers is the Ghost Path, a shaft of the volcano long burnt out that plunges all the way to Sekamina.
Raijuro's Observatory: North of Mount Kumijinja, this huge observatory was built roughly 150 years ago by a cloud giant named Raijuro. When he was just a child, Raijuro saw a spectacular sight. One night, a meteor crashed into the side of the mountain where his family lived. He scrambled to the crater and discovered not only the meteor and valuable skymetal, but a dying akata. The creature did not live long enough to cause any trouble, but the prospect of life beyond the stars set the young giants imagination on fire. He decided then and there to dedicate the rest of his life to studying the stars and planets, and trying to discover as many aliens as possible. The observatory is difficult to reach but has spectacular clear views of the sky. Raijuro gladly welcomes visitors who share his passions and hobbies, and his library is the envy of any astronomist who sees it.
Zatanu: Out the handful of small towns based around hot springs in these mountains, Zatanu is the most famous and accessible. A split town in truth, the eastern portion of the town is located on the coast in one of the few safe inlets. From there, guides with their yaks take travelers up the slopes to the springs, complete with amenities. Given the distant nature of Zatanu, it is primarily used by nobles of Hiyosai as a vacation destination. The distance from civilization does make it an excellent (and comfortable) place to discuss matters that need to be kept private as well.
Ikkalluk: The only Erutaki settlement in Tian Xia proper is the tiny outpost of Ikkalluk, found on the northern most tip of the Ikkaku peninsula. Scarcely inhabited most times, it sees some use during the winter months when whalers cannot beat the ice back to Tuvar. The people that do live here are experts on the northern seas, and make for excellent guides around the tundra of the peninsula as well.

Darklands
As with all continents on Golarion, the lands beneath Minkai are riddled with miles of caverns and tunnels known collectively as the darklands. The darklands are separated into 3 levels, each one farther down than the last. The darklands under Minkai tend to shift very often due to the amount of geological activity that affects the country, but there are a few large, stable caverns that explorers use for waypoints.
Nar-Voth
The Ghost Path (Ikkaku): This entrance to the darklands is fairly unique, as it encompasses not only a number of caverns in Nar-Voth but stretches all the way down to Sekamina. The Nar-Voth levels are honeycombed all throughout the shaft of Mt. Kumijinja. Many of these caves have ancient shrines in them, built by unknown hands and worshipping strange spirits. Angry, vengeful ghosts lair here as well, posing a significant threat to climbers. Other dangers here include darkmantles, cave fishers, and belkers. The strangest inhabitants here are werebats. A small colony of them lives in a cave halfway down the shaft, and while they are distrustful of outsiders they have a great deal of knowledge regarding the area.
Kyonba (Higashita): This long lost city is found underneath Mt. Kazunan. For more information on Kyonba, see Chapter 4.
The Forlorn Caves (Akafuto): Found in the Yurasuna Forest, these caves play host to a tragic story. Many years ago, rumors spread of a fabulous treasure within the caverns. The local daimyo, a greedy man named Tsukasu Jariwo, ordered his vassals to explore the cave and bring him back the treasure. Few returned, but those who did were shaken and claimed the cave was haunted by a terrifying ghost. Jariwo finally sent his court bard, a blind man by the name of Azimichi Ken, to investigate. Ken found in the caves not a ghost, but a lonely lampad. Her name was Jun, and she was the one who spread the rumors of treasure. She simply wanted companionship, but all the others who had come were driven away by her weeping and her startling beauty. Ken could not see her physical beauty, but saw the kindness and wanting in her heart. The two spent many days together, eventually falling in love. Ken eventually had to return to his lord and explain what had happened, but told Jun he would come back for her. When Ken told Jariwo the truth, the daimyo flew into a rage and accused Ken of stealing the treasure and hiding it away. He had Ken beheaded, and the bard was never able to return to his love. Jun still lives in the Forlorn Caves, sadly awaiting her beloved but assuming the worst. Her grief and loneliness permeate the cave, attracting things that feed on negative emotions. Proving to Jun the fate of Ken could help alleviate her soul, and put an end to one of Minkai's sadder tales.
Shizuru's Maze (Oda): Found south of Hiyosai, but in the Oda province, this series of caves is one of the holiest sites to Shizuru's faith. In primordial times when the world was just formed and the gods themselves were young, Shizuru came down to Minkai. She was just a child at this time, and wandered around her new domain. Seeing a cave entrance, she went to explore. However, she was unused to the claustrophobic underworld, and became lost. The sky was darkened in her absence, and the gods searched Tian-Xia all over for the missing goddess. Fumeiyoshi had an idea where Shizuru went, but knew he needed Tsukiyo's help to navigate the caves. The two brothers managed to track Shizuru down, though the various churches of these gods argue on exactly what happened or who saved who. Ever since these events, this area has been known as Shizuru's Maze. These caves are exceptionally dangerous for a Nar-Voth level area. They wind and twist unnaturally, and the darkness here is almost impenetrable. Remnants of divine power can be found here and there, empowering creatures that live here. It's said that a cleric that exactly follows the trail Shizuru took has the potential for a divine awakening.
Sekamina
The Ghost Path (Ikkaku): With the entrance a tiny light far above, the Ghost Path comes to an end in Sekamina. Many bones litter the cave floor, remnants of doomed climbers long past. An ashen fungus clings to the surfaces here, unseen in other caverns of the world. The best accounts of this land come from Ishanda Aiko, a general who explored the Ghost Path centuries ago. She lost her troops when they strayed into a cave too close to Shirogoku, but other tunnels around here held strange mysteries. She described finding an impossible temple, an upside down ziggurat balanced like a top. Inside was a ceramic bell that none of her men dared to chime, for all said it filled them with a deep dread. Also in the caves were giant insects, though none had the correct number of limbs. The most unsettling experience she described was a constant, low thrum, never loud enough to impede a conversation but always a presence.
Shirogoku (Sakakabe/Ikkaku): For those who know about the enormous spiral cavern beneath the Forest of Spirits and Northern Minkai, Hell is not a metaphysical concept or an extraplanar destination but a very real place under their feet. This cave is, and always has been, the realm of the oni. Thousands of these vile spirits live here in numerous palaces and temples, forming a brutal nation. The best hope for a human here is to be enslaved, as others are treated as food, toys to be tortured and broken, or fuel for unholy rituals. Vast areas are dedicated to human ranches, and there are generations born here who have never seen the sunlight, and have no concept of speech or civilization. Humans are not the only slaves here of course, with kitsune and tengu making up noticeable chunks of the chattel. Samsarans are the most valued slaves, as the oni here have figured out a way to hijack the reincarnation process of the Samsarans and force a dead samsaran to be reborn in a specified location in Shirogoku. This creates an eternal servant for the oni, a humanoid treated more like an heirloom than a living being. Detailing all the horrors of Shirogoku is impossible for any mortal lifetime, but some of the more infamous locations here are lakes of boiling oil, labyrinths made of razor wire and sinew, and iron constructs the size of buildings that crush victims into a bloody slurry. Thankfully for the people of Tian Xia, the cruel masters of this land are constantly vexed by the protective kami who dwell above them in The Forest of Spirits, as well as by their own internal scheming and hatred. If the oni here ever fully united as a force against the world over them, there would be little that could possibly stand in their way.
The Three Fires: This name applies not only to the 3 major volcanoes in Minkai, but to a long and winding series of flame soaked caves that connects all the volcanoes to each other. The heat here is death for those without immunity to it, and magma flows here as water would in other caves. Though the tunnels are home to creatures ranging from Thoqquas to the odd Azer, it is undoubtedly the Underworld Dragons who rule. They claim the tunnels were made by their ancestors as a way to traverse Minkai unseen by the haughty sky dragons and sovereign dragons. One of the most powerful dragons here is Jirukarakaza, who dwells beneath Mt. Yogan and is rumored to have his eyes on the treasures of Hiyosai.
The Cavern of Hidden Stars (Wanshi): Though the caves beneath Minkai are rife with myriad dangers, not all of them are hostile. The legendary Cavern of Hidden Stars is a welcome safe haven of unparalleled beauty. Desnan clerics tell a tale that once there was a dragon so huge and so mighty that he could devour the stars themselves. Desna, not wanting to see all the night sky darkened forever, took some of her favorite stars and hid them away inside crystals, burying them for safe keeping. The dragon was eventually slain, but when Desna came to retrieve her stars she saw how beautifully they shimmered underground and how much joy it brought travelers who found them, so she decided to leave them. The story is quite possibly a religious tall tale, but the numerous crystals here do possess a magnificent iridescence unlike anywhere else, and glow faintly at all times. A church of Desna operates here, run by a convent of Nymphs who protect the cave from defilers. Weary travelers are welcome to gaze upon the beauty here and rest, healing their wounds in mineral springs. Though getting to this cave is challenging, all who have returned say it was a life changing experience.
Orv
Osoda (Kasai/Shogokabe): Far beneath the capital city of Minkai lies an alien realm, a cavern of nightmare horrors. It is completely isolated from the rest of the darklands, and the denizens of other caves should be thankful for that. This area is the home of The Red Empire, a vile coalition made up of several enormous hives of the aberrations known as Ghorazaghs. They have dwelled here from the beginning of time; drifting, sculpting and warring in the darkness. The ghorazaghs are the undisputed masters here, though they are not the only denizens. For countless years, the ghorazaghs and xulgath battled each other in an attempt to gain supremacy. The xulgath eventually crumbled, and small cities of backwards troglodytes survive to this day. The reptiles are the ghorazaghs primary food source and building material. The hives of the ghorazaghs are truly enormous and utterly alien in design, stretching miles high in some cases, having been constantly worked on since the world was young.
Osoda itself is vast, stretching from beneath Kasai all the way to Shogokabe. The eastern edge of the cavern nearly reaches beneath Wanshi, and the western section of the cave stretches under the seas of Xidao. The air here is dry and warm, giving most of a cave a desert like feel. A foul dust plagues vast stretches of the cavern, a mixture of grit, powdered bone and broken down chitin from generations of ghorazaghs. Hardy plants unlike any other on the planet survive here, forming tightly knit forests. Other creatures that dwell here include giant lizards, ropers, ants with shells like adamantine, and small bands of vicious plant monsters. In the few places with fresh water, aquatic creatures actually thrive, as the ghorazaghs do not enjoy being submerged since it cuts off their chemical communication.
The Red Empire has four major cities, with smaller hives falling under the domain of whatever city they are closest to. The history of this empire is vast and complex, with long stretches of infighting, but in the past century all the factions of the empire have united underneath a visionary leader named Verazghor (NE female ghorazagh oracle 13). She has long had dreams of the stone above them splitting open, revealing that they are part of a much larger world, filled with new blood to drink and sculpt. She promises her so called 'Day of the Stone Hatching' will occur soon, and the aberrations train and prepare, all while Minkaians remain blissfully unaware of the deadly time bomb ticking beneath their feet.
The Frozen Hell of Mokushiroku (Ikkaku)(Mythic): Sealed deep, deep within the earth, deeper than most humans can imagine, is the prison-tomb of the fell beast Mokushiroku. The story of this creature and how it came to lay here is one of the most ancient tales in Tian Xia.
Many millennia ago, the Naga of Nagajor fought a battle against the serpentfolk of their jungles for supremacy. Their powerful magic rocked southern Tian Xia, and some of it's remnants can still be felt to this day. The battles began to turn in the Naga's favor once an exceptional naga named Nalinivati was born. Over the years, she grew in power and prestige, gaining behind her 9 followers who would become her greatest warriors and priests. The ten of them, along with an army of Naga and Nagaji, assaulted the serpent city of Visshkalai near the northern Chenlun range. They battled dominated hordes of monsters and giants to reach the city, only to find the streets and buildings empty. They approached the massive ziggurat that dominated the city, and what they found would change the very scope of Tian Xia forever. At that moment, the city of serpent folk completed a potent magic ritual that fused all inhabitants of their city into a massive, incredibly powerful ten-headed serpent who would become known as Mokushiroku. Two of Nalinivati's priests were caught off guard and immediately slain. The naga army also suffered great casualties in swift succession, and the host fell back. Visshkalai was reduced to rubble overnight. Mokushiroku had phenomenal magical and physical might, but lost a great deal of it's intelligence when it transformed. It rampaged across Nagajor and what would become Xa Hoi, it's poisons devastating life and it's magic felling dragons, kami and oni alike.
Nalinivati eventually divined that while killing the beast would be nearly impossible, it did have two unique weaknesses. The beast was not harmed by cold, but it was slowed by it. Additionally, the poison of a mythic naga would pass the monsters immunity to poison, and perhaps knock it unconscious. Nalinivati and her warriors began a campaign to push the beast north, to the lands of cold. Along with draconic allies of all kinds, who recognized the threat posed by Mokushiroku, they battled the creature all the way to the Kamifushi mountains of what would eventually become Minkai. There, a Jinushigami of the mountains named Fujioda created a pit in the ground that plummeted all the way to the vaults of Orv. Even when weakened by the cold and decades of poison in it's veins, Mokushiroku still would not be pushed back. It took the arrival of an unlikely ally, the Kaiju Yorak, to finally deal the blow that beat the foul serpent back into the pit. No one knows why Yorak helped when he did; Naga sages speculate the kaiju may have seen Mokushiroku as a rival. Regardless, Nalinivati's warriors travelled to Sekamina, sealing the pit in both directions and falling into a magical, deep slumber. Nalinivati cast one final spell on her warriors, causing them to secrete their poisons while they slept, dripping onto Mokushiroku throughout history and hopefully keeping it sedated. Nalinivati had a temple built to her warriors at the site of their triumph, before returning to Nagajor and eventually ascending to godhood. The venom of the naga's would, over time, bubble to the surface and become the Seven Venom's springs.
These events all occurred long before humans came to Tian Xia, so it is a legend virtually unknown outside of Nagajor and draconic lore, and even then it's is shrouded in just as much myth as fact. The temple keepers in the Kamifushi mountains are probably the best wealth of information on this subject, but due to their remote location and unwillingness to discuss the matter with outsiders, getting the information out of them would prove difficult.
The cavern itself is small when compared to other Orv level caves, for it was not made by the Vault Builders. Thanks to powerful magic, the cave is kept at a deadly freezing temperature, well below -100 degrees Fahrenheit. Ice coats every surface, and glaciers form plateaus and pathways throughout. The only warmth comes from lava flows, which cut through the ice in places making for paradoxical rivers. Mists form here, later condensing into blizzards which howl around the cave. There are also waterfalls of pure poison that cascade from the ceiling, creating lethal pools and vapors. Despite the incredible danger here, it is not uninhabited. Mythic cryohydras roam the ice, giving credence to the theory that Mokushiroku is the sire of all Tian hydras. There are also enormous frost worms here, given mythic power from feasting on Mokushiroku's regenerating flesh. Most importantly, a small cult of undead serpentfolk lives here, tending to the sleeping beast and trying to revive it. Their leader, Kassmahk the Eternal (CE male serpentfolk lich wizard 18/archmage 3) has spent the past 6500 years attempting to undo the potent magic of the cavern. Unfortunately, he may be succeeding.


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Chapter 3, part 1: The Provinces:

Minkai, as it currently stands, is made up of 8 official provinces, along with three large claimed territories on the peninsula and multiple islands which it claims sovereignty over. The size and shape of these provinces has fluctuated over the centuries, but the number hasn't changed in over a millennia.
Kasai:
The largest province of the eight, Kasai is a land with phenomenal history and tremendous wealth. It is from these lands that the 5 imperial families originated, and it has held the capitals of both modern Minkai and the former Teikoku Shogunate. Before the Shogunate was overthrown, this province was known as the Uddo province. Nearly 9000 years ago, Minkaians first settled these lands, at first clinging to the coasts of the seas and rivers. They quickly expanded from these settlements, and began to build much larger towns and cities. Clan warfare was rampant in these early times, and monsters were all too common. Some of the oldest and most prestigious families in Minkai trace their lineages back to this time. Despite the dangers of war and the wild, the Minkaian population rapidly increased, and spread into bordering future provinces. In roughly 1500 IC, kami from the shrinking wilderness started to attack settlers, and the expansion of Minkai was threatened. A legendary Kami Medium, a woman named Tamiya Keita, met with the lords of the Kami and brokered a peace agreement that still stands in the present. Kasai has seen tremendous amounts of conflict in the interim times, from civil wars to natural disasters, but it has remained the hub of the country's culture and commerce.
Bordered on the north by the Tagiryu river and the Kamiteki river to the east, Kasai encompasses many different ecosystems. The western arm of Kasai is dominated by wide plains, eventually giving way to the Xidao Gulf. The northern lands contain many marshes, and are the most fertile part of the province. The central and eastern part of the province are made up of rolling hills. The southern lands of Kasai are heavily settled, and have been since the Teikoku Shogunate.
Baso: This small city sits on the westernmost part of the mainland of the province. Baso was home to many supporters of Shojinawa Ito, and was a much greater city during his reign. It is now a disgraced and shrunken city, with a number of abandoned buildings throughout. People from Baso are known for being dour, and have little good to say about the Imperial families. The mayor of the city, Kenji Renkastu (LN male human aristocrat 5), is a vocal supporter of the Jade Regent. Due to its proximity to Nemuiryu Island, Baso has a fairly large amount of knowledge on how to combat the undead.
Chihama: The famous City of Scholars can be found on the shores of the Kamiteki river, northeast of the ruins of Uddo. This city hosts no fewer than 12 different academies, and has produced some of the greatest minds in Minkai's history. The academies teach such varied skills as calligraphy and wizardry, and here rival schools act as dojos would in other cities. The rivalry between the magical academies Shangketsu and Oritama is legendary, and has gone on longer than many countries have been in existence. The current headmaster of Oritama is an expatriate from Po Li named Mei Qedong (N female human diviner 11), who enjoys taking her favored pupils on teleportation trips back to her homeland.
Murusan Marshes: These freshwater marshes stretch for miles south of the Tagiryu river. The shores near the river are fairly developed into a number of rice paddies, but the majority of the marsh remains wild. The clay found in this marsh is valued by potters for its high quality. Getting this clay is not without peril, as numerous monsters like drakes, otyughs, and giant dragonflies call the marsh home.
Iekaki: Called the "Restless City", Iekaki is a large industrial town settled in the central hills of the province. Founded in 6697 on top of a massive ore deposit, Iekaki has been producing iron for the country for centuries. The armor and weapon smiths here claim to be the finest in Minkai, though Wanshi's blacksmiths would disagree on this matter. The population of the town is always in flux, as people come in to make their fortunes and then leave. Natives are known for being more boisterous and outspoken than is typically accepted in Minkaian society. It's a noisy town, and the pollution can be unbearable. Iekaki has an icy relationship with the Kami in the best of times, and battles between miners and nature spirits are reasonably common. Nearly all remember the year 7183, when Kami sent swarms of Rust Monsters into the mines and nearly crippled Iekaki's economy.
Kasai: The capital of the nation and seat of the Imperial family. More information on this city can be found in AP#54 Tide of Honor.
Kazeuta Fields: These wide open fields make up most of western Kasai, and have seen countless battles. It was here that the Clash of 10,000 Corpses took place, as well as the battle between Emperor Shojinawa Kenshiro and Anamurumon. Some of these battle sites have remained places of dark power, and are patrolled by restless dead. There are many shrines throughout the plains, dedicated to the lost soldiers and small kami of these lands.
Nemuiryu Island: Once a beautiful flower covered island, this land is now permanently tainted by evil. It was here that The Dark Emperor, Shojinawa Ito, staged his war against the Lung Wa. Though his defeat was centuries ago, the island still crawls with undead legions and other abominations. The only place on this island even remotely safe is Mera town on the northern coast. It is here that the Order of the Pure Orchid stays, a coalition of Paladins, Samurai and Monks dedicated to purifying the island. It is led by Mato Choujiin (LG old male human Paladin of Shizuru 8/Samurai 5), a man of lowly birth who rose to great prestige through his hard work and faith. The Black Keep of Ito is found on this island, and is explored in more detail in Chapter 4.
Teikoku Manor: This sprawling compound was the family retreat of the Teikoku family when they were not the ruling Imperial line. It is nestled in a mountain valley, not far from Kamiteki river. It was here where the Teikoku's met their end, trapped by oni and mercenary bandits. It is mostly a destroyed ruin at this point, but historians or explorers could find value in the rubble here.
Uddo: The former capital of the Shogunate is now overgrown and avoided, home to bandits and monsters. Sailors steer clear of these mist shrouded shores for fear of robbery, and also of restless Teikoku spirits. The crypts beneath the city hold incalculable wealth, but are guarded by curses, traps and worse. For more information on Uddo see Dragons Unleashed.

Hiyosai:
The easternmost province is known as the Cradle of Minkai, and it was here that the Minkaian people are first known to have originated. Clans from Kasai may argue this, but people from Hiyosai are confident in this as fact. Perhaps it is the distance from the capital, but the lands of Hiyosai have always been independent from the rest of the nation, and was the last inhabited area of the peninsula to fold into the Teikoku Shogunate. Officially, the province begins 111 miles south of the Sakehiyaku river and goes all the way to the Ningyo Gulf. This would make it the largest province. However, everyone knows that the area north of the Warashi River is its own territory, and only answers to Hiyosai out of custom. Hiyosai is among the least populated of the eight official provinces, and contains miles of untamed wilderness and many forgotten ruins. Though Oda suffers the brunt of typhoons during the rainy season, the storms travel up the coast resulting in this province having fairly damp weather patterns. Forests thrive in Hiyosai, and the forests and rivers of the province have shaped the culture here for generations.
Mizuru: A small town perhaps 200 miles north of the capital city, Mizuru would barely register as a place worth visiting if it weren't for one peculiar inhabitant. In the year 7191 IC, Mizuru became the new home of Oso Midori (CG male tengu alchemist 12), the self-proclaimed Guru of Gears. Though an exceptional braggart, Midori is a very talented creator of constructs. In particular, he creates clockwork puppets called Karakuri. These talents have attracted a number of rich clientele, and the town has been seeing an economic boost due to his presence. Midori is unaware though that the nearby Demon's Fang ninja clan has taken an interest in him, and plan to use his skills to create a band of clockwork assassins.
The Floating City of Yajiwara: The Sakehiyaku is one of Minkai's longest rivers, and each year it bears witness to a most peculiar journey. On the first day of spring, as the snow begins to melt, a massive white storm cloud appears over the peak of Mount Yogan. At the headwaters of the river, the cloud unleashes a torrent of debris, which then begins to float down the river. No less than a week later, the debris coalesces into a marvelous yet haphazard city. The inhabitants of this city seem to spring out of thin air, and go about their lives as if nothing unusual is occurring. Kami, kitsune, tengu, tsukumogami, tanuki, proteans, fey, and even some humans live in this city. Visitors are welcome, though the city's tight construction is nonsensical to outsiders, and normal rules of physics and dimensions seem to waver. Those who would harm the city find themselves attacked by Yajiwara's guardians who take the form of huge red apes with massive, unsettling masks. The city finishes its journey at the winter solstice, where it arrives at the mouth of the river and Hiyosai itself. There is a 3 day festival held every year between the two cities, where they trade goods and entertainment. After the three days, the city floats into the bay, and dissolves into sea foam. No one is sure exactly the purpose or history behind Yajiwara, but all enjoy seeing the strange city every year.
Lake Juwo: The area around the mouth of the Warashi river is known as the Cape of Lakes. Due to geological formations, the Warashi river splits underground, and feeds a number of lakes near the coast. The largest of these lakes is Lake Juwo, the third largest lake in Minkai. Local legends say that the guardian of the lake, a great turtle named Bojimaru, is a romantic and will bless any couples that marry on the lake shore with lifelong good luck.
Hiyosai: The oldest standing city in the country, in truth Hiyosai has been rebuilt a number of times. Earthquakes and tsunamis have ruined the city numerous times, but the resilient inhabitants have weathered the disasters and reconstructed every time. Even with these disasters, a few of the buildings here are millennia old. The main center of worship for Shizuru can be found on the coast of the city, a beautiful white and gold pagoda situated to be the first place in the city to be kissed by the sun's rays. Other sites of note include The Houses of Bronze, where Hiyosai's main export is melted down into bars and shipped to Kasai, and the longest operating inn and restaurant in the country, Uzu's Inn.

HIYOSAI
LG Small city
Corruption +2; Crime -1; Economy +5; Law +6; Lore +1; Society +0
Qualities financial, holy site, military presence, prosperous
Danger +5
DEMOGRAPHICS
Government Overlord
Population 7,290 (6546 Humans, 363 Tengu, 203 Kitsune, 96 Tritons, 68 Wayangs, 14 Nagaji)
Notable NPCs
Governor Yishono Shingen (LG middle-aged human male aristocrat 7)
Admiral Dejima Kari (LN female samurai 5/hunter 5)
High Priest Tokuyasu Ohto (LG old male cleric of Shizuru 16)
Biriban Yuya (CN male ninja 6/expert 1)
MARKETPLACE
Base Value 6,800 gp; Purchase Limit 50,000 gp; Spellcasting 8th
Minor Items 4d4 (Scroll of Mage Armor, Scroll of Touch of the Sea, Wand of Reduce Person, Scroll of Magic Missile, Scroll of Silent Image, Potion of Warp Wood, Scroll of Disguise Self, Oil of Magic Fang, Potion of Cure Light Wounds);
Medium Items 3d4(+2 Longsword, +3 Trident, Luck Blade (0 wishes), Wand of Ray of Exhaustion, Potion of Protection from Good, Shieldsplitter Lance)
Major Items 1d6 (Staff of Frost, Staff of Illusion, Rod of Lordly Might, +4 Putrid Do-Maru, Staff of Necromancy, Greater Metamagic (+1 spell level) Rod)

The House of Stinging Metal: Situated near the foot of the Kyojin mountains between the two rivers of the province, this ruin has confounded those who have come across it. A large mansion built in an old style, it is constructed out of iron and cold Siccatite. This is bizarre in and of itself, but the metal reacts violently to intruders as if alive. Needles and swords constantly attack all those who dare set foot in the building. Those who have come here to mine the metal have often left empty handed, or even with fewer hands than they came with.

Oda:
The most fertile lands in all of Minkai can be found in Oda. The province provides prodigious amounts of rice for the country, thanks to a warm climate and moderate rains most of the year. Oda can be easily divided into three sections: the well traveled forests and plains of the north, the vast and wild Kurodoro Swamp in the center, and the populated agricultural center of the south. Aogaito Island is under jurisdiction of the province as well, and produces lumber for construction in the capital.
Oda: Of all of Minkai's cities, Oda is far and away the most diverse and chaotic. The city has long been welcoming of expatriates coming to work the many fields around the city, and foreign communities have existed since the city's founding. After the fall of the Lung Wa, many immigrants came to Oda for the relative stability of Minkai. In the following decades, the city has exploded outside of its original borders, and new city walls to discourage bandit and monster attacks have to be constantly rebuilt. The lawful elements of the city are consistently overworked trying to manage such a large and diverse group of people, and this has caused Oda to recently become a safer place for less savory groups to gather. Since the Jade Regent rose to the throne, demand for rice has tripled, yet proper compensation has been nonexistent. There have been stirrings of a rebellion brewing in the working class as of late, though the governor has made a point to stamp out these fires before they grow, and by any means necessary. Regardless of these darker times, Oda remains a city with gorgeous artwork, delectable cuisine, and a proud and hardworking community.
ODA
N Large city
Corruption +4; Crime +0; Economy +3; Law +3; Lore +6; Society +1
Qualities counterculture movement, prosperous, rabble rousers, rumormongering citizens, tourist attraction
Danger +10
DEMOGRAPHICS
Government Overlord
Population 11,200 (10,025 Humans, 856 Tengu, 113 Kitsune, 79 Elves, 75 Wayang, 40 Half-Elves, 12 Lizardfolk)
Notable NPCs
Governor Katori Okun (LE old female human aristocrat 3/samurai 3)
Chief Yawasa Tasumiki (LE male kuwa oni fighter 4)
Ambassador Chikwat-a (N female lizardfolk bard 5)
Pham Du Cheok (CG female human dragon-blooded sorceress 7)
Ganjuro Hatsu (CN male elf alchemist 9)
MARKETPLACE
Base Value 11,200 gp; Purchase Limit 70,000 gp; Spellcasting 7th
Minor Items +1 Leather Lamellar, Oil of Sanctify Corpse, Oil of Gentle Repose, Scroll of Identify, Scroll of Protection from Good, Scroll of Resist Energy, Scroll of Web, Potion of Shield of Faith, Potion of Pass Without Trace, Scroll of Shield, +1 Longspear, Scroll of Comprehend Languages
Medium Items Headband of Mental Superiority +2, Wand of Heroism (35 charges), Scroll of Cone of Cold, Wand of Greater Magic Weapon (39 charges), Potion of Greater Magic Fang, Book of the Loremaster
Major Items +3 Flaming Burst Mighty Cleaving Longsword, Wand of Dimension Door, Headband of Aerial Agility +4, Scroll of Greater Shadow Conjuration, +4 Arrow Catching Heavy Wooden Shield, +3 Wounding Frost Flaming Burst Nodachi, Rod of Thunder and Lightning

Kurodoro Swamp: Impenetrable and ancient, the great southern swamp known as Kurodoro dominates the Oda province. This vast mire has shaped the province since before mankind set foot on Minkai, being home to powerful nature spirits and generations of lizardfolk. The presence of the swamp creates a natural chokepoint between the city of Oda and the rest of the country, and this military position has saved the city a few times during civil unrest. Categorizing all that could be found here would be a challenge to any scholar, but a few well known places in the swamp include The Boggard Territories, The Castle of the Misery Princess, and Takeuma no Machi (stilt town). A small ethnic group of Minkaians known as the Taka live here. The Taka all have blue eyes, are generally quite thin, and stand almost a full foot taller than the average Tian-Min man. Unconfirmed stories from the deepest parts of Kurodoro tell of portals to other planes, ancient ruins of blue stone, fountains of youth, ninja fortresses, and a slow-churning whirlpool of mud a mile across that speaks to those who visit it.
Hachurui Okoku: Much of the southern Kurodoro Swamp is part of the Hachurui Okoku, or Reptile Kingdoms. Here, Lizardfolk rule as they have since before recorded history. The Kingdoms have never succumbed to outside invaders, and as far as the Lizardfolk are concerned they are an independent nation within Minkai. The Kingdoms are made up of multiple clans similar to Minkai's social hierarchy, though mobility within the hierarchy is far more common with the reptilians. Leaders of the clans are always clerics, shamans or druids, as reverence and communication with the kami of the swamp is tantamount to surviving in Kurodoro. Infighting within the kingdoms is common and even traditional. The clans will always band together when faced with an outside threat however. For millennia, the Hachurui Okoku held a hardline stance towards Minkaians, never allowing settlement of their territories but rarely interfering with affairs outside their lands. Within the past few decades however, advancements in irrigation techniques have allowed the farmers of Oda to make inroads into the swamp. At first, there was much bloodshed between the farmers and the lizardfolk, but eventually a tenuous truce was reached as both sides saw brutal losses with little gain. The southernmost clan of the kingdoms, the Uqua-Na-Oisa, has sent an envoy of ambassadors to the city of Oda to make sure the rights and traditions of the lizardfolk are not infringed upon by these new settlers.
Aogaito Island: This subtropical island is part of the province, but remains mostly wild and fairly independent. The entire island is the domain of the Kinoshita family, the largest and most influential clan in Minkai other than the five imperial families. Outside of the Jade Regent, their family produced the only other regent to sit on the Jade Throne. The island was given as a gift to the clan during the Teikoku Shogunate, when the reigning Shogun fell so madly in love with the head of the clan she renamed the island after him and granted his family rule over it. The island has seen sporadic attempts to colonize it throughout the centuries, but these attempts are often foiled by foul weather, protective kami, and pirates who would like the island to remain wild and unclaimed. Piracy has long been Aogaito's biggest issue, much to the Kinoshita's chagrin. The massive number of hidden coves and bays on the island makes rooting out all pirates far too difficult. The only town with any sized population is Karibi, a small town on the north shore where the Kinoshita family resides. This town is known for shipping out high quality lumber, particularly mahogany.
Nagura: This small town is in the northern part of the province. It is located near the fork in the Magnolia Highway that splits to connect Oda, Wanshi and Hiyosai. Though it does not have a large population, Nagura always has a number of traders and wanderers passing through. For more information on Nagura, see [u]Pathfinder Society Scenario #3-15: The Haunting of Hinojai[/u].
Shojinawa Manor: A cursed reminder of the loss of the imperial families, the ruins of the Shojinawa Manor are located at the foot of the Kyojin Mountains near the border with the Wanshi province. It was here, on the day of the Summer Solstice in 7132 that the Shojinawa line met a terrible end. It was the 1st birthday of Shojinawa Nikko, the daughter of the head of the clan Shojinawa Shirota. Shirota invited all family relatives to the manor grounds to celebrate his child's birthday, unknowingly dooming his family line. There is no verified story of what occurred that night, but it is known all of the Shojinawa clan was present. Somehow, the manor became engulfed in a mysterious black flame, colder than ice. Only a few retainers managed to escape the blaze, and none of the Shojinawa escaped. Rumor holds that those who visit the site are cursed to burst into this cold black flame at random, and the descendants of the retainers who escaped are subject to this curse as well.
Oboro Island: The small island east of Aogaito has played an important part in Minkaian politics for generations. Traditionally, the island houses exiled and disgraced nobles and samurai. The people here are too important to have killed, but have no place in society. For many samurai, exile to Oboro is the ultimate dishonor. The island has few towns and is primarily wilderness, but the settlements that do exist are unexpectedly lavish. Most of the exiled lords here have connections to the pirates of the south or yakuza on the mainland. Some of the more famous current residents of the island are The Blood-Mist Samurai Kaishaku Ieyagi, Baruku Jozu, and Sonyo Umie, the Babbling Daimyo.

Wanshi:
Despite being the smallest of the provinces, Wanshi holds a great deal of economic and social influence. Comfortably situated between Oda, Kasai and Shogokabe, Wanshi is split nearly in two by the Awahana river. This river is the lifeblood of the province, allowing transport of goods all the way from the northern hills to the Sorui Gulf. The geography is simple in the province, with the north being well forested and hilly before sloping down to the coast in rolling, grassy plains.
Akatsuchi Ranch: This ranch covers nearly 25 square miles of beautiful grass covered plains. Here, the Hireitama family raises the finest horses and cattle in the country. The imperial army selects the best steeds for their generals and leaders from this ranch. A unique breed of cow is raised here, the Minkaian White, which produces not only a nutritious milk but a beef so delicious that it regularly sells for 5 gold a pound. The head of the family, Hireitama Gohan (NG middle-aged male human expert 7), often hires adventurers to help keep his pastures safe from natural predators and thieves.
Magnolia Highway: The Magnolia Highway is a series of well maintained and defended roads that stretches across southern Minkai. Originally it connected Kasai, Uddo, Wanshi and Hiyosai, but added routes to access Shogokabe and Oda once those cities became established. After the fall of the Teikoku Shogunate, the highway was re-routed to avoid Uddo entirely. The original highway was funded by Shojinawa Itachi, one of the most historically beloved members of that clan. The roads are marked with magnolia trees planted along the sides, at 3 mile intervals. The journey down this road during the spring when the flowers bloom is said to be the most beautiful trip in all of Tian-Xia. The highway also is home to a large number of Dosojin Kami, who help maintain the roads and paths.
Sugimatu Manor: Located within Wanshi, the Sugimatu manor is mostly empty and abandoned. The family was wiped out nearly 90 years ago, from a combination of deadly accidents, diseases, and poisonings. A few of the smaller houses in the compound have been repurposed into a hospital and a museum, but otherwise the once magnificent mansion has been boarded up and left alone. The museum is run by Bajka (NG middle-aged male samsaran aristocrat 2/expert 2) a blind Samsaran who served the Sugimatu family for 3 lifetimes. He is greatly saddened by the loss of his friends and colleagues, but holds out hope that someday the clan will be reborn. Anything of true value was moved to the capital decades ago, but any up and coming sleuths may be able to glean some information from the manor about how the Sugimatus came to an end.
The Plain of Forgotten Shrines: Located in the center of the eastern half of the province, this area was once a hub of spiritual activity. Many years ago, this plain housed hundreds of kami and other nature spirits. People built shrines and statues in their honor, and the Kami gladly moved into these new wards. Torii gates were erected, and for a long time things were peaceful and prosperous. Suddenly, the spirits abandoned the area. Where there was once life and joy, nothing. Not even animals came to the plains anymore. The stillness, silence, and miles of empty eyed statues are unsettling, and travelers avoid this place when possible. The kami say nothing when asked of this area or what happened, and even the oni (who would normally revel in the kami's misfortune) go silent on the matter when pressed.
Tomotai: By all accounts, Tomotai is a lovely town. Located roughly 100 miles north of Wanshi on the western bank of the Awahana, the small town is the perfect representation of the classical Minkaian lifestyle. The farms are plentiful, the people honorable and friendly, and the sake is renowned for being some of the finest in the province. And yet, Tomotai harbors a dark secret. In the nearly 200 years since the town was founded, Tomotai has be beset by no fewer than 8 serial killers. No one knows why seemingly normal people in the town suddenly turn into vicious murderers, but Mayor Hiroki Tsuyu (LN female human aristocrat 2/bard 1) would reward anyone who could discreetly discover the truth handsomely.
Wanshi: The city of Wanshi was built in the year 3001 by the order of Sugimatu Daisuke, and is the second oldest standing city in the country. Daisuke's civil planning was unparalleled, and the construction of the city has soundly radiated outward from its center even millennia later. Wanshi is affluent, but not overtly so. The city folk consider overt displays of wealth to be in poor taste, resulting in even the governor's housing to be humble. The city has a long history with Minkai's military, housing 2 important forts. The naval fort Shironami is said to be impregnable, and always houses some of Minkai's greatest ships in case of emergency. The best bars in Minkai are found here in Wanshi, as the province produces massive quantities of alcohol. There is a temple-bar of Sun Wukong in the city that throws outrageous parties, with the Harvest Party every fall being of note. It's been said the Sun Wukong himself has attended a handful of these parties over the centuries.
WANSHI
LG Large city
Corruption +6; Crime +1; Economy +8; Law[b/] +7; [b]Lore +2; Society +2
Qualities financial, military presence, party town, prosperous, strategic location
Danger +10
DEMOGRAPHICS
Government Overlord
Population 11,390 (10132 humans, 527 kitsune, 460 tengu, 152 tanuki, 83 Nagaji, 35 Wayang, 1 Samsaran)
Notable NPCs
Governor Nurebiki Gentaro (LG venerable male human aristocrat 11)
Admiral Sonyo Heihachiro (LN male human fighter 13)
Priestess Kamui (NG female kitsune cleric of Daikitsu 10)
Yabato (CE male kappa ninja 5)
MARKETPLACE
Base Value 14,400 gp; Purchase Limit 100,000 gp; Spellcasting 7th
Minor Items 4d4; Dust of Emulation, Wand of Expeditious Retreat, Scroll of Inflict Moderate Wounds, Wand of Shocking Grasp, Potion of Reduce Person, Potion of Protection from Evil, Wand of Magic Weapon, Wand of Magic Missile, Potion of Resist Energy: Fire
Medium Items 3d4; Potion of Water Breathing, +1 Flaming Shortspear, Staff of Courage
Major Items 2d4; Scroll of Firefall, Staff of Performance, Ring of Wizardry II, Greater Belt of Mighty Hurling, Ring of Protection +5

Shogokabe
The southernmost province of Minkai is highly tied to the sea. Thanks to the huge Jishu Forest in the interior of the province, a large majority of Shogokabe's towns and cities are located on the coast. The waters here are warm and bountiful, with the Sorui Gulf being particularly plentiful. Perhaps it's the warm weather, but the people of this province are known for being more casual and laid back than their northern and eastern counterparts. Merchants from Kasai often joke there is a '3 day tax' on goods from Shogokabe.
Shogokabe: The second largest city in Minkai has an odd rhythm compared to the other cities of the nation. Shogokabans have a laid back attitude compared to other Minkaians, yet the city is always bustling and alive. It results in an odd pace where things will always be finished, just at their own schedule. Fishing is the lifeblood of Shogokabe, whether its in the many small rivers and streams that flow through the city or in the sea. The best seafood restaurants can be found in the city, and one of Minkai's staple foods, sushi, was created here. The city is home to a number of varied shrines to water and weather deities. These shrines often attract the attention of cults, for both good and ill in the city.
SHOGOKABE
LN Metropolis
Corruption +7; Crime -1; Economy +7; Law +7; Lore +6; Society +3
Qualities magically attuned, organized crime, prosperous, rumormongering citizens, superstitious, tourist attraction
Danger +20
DEMOGRAPHICS
Government Overlord
Population 62,450 (60272 Humans, 1267 Kitsune, 622 Tengu, 131 Wayang, 90 Half Elves, 40 Samsaran, 28 Nagaji)
Noteable NPCs
Governor Mutsu Tomomi (LN human female aristocrat 5/adept 7)
Restauranteur Kuniaki Tako (NG middle-aged human male expert 14/bard 1)
Priest of Lightning Daizan (CN tengu male shaman 6/cleric of Hei Feng 5)
Harbormaster Yojimba Tsuyoshi (N human male swashbuckler 5/aristocrat 1)
Hoseki (NE awakened sapphire jellyfish sorcerer 8)
MARKETPLACE
Base Value 27,200 gp; Purchase Limit 170,000 gp; Spellcasting 8th
Minor Items Nearly All;
Medium Items 4d4; Snakeskin Tunic, +1 Defending Furious Morningstar, +1 Menacing Called Handaxe, Minor Metamagic (+3 spell level) Rod, Scroll of Contact Other Plane, Ring of Protection +3, Scroll of Dominate Person
Major Items 3d4, Wand of Hold Monster, Oathbow, Greater Metamagic (+1 spell level) Rod, Ring of the Ecclesiarch, Potion of Countless Eyes, Gauntlets of the Weaponmaster, Potion of Protection from Energy: Cold

Jishu Forest: This large forest covers much of the province of Shogokabe. The volume of lumber that comes from Jishu is outdone by Akafuto and even Aogaito, but none can argue the quality of the produced wood. Darkwood from Jishu in particular fetches very high prices. The Kami often negotiate with shamans to inform the lumberjacks which trees are acceptable to take. For the most part, the relationship between the spirits and the woodsmen is professional.
The Jishu Forest is also known as The Forest of Dreams. For unknown reasons, the barrier between the realm of dreams and the waking world is very thin in the deep woods here. Animate Dreams and Nightmares walk between the trees, flickering in and out of existence. Many pilgrims have journeyed here to open up secrets of the mind, but not all return. As a result of the dreamstuff readily available, the Jishu forest is home to a large population of Baku.
Mizubo: Not far from Shogokabe, Mizubo is a small city that is renowned for its shipbuilding. Nearly 70% of the people that live here are involved in the shipbuilding trade, and have been for generations. One of the city's oldest families is the Tekkatsu clan. This family of wizards produces numerous magical maritime items for sailors, ranging from enchanted sails to intelligent figureheads. The city has frequent problems with piracy.
The Castle of Mists: Deep in the Jishu Forest is the hidden Castle of Mists. Legend says the castle never appears in the same place twice, and other tales say it only appears during a half moon. The castle is always shrouded in a fine fog, and even the halls are filled with this mist. Supposedly, the castle is ruled by the spirit of Rokuwa Saigo, the daimyo of a long dead clan that once feuded with the Higashiyama family.
Shadowcove: This large town is tucked away in a difficult to access cove, far to the southwest of Shogokabe. Hidden not only by natural terrain but magic as well, this town is one of the only pirate ports on the mainland of Minkai. Originally a small hidden ninja village supporting the Black Wave ninja clan, the town expanded when it was accidentally discovered by a leader of the Zo pirates. The ninja and the pirates saw a chance to mutually benefit each other, and struck a bargain of cooperation. Here, illegal goods flow freely and life is cheap. The leaders of Shogokabe are vaguely aware of Shadowcove's existence, and would gladly pay for any information about the town and its defenses.
Greenfire Glade: Once a modest city whose name has been lost to time, the Greenfire Glade is a dangerous ruin. Long ago, this city was a haven for religious pilgrims. The Kami of the forest would gladly walk amongst the city and converse with humans, and this drew many great shamans and priests. This joyous union would not last, for the peace and tranquility drew the ire of a powerful green hag named Hakusomi. She, along with a clutch of young forest dragons and a small hobgoblin army, ransacked the city. The hero Yojimba Ryoka managed to slay Hakusomi with a magic arrow, but the city was destroyed. The brutality of the monsters and the loss of life was so great, the land itself became twisted and tainted. Now, the ruins are a place where oni sometimes spawn. Hakusomi herself returned from the dead in the form of a witchfire, and rules over the city as its queen. Her most trusted servant is the last remaining Forest Dragon from the clutch she attacked the city with, Ichiwarui, who happily rules by her side. The glade is found in the northern edge of the Jishu Forest, around a days travel from the banks of the Kamiteki river.
Higashiyama Manor: Located on a cliff overlooking the Sorui gulf, nearly 200 miles south of Wanshi, this manor and compound is occupied by Imperial caretakers. The few Higashiyama that still remain live in Kasai, watched over by the Imperial army and the Jade Regent's personal mercenaries, the Typhoon Guard. The manor itself is quite lovely, with a gorgeous ocean few and pleasant sea breezes blowing through the many courtyards. Nearby locals whisper that the caretakers who live here are actually monstrous, and are desecrating the grounds with wild parties and other profane acts.

Akafuto
The province of Akafuto is reliant on two major natural landmarks; the Tagiryu River and the Yurasuna Forest. The presence of these two features has made Akafuto a major economic power, and the province supplies the majority of lumber for the empire. Akafuto is also rich in mineral wealth (particularly gold), and both the timber and ores flow down the Tagiryu to the city at the mouth of the river. The province is an odd shape, thanks to a rivalry with the Enganoka province that has stretched back centuries. The border mostly follows the two rivers here, and ends 199 miles south of Lake Tsukishizuku.
Akafuto: The capital city of the province is considered by many to be the second most important city in Minkai, falling only behind the capital. Being the endpoint of the trade route running from Lake Tsukushizuku to the sea certainly helps in this regard, as does the close proximity to the Yurasuna forest. The finest woodcarvers in the country ply their trade here, creating objects as simple as toys to mighty Imperial warships. Goldsmiths also have a presence here, working with the ore shipped down from the slopes of the Kyojin mountains. Akafuto also boasts the largest shipyard in Minkai, and creates the majority of the Minkaian fleet. People from Shogokabe will argue that the ships of Mizubo are superior, but any person from Akafuto will reassure you that's simply jealousy talking. Other famous landmarks in the city include Ukuashi-ji (an important temple to Kofusachi), the prestigious Juhimeiyo school, and the headquarters of the Kurayami no Sentoki. This unique group of brawler/paladins seeks to eliminate injustice and evil not just in Minkai, but throughout Tian Xia. Though Minkaians of the other provinces acknowledge the importance the city holds, people from here have a reputation of being somewhat dull and focused only on work.
AKAFUTO
LN Metropolis
Corruption +4; Crime +2; Economy +9; Law +9; Lore +5; Society +0
Qualities holy site, military presence, monastic order, prosperous, strategic location, tourist attraction
Danger +10
DEMOGRAPHICS
Government Overlord
Population 42,500 (39966 humans, 2317 kitsune, 217 tengu)
Noteable NPCs
Governor Moniwa Kamon (LG middle-aged male human aristocrat 5/bard 3)
General Hidetsugu (LE male ogre mage samurai 4)
Hojo Monzaemon (NE male rakshasa)
Ohba Inoue (LN female human ninja 9)
Arata Tadakuma (N male kitsune cleric of Daikitsu 11)
Akaniwatori (LG male human paladin of shizuru 5/brawler 4)
MARKETPLACE
Base Value 27,200 gp; Purchase Limit 150,000 gp; Spellcasting 9th
Minor Items Nearly All;
Medium Items Scroll of Summon Nature's Ally IV, Ring of Retribution, +4 Tower Shield, Potion of Resist Energy: Fire, Potion of Invisibility, Boots of the Mastodon, +3 light steel shield
Major Items Staff of Passage, Greater Gauntlet of Rust, +3 Vicious Wakizashi, Scroll of Mass Invisibility, +5 Glamered Improved Cold Resistance Do-maru, Wand of Rainbow Pattern, Potion of Burrow, 6th level Pearl of Power, Greater Quicken Metamagic Rod, Potion of Resist Energy: Sonic, Greater +2 spell level Metamagic Rod, +4 Brilliant Energy Distance Shock composite longbow (+2 str bonus)

Amatatsu Manor: Located a days travel north from Akafuto on a bluff overlooking the sea, the Amatatsu manor has been abandoned in the decades since the family vanished. Very few know the true fate of the imperial family, and as a result their disappearance has fueled a multitude of conspiracy theories. 5 years ago, a group of amateur detectives calling themselves the Seekers of Divine Truths set up shop here, trying to unravel this historical mystery.
Ryosan: The small city on the southern side of the mouth of the Mekkyo river has a long and intertwined history with the town opposite the river from it, Genbari. The two settlements were founded in 5560 by the Harimoto clan, as one large city connected by a bridge. The city prospered, but after the founder of the city passed away, his twin sons argued between themselves over who should take command. The two came to battle on the bridge, but found themselves in a draw. Their fight destroyed the bridge, and each brother claimed the side they remained on as their own. Harimoto Kurode ruled over this southern side, renaming it to Ryosan. The two settlements still have a fierce rivalry with each other, occasionally escalating into violence. The bridge connecting the two has been rebuilt and destroyed numerous times.
Ryosan is known for producing sorcerers, and nearly all the elite families in the city have magical blood flowing in them. Those who have dragon's blood, as Kurode did, are held in the highest esteem. The city's symbol is a sea dragon, and natives often refer to themselves as 'dragons', though only as a nickname of course.
Yurasuna Forest: This forest is the ancestral home of the Kitsune people. The largest population of kitsune in Minkai can be found here, with many towns and cities spread throughout the woods. As a result of this, Yurasuna is probably the safest of Minkai's forests. That is not to say it is without its dangers however. Tribes of lycanthropes also wander these woods, perhaps feeling more at home with other shape shifters. Large numbers of spiders live in the woods as well, including a unique variety of spider called the Yurasuna Hairy Spider that has a petrifying venom. Magical varieties of spiders, such as Araneas, Jorogumos, and Tsuchigumos call the forest home as well.
The Temple of the Silver Spider: Hidden in the forest, this humble two story pagoda covers a huge underground dungeon. In the heart of this dungeon is a spider that spins webs of the purest silver. This spider is said to be the offspring of Iba, a legendary spider that lived for 10,000 years and became a demigoddess. Iba actually appears in the Tayagama, weaving the hero a magical cloak. Old kitsune tales say that Iba knew that greedy humans would try to abuse her child's gift, so she hid her away deep underground and protected her with floor after floor of increasingly deadly traps.
Zarikei: Located on the shores of the Tagiryu north of Yurasuna forest, Zarikei is a small town that is a regular stop for merchants traveling from the lake to the sea. It's a pleasant town, self-sufficient and slowly but steadily growing. It has two main exports, glassworks and candles, that both bring in gold from the province capitals for their quality. Zarikei does have one strange, entirely unique feature. There is an ancient well in the city that is constantly spewing a powerful, silent wind. It is unknown who or what built the well, how deep it is, or even what purpose it serves. The people have come to accept it as part of their lives, and use the winds to assist in glassblowing and power windmills. They even hold a kite flying holiday every year on the first day of summer.

Enganoka
Enganoka Province has long been the most fluid and militant of all the provinces. Thanks to the numerous battles it has seen from barbarian attacks, monster attacks and even civil unrest from within, the borders of Enganoka fluxed often over the centuries. The province stands as a bulwark against bandit tribes from the north, and houses many forts and castles to protect the rest of the nation. Enganoka has smaller reserves of natural resources compared to it's neighboring provinces, but makes up for it with fine manufactured goods such as silk and artwork. Enganoka has a strong rivalry with the Akafuto province to the south, with the two trading control of swaths of land in the past. Two-hundred years ago, the Sikutsu clan took control of all the land west of the Mekkyo river after a grave insult by one of the daimyos of Akafuto. There was 5 years of battle between the two provinces because of this, which was eventually brought to an end due to military intervention from Empress Teikoku Kagome herself.
Enganoka: Enganoka is the most recently built of all of Minkai's capital cities. Established only a century before the end of the Teikoku Shogunate, Enganoka wasted no time in becoming an important fixture of Minkai's economy. The city prides itself on having the widest variety of goods to be bought in the empire, even greater than Kasai. Thanks to the wealth of the merchant class here and the general affluence of the city, citizens have a reputation for having big egos. The most critical shopping center in the city is the Kuroi Yane market, a place for high end buyers where a staggering array of merchandise can be found. The city of Enganoka owes a great deal of it's power to the governing family, the Sikutsu clan. This family is one of the most influential in Minkaian history, and can trace their lineage back to before the Teikoku Shogunate. Some important locations here include the embassy of Xidao, Fort Yamanobe, and Seitaro Castle (home of the Sikutsu Clan).

ENGANOKA
LN Metropolis
Corruption +8; Crime +4; Economy +10; Law +6; Lore +5; Society +2
Qualities financial, military presence, notorious, organized crime, strategic location, tourist attraction
Danger +30
DEMOGRAPHICS
Government Overlord
Population 37,418 (33903 Humans; 2051 Tengu; 748 Kitsune; 374 Locathah; 187 Wayangs; 112 Samsarans; 40 Ratfolk; 3 Kappas) 
Notable NPCs
Governor Sikutsu Sennaka (LE male human samurai 14)
Ishibasho (LN male human ninja 5/ranger 3)
Hosokaya Kazu (NE male human ninja 7)
Kondo Yori (CG female human commoner 3/ninja 6)
Makoto Tenbu (LE female tengu cleric of Yaezhing 10)
MARKETPLACE
Base Value 32,000 gp; Purchase Limit 200,000 gp; Spellcasting 8th
Minor Items Nearly All
Medium Items Scroll of Fireball (CL 5th, 375 gp), Wand of Eagle's Splendor (4500gp), Rod of Nettles (18000 gp), Wand of Resist Energy (4500 gp), Staff of Authority (23000 gp), Wand of Remove Curse (11250 gp), Ring of Invisibility (20000 gp), Scroll of Dispel Magic (375 gp), Belt of Physical Might +2 (10000 gp)
Major Items ; Ring of Shooting Stars (50000 gp), Normal Metamagic Rod (+3 spell level, 54000 gp), Spiritualist Rings (70000 gp), Potion of Gaseous Form (750 gp), Amulet of the Planes (120000 gp), Scroll of Wall of Force (1125 gp), +4 radiant light steel shield (23659 gp)

Genbari: Genbari is the northern of the two settlements at the mouth of the Mekkyo river. More on its history can be found in the entry on Ryosan. After the battle between the twins, Harimoto Yoshihada took command of the smaller northern half of the city. He immediately sent word to Enganoka, asking to become part of the province. The Sikutsu clan gladly took this offer to expand the province. This act nearly caused a small civil war, but thankfully the Amatatsu family stepped in and negotiated the land rights peacefully.
Genbari is a town for those who respect hard work and grit. The people here are proud and fierce, and are known for never quitting regardless of the odds or difficulty. These traits make for good soldiers and samurai, which the town often produces. The civilians here call themselves 'Tigers' in opposition to the haughty 'dragons' of the south. Merchants who travel the Mekkyo river have to be cautious in which city they chose to do business with, as trading with the wrong people can get you in serious trouble with natives of the other city.
The Land of Hungry Moss: On the northern part of the Mekkyo River, close to the source of the river, lies a green and swampy land. This area is completely covered in a thick moss, which is sentient and hungry. Sages claim this moss contains the spirit on an ancient oni, bound centuries ago by great heroes. The moss won't deny or verify this tale, and simply refers to itself as Midorikuchi. It is known to be able to send aspects of itself out as shambling mounds and other plant creatures. Recently, travelers have told frightening tales that a powerful demon has come to the Land of Hungry Moss to corrupt Midorikuchi to the side of Cyth-V'sug.
Lake Tsukushizuku: By far the largest lake in Minkai, Lake Tsukushizuku is a vitally important landmark economically, historically and spiritually. Fed primarily by the Kosokunami and Chijonami rivers, the lake starts at the foot of the northern Kyojin range, stretching nearly 300 miles before feeding the Tagiryu river flowing south. The lake is the hub of nearly all the inland trading in northern Minkai, being the focal point for trade folk to meet and ship their wares south to larger cities. For much of the Teikoku Shogunate, the lake was used as both a vacation destination in the summer and a place to hold meetings with diplomats. The serenity of the mountains reflected on the lake waters was said to aid in many peaceful negotiations. The imperial barge Senrenserata Hakucho, twelfth of it's name, still sails these waters for such purposes, though it's been well over a century since its last use.
Due to its sheer length and depth, Tsukushizuku hosts an enormous amount of life. Fish are abundant, and can grow to spectacular sizes. There are perhaps uncountable kami that dwell in the lake, though none are greater than Lord Yoko, a jinushigami elder who has shrines dedicated to her up and down the lake shores. Lord Yoko is typically quiet, and spends much of her time in mediation. Her anger is not to be tested however, for she has shown the power to wash away cities and sink fleets. Those who wish to meet Yoko would be wise to bring any information regarding Lysianassa, the former elemental lord of water. Yoko has not elaborated on what drives her interest in the missing lord, but sages speculate she may be a friend or even daughter to Lysianassa. Non kami inhabitants include kappa, water elementals, giant salamanders, and (if the sailor's tales are true) a hidden city of merfolk with the tails of koi.
Pagoda of the Kami Lords: The grandest structure in all of Minkai is not the Imperial Castle or the Temple of Shizuru, but the Pagoda of the Kami Lords. Located in the plains between Lake Tsukushizuku and the Mekkyo River, this pagoda was built thousands of years ago during the Teikoku Shogunate. In the year 3300, Shogun Teikoku Hanabi ordered the structure to be built to appease the spirits of the land who had been so crucial to the empire's success. Through a masterstroke of diplomacy, she even convinced several tribes of giants to assist with the building of the temple. The result still stands to this day, a soaring pagoda that tops out at 500 feet, with 25 twenty foot high floors. The grounds around the palace are just as massive; a sprawling 787 square miles of untamed wilderness. The grounds are marked by statues and posts, warning visitors they are entering a holy place and that settlement is forbidden. Roads and trails connect to the pagoda and allow travel around the massive park, and the southern, eastern, and western trails are all marked with enormous torii gates, each standing 300 feet tall. This whole area is a premier destination for kami worshippers, and thousands of pilgrims flock to the pagoda every year to pay their respects and say their prayers.
Iromachu: Located on the western shore of Lake Tsukushizuku, nearly directly east of Sakakabe, Iromachu is a small but blessed town. It's a popular place to visit for traders and travelers and is well known for it's peaceful atmosphere and kind inhabitants. Many of the people who live here are artists or poets, and they find inspiration from the magnificent natural beauty that surrounds them. The most famous landmark here is the Gakko no Shijima, and bardic school that focuses on the art of haiku. Sensei Tagoma (NG old female human bard 10) is the headmaster of the school, and due to her affable nature and long life she has numerous connections with important people who frequent the lake.
Ancient tribal burial mounds: Long before Minkai was an empire, and even before the Teikoku Shogunate, these northern lands were populated. The Yumogu and Utare people lived and travelled through these lands, though very few reminders of their habitation remains. Some of the only remaining indicators that the Tien-Min were not the first people of these lands are the burial mounds scattered across much of Enganoka, as well as parts of the Sakakabe province and northern Akafuto. Most burial sites have no more than 6 or 7 mounds, but sites farther north have been found to have up to 60. The mounds hold the remains of chieftains or shamans of these ancient tribes, along with their belongings or even servants. Superstition holds that disturbing these mounds invites a century of bad luck on one's family, so most are left untouched. Recently, unusual numbers of ghouls have been spotted at the plot of mounds nearest Enganoka, which has both travelers and city officials very worried.

Sakakabe
Sometimes called Minkai's last frontier, Sakakabe is the northernmost official province of the nation. It technically includes the Osogen Grasslands as well, but the power of the governor only truly extends to the southernmost bank of the Kosokunami River. This province is mostly uninhabited outside of the city itself, with only a smattering of small towns around the Shuryo Forest and the outskirts of the capital city. The coastline of this province is quite rough, with numerous reefs and cliffs preventing large settlements. Most of the province is taken up by the Sankyodai Mountains, as well as the Shuryo Forest. North of the mountains is wild hill country, cut through only by the Sazu River. The people of Sakakabe can be easily classified into two groups. The people of the city are very cosmopolitan and reflect traditional Minkaian values. Those outside the city are much hardier folk, having to deal with the wild dangers of the province. The two groups don't care for one another, seeing one another as elitist or backwards respectively, but they understand the need for each other to keep society moving.
An important fact about Sakakabe that is not well known is that this province was the birthplace of the ninja. Here in the hills and dark forests, the first ninja Hannyo plied his trade and learned secret arts. He founded the first ninja clan, which has since disbanded but was the genesis of all other clans. Not many ninja clans remain in the province, as Sakakabe is not heavily populated, but a few holdouts remain in the mountains. Explorers will find an abandoned hideout every so often.
Sakakabe: Sakakabe is one of the youngest of Minkai's capital cities, but foreigners must remember that this still makes the city centuries old. The city is located on one of the few spots of coastline that allows for building, and as such is the focal point for nearly all commerce in the province. Sakakabe is also the start (or end, depending on where one begins) of the Path of Aganhei, which connects Avistan to Tian Xia. The markets here host exotic goods as a result, only increasing Sakakabe's stellar economy. Besides foreign trade, silver and pearls are among Sakakabe's chief exports. The greatest draw of the city comes from it's entertainment district, arguably the best in the nation. The geisha of the teahouses here are renowned for their grace and beauty, and a number of casinos line the upper streets of the city. The flow of money here has drawn the Yakuza to Sakakabe, but as long as they don't engage in violent activity the lenient governor Akatara Shigure is willing to look the other way. After all, illegal gambling has its own allure that always brings in extra tourism. This city is also the most diverse in terms of race, hosting even a few transplants from as far as Avistan and Garund.
SAKAKABE
N Large city

Corruption +7; Crime +3; Economy +8; Law +3; Lore +3; Society +1
Qualities financial, organized crime, party town, strategic location, tourist attraction
Danger +20
DEMOGRAPHICSGovernment  Overlord
Population  23,500  (22,567 Humans, 562 Tengu, 223 Kitsune, 32 Locathah, 28 Elves, 24 Aasimars, 19 Halflings, 18 Tieflings, 15 Half-Elves, 7 Samsarans, 4 dwarves, 1 gnome)
Noteable NPCs
High Priest Mugoru (CG Male Human Cleric of Kofusachi 13)
O-Sayumi (LN Female Human Bard 13)
O-Kohaku (LN Female Human Aristocrat 4/Bard 8)
O-Hakami (NG Female human Bard 2)
Yakuza Boss Saito (LE female human rogue 11)
Govenor Akatara Shigure (NG male aasimar aristocrat 7)
MARKETPLACE
Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 7th
Minor Items 4d4; Scroll of Unseen Servant (25gp), Potion of Shocking Grasp (50gp), Scroll of Chill Touch (25 gp), Scroll of Invisibility (150 gp), Ring of Spell Knowledge I (1500 gp, has Protection from Good), Wand of Magic Stone (750 gp), +1 Flaming Dagger (8302 gp)
Medium Items 3d4; Potion of Fly (750 gp), Vampiric Gloves (18,000 gp), Shoes of the Firewalker (21000 gp), +1 Frost Light Crossbow (8335 gp), Potion of Alter Self (300 gp), Wand of Snare (11250 gp), Pale Lavender Ellipsoid Ioun Stone (20000 gp)
Major Items 2d4; +1 radiant Parade Armor (8675 gp), Slippers of the Triton (56000 gp), +5 horn lamellar (25250 gp), Spirit Caller (25302 gp, see Ultimate Equipment), Ring of Friend Shield (50000 gp)

Shuryo Forest: Of all of Minkai's forests, Shuryo Forest has the darkest reputation. For generations, the woods have been rumored to be cursed. Beasts here are aggressive and unruly, and the kami more alien and inhospitable than anywhere else on the peninsula. The trees here grow thickly together, and sunlight can barely reach the forest floor in many places. Brambles are a constant nuisance in the wood, seeming to intentionally tangle up the legs of passerby. In the deepest parts of the forest, the thorns become as large as scimitars and can easily kill a clumsy traveller. Lumberjacks from Sakakabe or other small villages are extremely cautious about harvesting from these woods, and it's customary to bring a cleric or shaman into the forest on tree felling expeditions for luck and safety.
Sankyodai Mountains: The smallest of Minkai's three great mountain ranges, both in area and height, the Sankyodai Mountains are the lands of the Stone Giants. Other giant tribes can be found here, but the Stone Giants claim these peaks as their birthright. As a result, human habitation here is extremely scarce. It's only been in the past century that explorers have had a serious try at mapping the area, including the many rough hills to the north and east. This range is the least geologically active of the three, and all the volcanos here have lain dormant since before mankind stepped foot on the peninsula. The main draw of Sankyodai is it's mineral wealth. Silver is plentiful here, and is one of the provinces' prime exports. Several great mountain forts exist north of the city of Sakakabe to protect the valuable silver mines. Miners have also uncovered some extraordinary gems here in the past, leading to short lived mining booms that were crushed by the giant inhabitants. Adventurers may be attracted here by these ghost towns, or even primordial giant ruins and never-before explored caverns.
Grove of Silence: In the Shuryo forest near the foot of the Sankyodai mountains lies one of the most dangerous areas in Minkai. The Grove of Silence is home to a powerful shinigami known as Kadan, whose long presence here has warped the area into a deadly trap. This section of the forest seems to call out to those who are in despair or are caught in a deep depression, often haunting peoples dreams from hundreds of miles away. Those sad souls are drawn here, and more often than not commit suicide. Kadan will appear to pretend to be a helpful soul who will listen, but his goal is always to talk a person into killing themselves. This whole section of forest is infused with negative emotions and energy, and no animals step foot here. Bones carpet the forest floor in a grisly tapestry. Ghosts, specters, and other forms of incorporeal undead fly between the trees here, stricken by grief though making no sound for fear of Kadan's retribution.
The Sick Mountain: Only discovered by explorers 70 years ago, this dormant volcano appears from far away to be off-color from the hills and mountains around it. Upon closer inspection, one quickly realizes this discoloration is from the various oozes, slimes and molds slithering around the slopes of the mountain. The caves that pockmark the mountain are filled with these disgusting creatures, and occasionally they spew forth like pus from a wound. The oozes seem content to stay within a small range of the mountain, though some have been found as far south as Sakakabe itself. The giants of the range know something about the mountain and why it's currently in this form, but angrily refuse to broach the topic with outsiders.
Bay of Pines: On the northern coast of Sakakabe, in the bay of the mouth of the Sazu River, is a large town that has escaped the notice of the Minkaian government so far. The town was formed 104 years ago by refugees fleeing from Chu Ye after the government collapsed and their country was ravaged by oni. The founders of the village were simple folk just trying to stay alive, and in the decades that passed their settlement has grown. Naturally untrustworthy of governments after the oni uprising in their own country, the settlers never made their presence known and remained self-sufficient. The town is a living time capsule of the culture of Chu Ye, and has a number of scrolls and artworks that now hold great value due to their scarcity. A small group of the descendants who live in this village wish to return to their homeland someday and overthrow the tyrannical rule of the oni.


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Chapter 2: The Five Imperial Families:

For over 4 and a half millennia, the peninsula of Minkai has been ruled over by the 5 Imperial Families. These five clans were chosen by Shizuru to lead her people to prosperity, for in the time before the Imperial Families clan warfare constantly tore the lands of Minkai apart. The ancient scrolls say that atop the Mount of Seven Shrines, Shizuru descended from Heaven and gifted Teikoku Yuri, Higashiyama Shinju, Shojinawa Taro, Amatatsu Miyako, and Sugimatu Mai the Imperial Seals. The five families spent the next few years uniting their holdings and discussing the best way to rule the country. Eventually it was decided that the Teikoku clan, the most powerful of the families at the time, would rule over the others as shogun, with the other four families making up the Imperial Court. Thus was born the Teikoku Shogunate, which ruled over Minkai for nearly 4000 years. It wasn't until the revolution in 6116 that the five families gained equal power once again, and instituted the new law of cycling familial rule as the Jade Throne saw fit. A family would rule hereditarily (with the eldest child taking the throne on their parents death, and if an emperor or empress was childless upon death their oldest living sibling would take the throne) until the Jade Throne did not respond to the commands of whomever was put on the throne. At that point, the other four families would put forward their candidates, who would journey to the Imperial Shrine in Kasai's harbor and ask for favor from the ancestral spirits of rulers long passed. Once these rituals were complete, they would return to the palace and whomever the throne chose after this was deemed emperor or empress. A ruler can appoint a regent to rule in their stead, though this rule has only been called for in the most extreme circumstances. A regent is not kicked from the throne as a commoner would be, but is unable to access the throne's powers.
Each of the families has certain values they hold dear, and are often associated with. Though saying all members of each family hold true to these values would be painting with a broad brush so to speak, they make for good guidelines on what has been traditionally expected of members of the families. More details on these values can be found in PZO AP#53 Tide of Honor.
Amatatsu
Colors: Blue and Red
Crest: A sparrow taking flight
Location of Family Holdings: North of Akafuto
Royal Weapon: The katana Suishen
Famous non ruling Amatatsu: Amatatsu Miyako (2561-2660, F, LG, fighter 15)- The leader of the Amatatsu family at the time of Shizuru's choosing.
Amatatsu Aganhei (3759-3800, M, NG, aristocrat 1/ranger 9)- A famous explorer who discovered the Path of Aganhei over the Crown of the World.
Amatatsu Kaku (6382-6430, M, NE, aristocrat 6)- Called Kaku the corpulent, this morbidly obese man was known for his selfish greed and limitless appetite. His love of artwork did produce a few classic commissioned pieces however, so his rule as clan leader isn't seen as entirely wasteful.
Amatatsu Anko (3009-3108, F, NG, alchemist 10/wizard 2)- A tireless inventor, Anko is credited with no fewer than 50 discoveries. She created a faster method of making paper, a better technique for crafting with sky metals, and discovered over six different uses for phoenix feathers.
Amatatsu Keitai (4965-5027, M, LN, samurai 17)- Keitai was called the greatest warrior of his time, and was given the position of the shogun's personal bodyguard at age 14.
Shojinawa
Colors: Purple and Gold
Crest: A water lily in front of the moon
Location of Family Holdings: Northern Oda province
Royal Weapon: The mirror Seiten
Famous non ruling Shojinawa: Shojinawa Taro (2540-2629, M, LN, monk 16)- The leader of the Shojinawa at the time of Shizuru's choosing
Shojinawa Hisato (4789-4830, F, CG, aristocrat 8)- A famous poet and philanthropist
Shojinawa Akamichi (2821-2922, M, CE, demon-blooded tiefling bloodrager 10)- Known as the Twelve-Fingered Prince, he attempted to overthrow the Teikoku family but was defeated and exiled to the Ikkaku Peninsula. He remained a thorn in the side of the Imperial Families for decades until, in old age, he was finally slain in a duel by his grandniece Shojinawa Sango
Shojinawa Yoh (6392-6476, M, N, cleric 6/expert 6)- Born a very sick child, he miraculously survived and became a respected and influential healer, living to a ripe old age of 84.
Shojinawa Okita (2700-2771, F, LE, wizard 15)- Though not often mentioned in historical documents, Okita's time as leader of the clan may have influenced the Shojinawa line more than any other. She had a voracious hunger for power, and wished to ensure greatness for her clan for all time. She took it upon herself to have children with powerful magical bloodlines, regardless of what that entailed. The Shojinawa's dark reputation can be traced back to Okita's foul deeds.
Teikoku
Colors: Black and Cream
Crest: A red dragon entwined with a sword
Location of Family Holdings: Northeastern Kasai province
Royal Weapon: The nodachi Mirin
Famous non ruling Teikoku: Teikoku Yuri (2562-2630, F, N, fighter 9/wizard 5/eldritch knight 3)- The leader of the Teikoku at the time of Shizuru's choosing
Teikoku Sozo (3223-3295, M, LG, Samurai 13)- A famous general who led the successful campaign to fold Hiyosai into the Teikoku Shogunate.
Teikoku Kaga (5576-5639, M, LN, bard 4/ranger 3)- A notoriously obsessed scholar who spent decades categorizing the strange creatures of Minkai, penning several authoritative bestiaries.
Teikoku Kaiba (6825-6860, M, NG, aristocrat 4/fighter 4)- One of the most prominent critics of Emperor Ito during the years of war against the Lung Wa, he was eventually executed for treason. His death made him a martyr, and served as a rallying point for those who stood against the Dark Emperor.
Teikoku Hana (4211-4280, F, CE, psychic 6)- A fervent and mad worshipper of ancient, evil things from beyond the stars. She was one of the first Minkaians to be exiled to Oboro Island, where she eventually disappeared into the wild at an old age.
Higashiyama
Colors: Yellow and Sky Blue
Crest: The Minkaian Rainbow Ibis
Location of Family Holdings: Eastern Shogokabe province
Royal Weapon: The daikyu Baraka, of Commanding Presence
Famous non ruling Higashiyama: Higashiyama Shinju (2575-2623, M, LN, shaman 14)- The head of the Higashiyama family at the time of Shizuru's choosing
Higashiyama Ken (3640-3721, M, LG, aristocrat 10/bard 3)- A famed diplomat who was key in brokering the trade alliance between Hongal and Minkai that formed the Spirit Road.
Higashiyama Ameiko (4008-4080, F, LG, cleric of shizuru 12)- The head of the church of Shizuru
Higashiyama Yagiten (3340-3394, M, CN, fighter 8/swashbuckler 6)- An admiral famous for his brazen yet successful tactics. He helped Minkai's navy prosper and took down a number of dangerous pirate captains.
Higashiyama Koei (5995-6068, F, CE, anti paladin 7)- A former paladin of Shizuru who turned her back on the faith, she became infamous for slaughtering nobles in their sleep. The people of southern Shogokabe still speak of her as a bogeyman of sorts.
Sugimatu
Colors: Orange and Brown
Crest: A circle of bamboo leaves around a wisdom filled scroll
Location of Family Holdings: In the center of the city of Wanshi
Royal Weapon: The naginata Raiko, the Thundering Blade
Famous non ruling Sugimatu: Sugimatu Mai (2550-2639, F, NG, cleric of shizuru 13)- The head of the Sugimatu family at the time of Shizuru's choosing.
Sugimatu Eishi (4690-4753, M, CG, aristocrat 5/commoner 3)- Known as Eishi the wanderer, he travelled by foot all across the country, living with the common folk and bringing tales of their lives back to the Imperial court.
Sugimatu Yukari (3706-3800, F, LG, aristocrat 4/bard 13)- A Minkaian envoy known for her beauty and wit, she spent a vast majority of her life on the Tian mainland, spreading word of her homeland and people.
Sugimatu Baan (7091-7129, M, CN, expert 2/fighter 6)- The last member of the Sugimatu family to die, he was renowned for his physical fitness but eventually succumbed to the same poisons that destroyed the rest of his clan.
Sugimatu Togashi (6905-6969, M, NE, expert 10)- A famous sculptor and nihilist whose work in mithral was (and still is) groundbreaking and grotesque.

I already made a post detailing the rulers that have sat on the throne since Minkai became a country, which you can find here


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Hello! So this is a project I've been working at on and off again for quite a while now, and I figured actually posting stuff might get me to finish it. I ran Jade Regent all the way through once, and I am about 2/3rds of the way through a second run. While the information in the books is great, Minkai is a very big country with a long history and unfortunately there's a lot of blank space. So I've been working on this campaign setting style book. I'll post the first 2 chapters now, with 3, 4 and 5 coming later. Chapter 3 is pretty much done, 4 and 5 need a lot of work. It could probably use a firm edit, given the length, but I hope you enjoy it!

A few caveats, there might be some awful translation errors (I don't speak Japanese, so some of the things I might have been going for could be waaaay off) and there are a few nuggets here from official sources. So if I need to take those out for copyright reasons, I have no problem doing so. Also, if this belongs in the homebrew section, moving it is no issue.

Chapter 1: History of Minkai:

The Age of Dragons
~ -5000: The terrible creature known as Mokushiroku is defeated, and buried deep beneath the Kamifushi mountains.
~ -3500: An unknown dragon begins creating the Dragon Gates, magical portals used to summon the spirits of draconic ancestors for wisdom.
The Age of Ashes
-2414: An unknown clan of humans makes a series of intricate cave paintings dedicated to Shizuru in a cavern on the Sakehiyaku River, becoming the earliest evidence of humanity on the peninsula.
-1820: A foolish clan of humans manages to summon Mogaru in an attempt to kill a rival clan. Mogaru obliges by destroying nearly every human settlement in southern Minkai, including the summoning clans home.
-1349: An army of oni from Shirogoku attempt to slaughter the people of Minkai, but are foiled by kami lords and a small army of humans.
-619: The first ninja, only known as Hannyo, is born.
91: The legendary swordsmith Akasuka Jomon begins his journey across the country, crafting his magnificent weapons along the way.
867: Niicho Iburagi is born, who would later change his clan's name to Teikoku after a divine vision, becoming the sire of the Teikoku clan.
1350: The Yumogu and Utare people continue to be driven north by the expanding Tien-Min population to the south. Eventually both tribes settle in the Osogen Grasslands.
1949: The hero Okirori Tomoko settles the great dispute between the kami of the Warashi River and the Seseragi Forest.
2600: Shizuru bestows her grace on five mortal families, creating the imperial families
The Teikoku Shogunate
2612: The Teikoku Shogunate establishes itself, becoming the first kingdom of minkai
2790: The samurai Zaokoyu and his kingdom are destroyed by the kami of the Forest of Spirits. This land is forevermore regarded as the northern limit to Teikoku’s (and later, Minkai’s) northern expansion.
2831: Uddo is founded, becoming the capital of the Teikoku Shogunate.
2970: General Ishanda Aiko leads a regiment into the throat of Mount Kumiginja and becomes the first to successfully navigate the Ghost Path, although she is forced to abandon all of her soldiers in the outskirts of Shirogoku in order to return to her lord and make her grim report of the strange discoveries within the exposed Sekaminan cavern.
2986: Hiyosai is founded.
3001: Wanshi is founded.
3263: Under the rule of the Crane Shogun, the eastern half of Minkai is strong-armed into officially becoming part of the empire.
3370: Admiral Higashiyama Yagiten routs the pirate lord Fa Xen Khai in the Battle of Okija Straits.
3511: Shogokabe is founded.
3601: A brutal and long winter grips Minkai, snow reaching as far south as Uddo. The Yokai Civil War erupts.
3657: Akafuto is founded.
3698: After much council between the spirits of the forest, the shogunate, and the khans of Hongal, the Spirit Road between Minkai and Hongal is established as a trade route.
3755: After the Battle of Taidami Cavern, a truce is drawn up and the Yokai Civil War comes to an end.
3800: Amatatsu Aganhei establishes the trade route known as the Path of Aganhei between Tian Xia and Avistan over the Crown of the World. Scandalized by this new method of connection to barbaric lands, the shogun of Teikoku orders the explorer executed and destroys what he thinks are all of Aganhei’s maps—but the explorer had feared this might happen and stashed copies his maps and notes somewhere safe. Those copies—and the path itself—would remain hidden for 3,000 years.
3844: Kasai is founded, starting out as merely a small trading outpost.
3913: Shojinawa Itachi funds the building of the Magnolia highway, a series of well maintained roads to connect the major cities of southern Minkai.
4444: A group of demon worshippers kidnaps the Shogun's children and plans to use them in a cult sacrifice. Their plan is foiled by a small group of adventurers, and the Shogun makes the day of their success a national holiday.
4539: Oda is founded.
5218: Explorers officially discover the Seven Venom Springs for the first time.
5391: Sakakabe is founded.
5594: Sangoshi is founded.
6010: Enganoka is founded
6086: Sangoshi crumbles beneath the waves.
6116: The Perfect Swordswoman, Setsuna Kuga, leads the armies of the Minkai against the forces of the Teikoku Shogunate at the Battle of Eight Bridges. With the shogun’s forces routed, Minkai’s armies march upon the old capital and raze it.
The Empire of Minkai
6119: The empire of Minkai is established in Tian Xia. Kasai is named the new capital.
6192: Setsuna Kuga passes away from old age.
6263: A dying kraken washes up at Akafuto, carrying a plague that would kill thousands and become known as the Aya-Maru Taint.
6438: Empress Sugimatu Kairi grants Kitsune and Wayangs the right to be more than hinin in Minkai's social hierarchy.
6569: The Mad Empress, Higashiyama Cho, is slain by Amatatsu Daisuke, who claims the throne as his own. To everyone's shock, the Jade Throne accepts him. His regicide would trigger a civil war in the country that would rage for 8 years.
6571: No fewer than 5 emperors and empresses sat on the throne this year, and it is known amongst scholars as the Year of Five Rulers.
6577: While preparing to deal the death blow to Amatatsu Onoko, Empress Teikoku Kiyoshi is struck by a bolt of divine lightning. Some say the patron that granted her witch powers was collecting her soul, others say the bolt was from Hei-Fang himself, returning a favor to Shizuru. Regardless, this event signified the end of the war.
6741: A bandit warlord named Anamurumon begins gathering power in the foothills of the Wanshi province, eventually leading a barbarian army that would devastate Minkai for 6 years.
6747: Emperor Shojinawa Kenshiro and Anamurumon meet on the field of battle, and both are slain. The barbarian army is routed.
6765: Emperor Shojinawa Ito assumes the throne after his father's mysterious death.
6800: The lost maps of Aganhei’s route over the Crown of the World is rediscovered by another Minkai explorer, and the trade route soon becomes quite well used.
6840: After killing and turning most opposition against him into undead monsters, Emperor Ito begins his war against the Empire of Lung Wa. The eastern coast of the Tian mainland suffered greatly for the next two decades.
6861: Emperor Ito is slain by the sovereign dragon Daidorei, ending his reign of terror. A regent is put on the throne for only the second time in history as the nation recovers.
6912: Emperor Sugimatu Kobashi's birthday party results in the harbor of Kasai being flooded with sake, earning the beloved ruler his nickname
7050: The oni known as the Five Storms launch their plan to take control of Minkai by escaping the House of Withered Blossoms in the Forest of Spirits.
7059: The Golden League is founded, and controls Minkai’s commerce for 12 years.
7071: The Golden League is banished from Minkai.
7106: Aroden Dies. The Emperor of Lung Wa dies and the empire splits apart. Storms wracking the coast prevent Minkai from seizing any kind of power on the mainland. Emperor Teikoku Takamura perishes while at sea in such a storm.
7124: The Sugimatu's begin dying under peculiar circumstances, slowly being poisoned by oni disguised as healers.
7129: The last member of the Sugimatu family dies.
7132: The Shojinawa Manor burns to the ground in cold, black fire, killing all who were gathered inside and ending the line.
7149: The Teikoku family begins to be killed off in large numbers. Most of the family holes up in their mountain manor, isolating themselves from the rest of Minkai. The Amatatsus conclude that someone is targeting the royal families, and start an exodus from the country.
7152: The oni complete the destruction or stealthy subjugation of four of the five royal families of Minkai, leaving the Amatatsu family as the last holdout. Yet when the oni turn their attention to this family, they discover that the Amatatsus have fled Minkai over the Crown of the World.
7208: Emperor Shigure is taken into hiding by the rest of his family. The Higashiyama clan claims assassins are planning to kill the Emperor, and he is replaced by the Jade Regent. Political turmoil in the capital eventually explodes into violence, and the governor of Kasai is executed after being accused of planning to kill the Emperor.
7210: An increase in the number of unexplained sinkings among trade vessels sailing the waters of Xidao strains relations between Minkai and the locathah.
7211: The current year.


Ooh, there are a number of high level places I'd like to adventure in/see more of!

10. The Midnight Mountains: I can see a long and perilous journey leading up to a battle with an Umbral dragon for its hoard. And maybe that battle attracts the attention of a Mu Spore...
9. Tanglebriar: Treerazer is pretty cool, plus it would be nice to see some more Kyonin stuff. Maybe rescue and cleanse an ancient elven ruin.
8. The Nameless Spires: This ruin, if the Inner Sea World Guide holds true, is oooooooold. There's a lot of mystery to unfold here, and a lot of different directions the adventure could go I think.
7. Ice Spire: Vikings+Aliens+classic dungeon crawl= My money in your pockets. Plus, maybe it's connected to the Nameless Spires in some way!
6. Valashmai: Plenty of great plot hooks for this in Mythic Realms. Exploring a Valashan temple would be fun, or maybe a Mythic safari to capture the biggest game you can.
5. Xin-Cyrusian: Home to the baddest of the Runelords. If you thought Xin-Shalast was something, just wait and see.
4. Shirogoku: A massive cavern, brimming with spell slinging, regenerating monstrosities? Probably holding wealth untold from when the world was young? I'm in. One could definitely draw a lot of inspiration from descriptions of the Buddhist and Chinese hells.
3. Chu Ye: Very similar to Shirogoku, but I'm giving it the nod because I feel the country could use a little more fleshing out. Plus, there is probably more to flesh out. We know it was a nation of healers prior to the Oni taking over, but that's about it. A module set here could be a very flavorful twist on Giantslayer.
2. Any Orv cavern beneath Tian Xia: We know extremely little about these caverns, all we have is a paragraph of information in the Dragon Empires Gazetteer. So much untapped potential!
1. Grungir Forest: To quote a famous elf, "This forest is old. Very old." This is THE dark and scary forest of Golarion if you ask me. You want dragons? We have the superpowered crazy cousin of the dragon family tree. You want Fey? There are entire cities of em in here. Wendigos? Buy one get one free. And if you get sick of the woods you might find a portal to the First World here! It's a big forest with a TON of opportunity inside, just dripping with magic and lost treasures.

And I couldn't recall if there's a specific country that is associated with Daemons like the Worldwound is with Demons or Cheliax is with Devils, but I'd also like to go adventure there. Daemons are my favorite bad guys.


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Good evening James! I hope life has been treating you well. Here's a few questions I've been sitting on...

1. How does the Church of Pharasma feel about the Lingshenese practice of putting the souls of soldiers into terra-cotta statues?
2. Has there ever been a 20th level commoner on Golarion? The greatest farmer who ever lived perhaps?
3. What is the most bizarre dungeon you ever designed?
4.Between CR 15-20, which is the hardest CR to design a creature for? I'm guessing 19, but that's just a gut feeling.
5. On a related note, what CR is your favorite to design for a creature?
6. Is Zhanagorr (kraken leader of Wanshou) mythic, or just a very powerful elder kraken along the lines of Qwoshokk from Mythical Monsters Revisited?
7. Which high CR end-boss style monster do you feel has been underutilized in tabletop rpgs in general?
8. Have you guys ever considered doing a Tian Xia Bestiary?

Just want to say, I'm running Jade Regent for a 2nd time, and boy do I want a map of the land bridge between Avistan and the Crown. I know it's pretty much a thousand miles of tundra, but the completionist in me craves it so, so much!

And to echo MMCJawa's comment, A Song of Silver was a good read! No idea when I'll get to play/run it, but it's fun and looks really challenging. Some unique monsters in there I was not expecting!

Anyway, Happy New Year and best wishes for you and Paizo!


Hey James! Been an awfully long time. Due to many circumstances I've been out of gaming for the past few months, but getting right back into it soon! Just a few questions I've been stewing on...

1. Who wins a necromancy battle between these 3; Geb, Tar-Baphon or Zutha? Or, Gods forbid, would they just team up instead?
2. Is it just me, or does the picture of Nex in the Inner Sea Magic book look like Chris Tucker's character from The Fifth Element?
3. Which 'Bad guys win' scenario from the APs is the least bad for the people of Golarion, in your opinion?
4. Have the Dark Folk been on Golarion since before Earthfall?
5. Do the aboleths have any known influence in Tian Xia? Or is it just too far for them to be interested?
6. What's the strangest character you've ever run?
7. If you can divulge, which of the Runelords is the farthest from returning to power?

Thanks again for your hard work, hope Gen Con was fun!


Good evening from the east coast James! It's been quite a while. Our group finished Jade Regent not too long ago (hail the Empress!) and had a good time with it. Since then, I've been reading Giantslayer books and they have me thinking on a few questions...

1. How do Tian giants differ from Avastani and Garundi giants? For example, do Frost Giants in Tian Xia still have a somewhat viking theme?
2. Also, are there cloud giant castles in Tian Xia? The image of a flying japanese style castle is a pretty cool one...
3. Is Goblin spoken in Kaoling different than Goblin spoken in Isger? I know in game terms they are the same (having different languages for all creatures on all continents would be waaaaay too much), but I was curious from a flavor standpoint.
4. I've asked a similar question about Avistan, but how far south would you say it snows in Tian Xia? I'm guessing around northern Wanshou?
5. If you had to be in a dungeon themed game based on one of the following only, which would you prefer; creatures, traps, or puzzles?
6. Who do you think is the most underrated demon lord?
7. If a Kaiju AP ever gets made, would you consider having at least 1 book be named X vs. X? Mogaru vs. Agyra for example?

Hope these questions find you well, have a great night!


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Well, it took nearly 2 years, 3 moves, 4 new jobs, a graduation and numerous mini hiatuses, but we finally finished Jade Regent! We did a small epilogue hinting towards future events a few weeks ago, and now I have a little time to write a final review. Spoilers ahead!

Overall? Very, very fun! I'm glad I chose this AP to run, and it was nice to have a little continuity in the world storyline since we ran this after Runelords. There were a few stumbling blocks here and there (I'll get into those more in the book reviews below), but overall I'd recommend this AP to pretty much any group.

Now, I used a pretty big mix of caravan rules I found on the forums, and it worked out pretty well I think! My players weren't super interested in keeping track of caravan stuff, but were invested just enough so that I didn't hand wave it away. For combat each PC had their own turn, either attacking, defending or assisting, and I would liven up the events by narration. I'd recommend this for DMs, as it made the players feel much more important and useful in caravan combat, as well as making later fights in book 3 actually possible.

The Amatatsu Scions
Ilvaria Duskrin (LG Female Drow Paladin of Iomedae)
Uldar, son of Ulduar (LN Male Aasimar Summoner) and his eidolon Alphonse
Anterbok (CN Male Tiefling Barbarian)
Jinkoro (CG Kitsune cleric of Milani, with just a dash of Acrobat)

Book Reviews:

Tide of Honor- This was my favorite out of all the books, as it really captured a lot of classic tabletop adventure themes while giving them a Minkaian twist. The book had a great mix of combat, skill based situations, and puzzles. Maybe our group just had fewer stops while playing this one, but Tide of Honor felt like it had a really good pace compared to some of the other books. The NPCs are fun to play and flavorful too. My only big critique is that the chapter on Minkai at the end is quite short. I know there are only so many pages, but I'd like more information on the country please! (Minkai Campaign Setting book Paizo, I'll buy one the second it comes out!) Also, stat blocks for the two big cities the players visit would have been much appreciated.
Things I did change- Only one big change I made for this book, and that was Kaibuninsho. As he was, I saw him getting steamrolled by the party, even with a surprise attack. The group for this whole book was the 4 PCs, Ameiko and Sandru. 6 v 1 is not a good situation for ANY baddie, even a stealthy one. The action economy would just wreck him. My solution? Mythic. I gave him two tiers of Trickster, and it worked out wonderfully. He turned from a guy the party would almost certainly forget to "THAT f***ing ninja". 2 PC kills and a murdered mount before his death. Even with the mythic tiers, he still was down to single digit HP on the first combat, so I think it was still fair if challenging. The party went out of their way to destroy his corpse and spread the ashes out to make sure he wasn't coming back.
I also added two small events to help the party catch up on EXP. They fought a group of elemental based bandits terrorizing a village, as well as destroying a Gashadokuro that arose from Sennaka starving out a village at the Jade Regent's orders. Both were nice ways to get some rep with the common folk as well.
Things I should have changed- I don't recall anything being a problem. Maybe a little more time spent with the ronin, but honestly the book is pretty good the way it is.
Favorite Moment- I'd have to say the ninja council that went down after Kaibuninsho was defeated and the coin was recovered was pretty phenomenal. The summoner (who had an insanely high diplomacy skill) managed to get all 3 clans to work together, but only after a solid hour of realtime role-play. What may become of the coin and the clans after Ameiko's ascendance is yet to be seen, but it was a great character moment and a lot of fun. Not to mention, getting the clans to work together became a huge help in book 6.
Least favorite moment- The mini bosses, though it's not really the books fault for any of them. They all just got super unlucky and went down very easy. The bandit lord failed his reflex save against acid pit and couldn't climb out, Shosaito got hit every time by Anterbok and Ilvaria after casting displacement, and the party chose the correct room to teleport into in Sennaka's bathhouse (they beat him there in travel and had time to invisibly scope the place out), catching him completely unaware. The final boss fight helped make up for it at least, it was pretty tough.

The Brinewall Legacy- A very fun early level adventure, it does a good job establishing the NPCs and getting the group together. Like I said, this group just finished RotRL before playing this, so being back in Sandpoint was good fun. A few of the Runelords PCs even had brief cameos in the first game! The marsh and castle were both creepy and challenging, and unravelling the mystery of the boat in Brinestump was cool. Even if someone wasn't running Jade Regent, I think this book could be a really good starting point for any adventure, with some tweaking of what is to be found in Brinewall's vaults.
Things I changed- Since our fourth player didn't join until later, I played as Ameiko for the entirety of Brinestump Marsh. Honestly, I think it kind of worked out for the better! It helped form more of a relationship with Ameiko to the PCs, and gave them more of a reason to accompany her to Brinewall. The impetus for everyone coming together was Niska Mvashti's funeral, and that also gave Koya a reason to join the caravan as well. There were a few encounters on the way to Brinewall (some ogres, axe beaks, a mud elemental if I remember correctly), though the most important was a run in with some pretty vicious rimerunner's guild members in Roderic's Cove. They didn't name drop the guild, but I did emphasize the guild symbol and tried to show the group's spreading influence. Also, I had Sandru be possessed by the kami since I knew Ameiko was (probably) getting kidnapped in the next book and I didn't want her turning into a damsel in distress.
Things I should have changed- Not any real issues to change here. There's plenty of info on Varisia out there, so filling in the journey with adventure ideas isn't needed for this book.
Favorite Moment- Old Megus' shack wound up being a hilarious encounter. Lots of good rolls, bad rolls, stuck doors and giant eidolons punching ratmen. By the end of it, both the shack and the small building next to it were piles of moldy rubble. Unexpectedly memorable.
Least favorite moment- …I don't think I really had a bad moment in this book looking back on it. Just a fun, easy to run book with good npcs and encounters. Great way to start off the campaign.

The Hungry Storm- I actually wrote a review for this book already, you can check it out on the page for the book if you'd like. The more I look back on it, the more I enjoy it. Also, when I asked my players which book was their favorite, half of them said this one, so something went right!
Things I changed- I already stated how I changed the caravan combat, which was very important for this book. I also ran two modules in this one, The Baleful Coven when they were crossing the land bridge from Avistan to the Crown, and Under Frozen Stars after they defeated Katiyana. Both were superb and I'd highly recommend using them. The storm tower was moved from its location in the book to the Nameless Spires at the pole. Some big changes, but all were for the better I believe.
Things I should have changed- I have mixed feelings about this one. Before we ran this, I rolled out a weather table for every day of 6 months, to get a better idea of what the weather would be like when they crossed. It was very flavorful, but at the same time I think I spent too much time describing the weather. I do like that it hammered home how difficult this journey was, but at the same time I think there were times when it slowed the game down too much and bored the players. So, positives and negatives with that approach. Also, as written the journey is VERY front heavy. A lot of stuff going on between the Rimethirst Mountains and the High Ice, not so much between the High Ice and the Wall of Heaven. I know it's for EXP purposes, but it feels unbalanced.
Favorite Moment- Despite the flaws this book has, it has a good chunk of really memorable set pieces. The Storm Tower, The Uqtaal Necropolis, and the battle with Vegsundvaag were all excellent to name a few. Ultimately, I have to say the yeti boss fight sticks out the most. It was hard as nails, and my players are still talking about it to this day.
Least Favorite Moment- The battle with Tunuak in his bore wound up being more annoying than fun.

The Empty Throne- The finale! Overall it's a good ending with a solid final boss fight. The paranoia in the city is fun to play up, and the Imperial Shrine is very cool and flavorful. The Kasai article is great, as well as the post campaign story ideas presented. However, the pacing in this book feels a little too fast. I understand the reasons behind it, but the PCs don't have a lot of time to get things together. Also, it's a really combat heavy book, so be prepared for that. Despite those flaws, it's a fun ending and altogether solid.
Things I changed- I played up the ninjas a lot in this book, though their help really isn't mentioned outside of some rebellion points. Since all 3 clans were cooperating, I essentially had them as help for getting around the city unnoticed. They also showed up when the PCs stormed the castle, holding off guards in the city from coming to assist.
At the beginning of the book, I also gave a short tale of how the rebel army and the PCs made it to Akafuto, and after a long siege they took the city and established it as a base. That was the event that drew out the Imperial Army from Kasai, and allowed the PCs to have a chance at taking the castle. I think this plan is mentioned in book 5, but I don't recall if it's in book 6.
And one last thing, I made The Jade Regent stronger while making Anamurumon weaker. I know that Anamurumon is the mastermind behind it all, but having the AP named after The Jade Regent, and spending most of the campaign talking him up as the villain, it felt kinda cheap to me to have him not be the strongest baddie the party faces. So he got an extra level of samurai and Anamurumon was saddled with the young template. It was still a tough fight regardless.
Things I should have changed- I think I changed everything I wanted to ahead of time…the only in moment thing I remember being an issue was when they fought a ton of guards all at once, and that combat took AGES. Should have staggered the guards coming in I suppose.
Favorite Moment- I had an extra character added in the campaign, a Nogitsune witch that tied into the Kitsune cleric's backstory. She was essentially just the worst, and responsible for some of the most awful moments of that character's life. She had popped into the story from time to time, more to taunt and torture the heroes than actually battle. Hell, she would have stolen the Amatatsu Seal had it not been for the "Doesn't teleport" caveat it carries. I replaced one of the ogre mage fights with her, and it was a very tough but ultimately satisfying fight. The players were glad to see her get what was coming to her.
Also, riding celestial orcas back to Kasai from the Imperial Shrine is a phenomenal mental image.
Least Favorite Moment- Just a few too many fights with guards. It makes total sense that they're all there, but they are just tough enough to slow things down more than I would have liked.

Night of Frozen Shadows- I feel weird putting this book this low, because honestly I think it's quite good. It was just that the party I ran this for was not built for it, at all. Skill checks and mystery solving are important for this, two things I found out this team was not stellar at. I'm pretty sure they still have no idea what happened to Snorri Stone Eye, despite the fact they killed his draugr. There were plenty of "Well, now what?" moments that I had to work around. Having said that, this book has very good atmosphere, fun battles, a great dungeon, and a superb city write up. Also, excellent bestiary. And my players really enjoyed this book, so that counts for points!
Things I changed- Quite a bit, though most of it was additions. I'd read the Land of the Linnorm Kings book (highly recommended) and wanted to add as much as I could while they travelled the land. So the party did battle with a Shadow Satyr in his tree of night outside of Solskinn, visited some cities along the way, arm wrestled with enlarged gnomes, and battled a Hala demon destroying the town of one of the PCs.
Things I should have changed- Just some of the skill checks to find clues or piece things together. It worked out eventually, but it took some fudging to get there.
Favorite Moment- The battle with Wodes wound up being quite entertaining. He was down to very low health, so he tried to flee. Anterbok spent a hero point to attack Wodes…and botched with his door plank (long story short, he liked the door plank when they broke in so he made it his weapon). The plank then broke. Ilvaria then had to spend one of her hero points to stop the raven's escape and did. So after 2 hero points there was a dead bird and a broken door plank. Fun times!
Least Favorite Moment- I'd say just the downtime when the PCs were trying to figure out what to do.

The Forest of Spirits- This book starts out SO good, but that dungeon just became a grind. Too many of the same enemies over and over, with what doesn't feel like a great payoff. I do wish I'd done more to change the dungeon, or just scrapped it altogether. It was a bore to me and my players, with only a few good moments. Unrelated to the book, but this was also my first time running anything above the mid levels consistently, so there were some rules arguments about spells and stuff that just bogged the game down. The forest itself is okay, not too bad but not super memorable either.
Things I changed- Not much, though by the end of the dungeon I was switching out hobgoblins for pretty much anything else.
Things I should have changed- The dungeon.
Favorite Moment- Everything in Ordu-Aganhei. Man, this part of the book is GREAT. We all had a blast playing it. I'd bust out my George Takei impersonation for Batsaikhar, which is a fun voice fit for him. It was very refreshing to do an RP heavy section after the NPC barren Crown.
Also, first entering the House of Withered Blossoms was amusing. To quote one of my players "Why are all the spiders WIZARDS?!".
Least Favorite Moment- I think you can guess if you've read this far.

Best Boss Fights
1. Possessed Bormurg and his yeti tribe
2. The Jade Regent and allies
3. Katiyana in the Storm Tower
4. The Oni ambush at the Fortress
5. Chief Gutwad

The most dangerous enemy
You'd think it would be Kaibuninsho, or one of the bosses, but no. There was a terror present throughout the game that the party just could not handle, and nearly cost them their lives many times. That threat? Water. Yep, this party was horrendous at dealing with water. Nearly drowned in Brinestump, nearly drowned when kayaking, nearly drowned in black slush, nearly drowned when capsized by dragon turtles, and nearly drowned when fighting the Omoxes in the Well of Demons (which, by the way, REALLY hard fight). I don't think anyone put ranks in swim at any point, so the only one who was tolerable at swimming was Anterbok because his strength was so high.

Best NPCs
1. Prince Batsaikhar
2. "Nana" Koya Mvashti
3. Amatatsu Ameiko
4. Shayle Andosana
5. Sugimatu Nobinoru

Well, if I think of anything more to say I will, but that's it for now! I have some home-brew Minkai stuff I plan to post sometime in the future, we'll see when I have the time to work on it more. All the info on these forums was super helpful for running this campaign! Thanks for reading along!


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Good evening James! Hope work is going well. Just a few questions that have been on my mind here...

1. I imagine Kobold and Imperial Dragon interaction is rare in the extreme (unless there are kobolds in Tian Xia, just doesn't feel like there would be), but how do the two species view each other?
2. Is there any really classic tabletop monster you've just never actually fought?
3. Were any of the runelords we know married?
4. How would you describe the architecture/art style to be found in Pan Majang (the clockwork necropolis in the darklands of southern Tian Xia)? I'm kinda picturing Thai or Balinese.
5. Where does Jubilex stand on the CR scale?
6. If you could build any golem in reality, which one would you pick and why?

Thanks for taking the time out of your schedule to answer questions like you do! It's very much appreciated. Have a good night!


True, the blessings are required for legitimacy of rule. That does lead to some potential complications in the list, and could lead to much higher variance of which families have ruled and for how long. That being said, this is more just for fun, and I made it running under the assumption that for most of history, blessings were given to the next in line.


Glad you guys like em! For a source, I wouldn't say there was anything in specific. Probably 7 or 8 of those rulers were mentioned in The Empty Throne, and other than that I just used names I've read before or randomly generated ones. For classes, I tried to cover all the base classes at least once, and it seems like the rulers of nations are generally between CR 10 and CR 15 so that was my area that I tried to work in. And with alignments, I aimed to have some balance, but mostly skewed towards LG, NG and LN. Other than those guidelines, I just kind of made up stuff that I thought would be cool and lead to potential adventures!

Probably the only tricky thing about the list was figuring out inheritance. While it's clear that when the ruler dies their oldest child inherits the throne, what happens if they don't have kids? When does a different imperial family take the throne? For the first question, I just assumed that if the ruler doesn't have kids, their younger sibling would inherit. For the second, I went with the fact that the Jade Throne is an artifact, so if it's displeased with the potential next ruler (or the current imperial family in general) it won't give it's powers to them, which is a signal to change things up. The families then go through rituals to determine the best possible candidate for the throne, and blessings are eventually given.


Good evening James! It's been a while. Hope things at the office are going swimmingly for everyone!

1. Are the vaults of Orv beneath Tian Xia comparable in size to the vaults beneath Avistan and Garund?
2. Since most of the Tian pantheon was not involved with Rovagug, how do they view him now? Are they aware of him and the threat he presents at the least?
3. I just read the Dominion of the Black article in AP #88, and I was curious; how does the dominion view Void Yai? They are immensely powerful creatures that represent a facet of the darkness between the stars, so does the dominion hold any kind of special respect for them?
4. Do you think that if Tolkien had never written Giant Spiders into The Hobbit they would still be a staple foe of fantasy games?
5. The Nightmare mounts of the Four Horsemen are mythic, correct?
6. Did another writer or yourself come up with Trelmarixian's backstory?
7. Does it ever kind of blow you away that you are a big part of something that thousands of people enjoy?

Thanks for your time, and I wish you and your friends happy holidays all around!


Name: Ilvaria Duskrin (again...)
Race/Class: Drow Paladin of Iomedae 13
Origin: The Darklands
Adventure: The Empty Throne
Location: The Well of Demons
Cause of death: A couple of angry devils

So Ilvaria and Ameiko got a council with Maemi, being the only women in the party, and Maemi offered her blessing, her servitude, and knowledge of the other well inhabitants if they killed Sokai and helped her leave the well. Ilvaria, being a Paladin, decided to stand up to these evil creatures and refused their offer. Maemi and her consorts did not take kindly to that. A few crits later (plus a searing light to the face, not good to a drow) and Ilvaria was back in line to be judged by Pharasma. The group left the well shortly thereafter and Onoko is more than willing to raise dead, so she's back in business without using a charge on the seal.


Good evening James! It's been a while (new jobs soak up time), but I've finally got around to being back on the forums, and thought up a few new questions.

1. Would Goka be the only place in Tian Xia to have a small chance of finding tech items?
2. Though it's setting neutral, going off Bezravnis' bestiary entrance I'd wager he's in Shaguang. Is that a smart bet?
3. If you guys ever get to make a Kaiju based AP, do you think you'd be able to do a Kaiju per book for the end-of-the-book bestiary?
4. Kind of a weird question, but is there outer space in the shadow plane? Is planet hopping to shadow planets possible via spaceship?
5. Do you have a favorite Daemon?
6. The story of the Hyalopterous Lemure art is one of my favorite M:tG stories. Ever have an art mix-up where the art was good, but it was incredibly far off from what you'd envisioned?
7. If there's setting information that contradicts information in other books (for example, an AP book says one thing but the Campaign Setting book says another), do you have a general rule on which way to lean? Or in this case should one just go with the info they feel works best?

Thanks once again for your time, and best of luck with whatever you're working on!


Name: Ilvaria Duskrin
Race/Class: Drow Paladin of Iomedae 12
Origin: The Darklands
Adventure: Tide of Honor
Location: Enganoka
Cause of death: Self Sacrifice to an assassination attempt

Kaibuninsho got in one last kill before meeting his end, though not the one he was anticipating. After trying to kill the cleric and failing, he used his mislead power and got the drop on the summoner. He failed his fortitude save, and was going to die, but Ilvaria used the Paladin's Sacrifice spell to take the effects herself. She didn't stay dead long, seeing as the party had a fully charged amatatsu seal on hand, but it still was very noble.


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Good evening James! Hope all is well. Just a few questions I've been thinking on...

1. If someone encountered a disease that made their soul sick, would it be a fortitude save or a will save to not contract it?
2. Which creature type do you find is the most difficult to design a new creature for?
3. Do you have a favorite wondrous item?
4. Do the four Horsemen gain abilities from being in their realms like demon lords do in theirs?
5. Is there any paizo created race (like Aeons, Daemons, etc.) that you were surprised with how the community took to them?
6. How far south does it snow in Avistan? Not including mountaintops.
7. Seeing as Asmodeus isn't really worshipped in Tian Xia in any large capacity, are devils measurably rarer there than in the Inner Sea Region?
This last question has potential spoilers (I think), so allow me to pop it into a tab…

Potential Spoiler:

8. After reading through Mythic Realms and then Wake of the Watcher, I noticed what I think is a correlation. Is Xhamen-Dor the thing that is making Goroyasa the way it is today? His entry in AP46 and the Goroyasa info seem to match up…

Best of luck at Gen Con!


After re-reading the character sheets, you're right! I did spell Anterbok's last name wrong. It's Redgormor. His last name is almost never mentioned, so I just misremembered it in my head.

Also, no deaths this past game but those dread wraiths in the shadow maze are NASTY. Doesn't help that the party hasn't figured out the relation between the inro and the gates yet...


Well, 5 books in, the first party death happens!

Name: Anterbok Redgrimore
Race/Class: Tiefling Barbarian 12
Origin: The Cinderlands
Adventure: Tide of Honor
Location: Mud hut village outside Shosaito's manor
Cause of death: Ninja assassination

The party has been harassed by Kaibuninsho before this, he did kill the paladin's mount, but he got the job done this time. Anterbok left the wall of fire protection our summoner had set up to protect from the ghouls, and Kaibuninsho struck. Anterbok failed his fortitude save and died. We found out later he should have made the save and just forgot to add some numbers, but it was 3 rounds later so I couldn't hand wave what happened. Anterbok came back to life in a bad way 2 rounds after dying, as the demon who is his ancient sire noticed him and sent him back to the world of the living as a fiery monster of destruction. This eventually passed, but not before Anterbok attacked (and pretty badly wounded) his best friend in the party. And now said demon has branded Anterbok with his sign...muheheheheh.

The ghouls also came veeeeerrrryyyy close to another death, as they had the summoner paralyzed and went for the coup de grace. The paladin used a spell that allowed herself to take the damage and effects, then spent 2 hero points to stabilize. Kaibuninsho also barely escaped with his life, but he'll be back...now the party is on HYPER alert at night...


Good evening James! I hope Paizocon was a blast for all involved! Been stewing on some questions and figured now is as good as any time to ask!

1. Is there any movie or TV show from your childhood that just always gets you in the mood for adventure?
2. Which monster makes you feel the most dread when your GM uses it against your character/party?
3. Is it fair to say that the Inner Sea Region has more corporeal undead while Tian Xia has more incorporeal? Maybe it's just the naming conventions that make me feel that way.
4. Which daemonic harbinger do you find the most intriguing based on its areas of concern?
5. There's at least one famous lich mentioned in Jade Regent, are there any other famous Tian liches that are known?
6. Like Tolguth in The Realm of the Mammoth Lords, is there anywhere in Tian Xia that one might unexpectedly find dinosaurs? Also, are there mammoths in Hongal or can they not make it over The Wall of Heaven?
7. The recently saw The Dark Crystal for the first time, and while the puppetry, set design and art direction were all amazing I left the film feeling underwhelmed. Seen any movies recently that, while having many good aspects, left you feeling underwhelmed?

And this isn't a question but I just saw the cover for the 2nd Iron Gods book and I am PUMPED. Really looking forward to that AP!

Thank you for your time once again!


Reading through both the Dragon Empires Gazetteer and Forest of Spirits, I noticed a discrepancy I haven't seen pointed out. In the AP, it puts the escape of the oni from the House of Withered Blossoms as 160 years before the start of the adventure, while the timeline in Dragon Empires Gazetteer puts it at only 60. I'm going with the longer one myself, makes more sense for infiltration and wiping out the five families without arousing a ton of suspicion, but I was curious if anyone else caught this or asked a paizo employee about it.


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Hey everyone! I've had a few weeks off from DMing my group for multiple reasons, and in that time I've been working on fleshing out some of Minkai's history and some new oni for players to fight, and I felt like sharing! The first tab will be for the oni, who I made using the monster creation guidelines in the bestiary. Now, I have not playtested any of them, so they might be horribly unbalanced, being either too weak or too strong. Feel free to try em out though!

The second tab will cover a list of emperor's I made, going back to the fall of the Teikoku Shogunate. The rulers tab has definite spoilers for the Jade Regent story, so players should probably avoid it! I think I included all the mentioned rulers in the books, but I might have missed a couple. The format for the emperors and empresses is; their ruling years (using the Imperial Calendar), name, gender, cause of death, alignment, age when they died, what their class levels were, and any titles they may have gone by. I also included a non canon event for Minkai, a civil war from 6569 to 6577 where four of the five families felt they had the right to rule. 6571 is known to Minkaian scholars as The Year of Five Rulers. Hopefully these inspire people for some adventure ideas!

Oni:

Metal Yai CR 12
CE Large outsider (giant, native, oni, shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +18
DEFENSE

AC 26, 10 touch, 26 flat-footed (+6 armor, +1 Dex, +10 natural, –1 size)
hp 160 (16d10+80); regeneration 5 (acid or sonic)

Fort +15, Ref +5, Will +12

DR 5/Adamantine; SR 23

OFFENSE

Speed 40 ft., fly 40 ft. (good)

Melee mwk katana +21/+16/+11 (2d6+12)
Ranged metal missile +13 touch (4d6)
Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 13th; concentration +13)
Constant—fly

At will—darkness, invisibility (self only), passwall (stone only)
3/day—heat metal (DC 12), chill metal (DC 12), keen edge
1/day—iron body, wall of iron
STATISTICS
Str 26, Dex 12, Con 21, Int 12, Wis 14, Cha 10

Base Atk +12; CMB +20; CMD 30

Feats Power Attack, Iron Will, Improved Bull Rush, Awesome Blow, Improved Initiative, Cleave, Great Fortitude, Intimidating Prowess

Skills Appraise +17, Bluff +16, Fly +17, Intimidate +24, Knowledge (dungeoneering) +7, Perception +18, Stealth +11, Survival +18
Languages Common, Giant

SQ change shape (Medium, or Large humanoid, alter self or giant form I)
ECOLOGY
Environment any underground

Organization solitary, band (1 plus 4–8 cave giants), or tribe (1 plus 10–20 cave giants)
Treasure standard (breastplate, other)

SPECIAL ABILITIES
Amorphous Weapon (Su) A metal yai's blade is an extension of itself. It can form any type of metal weapon to use from its own body, and can change weapon types as a move action. Metal Yai often prefer to use weapons that can be affected by their Keen Edge spell like ability. Weapons formed this way are always masterwork, and disappear back into the oni once slain.
Metal Missile (Su) As a swift action, a metal yai can launch a hunk of metal from its third eye. This metal can deal any type of physical damage, be it slashing, piercing, or bludgeoning. The oni chooses which type when forming the metal.
Armor Master (Ex) Metal Yai are never encumbered by armor that is primarily metal, and take no speed penalties, dexterity penalties, or armor check penalties when wearing metal armor.

Metal Yai are slothful but powerful oni. They take the form of cave giants when they manifest in the world, and use their brute powers to intimidate those whom they wish to dominate. Metal Yai stand around 12 feet tall, but are much heavier than most, weighing 4000 pounds. Their skin is the silver of polished steel, and their eyes a surprisingly vibrant blue.

Metal Yai represent the least of the yai, but they are still terrifying and strong opponents. Like all oni, Metal Yai crave rulership and material wealth, but are perhaps the most lax about acquiring such. Metal Yai would much rather have minions go out and conquer than lift a finger themselves, and want wealth to come to them. Oni scholars suggest that metal yai manifest underground so they have less distance to travel to reach gems, their favorite type of treasure. Most Metal Yai have extensive gem hordes, and decorate themselves with jewelry embedded with rare gems. This lust for gems often puts them at odds with Crystal Dragons and Xorns, who Metal Yai consider their greatest enemies outside of Earth Yai. Earth Yai and Metal Yai never cooperate, each seeing the other as their greatest competitors for minions, treasure, and areas to rule. A surefire way to infuriate a Metal Yai is to suggest that it is weaker than an Earth Yai, as true as that fact may be.

Metal Yai lack the charisma to have any sort true diplomatic ability, and lead only through strength and fear. They rarely use their alter shape ability, believing their true form to be the most intimidating and powerful form they could take. When they do change form, they become exceptionally muscular cave giants, and always make sure they are the largest of the giants they are leading. Subterfuge is beneath Metal Yai, and they would rather have their minions destroy an opponent with power than anything else.

Wood Yai CR 15
NE Huge Outsider (giant, native, oni, shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +23
DEFENSE

AC 28, 12 touch, 24 flat-footed (+6 armor, +3 Dex, +10 natural, +1 dodge, -2 size)
hp 230 (20d10+120); regeneration 5 (fire and acid)

Fort +18, Ref +12, Will +15

SR 26
Weaknesses vulnerability to fire

OFFENSE

Speed 30 ft., fly 30 ft. (good) 40 ft. without armor

Melee mwk greatclub +29/+24/+19/+14 (3d8+12)
Ranged +1 composite longbow +25/+20/+15/+10 (3d6+8)
Space 15 ft.; Reach 15 ft.
Special Attacks underbrush form

Spell-Like Abilities (CL 16th; concentration +18)
Constant—fly

At will—darkness, invisibility (self only), tree stride
3/day—quickened freedom of movement, contagion (DC 16), phantasmal killer (DC 16)
1/day—horrid wilting (DC 20)
STATISTICS
Str 26, Dex 16, Con 22, Int 10, Wis 16, Cha 14

Base Atk +20; CMB +30; CMD 46

Feats Point-Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Deadly Aim, Lightning Reflexes, Skill Focus (stealth), Flyby Attack, Improved Natural Armor, Quicken Spell-Like Ability, Dodge

Skills Bluff +12, Fly +19, Handle Animal +12, Intimidate +22, Perception +23, Stealth +18, Survival +23
Racial Modifiers
Languages Common, Giant

SQ change shape (Medium, Large or Huge humanoid, alter self or giant form II)
ECOLOGY
Environment warm forests

Organization solitary, or hunting party (2-3)
Treasure standard (+2 hide, +1 composite longbow [+7 str], mwk greatclub, other)

SPECIAL ABILITIES
Vine Missile (Su) As a swift action, a wood yai can fire a seed from its third eye. This seed deals 4d6 bludgeoning damage, then grows very rapidly over the target. A creature struck by the seed must make a DC 26 reflex save or become entangled for 2d4 rounds. A creature can make a DC 26 strength check to burst the vines, or deal 30 slashing damage to the vines to destroy them. This attack has a range of 180 feet and no range increment.
Underbrush Form (Sp) As a standard action, a wood yai can become a patch of tangling underbrush. In this form it is treated as being under the effects of gaseous form, but it cannot fly and instead has a move speed of 10 feet. Those who enter its space are treated as entering the area of an entangle spell. Those who fail the save in this area take 2d4 damage and must make a DC 26 fortitude save or be poisoned by sassone leaf residue. This poison is more virulent than normal, and has no onset period, as well as a frequency of 1/round for 6 rounds. The effect and cure are the same.

Vicious, cruel, and psychotic would be appropriate adjectives to describe a Wood Yai. Loners of deep forests and jungles, Wood Yai are obsessed with the darkest aspects of the nature they inhabit, such as rot and death. Wood Yai manifest as Jungle Giants, standing 19 feet tall and weighing 4500 pounds. Their skin is a dark green, and their eyes a pale yellow.

Wood Yai are unique among oni in that they don't wish to rule over anyone. Presumed to manifest from the maddest and most insane of oni spirits, Wood Yai still crave material wealth and dominions to rule over, but they have no desire to be worshipped. The point of a life is to be snuffed out, which a Wood Yai does with glee. They pick out an area to claim as their own, and stalk any creatures that enter and slay them. Unfortunately for travelers, Wood Yai do not care to actually mark what they consider their territory, and by the time most folks realize they are in a Wood Yai's domain it is far to late. Their hunting technique is rarely swift, and a Wood Yai goes out of its way to draw out a death when it can. A Wood Yai's home is a self built palace of death and despair, often built of bones, rotted wood and fungus. When it comes to acquiring wealth, Wood Yai primarily take what they can from those who they hunt, feeling that only they deserve wealth where everyone else deserves to die. On rare occasions they go out of their territories to kill and steal from woodland communities, and these times are the few when Wood Yai team up with others. These cooperations never last long and often end messily, with Wood Yai squabbling over treasure. The only other times Wood Yai work together are when they hunt a creature too powerful to kill alone, but still deserves to die for reasons unknown to anyone but the Yai themselves. Other oni dislike working with Wood Yai, as they usually kill too many valuable minions or playthings, but will occasionally attempt to use Wood Yai as assassins to murder opposition.

Another trait that separates Wood Yai from other oni is that they are often religious. While most worship the mere concept of death, worshippers or Cyth-V'sug, Fumeiyoshi, Lady Nanbyo, or Apollyon are not uncommon.

Hitokuchi CR 10
CE Large Outsider (giant, native, oni, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +24
DEFENSE

AC 23, 10 touch, 22 flat-footed (+3 armor, +1 Dex, +10 natural, -1 size)
hp 110 (13d10+39); regeneration 5 (fire and acid)

Fort +12, Ref +7, Will +11

Defensive Abilities ferocity SR 21

OFFENSE

Speed 40 ft., fly 40 ft. (good)

Melee Bite +23 (2d6+12 plus grab/19-20), 2 claws +21 (1d6+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks swallow whole (6d6+9 plus 6d6 acid, 15 AC, 11 hp)

Spell-Like Abilities (CL 10th; concentration +11)

At will—invisibility (self only)
3/day—see invisibility, bull's strength, silence (DC 13), fly
1/day—waves of fatigue (DC 16), true strike
STATISTICS
Str 26, Dex 12, Con 16, Int 9, Wis 16, Cha 12

Base Atk +13; CMB +19 (+21 grapple); CMD 30 (32 vs. grapple)

Feats Improved Natural Attack, Weapon Focus (bite), Greater Weapon Focus (bite), Improved Critical (bite), Lightning Reflexes, Intimidating Prowess, Improved Grapple

Skills Bluff +4, Fly +12, Intimidate +22, Perception +24, Stealth +7, Survival +16
Racial Modifiers +8 perception
Languages Common, Giant

SQ change shape (Medium or Large humanoid, alter self or giant form I)
ECOLOGY
Environment temperate hills

Organization solitary, band (1 plus 2-4 cyclopses) or tribe (2-3 plus 5-8 cyclopses and 7-10 hill giants)
Treasure standard (studded leather, other)

SPECIAL ABILITIES
Brutal Bite (Ex) Hitokuchi add 1.5 times their strength modifier to damage on bite attacks.

Bestial brutes, Hitokuchi are oni that manifest into cyclops forms. Instantly recognizable in its true form, it has ruddy red skin, large claws, a single golden eye, and a ravenous maw that almost constantly slavers. Hitokuchi stand 10 feet tall and weigh 1000 pounds.

The primary driving force of a hitokuchi is hunger. They crave all the world's food, and savor the taste of blood and the feeling of bones crunching between their teeth. This cruel beast's appetite is only sated after devouring a village, and even that doesn't last long. Though dull witted, a hitokuchi has a cruel cunning about it, and those who underestimate it often find themselves trapped inside its stomach. Hitokuchi truly enjoy the look of terror on a surprised victims face, and often use their invisibility and silence powers to sneak up on prospective meals at night, and eat unsuspecting meals one at a time. Alternatively, hitokuchi also enjoy disguising themselves as humans, gaining trust, then shattering that trust by transforming when alone with their dinner. In areas where hitokuchi are a known menace, people often have elaborate meal etiquette to root out a disguised oni, as a hitokuchi cannot tolerate waiting or manners when food is present.

Though it takes the form of a cyclops, a hitokuchi shares none of the cyclops' oracular powers. They tend to rule over tribes of cyclopses with power over anything else, and use these minions to terrorize countrysides and gather all meals to them. Just as there are greater cyclopses in the world, so too are there greater hitokuchi. These gargantuan monsters are hunger given flesh, and their ravenous tirades can bring countries to their knees. Thankfully, they are exceptionally rare, and are found only in the dark and truly wild places of the world, where there is enough prey to fulfill their unending appetites.

Rulers of Minkai:

6083-6116- Shogun Teikoku Sokai, M, Killed in revolution, CE, 59, Wizard 15/Aristocrat 3
6116-6119- Setsuna Kuga, Regent, F, Gave up title, died of old age, LG, 108, Samurai 20/Champion 6, "The Perfect Swordswoman"
6119-6152- Amatastu Jiro, M, Old age, LG, 89, Aristocrat 5/Samurai 13
6152-6175- Amatastu Hime, F, Old Age, NG, 73, Aristocrat 8/Bard 5
6175-6180- Amatastu Nara, M, Died at sea, LN, 55, Samurai 7/Ranger 7
6180-6382- Amatatsu Maemi, F, Taken by devils, LE, 251, Cleric of Mahathallah 7/Diabolist 8, "The Barren Empress"
6382-6387- Sugimatu Yoshie, F, Disease, NG, 34, Aristocrat 7, "The Six Springs Empress"
6387-6390- Sugimatu Takamura, M, Killed in an avalanche, NG, 32, Aristocrat 9
6390-6433- Sugimatu Kojima, M, Old age, CG, 75, Fighter 5/Rogue 4/Aristocrat 4
6433-6445- Sugimatu Kairi, F, Heart Attack, CN, 57, Aristocrat 13, "The Empress of Pleasant Rains"
6445-6445- Sugimatu Taro, M, Suicide, N, 30, Aristocrat 10/Adept 2
6445-6525- Sugimatu Nobinoru, M, Old Age, NE, 110, Aristocrat 18, Originally "The Emperor of Eternal Peace", but revoked for genocide
6525-6530- Higashiyama Kansai, M, Old Age, LN, 72, Monk 5/ Aristocrat 11
6530-6544- Higashiyama Maru, M, Killed by Oni, CG, 46, Samurai 10/Aristocrat 3
6544-6566- Higashiyama Haruna, F, Heart Attack, NG, 67, Bard 8/Aristocrat 7
6566-6569- Higashiyama Cho, F, Killed by Amatatsu Daisuke N, 49, Oracle 9/Aristocrat 8, "The Mad Empress"
6569-6571- Amatatsu Daisuke, M, Killed by Shojinawa Shinju, LE, 28 Samurai 14, "The Thrice Damned Emperor"
6571-6571- Shojinawa Shinju, M, Assassinated by Shojinawa Sota, LN, 40, Samurai 15
6571-6571- Shojinawa Sota, F, Killed by Teikoku Kazuma, CE, 33, Ninja 14, "The Great Traitor"
6571-6571- Teikoku Kazuma, M, Killed in the Battle of the Burning Canals, CN, 29, Barbarian 14
6571-6574- Shojinawa Takehiko, M, Killed by Higashiyama Natsuko, NE, 31, Sorcerer 15, "The Dragon Emperor"
6574-6575- Higashiyama Natsuko, F, Killed by Teikoku Kiyoshi, NE, 59, Cleric of Lady Nanbyo 16
6575-6577- Teikoku Kiyoshi, F, Struck by lightning, LE, 31, Witch 15
6577-6602- Amatatsu Onoko, F, Old Age, LG, 70, Paladin of Shizuru 14/Aristocrat 3, "Handmaiden to the Goddess"
6602-6639- Amatatsu Satomi, F, Old Age, NG, 87, Aristocrat 9/Bard 7, "The Peach Empress"
6639-6649- Amatastu Yajirobe, M, Murdered by Yua, LE, 68, Aristocrat 8/Magus 8
6649-6656- Amatatsu Yuusuke, M, Old Age, NG, 70, Aristocrat 15
6656-6662- Amatatsu Jabura, M, Died on expedition to Darklands, CN, 41, Samurai 10/Aristocrat 7, "The Wandering Emperor"
6662-6668- Teikoku Mashiba, M, Killed by bandits, CG, 36, Bard 4/Aristocrat 13
6668-6687- Teikoku Kenshiro, M, Disease, CG, 31, Samurai 1/Aristocrat 11, "The Unprepared Heir"
6687-6712- Shojinawa Kohaku, M, Old Age, LN, 75, Aristocrat 16, "The Emperor in Silver"
6712-6740- Shojinawa Haruko, F, Old Age, LG, 80, Aristocrat 12/Wizard 3
6740-6747- Shojinawa Kenshiro, M, Killed by Anamurumon, LN, 35, Aristocrat 10/Samurai 6, "The Do-Nothing Emperor"
6747-6765- Shojinawa Doro, M, Poisoned by Ito, NG, 45, Aristocrat 13
6765-6871- Shojinawa Ito, M, Killed by Sovereign Dragon, NE, 131, Lich Sorcerer 14/Archmage 4, "The Dark Emperor"
6871-6873- Kinoshita Moru, Regent, F, NG, Aristocrat 3/Expert 6
6873-6887- Sugimatu Ippo, M, Old Age, LG, 95, Aristocrat 9/Cleric of Shizuru 7
6887-6910- Sugimatu Tatanga, M, Old Age, LG, 88, Aristocrat 12/Monk 4
6910-6917- Sugimatu Kobashi, M, Drank himself to death, CG, 66, Aristocrat 14/Bard 2, "The Emperor of the Sake Sea"
6917-6945- Sugimatu Kumi, F, Disappeared, NG, 48, Cleric of Shelyn 6/Evangelist 8, "Shelyn's Chosen"
6945-6958- Teikoku Yuri, F, Chemical Accident, CN, 27, Aristocrat 3/Alchemist 10
6958-7005- Teikoku Honjo, M, Old Age, LN, 67, Fighter 4/Aristocrat 10
7005-7056- Teikoku Kagome, F, Old Age, N, 96, Samurai 20, "Grandmother Judge"
7056-7095- Teikoku Osma, M, Old Age, LG, 78, Wizard 9/Aristocrat 8
7095-7106- Teikoku Takamura, M, Killed in storm, NE, 41, Rogue 4/Aristocrat 4/Shadowdancer 7, "The Hidden Lord"
7106-7127- Higashiyama Sakura, F, Killed in landslide, LG, 41, Aristocrat 14
7127-7139- Higashiyama Samae, F, Killed by Anamurumon, LN, 24, Oracle 11/Aristocrat 5, "The Child Empress"
7139-7168- Higashiyama Tenma, M, Heart Attack, CN, 59, Aristocrat 10/Fighter 7
7168-7208- Higashiyama Raijin, M old age LN 98 Aristocrat 18
7208-7208- Higashiyama Shigure, murdered, M, LN, 24, Aristocrat 14
7208-? - Soto Takahiro, Regent, M, LE, Samurai 15


Okay I was planning some similar stuff. Maybe Commune with Shizuru 1/week, and Whispering Wind for anywhere in Minkai. Not sure yet, I'll play with it a little, I've got some time.


It's going to be quite a while before my group gets to this point (just about to battle Munasukaru), but looking through this book I'm curious. Is there anything written on what the Jade Throne does? I know it's an artifact and it confirms whether someone has the right to rule Minkai, but does it have other powers we know about?


Good evening from the east coast James! I hope your work is more fun than stressful as of late!

1. Were the tian gods involved in the fight against Rovagug?
2. What would you say are the biggest differences between Shizuru and Iomedae, besides the fact Iomedae was once mortal?
3. Are there any countries that are closer to the ethereal plane than others?
4. Outside of Valashmai, what would you say the best Tian country for high level play is? I'm thinking Chu Ye or Xa Hoi but curious on your opinion.
5. Do any of the former countries that now make up Kaoling have official names?
6. I always pegged him at CR 29 myself, but does Cyth-V'sug have a CR that has or can be revealed?
7. I've heard the Mud Sorcerer's Tomb is a solid dungeon crawl from back in the day. If the mud sorcerers had been on Golarion at any point and had left behind tombs, where would be the best fit for them?

Thank you again for taking time out of your schedule to answer questions, and best of luck at Paizo-con next month!


I ran both modules, more or less in the suggested places. Baleful Coven was run in-between Avistan and the Crown itself (in the unmapped land bridge area) and I don't remember changing anything important. Ameiko and Shale came with the party for all the encounters while Sandru, Ulf and Koya protected the caravan. The only suggestion I have for this module is to personalize those nightmares. I tailored each one to the specific players and their characters fears and they ate it up!

Under Frozen Stars I changed up a bit, as well as The Hungry Storm itself for this part. I moved the Storm Tower to the north pole so it would be part of The Nameless Spires, because when else is the party gonna have an opportunity to explore an alien city on top of the world? The events of the module happened after the party killed Katiyana. Didn't change anything else, ran it as written and the players loved it. The boss fight is memorable, though depending on your party's setup you may want to change the boss robot's stats, dude hits like a truck. Miriya came along when all was said and done, but I did have her pass away when she was away from the city. It wound up being a pretty touching moment for the party.

Overall, I'd say both modules are worth it and make THS better, but definitely run Under Frozen Stars if you had to pick one.


Good evening James! Just sitting at my desk with a fresh copy of Inner Sea Gods, and hoped you could answer some questions!

1. Do pirates from Minata also worship Besmara?
2. On a scale of 1-10, how much does Nurgal hate aboleths? They did destroy the culture that worshiped him after all.
3. How often do the Tian Gods interact with the Inner Sea core 20, if at all?
4. Are there any mythic fonts to be found in Minkai?
5. If someone had a protean or axiomite ancestor in their blood, do they have an equal chance of being born a tiefling or aasimar?
6. Did the Serpentfolk have any presence on Tian Xia, or are they pretty much Garund only? I had been reading about Yamata no Orochi, and thought it would be an awesome Tian counterpart to Ydersius. Not a full fledged God like him but maybe a mythic servant of immense power, struck down by Shizuru herself.
7. What was the most difficult part of designing Tian Xia? Was the sheer size of the continent a big factor?

These last two questions are a little spoiler-y for Jade Regent and Mythic Realms, so I'll put them in the spoiler tab.

Spoiler:

8. Does the fact that Jade Regent has such a massive political impact on Minkai influence decisions your team makes to revisit it with modules or even another AP? If JR doesn't happen, then Minkai is a very different country overall.
9. It says in either the Mythic Realms book or Dragon Empires Gazetteer (can't recall atm) that the Valashaians and the Azlanti/Thassilonians never interacted. Now, both groups certainly spanned longer distances to reach their goals, and it seems to me that the Thassilonians especially would want extraplanar slaves from the Valashaians. I have no issues with keeping them separate, but since it does make some sense for them to have interacted at some point, what were some of the reasons you came up with for the two groups not meeting, both in world and out?

Phew, that came out a bit long winded. Regardless, thanks for your time and I hope you have a wonderful week!


Good evening James! I hope your day has been wonderful so far, and continues to be so.

1. Any creatures from bestiaries 1-3 you feel should have waited for mythic rules?
2. Ever read 'The Ruins' by Scott Smith? Not to spoil anything, but the baddie in the book would be an interesting pathfinder foe.
3. I was looking into the Xtabay the other day, and I was curious how you guys came up with the monster that's in the Bestiary 2. With the legend it's based on (according to wikipedia anyway) a plant creature isn't what immediately came to mind, for me at least.
4. What culture's creatures do you think have the most untapped RPG potential?
5. Which dragons would adapt best to modern day earth?
6. Assuming Queen Vorgozen is still an ooze by the time she sees a canon stat block, how does Jubilex feel towards her? She's probably the only other ooze in existence with a similar power level (CR 26+ in this case), so would he feel threatened by her? Or, like most things, does Jubilex simply not notice or care?
7. On the subject of The Faceless Lord, why the name change from d&d? Is the name Juiblex copyrighted?
8. Lastly, what's your favorite movie sound effect?

Thanks for your time!


Okay, so there was a bit of a rules argument last night, and I wanted to ask opinions. The party was in area B7, and looked through the grille to see Buto's keep (darkvision all around more or less). The summoner says he's going to teleport the party inside, and I say no since he's never seen the inside of the place. He says though he hasn't, he should still be able to teleport inside since he knows the coordinates of the place where he wants to be, being able to see all the outside walls. Essentially, he knows exactly where the room is, so he should be able to go there. Now, dimension door would definitely work in this instance to get inside (still dangerous of course) since he has a very good estimate of the distance to travel and the direction, but he wanted to save 3rd level spells for later.

It wasn't really an issue for long, the party has air walk and they found the door, but for the sake of not wasting more time talking about teleport rules in the middle of gaming I want to know what you guys think/know. It is my first time dealing with teleport rules to be honest.


Good afternoon James! Hope spring is heading your way and making everything great.

1. In AP #50, in the article on Shelyn, it gives some descriptions of how the evil gods would 'love' her. My question is, how would Charon show his love? The only thematic thing I can think of is growing old with her, but that seems way too sweet for such an evil being.
2. Are there daemons above CR 25 besides the horsemen?
3. Are there any official rules on having sorcerers with draconic bloodlines from the imperials or primals? It's easy enough to make the rules up based on what exists, but I was curious if there was anything written.
4. What exactly is a forest dragon's breath weapon? It says piercing, but is it wood shards or stone shards?
5. What is your favorite type of creature to design from scratch?
6. I recently read about Aokigahara in a Wes forum, and was curious if there is anyplace like that in Minkai? Or does the Forest of Spirits fill that role?
7. Demons seem to be the most popular bad guys in many tabletop rpgs, why do you think that is? What is it about demons that tickles people's fancy? Or do they just have a really effective PR department?
8. Ice cream has been around on earth for a very long time, so is there anywhere on Golarion one of my characters could get such a tasty frozen treat? (I just realized I ask a lot of food questions...)

Unrelated, and I'm not sure where to put this so I'll do it here, but I just wanted to give a shout out of thanks to the Paizo layout team. Every pathfinder book I've picked up is very visually appealing, and while it's maybe something people gloss over I really appreciate the hard work everyone there puts into your products. Thank you guys.


Good afternoon Wes! Hope the projects you are working on are progressing smoothly. And now, some questions!

1. Have you ever heard of the Wi-Lu-Gho-Yuk? Nasty little creature from inuit mythology, seems like he'd fit right into Golarion.
2. As I understand it, you're the office devil supporter and James is the office demon guy. Is there a big daemon supporter in the office?
3. I found the fact that Asmodeus wasn't in the Dragon Empires Gazetteer a little odd. Is he simply not interested in the region, or was he not mentioned to give the new gods a little breathing space?
4. Has it been established where General Susumu stays in hell, assuming he has a region there being LE and all? I'd imagine he's in Malebolge, I can picture he and Moloch getting along as well as immensely powerful evil beings can.

And, to finish with a little book suggestion, I found the Wi-Lu-Gho-Yuk in "The Field Guide to North American Monsters" by W. Haden Blackman. It's not the greatest book ever, but it is fun and it introduced me to a lot of monsters when I was little. It was the first place I ever learned about wendigos, the baykok, the Flatwoods Monster, and even really weird ones like the Mad Gasser of Mattoon. Just something to pick up if you want a fun read.


Quick question on Shayle's favored enemy (I've never actually played a ranger). Does her favored enemy goblinoids work on the ja noi oni like Munasukaru? Or is the fact that it is Favored Enemy: Humanoid (goblinoid) make it not work, since the oni are outsiders? The party brought Shayle with them into the House of Withered Blossoms once they heard there would be hobgoblins.


We've got the 4 PCs (and the summoner's Eidolon most days)
Ameiko, Sandru, Koya and Shayle
Ulf the guide (not happy he got kicked out of Ordu-Aganhei with the group)
Strauss, Bevelek, Vankor, Ramona, and Johann the drivers
Ludis the Entertainer
Daria the engineer
and Miyaro just the last game session. We are about 1/3 through book 4. Most NPCs have been around since Sandpoint honestly, makes everyone feel more attached and together. The group had a nice moment of "We're all in this together!" before crossing the crown.

There were also Kelda, Yuki, Ren and Shayliss Vinder previously. Kelda got offed in Kalsgard, Yuki and Ren paid a grisly price for tattling on the caravan when they got to Ordu-Aganhei (thanks to an oni with a nasty itch for murder), and Shayliss got teleported back to sandpoint by Uldar, who brought her along originally and didn't want her getting killed. The caravan has fluctuated quite a bit.


Hello James! Hope everything is going your way lately!

1. I've noticed Molthune doesn't get much love in modules or PFS products as a setting, just as an antagonist occasionally. Heck, I'm pretty sure the moon has been featured more times. Do you know if there's any reason for this, or just an odd coincidence?
2. Speaking of, how do you guys pick which countries/settings to use for any given module?
3. Daemonic opinion of the Worldwound: positive or negative?
4. How do the kami and fey interact? I'd imagine generally friendly, since they have similar purposes, but would the fey have a haughty "we were here first" attitude?
5. Are there kami and oni on other planets?
6. Do you have a favorite oni?
7. How often do imperial dragons end up in the Inner Sea Region, and vice versa with chromatics/metallics in Tian Xia? Do they have a general set of rules about staying out of each others territories?
8. What's the relationship between Urgathoa and Apollyon like?
9. Who are your top 4 succubi/incubi in fiction?
10. For future reference, is there a question limit you prefer for posts? Obviously not too many, but is there a sweet number you like the most?

Thank you for your time!


Samy wrote:
KetchupKing wrote:
Not quite as high on the list are Jalmeray, Absalom, the Darklands (it's been a while), Pan Majang, Valashmai, The Crown of the World, Minkai (more please), and Abbadon.
Which AP dealt with the Darklands?

It's certainly not set entirely in the darklands, but Second Darkness has parts in the darklands I believe.


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1. Land of the Linnorm Kings. There's already a great book written for it with lots of ideas to work with.
2. Lingshen and Kaoling, with a kingmaker style campaign about reclaiming lost lands from the hobgoblins.
3. Nex. Seeing how magic can lead you anywhere, I feel like this one could really encompass not just Nex but a few planes as well.
4. Ocean campaign. Underwater of course.
5. Five Kings Mountains. Get a little Hobbit style action going, reclaim treasures from dragons and such.

Not quite as high on the list are Jalmeray, Absalom, the Darklands (it's been a while), Pan Majang, Valashmai, The Crown of the World, Minkai (more please), and Abbadon.


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Just ran the first four feasts in our last game, and roleplaying in Ordu-Aganhei had been a blast so far. Batsaikhar is a fun weirdo who makes the PCs very uncomfortable. While the group failed to make tasty food for the 4th feast (Ameiko is the only one with a skill for that, and she hasn't put points into Bartending for months, what with all the cross continent traveling), they put on a SPECTACULAR entertainment show that I had to share with everyone. First, a large deep tub and a boulder were brought out to the courtyard, and the boulder placed on top of the tub, covering it. Then, Jinkoro (the cleric) cast obscuring mist. Ilvaria (the paladin) went into the mist, cast resist energy (fire) on Jinkoro and summoned her dire bat mount. Then they cleared the mist, revealing the beast to the crowd. Both then flew up into the sky, and Uldar (the summoner) created a wall of fire in a ring pointing inwards above the boulder and tub. Flying over the ring, Jinkoro leapt off the bat, falling through the ring while flipping with much grace thanks to a 44 acrobatics check. Below, Anterbok (the barbarian) faked not being able to get the boulder off of the tub which Jinkoro was going to land in. At the last second, Anterbok used his shatter spell-like ability to destroy the boulder, and Jinkoro safely plopped into the tub. To top it off, Jinkoro made the boulder whole once more over the tub, sealing himself in. Again, anterbok faked not being able to move the boulder, and the guards began to move in to help at Batsaikhar's instruction. Unbeknownst to them, Uldar had dimension door-ed into and out of the tub with Jinkoro. They appeared behind the crowd, and calmly asked for some towels. The crowd went absolutely nuts. While it didn't technically count towards 2 skill checks, I definitely gave them the credit for passing the entertainment, since it was a very creative combination of powers and abilities.


I think some questions I had got lost in the shuffle a little while back, so I'll shorten em up and ask again if that's all right.

1. According to the history in the Dragon Empires Gazetteer, Shizuru gifted the five imperial families with the right to rule in the year 100 AR, and twelve years later the Teikoku Shogunate is established. Now, were only members of House Teikoku allowed to rule? If so, how did the other four families feel about this? How did Shizuru feel about it? And if they were unhappy, was there a reason it took around 3500 years for a change?
2. What was the impetus for the fall of the Teikoku Shogunate?
3. How did hobgoblins get to Tian Xia?
4. This question might be a bit too rules-y so feel free to ignore it, but how do you feel about creatures with the shape change supernatural ability interacting with detect magic? By rules, they should show up as magic (I think) but I do feel like that kind of ruins a lot of stories. Wouldn't it be fairly difficult for doppelgangers and rakshasas to infiltrate societies when the most basic magic user could point them out?

Thanks for your time, best of luck with what you're working on!


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Cranky Dog, sounds like we have similarly built parties. And yes, the party was not well prepared for that particular fight, and they got pretty unlucky with the rolls. Just for the sake of keeping all my players happy I plan on switching out Katiyana's greater command for Unholy Ice the second time around. Same level spell, and it fits quite well thematically. But we've moved along from the storm tower, and ran Under Frozen Stars, which was really fun! Very entertaining boss fight that was just the right difficulty.

Now, I'm personally very interested in the Nameless Spires, so I wrote a little homebrew stuff for them with ideas from Under Frozen Stars. It's a bit different from what's official on them (namely that I moved the Storm Tower to the north pole) but I hope you like it regardless! I also included an idea for an Erutaki creation myth about the city, all below in the spoiler tag.

Spoiler:
Erutaki Creation Myth: When the world was young, there was no sky, and no oceans. There was only the land, and the high ice on top of it. The Ice reached all the way to the sun and stars, and the great spirits lived within. It was this way for many centuries. However, not all the spirits were happy with this. The spirits of the fish and whales had nowhere to live, and knew in their hearts this was not the way they wanted it to be. They called out to the first Erutaki, the hero Siluk, who agreed to help them unbeknownst to the great spirits. They hatched a plan to break the ice and reveal the city of the spirits within. Narwhal gave Siluk his horn as a wedge, shark gave him his teeth to cut the ice, and whale lent him his mighty strength. Siluk climbed all the way to the top of the ice, cutting the whole way, and when he reached the center at the top Siluk thrust narwhal’s tusk down into the high and split it in one blow. The ice on the top plummeted down to the earth, falling to the low points on the world and melting to form the oceans. The flakes from the blow settled down on the high points of the world and stayed there. The water spirits flocked to their new homes, while the great spirits were furious. They decided to punish the land dwellers for their arrogance by creating the Morozko, to hunt down the foolish erutaki who destroyed their ice and revealed their home to the mortal world.

The Nameless Spires

The city is surrounded by 6 walls, each 3 miles long. This forms a massive hexagon, and at each corner a tower either resides or once resided. The handful of explorers who have been here and lived to tell the tale have said the city seems to be split into 6 distinct sections, as well as a core plaza exactly in the middle, on top of the north pole.

The Storm District: Though technological masters, the builders of the nameless spires were very interested in magic as well. This district was where the most arcane experiments took place, and many laboratories and unique magic items can be found here. This is also where the builders experimented with summoning and gate spells, and unfortunately this attracted attention from beings far beyond the stars. Now several shoggoths prowl the darker buildings here. Out of all the experiments held in this district, projects to control weather were most common here, as the presence of the storm sphere attests to.

The Green District: Perhaps a former food growing district, or a bio-dome to grow plants, this area is now a hotbed for alien plant life. While the top portions are mostly broken and subject to the arctic winds, below the ice the temperatures can reach tropical conditions. In some places, the plants have fused with the computer elements of the spires and gained strange intelligence.

The Manufacturing District: Where most of the mechanical experiments of the founders took place, this district is full of wonders that most on golarion would never understand. Here, clockwork factories continue to run millennia after they were built. An awakened clockwork goliath who has taken up the name #728 guards these factories and laboratories against those who would steal its old masters secrets. Though the factories still function, #728 fears the material supplies are running low, and often reprograms clockworks to retrieve ores and minerals from the mines.

The Strip Mines: Waterfalls of black slurry cascade into canyons many hundreds of feet deep in this district. Mined in ways that perhaps only made sense to their original creators, these tunnels and pits wind in like a labyrinth, burrowing into the thick ice and stone beneath the city. Some tunnels have become completely filled with black slush, while others reveal glorious veins of valuable ore. Gravity behaves very strangely in this district, allowing visitors to walk on any surface. However, gravitational shifts can happen at any time, making travel here dangerous at best. Roughly 200 years ago, the drow wizard Losbrahni and a small group of explorers came from Far Parathra to explore the city. Forgotten now by the rest of their kind, Losbrahni and what is left of her servants live in these tunnels and conduct mad experiments with newfound technologies.

The Core: The hub of the entire city, one could initially mistake the core for a simple, if grand, monument. However, this could not be further from the truth. A dodecahedron of immense size, only half above the streets, the core provides power to the entire city. The sides of this structure are covered in an alien language, unknown to even the most learned of scholars. In this central area is where the most morlocks live, feasting on the energy of the core. Though entirely smooth on its sides, cracks can be spotted on the core itself, particularly below ground, where black slush leaks out. The core occasionally flickers in and out of power, though this happens most often in the winter months. A trio of Ice Devils named Holimara, Benedictum, and Varluus stay within the city and study the core, and perhaps are the most learned creatures about the nameless spires on the material plane.

The Native District: Most of this district lies in ruin, crushed by the fall of its once mighty spire. A former living area for creatures native to golarion, the whole district is now overrun with mutants, cyborgs, morlocks and undead.

The Aquarium District: Formerly a system to create water from the ice and also house various aquatic animals, this district is a frozen navigational nightmare. Corridors and tanks rimmed with ice dot every corner, and the chill infuses everything that arrives in this sector. Chardas and oozes are the most frequently encountered inhabitants of this place, as well as remorahzes who make nests out of giant blocks of ice that were once fish tanks. Far below the streets however, not all is frozen. The few brave explorers who have visited this place whisper of enormous tanks meant to simulate the crushing and still cold waters of the oceans, and the horrors that dwell within them.


So we just finished the fight in the Storm Tower, and it was VERY difficult as it should have been. However, one of my players said he hated the fight, pretty much based on the fact that there have been many fights in the AP so far where the party hasn't been able to do much. In this fight, Katiyana got off Greater Command the 1st round, and all but one of the party dropped prone. Then the hoarfrost spirits paralyzed 2 people (one of them the player mentioned) for max rounds. Now, he says these kinds of boss fights aren't fun since he can't really do anything for a large number of rounds, and it's just a waste of time at that point, more annoying than challenging. Now, we've had other fights where the party couldn't do much (Nindenzego since no one in the party had range at the time, a Hala demon where no one could fly, the witchfire fight where nearly everyone was blinded by pyrotechnics for max rounds, and the fight with Tunuak where he was invisible most of the time and throwing around spiritual allies), and as someone who both plays and DMs I definitely understand where he's coming from. Not being able to play your character is not fun, and having lots of fights where it's save based can suck since it's either you pass or fail. But at the same time, if I pull my punches and DON'T use controlling spells like that, the bad guys are being stupid. So I was curious, has anyone else had players voice this opinion? Does anyone else have a party that has had trouble like this? Is it genuine design flaw or just bad luck with rolls? Curious to hear.

By the way, the party is a summoner, cleric, paladin and barbarian.


1. I don't think this is a spoiler for Jade Regent, so I'll ask in the open. According to the history in the Dragon Empire Gazetteer, Shizuru gifted the five imperial families with the right to rule in the year 100 AR, and twelve years later the Teikoku Shogunate is established. Now, were only members of House Teikoku allowed to rule? If so, how did the other four houses feel about this? How did Shizuru feel about it? If they weren't happy about the situation it took them an awfully long time to act on it.
2. What was the impetus for the fall of the Teikoku Shogunate?
3. Which Oni is your favorite?
4. This question might be a bit too rules-y so feel free to ignore it, but how do you feel about creatures with the shape change supernatural ability interacting with detect magic? By rules, they should show up as magic (I think) but I do feel like that kind of ruins a lot of stories. How would doppelgangers and rakshasas infiltrate societies when the most basic magic user could point them out?
5. How did Hobgoblins get to Tian Xia?
6. Judging by its Bestiary entry, I'd wager Bezravnis is in Shaguang. Am I right? And does he have to share all that desert with any other Kaiju buddies?

Thanks for all you do, best of luck with what you're working on!


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I also ran the Baleful Coven (and plan on running Under Frozen Stars) and it was very fun! The nightmare scenes really got to my players, and the encounters were challenging but rewarding.

Back to the Hungry Storm though, one of my players brought up a point the other session while the party was crossing the high ice. What's the point of getting the wands of endure elements from the Erutaki when they have a magic sword that casts that same spell for free at will? I guess it makes sense from a story standpoint, since the Erutaki want to reward you and don't know anything about Suishen.

And Scharlata, personally I made the monoliths the same hardness as Adamantine, with the ability to occasionally summon Hala demons. So for a stat block I had them as Magic Items with strong Conjuration and Transmutation.


1. I can't say I've read all the books with information on them, but it seems historically the Spawn of Rovagug have gone West or stayed in Casmaron, not going near Tian Xia. Is this because Rovagug worship is more prevalent in Avistan and Garund, the distance is just easier to cross, or do the Kaiju have something to do with it?

2. In Bestiary 4, it's written that Mogaru is not the strongest Kaiju. Which one is the most powerful then?

3. Are there any kaiju in/from the Darklands?

4. Where in Avistan would one be most likely to encounter Kami?

5. How much do people in Tian Xia know about Tar-Baphon? Or the Worldwound?

6. I'm writing a bit of personal background story for The Nameless Spires (both Erutaki creation myths and what I think would be there, with help from the cool Under Frozen Stars module and AP #51), but are we ever going to get any more official info on them? To me, it's one of the most interesting and mysterious places on Golarion.

7. Am I correct in assuming Charon is CR 30?

8. If you had to take the Paizo team anywhere in Golarion for a company dinner, where would you go?

9. Have you ever played in or run a game that was intentionally silly?

Thanks again for answering a lot of questions! Hope everything is going all right in your world.


Well, when everyone first pitched these ideas I did have to think about how people would react, and it hasn't really been too tough honestly. Ilvaria the drow was the hardest to fit in, but since in the group's Golarion continuity Second Darkness hasn't happened, we basically are saying the drow are highly unknown outside the elves and some dwarves, save for the occasional whisper and rumor. Most folks just assume she's an elf with some kind of weird skin condition, though encounters with elves and dwarves haven't gone...smoothly shall we say. And Shayle does tie into Ilvaria's backstory quite heavily, and that relationship is part of the crux of Ilvaria's character and development.

Both Uldar and his eidolon look human, so that wasn't really a problem to deal with. Uldar's heritage really only shines through when the sun hits him just right, then he gains a kind of holy gleam about him. And Jinkoro the Kitsune just looks human when he wants to, so he's fine with interacting with anyone. Though it was a big shock to the party (except Koya who saved him when he was a young child) when he first changed into his fox form.

Anterbok has some fairly obvious demonic heritage, and it's definitely worked for and against him. Most people just tend to stay out of his way rather than confront him, since he's 6'7" when not standing up straight, exceptionally muscular and covered in tattoos. No city they've been too so far has been very anti-tiefling really, though that is going to change once they get to Tian Xia. Some interesting rp stuff will be happening with that.

And as for the fact they're all strange...I'm almost always for having more options to play than not, and the players all had good backstories for the characters and reasons why they are what they are, so I say let them have their fun. Also, the group was 75% humans when we ran Rise of the Runelords, so it's a change of pace. I definitely understand not wanting crazy races in a game, but I myself don't mind, and it definitely spices up encounters with normal folks!


I'm GMing the campaign

Anterbok Redgrimor- Male Pitborn Tiefling Barbarian
Ilvaria Duskrin- Female Drow Paladin of Iomedae
Jinkoro- Male Kitsune Cleric of Milani
Uldar, son of Ulduar- Male Aasimar Summoner

Overall the party is pretty powerful, so I've been adjusting HP for most battles.


Thank you for answering my questions way back James! To clarify, the Wil-O-Gho-Yuk (in the book at least) is described as a small mouse like creature from the arctic with huge incisors. If it spots a hole in someone's clothes, it runs out from where it's hiding and climbs in. Then it proceeds to burrow into the victim and eat them from the inside out, but thanks to the numbing spit in possesses, most won't realize what is happening until it's too late. Anyway, some questions!

1. Is there a design or flavor reason why Adlets (from Bestiary 3) are humanoids with a subtype rather than Monstrous Humanoids?
2. Which countries in Tian Xia did you work on the most?
3. Which jungle is deadlier, the Mwangi Expanse or Valashmai?
4. Have Cayden Cailean and Sun Wukong ever gone on a crazy drinking night together?
5. Are there any "______ Revisited" books that you are specifically looking forward to being written someday?
6. How much do the elves of Jinin know about the drow?
7. Which of the Inner Sea Countries has the spiciest cuisine? And is there a country that is generally considered to have the worst cuisine?
8. Any particularly famous chefs on Golarion? And if so, where might they be?
9. Are there times of the year you enjoy playing certain adventures more than usual? Like a desert adventure in the summer? For example, my group is in "The Hungry Storm" right now, and lets just say the recent weather has been appropriate for the game's atmosphere.

Thanks again for doing what you do!


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I kept things mostly the same for Brinewall Legacy, with the exception of Ameiko being the 4th 'PC' in the party for the Brinestump Marsh. Our fourth player joined up when the caravan hit Wolf's Ear. Honestly, I think Ameiko being there for the discovery of the skeletons, ships and letter worked out really well. I did drop the Rimerunner's Guild in at Roderic's Cove, to show their spreading influence.

I changed quite a bit for the beginning of Night of Frozen Shadows. I've read the Land of the Linnorm Kings setting book (which is fantastic) and there are too many cool ideas in there for me to handwave just getting to Kalsgard. I included an encounter with a Shadow Satyr and his sprite minions in Solskinn where he lured townsfolk to his extraplanar tree hollow and charmed them into partying for the rest of their lives. I also introduced the Haggersly family in Ullerskad in the form of Carolus Haggersly. The PCs rescued one of his grandchildren from the satyr and he rewarded them justly. Ran with the idea of him having a ton of kids in various merchant guilds, leading to him telling them about Lute joining the Rimerunners.

One of my PCs is from the LotLK, so I included his town in between Ullerskad and Kalsgard, which he'd been banished from. The town was under assault from a Hala demon that had escaped from Katiyana at the Crown (though the PCs don't know that yet, only that the demon came from the north). I included this guy just to give a little more hatred going towards Katiyana early on.

My group is very close to finishing Night of Frozen Shadows, last game ended outside Kimandatsu's room for time reasons, but the only thing I should have changed about it would be some of the skill checks. My party is not very skill based, and some of the knowledge checks were too high or the party just didn't have them, so it led to moments of "What do we do now?" for the group. It's been worked around, but I should have changed the DCs earlier.


Hey James! First post here on the messageboards, and just wanted to ask some questions.

1. Are there any drow cities beneath the Crown of the World?
2. Are there any known mythic characters from Tian Xia?
3. If you ran a campaign set in Tian Xia, which country would you pick?
4. What would you say the odds are of seeing an Inner Sea World Guide style book made for Tian Xia?
5. Any plans on using Xibalba (the Mayan underworld) as an influence for a future setting?
6. Ever heard of the Wil-O-Gho-Yuk? I've only ever read about it in one book (The Field Guide to North American Monsters by W. Haden Blackman) and was just curious if you knew of it, seeing as you're well versed in monsters.
7. What's your favorite monster for arctic environments? Or urban?
8. Are there any sports that are popular throughout the Inner Sea region?
9. If, say, there was an Inner Sea Soccer League, would you support the Sandpoint Strikers? (I may have made a 32 team ISSL at 2 in the morning for no good reason)

Thanks for keeping this forum going, I always enjoy reading your responses.