Paladin of Iomedae

Sabrina De'Foe's page

503 posts. Organized Play character for Edward Sobel.

Full Name

Sabrina De'Foe


LG Female half Celestial angel-blooded aasimar (angelkin) paladin 11/Marshal 6


HP 214 / 214 | AC: 30, T: 17, FF: 25, CMD: 38 | Saves F +26, R +21, W +25 | Init +13 | Darkvision 60 ft.; Perception +13 | LoH left: 20/day | Status: Normal



Strength 30
Dexterity 20
Constitution 22
Intelligence 18
Wisdom 20
Charisma 30

About Sabrina De'Foe


The Wounded Lands, The birthplace of the Worldwound; The barren landscape, where the sun almost never shines; the land is not just tainted with evil, It is the very definition of evil.

A lone rider, clad on a tattered black leather cloak stands atop a ravine overlooking the ruins of a Fortress. The walls lay crumbled, the surrounding fields still littered with the remains of the fallen. Rotted banners still flap in the breeze; the very ground still stained red from the blood that was spilled.

The rider stares out over the scene, taking pause to recall the events that happened there. With a glance skyward, the rider sees the incoming rain in the distance. Spurring the back horse on, the rider rides down the ravine, across the battlefield, and into the ruined city. Piercing, glowing red eyes appear in the shadows as the rider passes, several small flying creatures take flight from the tops of partially crumbled watchtowers. Ram horns curl back from the twisted head of these tiny winged demons, their bodies, thin and wiry.

As the rider approaches the crumbled gatehouse of the main keep, a light but steady rain begins to fall. The rider dismounts and draws a blade from its sheath attached to the saddle, drawing her cloak a little tighter around her to keep the rain off as best she can the rider makes her way into the remains of the old fort.

Memories soon flood her mind, the visions of war, the death, the valiant stand of the fortress’ defenders against the demonic onslaught. She remembers it well; her tears mix with the damp rain, as she recalled the horrors of war.

She makes her way through the destroyed buildings, with practiced ease, she knows every hall, every room, this was her home, and she needed to remember.

She makes her way to her objective; she stands before a rotted wooden door the defaced emblem of Iomedae still can barely be seen carved on the door. As she approached, the shadows suddenly took shape as rats, the size of small dogs came scurrying out, and the smell of sulfur lingered about them, Rats spawned from the abyss.

The rats move to stop her from advancing but with practiced skill the woman dispatches both. She enters the desecrated temple and begins her search. She knew it had to be here; it was hidden during the siege and protected by magic. She was the last of the bloodline; she was the only one that could find it.

Hanging on the wall was the last visible remains of the former rulers of this keep, a blonde haired woman clad in plate armor wielding a sword, its blade etched with ancient runes, its hilt wrapped in fine blue leather with gold inlay, the sheath bearing the emblem of Iomedae. The rider removes her cloak; she is the very image of the woman in the painting, though now clad in black leather, stained with dirt and blood. Sabrina De’Foe, Daughter of Trista, Commander of Fort Taams loyal general of Queen Galfrey, and last known living member of the De’Foe family, .

As she looks upon the painting, the last days of the keep come to mind in a series of visions…

General Arctaurus, sits at the head of the fortress’ command room; his guards stand ready to receive their orders. Word of another demon incursion as reached his ears. Arctaurus gathered his soldiers and headed out to meet them.

It has been 4 days since they marched out to face the demonic attack and no word. Trista was troubled, something was wrong…

Sabrina searched the alter, and there, she found what she was seeking, almost completely destroyed but still barely identifiable was an indentation in the bottom of the alter in the shape of the holy symbol of Iomedae.

She removed her necklace bearing her own holy symbol, removing her black glove she cuts her hand and covers the pendant in her own blood and places it into the indentation.

The alter opens to reveal a hidden compartment the dust creates a small cloud surrounding her, after all these years lying dormant.

Within, lays a long object wrapped in, now faded, blue cloth. She pulls it out and opens it; the sword of her mother, “Claíomh Solais”, The Sword of Light, The Shining Blade; Placing her old sword in the compartment in its place.

Holding the sword she senses the turmoil of that day….

Trista gathered her remaining troops, her husband was gone she had to avenge him; she had to stop the horde. Trista donned her armor, she bid farewell to her daughters and rode out into battle. Sabrina rode out after her and joined her mother on the field of battle.

Gennoa took advantage of the situation and slaughtered the remaining family and opened the gates to the invading horde. Taams was about to fall.

Sabrina turned to see the gates open and a second wave of demons emerged from the flank to swarm the gate. Gennoa stood there receiving the horde. Trista was forced to divide the meager army to meet the new threat, as Sabrina turned to ride to face her sister.

Gennoa and Sabrina fought, both skilled in the use of the sword. Sabrina was critically wounded but did not fall. With a final blow, Sabrina managed to plunge her sword into Gennoa’s black and tainted heart.

As the battle continued, Sabrina was soon to be face to face with the remaining horde. She circled back around to meet with her mother, but arrived too late, as she witnessed the marilith Aponavicius slay Trista. What remained of the Army of angels were captured and were tortured, dismember, and executed in unimaginable methods. The Marilith Aponavicius reveled in the victory, as Sabrina took advantage of the confusion to flee a vow of vengeance crossed her lips as she rode away.

Sabrina snaps back to the present, wiping the tears from her face. She kneels before the alter and begins her prayer to Iomedae. But just as she starts the sounds of approaching demons can be heard. Her presence has been discovered.

Quickly she makes her prayer as the demons move closer, the sounds of them at the door to the shrine.

Suddenly the blade of Claíomh Solais begins to glow. Sabrina reaches for the sword and as she grips it, her hand begins to burn. She shrieks out in pain as the holy mark of Iomedae is seared onto the back of Sabrina’s hand.

At that moment the door bursts open, Sabrina holds The Sword of Light in both hands ready to fight even die if need be. Then in a blinding flash of light, an angel appears a halo of swords circle his head. Drawing a blade from the countless blades of his halo, the hand of the Inheritor joins the battle saving Sabrina. As he fights, his head turns to Sabrina, Run, go to Kenabes, my lord need you there, War is coming..

Sabrina nods and heads out a hidden door in the back of the shrine. As the Holy angel fights on, be safe, the world needs you, Sabrina, my daughter.

Sabrina made her escape and traveled to Kenabres.

Code for a Paladin of Iomedae:

The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not surrender those under my command.
• I will never abandon a companion, though I will honor sacrifice freely given.
• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.


Sabrina spent a long time in hiding before feeling the call to arms. She lived with a haunting regret that she had it within her means to save her cousin, and stop her “adopted” sister. But she stood by and did nothing, this has caused a bit of grief to her even today.
As a result Sabrina is not too comfortable in large social situations she usually uses subtle means to get her way. But in the field of battle, she considers herself a very skilled sword maiden. She enjoys honorable combat against one of equal skill.
Sometime her competitive nature from her childhood comes out, If she does become competitive, then it is because she views her opponent as her equal and her friend.
A part of her enjoys the idea of being “the teacher” if the opportunity arises for her to teach her skills to another, She will become a firm but fair instructor.
She is not fully aware that her father is actually the Herald of Iomedae and that he desires for her to ascend to take his place.


Sabrina De'Foe
Female Half-celestial Angel-blooded aasimar Paladin (oath against fiends, oath of vengeance) 11 / Marshal 6
LG Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +13
Aura courage (10 ft.)
AC 30, touch 17, flat-footed 25 (+7 armor, +2 deflection, +5 Dex, +4 natural, +2 shield)
HP 214 (11d10+104)
Fort +26, Ref +21, Will +25; +2 vs. [evil], -2 vs. distraction ability of swarms, and mind-affecting effects, +2 vs. Mind-Affecting effects of Evil Outsiders., +4 vs. poison
Defensive Abilities hard to kill, mythic saving throws; DR 5/magic; Immune disease, fear; Resist acid 10, cold 10, electricity 10; SR 28
Speed 40 ft., fly 60 ft. (good)
. . +2 gauntlet +23/+18/+13 (1d3+12)
. . Claíomh Solais +28/+23/+18 (1d8+15/19-20 plus 2d6 vs. evil)
. . Unarmed strike +21/+16/+11 (1d3+10 nonlethal)
Special Attacks force of will, marshal's order (advance), mythic power (18/day, surge +1d8), Smite evil 5/day (+10 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +19)
. . 3/day—protection from evil
. . 2/day—alter self- or Sunbeam

. . 1/day—aid, bless, cure serious wounds, detect evil, dispel evil, holy smite (DC 24), holy word (DC 27), light, neutralize poison, remove disease
Paladin Spell-Like Abilities (CL 11th; concentration +19)
. . At will—detect evil
Paladin (Oath against Fiends, Oath of Vengeance) Spells Prepared (CL 8th; concentration +16)
. . 3rd—burst of speed [UC], fire of judgment [APG] (x2, DC 23)
. . 2nd—inheritor's smite, litany of defense [UC], paladin's sacrifice [APG] (DC 22), shield companion [ACG]
. . 1st—cure light wounds, hero's defiance [APG] (x2), liberating command [UC], lesser restoration
Str 30, Dex 20, Con 22, Int 18, Wis 20, Cha 30
Base Atk +11; CMB +21; CMD 38

Divine Fighting Technique (Inspiring Sword)
Advanced Divine Fighting Technique (Inspiring Sword) replaced a mercy to gain feat
Extra Lay on Hands
Greater Mercy
Heavenly Radiance
Mythic Paragon
Weapon Focus (longsword)(Mythic)
Blind Fighting [smaller] (ioun stone)

Traits chosen of iomedae, demon-proof mind, fiend blood

Acrobatics +8 (+12 to jump)
Diplomacy +19
Fly +16
Handle Animal +15
Heal +19
Knowledge (arcana) +10
Knowledge (history) +9
Knowledge (local) +7
Knowledge (nobility) +11
Knowledge (planes) +18
Knowledge (religion) +11
Linguistics +8
Lore (demons) +14
Perception +13
Ride +9
Sense Motive +13
Spellcraft +13
Survival +10 (+2 to avoid becoming lost)
Racial Modifiers +2 Heal, +2 Knowledge (planes)

Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Infernal, Shadowtongue, Sylvan, Tien
SQ amazing initiative, anchoring aura, binding ritual, channel wrath, concentrated barrage, divine bond (weapon +3, 2/day), extra mythic power[MA], haunting regret, holy vessel, lay on hands 20/day (7d6), legendary item[MA], legendary power, legendary surge, master of mercy[MA], mercies (diseased, fatigued), mythic bond, powerful justice, recuperation, shout of defiance[MA]

Scabbard of Champion Stanching
inheritor's gauntlet
+1 crusading determination mithral agile breastplate of the pious
+2 gauntlet
Claíomh Solais
boots of striding and springing
cloak of the crusader
knight-inheritor’s ring
ring of force shield
Bracers of the Merciful Knight
Vanishing Wayfinder
Incandescent Blue Sphere (Cracked) Ioun Stone
8,650 gp

Special Abilities
(3 allies) (Ex) You can direct your allies to attack as a unified force. As a standard action, you can expend one use of mythic power to enable two allies within 30 feet of you to each make a single ranged or melee attack at a target you designate. Allies must be able to attack the target (either with a ranged weapon or by being close enough to use a melee weapon), and may choose not to. Each attack is resolved using the attacker's highest base attack bonus, and this attack doesn't count toward the ally's total number of actions on its turn. At 6th tier and higher, you can affect up to three allies with this ability. At 9th tier and higher, you can affect up to four allies with this ability.
Advance (Ex) As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 25) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 25); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Binding Ritual (Su) Add various spells to known spells, and can use mythic power to cast planar ally spell-like abilities.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the “smite evil” ability. This ability replaces channel positive energy.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fly (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Mercy Lay on hands heals extra 1d6 hit points if the target doesn't need a mercy
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Heavenly Radiance (Sunbeam) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance . Adding these properties consumes an amount of bonus equal to the property's cost (see Tables 15-4 and 15-5 in the Core Rulebook). She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount. This ability replaces the mercy gained at 9th level.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 20/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item. The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step. (1d10 for Sabrina)
Master of Mercy (Su) Spend power to apply all mercies you qualify for, or one mercy lower than your tier.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shout of Defiance (1d6+16) (Su) Spend 1 power and channel/lay on hands, heal allies in 100 ft., revived allies stand up w/o AoO.
Smite Evil (5/day) (Su) +10 to hit, +11 to damage, +10 deflection bonus to AC when used.
Spell Resistance (28) You have Spell Resistance.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Focus [Mythic, Longsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.

Claíomh Solais: is considered a +5 Cold Iron Radiant Holy Avenger (Hardness 34, HP 95, immune to Sunder attempts from non-mythic sources) all adjacent allies have spell resistance 16 (unless they have their own SR that is better); can cast the area effect of Greater Dispel Magic (1/round standard action) (as caster level 11) (Sabrina can use mythic dispel allowing her to heal 1d4 HP per level of spell dispelled) (Sabrina’s Divine bond allows her to add up to +3 bonus enhancements or just bonus to hit and damage). The sword can radiate light on command and 1/Day can brighten to that of a daylight spell for up to 1 hour.
Determination (1/day) (from armor): A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a Breath of life spell. (Heals 5d8+9).
Crusading: (from armor): Armor with this enhancement is specially designed for the holy warriors of Iomedae. As a swift action, a paladin or good warpriest wearing this armor can expend one use of the lay on hands or fervor ability to activate the armor’s protective aura for 1 minute. This protective aura grants the wearer a +2 sacred bonus to AC. This bonus increases to +3 against evil dragons, evil outsiders, and undead.
Pious (1/day): (from armor): The armor’s wearer can offer a prayer to Iomedae as a swift action to increase the armor’s enhancement bonus to +2 for 10 rounds. For this duration, the armor also grants a +2 sacred bonus on saving throws. A paladin wearing armor of the pious can use her lay on hands ability one additional time per day; a mythic paladin wearing armor of the pious also gains one additional use of mythic power per day. An evil character who wears armor of the pious gains 2 negative levels. These negative levels remain as long as the armor is worn and disappear when the armor is removed—they never become permanent but can’t be overcome in any way as long as the armor is worn.
Scabbard of Stanching While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.
The scabbard also grants the wearer the effects of the Champion armor quality: This armor special ability works only for good creatures with the “challenge” ability (such as cavaliers) or the “smite evil” ability (such as paladins, half-celestials, and creatures with the celestial creature template). A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen opponent.
Inheritor's gauntlet (1/day): This metal gauntlet is the sort appropriate for wearing with chainmail, though versions suited for leather or full plate exist. Affixed to the wrist is a white cloth with a longsword embroidered in gold thread. Once per day, the wearer can speak a command word to give a weapon the wearer holds in that hand (or the gauntlet itself) a +1 enhancement bonus on attack and damage rolls for 1 minute. An Inheritor's gauntlet uses up the wearer's entire hands slot; the wearer cannot use another item (even another Inheritor's gauntlet) that also uses the hands slot, though a matching non-magical gauntlet is often worn on the other hand. If Iomedae is the wearer's patron, the gauntlet lets the wearer use any sword he holds in that hand as a holy symbol. Once per day, the wearer can speak a command word and give any sword he holds the powers of an evil outsider-bane weapon for 1 minute; this effect ends if the wearer drops the sword or removes the gauntlet. If the wearer uses a finger to draw Iomedae's symbol on any solid surface, the symbol glows as brightly as a candle for 1 hour or until the wearer draws the symbol elsewhere (whichever comes first).
Cloak of the crusader: This brilliant red cloak bears a golden symbol of an upright winged sword. The wearer can use bless once per day. If Iomedae is the wearer’s patron, the wearer gains a +1 enhancement bonus to her natural armor. As a standard action, the wearer can create an illusory image of Iomedae’s banner, which floats 2 to 5 feet above the wearer’s head and remains in place as long as the wearer is conscious. If the wearer has the banner class feature, she can use this battle standard as her banner.
Bracers of the Merciful Knight: These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.
Crystal of Healing Hands: A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.
Incandescent Blue Sphere (Cracked) Ioun Stone: This stone grants a +1 competence bonus on one Wisdom-based skill. While fitted into a wayfinder, grants the Blind Fighting feat.
Wayfinder, Vanishing: Vanishing wayfinders are crafted of ivory chased with gold and silver. In addition to the usual functions of a wayfinder (including the ability to create light), the bearer of a vanishing wayfinder can press a hidden catch as a standard action to become invisible (as the spell invisibility) for as long as she concentrates, up to a maximum duration of 5 minutes per day. These minutes need not be consecutive, but each activation uses 1 minute of duration, even if the user becomes visible by making an attack or by some other means before that minute is up
Divine Fighting Technique (Inspiring Sword): While wielding a longsword, you can perform an impressive display of prowess as a full-round action. All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 round + 1 round per 5 points of base attack bonus you have. (+2)
Advanced Divine Fighting Technique (Inspiring Sword): As a standard action or at the end of a charge, you can make an attack against a foe with a longsword. If you succeed, you grant all allies who can see your attack a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 minute.

Image 1
Image 2
Image 3
De’Foe coat of Arms
De’Foe family tree
image of her sword (add in holy symbols of Iomedae in place of a cross

events that occurred in her lifetime plus extras:

4593 Sabrina is born
4598 Areelu Vorlesh is captured and imprisoned in the Threshold.
4600 Areelu Vorlesh leads a rebellion in Threshold after she contacts Deskari. Countless portals open in Threshold.
4601 Queen Galfrey takes the crown in Mendev.
4602 Areelu seizes full control of Threshold.
4605 Areelu’s influence spreads through the high cairns surrounding Threshold.
4606 Areelu and Deskari, working from both sides of reality, open the Worldwound. Aroden dies. Iz is destroyed. Demons spread into the Northmounds.
4607 The siege of Pulura’s Fall begins; Dyinglight evacuates.
4608 Demons begin attacking Mendev and lowland Sarkoris. Arctaurus’ brother, Gabriel De’Foe is seduced by the Green Hag Hester. Gennoa, the changeling witch, is born, Gabriel kills Hester and takes the child to Arctaurus to be raised by him. Gabriel commits suicide from the guilt of dishonoring the family.
4609 The House of Reflections sinks into the depths of the First Rains.
4610 Areelu Vorlesh invades Widowknife Clanhold and discovers the final steps of a ritual to transform herself into a half-succubus.
4615 Fiendish marsh giants claim Dyinglight.
4617 Deskari unleashes Shaorhaz upon the Forest of Stones.
4618 The Church of Iomedae begins to rally the First Crusade. Arctaurus answers the call, sends half of his forces to support the Crusades. Arctaurus’ younger brother, William De’Foe is appointed general of army in the Crusades.
4619 Demonic necromancers raise the dead of the lake below Pulura’s Fall; the dead turn on the necromancers.
4620 The Preservers of Notions petrify the Living Library to protect its secrets from Shaorhaz’s armies.
4621 The druids of the Forest of Stones petrify the remaining trees and become undead siabraes rather than allowing their secrets to fall into Shaorhaz’s clutches.
4622 The faltering Church of Aroden launches the First Mendevian Crusade.
4625 Shaorhaz constructs Greengrave Keep from druidic megaliths.
4628 Drezen is founded. Fort Taams is founded – The De’Foe Family is appointed as Commander
4630 The First Crusade ends; the crusaders drive the demons from Mendev and lowland Sarkoris back to the Wounded Lands. Much of De’Foe’s Celestial army is destroyed, William De’Foe never returns, his fate is unknown and the remaining Celestial forces under the De’Foe banner take up residence at Fort Taams. William's wife goes into seclusion with her depression at the loss of her husband William. Their son, Yaniel vows vengance on the demons that caused it.
4634 Fiendish werewolves capture the village of Moonglade. A signet ring with the De’Foe family seal is found among the Werewolves. Cristinia De'Foe is found dead in the courtyard of Fort Tamms near the base of the tallest tower of the fort. Weather she jumped or was pushed is never discovered.
4636 A second wave of demons emerges from the Worldwound. The marilith Aponavicius sets her sights of Drezen, but Fort Taams stands in the way, she begins her plot to take down the Celestial Citadel, the first siege begins but does not succeed. Arctaurus is killed in the first siege; Trista assumes command of the remaining crusaders. Sabrina suspects Gennoa of treachery, and catches Gennoa in an incestuous affair with her cousin Harriet Fletcher. Gennoa sacrifices Harriet to Aponavicius for personal power. Sabrina failed to act to protect her cousin; and she lives with that regret even today.
4637 Gennoa seals her pact with Aponavicius and betrays the family. The second siege begins. Trista and Sabrina lead the remaining armies of Fort Taams against Aponavicius. They are defeated; Sabrina kills Gennoa on the field of battle but is almost killed herself. The path to Drezen is clear.
4638 Drezen falls to the marilith Aponavicius, triggering the start of the Second Crusade. Sabrina escapes the slaughter and goes into hiding in Mendev. She heals and begins her research into the marilith Aponavicius.
4639 Crusaders abandon Storasta to the demons and erect wardstones in a desperate attempt to contain the fiends.
4644 The last remnant of Sarkoris, the city of Storasta, falls—its defeat is immortalized in “The Song of Sarkoris”; refugees fleeing from Storasta nearly overwhelm Gundrun, and then flood the Ustalavic border, sparking the Demonskin War (also called the Bloodwater Betrayals).
4645 The Second Crusade ends with the loss of Sarkoris, but is successful in halting the demon army’s advance.
4646 The last rebels abandon Gundrun; it becomes a ghost town.
4650 Deskari recruits Baphomet to aid in subverting crusaders.
4665 The Third Crusade begins with a violent “witch burning” in Kenabres that taints public perception of the Church of Iomedae. Sabrina (in disguise) bears witness to the burning. She is fearful she would be accused; Sabrina vanishes into the wilds of Mendev once more.
4668 The Third Crusade ends in shame with very little effect on the demons.
4684 Corksberg Keep is selected as a defensive location for the Demonscope—a dangerous relic recovered by the paladin Clydwell; when Clydwell sacrifices himself to keep the balor Goriath imprisoned within the artifact, the Church of Iomedae elevates Clydwell to sainthood, renames the keep in his honor, and founds the Order of the Holy Sentinels to guard the dangerous artifact.
4689 Yealek-Vor discovers the lost sky citadel of Jormurdun.
4691 Minagho takes control of Raliscrad.
4692 Khorramzadeh the Storm King attacks Kenabres and cracks the wardstone there, but is forced to abandon the attack after the silver dragon Terendelev nearly kills him; the Fourth Crusade begins as a result of the near-disaster.
4692 Yaniel De'Foe spoke out against the Mendevian crusaders, accusing them of negligence and sloth, and claiming these faults were what allowed Khorramzadeh to invade Kenabres and damage the wardstone. Her accusations cut too close to the truth, and in a moment of weakness her superiors threatened to excommunicate her. Instead, she said she would enter the Worldwound and fight the Fourth Crusade on her own, with only her magic sword Radiance for company. The church was happy to see Yaniel go
4694 Yaniel De'Foe returned to Kenabres, leading a small army of crusaders she'd rescued, both Yaniel and her superiors had changed. For her part, Yaniel had shed her pride and insubordination, and had gained a new appreciation for the difficult decisions leaders are forced to make. And the church leaders had learned that sometimes the truth is exactly what you need to hear. Alas, Yaniel was assassinated before the year was out, slain by a powerful demon only a week into her second personal crusade. Her followers managed to return to Kenabres with Radiance, but Yaniel's body had been taken. The sword had gone dark after Yaniel's death, its magical powers apparently lost, and so the crusaders elected to place it in the Gray Garrison on display.
4698 The Hanging Tower appears in the northwestern Wounded Lands.
4702 The Brotherhood of Tala is founded in Mendev.
4704 The seraptis Jaalika invades and seizes control of the Blackearth Cairn.
4707 The Fourth Crusade ends as resources grow scarce and the will to continue the hopeless-looking war dwindles; the Brotherhood of Tala crafts the Orb of Tala.
4708 A paladin of the Order of the Holy Sentinels named Holton Albright is deceived by a demon disguised as an angel into believing that Saint Clydwell’s spirit is trapped in the Demonscope and that Holton should release it. A band of adventurers manages to prevent the fallen paladin’s actions from releasing the balor Goriath; in the battle, Goriath is banished from the Demonscope back to the Abyss, rendering the artifact inert.
4709 Aucinda Fermender becomes trapped in the Hanging Tower; Isilda betrays the Brotherhood of Tala.
4710 The shadow demon Alulasavi and her followers capture Sabertooth Vale; Yath rises from the Abyss; the frequency of demon attacks along the Mendevian border increases significantly.
4711 The Tower of Yath is destroyed before it can release a new army of demons from the Abyss into the Worldwound; the Silver Crusade establishes itself in Nerosyan and swiftly gains fame for its actions against the Worldwound.
4712 The decorated paladin Staunton Vhane of Kenabres is revealed to be an agent of the cult of Baphomet by a woman named Irabeth; Vhane flees Kenabres before he can be captured and is now believed to be serving Aponavicius in Drezen. Sabrina returns to the ruins of Fort Taams, she retrieves Trista’s sword, Claíomh Solais, and crusader’s cross from the old shrine to Iomedae. She is nearly killed by demons still inhabiting; but is rescued by her father, revealed as the Hand of the Inheritor. Sabrina becomes chosen by Iomedae for the Fifth Crusade, and to begin her trials to take her father’s place as the next Hand of the Inheritor. She vows before Iomedae that she will have her vengeance and all demon-kind shall pay for the suffering inflicted upon, not only Fort Taams, but all the good people of Golarion.
4713 the sword Radiance is stolen
4713 The current year. Sabrina returns to Kenabres.