Pathfinder Lost Omens: Impossible Lands

Pathfinder Lost Omens: Impossible Lands

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Imagine the Impossible!

In a land still scarred by a war between two undying archmages and their respective nations, reality defies the rules binding the rest of the world. Cities crafted by wishes and fields harvested by the walking dead lay in between lands where magic warps and twists with an undefinable will. Explore the history of immortal wizard kings, wield explosive and unusual technology, and channel awe-inspiring legends in a region where the present is still haunted by the past, and echoes of destruction still shudder across the minds and souls of those who brave the Impossible Lands!

Written by: Mariam Ahmad, Saif Ansari, Alexandria Bustion, Basheer Ghouse, Michelle Jones, TJ Kahn, Matt Morris, Dave Nelson, Shiv Ramdas, Mikhail Rekun, Michael Sayre, Tan Shao Han, Ruvaid Virk, Jabari Weathers, and Brian Yaksha.

ISBN-13: 978-1-64078-480-2

Note: This product is part of the Pathfinder Lost Omens Subscription.

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Preorder, expected approximately 16 Nov 2022

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Ly'ualdre wrote:

EDIT: Hmmm. Had an unrelated thought: what if the bit about "channel awe-inspiring legends" is a Medium Archetype? I mean, that is literally what the Medium did. Am I late to this thought process? I don't recall anyone mentioning it.

EDIT: I forgot what product page we were on, oops.

1e had a Medium Archetype called the Nexian Channeler, who draws on an "astral reflection" of the archmage for power; this is probably something like that coming back. I'd love if it was a wider Medium than just that, though, as there's some really cool Mediums in the setting (notably, among the Mahwek Arcadians!).


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I heard medium so just chiming in to say that I super like the fiend keeper medium.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

I am still of an opinion that these books are still game books and should have more mechanics for the game. Mwangi book was a huge bummer for me on this front, unfortunatelly :( My favourite LO book so far was the Ancestry Guide, and while I don't expect the books to have as much mechanics as that one, I am eager to see more mechanics in Lost Omens books in general (in comparison to the Mwangi and Absalom books).

Wayfinders

4 people marked this as a favorite.

I enjoy really cool and evocative lore as much as the next person, but to have additional mechanical options to express and cement that lore at the table is always nice, IMHO.

Scarab Sages

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Put me down as prefering lore over mechanics in setting books.

When building a PC, I would rather understand what it's like to be a member of that an ancestry than have another magic item. As a GM, I want to understand the story of a place than anything mechanical.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Superscriber
NECR0G1ANT wrote:

Put me down as prefering lore over mechanics in setting books.

When building a PC, I would rather understand what it's like to be a member of that an ancestry than have another magic item. As a GM, I want to understand the story of a place than anything mechanical.

Co-signed.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

For me, I think the big thing is that I enjoy Paizo's lore as something fun to read, and as inspiration, but at the end of the day I like worldbuilding too much to give up my homebrew setting to just run in Golarion instead, so the fewer mechanics a book has, the less relevant it is for my group.

But the Lost Omens line also has products like the Ancestry Guide that are super heavy on mechanics, and I essentially want to support Paizo on more than just the rulebook line in the first place, the mechanics provide an important anchor for my interest.

Essentially, I need the Lost Omen line to fulfill the role that I understand the Player Companion line filled in PF1e-- a fun source of lore, ultimately anchored by related mechanical content. So I'm happy it sounds like they're leaning toward making sure these books have strong mechanical hooks going forward, like the Impossible Lands sounds pretty good. I actually thought Mwangi Expanse was good too, 5 ancestries and a nice little bestiary of related creatures, with a few odds and ends like the Wyrmblessed Sorcerer Bloodline, wasn't a bad mechanical hook at all.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
keftiu wrote:
Ly'ualdre wrote:

EDIT: Hmmm. Had an unrelated thought: what if the bit about "channel awe-inspiring legends" is a Medium Archetype? I mean, that is literally what the Medium did. Am I late to this thought process? I don't recall anyone mentioning it.

EDIT: I forgot what product page we were on, oops.

1e had a Medium Archetype called the Nexian Channeler, who draws on an "astral reflection" of the archmage for power; this is probably something like that coming back. I'd love if it was a wider Medium than just that, though, as there's some really cool Mediums in the setting (notably, among the Mahwek Arcadians!).

The 1e Medium stats that they use their own bodies as "vessels for astral entities spawned from myth and legend." While I'm all for region specific Archetypes, throwing in the Nexian Channeler before an actual Medium seems strange considering the destinction doesn't seem necessary here.

While I felt pretty sure Medium was gonna be a full class, given their mention in Secrets of Magic; we are unlikely to get a new class without a playtest. Of course, it could something as simple as the Spirit Ridden or Channel Spirit Feat line. But it would be odd to specifically call out a Feat I feel. Who knows though.


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I liked the lore-to-mechanics ratio of Mwangi Expanse and I mostly read the books for the lore, but I think it makes sense for Impossible Lands to have a bit more mechanics than some of the other region books with the unique magic and stuff in that corner of the setting. Some of that has been (or will have been) covered in other books but probably not all of it.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Between Book of the Dead, Blood Lords, and Outlaws of Alkenstar, I'm sure a lot of Geb and the Mana Wastes player options with more or less be covered. So I'd wager a large majority of mechanics will likely relate to Nex and Jalmeray, or me mostly region agnostic and found in any of the Impossible Lands regions.

Can't think of much outside of Jalmeray other than the potential Ancestries and additional stuff from the Houses of Perfection. So maybe some expanded options of Students of Perfection and Jalmeri Heavenseeker, as well as maybe new Archetypes similar to the latter that deals with the other three elements.

Nex will certainly introduce the Arclord of Nex Archetype.

May see some more firearms or gears equipment in the Mana Wastes, as well as some additional Feats for the Undead options in BotD. But I would be surprised on those.


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I’m actually a little frustrated that Jalmeray’s place in the lore has been “where the Houses of Perfection are” for so long - 99% of Vudrani people are something other than elemental martial artists, surely.

Part of the reason I want to see more of the gods, the Conservatory, and stuff that draws more on real-world Indian/Desi inspirations.

Silver Crusade

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keftiu wrote:

I’m actually a little frustrated that Jalmeray’s place in the lore has been “where the Houses of Perfection are” for so long - 99% of Vudrani people are something other than elemental martial artists, surely.

Part of the reason I want to see more of the gods, the Conservatory, and stuff that draws more on real-world Indian/Desi inspirations.

Liar's Island is set in Jalmeray and doesn't revolve around the Houses,

Spoiler:
It focuses mostly on their history with Nex
.

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm sure there is plenty more going on in Jalmeray other than the Houses of Perfection, but it is a rather major focus point tied to the spiritualism that Vudran culture connects to the elements. It think it's especially important to explore it a bit more here, considering until late 1e, there was only three of them. Discovering what happened to the House of Unbreaking Waves is something I'm very interested in.

That said, there is an entire continent dedicated to the various real-world cultures that inspired it. While, again, I'm sure some of this will certainly be covered, I wouldn't expect too much of it spilling over in an entire nation that has a history unto itself.


To me, the Houses of Perfection always seemed very secondary to Jalmeray's lore. It's islands controlled by another continent, with so much elemental binding going on that ships are brought in to port by water elementals, and the homes of the wealthy are cooled by air elementals. It's not enough to just be a caster there, because there are so many- casters have to be especially good at what they do to have a career in it.

But my impression is from the "Liar's Island" book.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I always got the impression the Houses of Perfection were very deliberately positioned as synonymous with Jalmeray's public reputation. That nation is sandwiched between three powerful empires that could each pose an existential threat to it if they wanted to, and it occupies an important inflection point in trade between Garund and Casmaron, as well as southern Casmaron and the Inner Sea. There's a lot of strategic value in that island, and it is very far away from the home that sponsors it. For Jalmeray to preserve its own place, it's important the nation be perceived as powerful, and be perceived as a valuable, desirable participant in the Inner Sea's geopolitical community. The Fours Houses of Perfection seem like a delightfully dramatic way to accomplish both objectives – like a Silicon Valley to California. Jalmeray seems like it's positioned itself as an important hub in cultural exchange between the Impossible Kingdoms and the Inner Sea, relying on household names and showy, sensational displays of magic, performance, and art to pull large sums of trade, tourism, and heroic capital into its sphere of influence – maybe even rivaling Absalom, in this respect. The place is almost like the Inner Sea's Olympia. I get the feeling there's a lot of politics going on in the competitions of that place – occupying a role as a place of pilgrimage and a lavish (if strange) paradise to the Inner Sea and the distant Impossible Kingdoms. I'm eager to learn everything about Jalmeray, and Vudran culture, and I hope the Four Houses earn plenty of attention, as well. They sound like an incredibly unique and exciting place to explore. A veritable Indigo League to the Impossible Kingdoms and the Inner Sea both. My take on the place, anyway.


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Here's a thought: what if the cursed Ratajin are a versatile heritage? Old 1e sources describe an island in Jalmeray were the cursed and diseased are sort of banished to by an order of shepherds, and I bet anyone can end up there.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I would be open to a a brand new Versatile Heritage. All the ones we have seen thus far have existed since 1e. Although, I think I'd find them more interesting as an Ancestry. That said, I believe it was stated that there will be six Ancestries in this book. So that either means the Ratajin (assuming they are added here) are an Ancestry -or- they are a Heritage and we could see yet another brand new Ancestry in their place.

Also, when considering that last bit, it makes me think of Darkest Dungeon's Leper.

... and now I also want to make a Dungeon Ancestry based on being the Darkest Dungeon...

Curse you Mark. You are the true Ratajin!


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I'm increasingly thinking the Barrier Wall Mountains will get some love in this book. The Ndele Gap is a huge deal for trade between this region and the Mwangi Expanse, while Jaric halflings (detailed briefly in LOCG) are in that region and shouted out as a recommended Ancestry in the Outlaws of Alkenstar Player's Guide. We also know that both Wyvarans and Shisks live in the area, so they might get looked into - I know folks are desperate for more info on the latter, as there wasn't a ton for them in the Mwangi book.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

More info on any of the three new Mwangi Ancestries would be super neat at some point. Another heavy "Ancestry Guide" style book down the line would be nice. Or, what I'd much prefer, another shot at the "Races of Golarion" style books would be really cool. Just make them a bit broader to include more than one Ancestry.

On the matter of Wyvarans, I am sooooo interested to see how they might interact with the fact that Wyverns are grouped into the Drake family now. It could be curious to see them added as some sort of special Kobold Heritage, but I'd much prefer them as their own thing. If Fetchlings can be separate from Humans, I don't see why they couldn't either.

But, I do know it's been suggested that might be how things like Drow are handled in the future. If they work more like like Half-Human/Versatile Heritages, in so far as them being very unique Heritages for specific Ancestries. Would be neat if done right.


I have a question for Aaron here.

Is this the final cover or something close to it?


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The Gold Sovereign wrote:

I have a question for Aaron here.

Is this the final cover or something close to it?

That art is from 1e. Guarantee you it’s a placeholder.


keftiu wrote:
The Gold Sovereign wrote:

I have a question for Aaron here.

Is this the final cover or something close to it?

That art is from 1e. Guarantee you it’s a placeholder.

Indeed, I was suspecting that I had seen that girtablilu design somewhere else before, but I wasn't sure. Thanks for the reply.

I'm looking forward to see how the major nations in the Impossible Lands are going to be represented by the cover, or how else they will chose to represent this region.

Paizo Employee Marketing & Media Manager

3 people marked this as a favorite.
The Gold Sovereign wrote:
keftiu wrote:
The Gold Sovereign wrote:

I have a question for Aaron here.

Is this the final cover or something close to it?

That art is from 1e. Guarantee you it’s a placeholder.

Indeed, I was suspecting that I had seen that girtablilu design somewhere else before, but I wasn't sure. Thanks for the reply.

I'm looking forward to see how the major nations in the Impossible Lands are going to be represented by the cover, or how else they will chose to represent this region.

They don't really tell me unless I ask. At this stage, the file names all say "Mock" even for art that will eventually be final. I don't have an encyclopedic knowledge of PF1 art, so I will defer to keftiu here. Also, my spider sense says no.


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I was snooping around on AoN for hints about possible Ancestries to come on this, and found a couple interesting leads: Vanara are not just in Jalmeray like I thought, but have a known population in Nex (so they feel all but guaranteed to me now), while Vishkanya are shouted out in both Jalmeray (noted at the Conservatory/Grand Sarret) and further across the Inner Sea. I’d bet on both, likely alongside one or both of the ancestries from that Vudra backmatter in AoE, plus Ghorans… which would be five Ancestries, one shy of the six in the Mwangi book. Maybe a chance for that ooze-themed option folks want out of Nex, or maybe Wyvarans?

Wild speculation helps pass the time to PaizoCon :>


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The Vanara also have small populations in the Mwangi Expanse and Goka, according to Blood of the Beast; something I'm surprised wasn't mentioned in LO: Mwangi Expanse. Maybe that has been retconned a bit. Also found in Katapesh. So it seems appropriate that the region most closely tied to Vudra and Casmaron would introduce them.

Vishkanya have apparently managed to integrate throughout many places within the Inner Sea, largely unknown to most due to their subtle physical differences. Those that do recognize them as anything other than Human often mistake them for Tiefling of sorcerous decendants of Dragons. So it is hard to say at this point just how far they spread throughout the region, but they tend to be found in regions where their talents can be utilized.

Ghorans I feel go without saying with Nex. More plant people please and thank you. Arboreal Saplings when?

The Ratajin and Kashrishi I believe will fall into a very similar boat as the Anadi, Conrasu, Goloma, and Shisk; being primarily confined to the Impossible Kingdom area. So they are likely to be Rare in the wider Inner Sea Region, while I'd imagine Vanara, Vishkanya, and Ghoran may be a bit more Uncommon.

As for the last Ancestry, I still find it fairly interesting that the LO: World Guide mentions creatures known as "Shades" but not much else has been said about them. I figured that the common name of the Darvakka would have been confirmed as being changed simply to Shade and then have a specific Nightshade species within their family. But that was not the case. So I'm still hoping and wondering if maybe they will be a new Ancestry with ties to not only Nightshades, but the Negative Energy Plane as well. An Ancestry of beings native to the Negative Energy Plane (and Postive Energy Plane, for that matter) is something we haven't seen from the setting. Perhaps we could see this happen in 2e.

However, perhaps it will be something completely new with no mention or lore in the current setting. So who knows.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I would love to see the Stheno Ancestry in this book, but I'm guessing that, since they do not have a dedicated home region in their bestiary entry, that we won't see them here. Hopefully soon, though; I really want to play one.


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I'm hoping for the Vanara as well. Love the lore in the Paizo books and am looking forward to this one.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ashanderai wrote:
I would love to see the Stheno Ancestry in this book, but I'm guessing that, since they do not have a dedicated home region in their bestiary entry, that we won't see them here. Hopefully soon, though; I really want to play one.

I have a theory that the Stheno may have a presence in Holomog; so maybe we could see them here, given Holomog's proximity to the Impossible Lands region.

That said, the longer we go without seeing them playable, the more I wonder if they are primarily found in some other nation/region of South Garund or even Iblydos.


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Iblydos has always been my guess for them.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Makes sense. But, so did Absolom, imo, with Kortos having high populations of Minotaur, Centaur, and Harpy. Either way, I can't wait to play with them. ^^


Is this the land where the monkey people from 1e were from?


Terevalis Unctio of House Mysti wrote:
Is this the land where the monkey people from 1e were from?

The Vanara are most common in Vudra; as Jalmeray is a major enclave of all things Vudran in the Inner Sea, they live there, and there’s also a population of them noted in Nex.


I wonder if "Play as extraplaner" exists here...


PFOA!Burt Curtis wrote:
I wonder if "Play as extraplaner" exists here...

I’m not sure what you mean?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Extraplanar as in extraplanar creatures like Angels and Demons? Or as in "planetouched" creatures like Aasimar and Tieflings? Because we have the latter already in numerous Versatile Heritages. Geniekin can be found within Qadira, the Kelesh Empire, and the wider continent of Casmaron; as well as many of Garund's northern nations. So I'd imagine the five we have are likely to see expanded options in this book.

As far as actual Immortals are concerned, assuming that is what you mean, I'd be very surprised if we ever get to play them.


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If we’re looking for planetouched in this reason, the smart money is on geniekin and asura-spawn tieflings in Jalmeray.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
keftiu wrote:
If we’re looking for planetouched in this reason, the smart money is on geniekin and asura-spawn tieflings in Jalmeray.

Div-spawn and Rakshasa-spawn Tiefling seem very likely as well. And maaaaybe Peri-blooded and Garuda-blooded Aasimar, if we are lucky.


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Ly'ualdre wrote:
keftiu wrote:
If we’re looking for planetouched in this reason, the smart money is on geniekin and asura-spawn tieflings in Jalmeray.
Div-spawn and Rakshasa-spawn Tiefling seem very likely as well. And maaaaybe Peri-blooded and Garuda-blooded Aasimar, if we are lucky.

I imagine they'd save div-spawn for the Golden Road, as they're major baddies across that region.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Perhaps. The Div and Ahriman worship is primarily concentrated within the Kelesh Empire, however, and spread from there. This lines up with the Kelesh Empire's Persian/Iranian mythology; from where both Ahriman and the Div seem larelgy inspired.


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Ly'ualdre wrote:
Perhaps. The Div and Ahriman worship is primarily concentrated within the Kelesh Empire, however, and spread from there. This lines up with the Kelesh Empire's Persian/Iranian mythology; from where both Ahriman and the Div seem largely inspired.

I mean, Ancient Osirion summoned him and built him a funny house.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Oh yea. Forgot about that. Lol. That's fair enough. If so, here is hoping we see the Golden Road sooner rather than later. :D

Wayfinders

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So we're likely getting a small bestiary section in this - what are folks hoping to see?

For myself, I'd love some Jalmeri/Vudrani creatures rooted in Indian folklore (vetala vampires might finally show up here?), some Nexian fleshforge creations or Mana Wastes denizens (we've had the art of that mutant calikang since the World Guide, but I'd love stats for that thing!). We're likely good when it comes to Geb and Alkenstar creatures, given Book of the Dead and the two APs in this area, but I wouldn't mind if they were reprinted here.


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RiverMesa wrote:

So we're likely getting a small bestiary section in this - what are folks hoping to see?

For myself, I'd love some Jalmeri/Vudrani creatures rooted in Indian folklore (vetala vampires might finally show up here?), some Nexian fleshforge creations or Mana Wastes denizens (we've had the art of that mutant calikang since the World Guide, but I'd love stats for that thing!). We're likely good when it comes to Geb and Alkenstar creatures, given Book of the Dead and the two APs in this area, but I wouldn't mind if they were reprinted here.

Nexian beasties; alchemical horrors, smart oozes, fleshwarps of all sorts, things only Abraxas knows how to summon, things wrought by Nex's own hand...

I'd also like more stuff native to Geb before the necromancer came, like we saw in Monsters of Myth.


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keftiu wrote:
Terevalis Unctio of House Mysti wrote:
Is this the land where the monkey people from 1e were from?
The Vanara are most common in Vudra; as Jalmeray is a major enclave of all things Vudran in the Inner Sea, they live there, and there’s also a population of them noted in Nex.

I like the monkey people1


Pathfinder Adventure, Adventure Path Subscriber
RiverMesa wrote:
It hit me that, with Nex and Jalmeray in particular, there's a strong chance we might get genie and/or elemental eidolons (as arcane and primal options respectively) for summoners in this - two highly demanded options, and ones I don't really foresee a better opportunity for anytime soon, outside of something like a Golden Road book or an Adventure Path.

Even if the options aren't in this book, I would expect discussion about them. Binders are big parts of those two cultures.


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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

In 1E most lore is found in setting books, articles, and adventures set in specific locations, however, there is a lot a lore tucked away in the writes up for things like magic items, archetypes, creatures, and spells. In my excitement for an Impossible Lands book I have attempted to capture as much of that lore as I can. Below are all the bits of lore I found and thought I would share in case anyone else was interested. I would love to see a lore heavy Impossible Lands book like The Mwangi Expanse book and a mixed lore and rules book like the Character Guide.

IMPOSSIBLE LANDS DEITIES:

The following Deities are commonly worshiped in the Impossible Lands:
Core: Nethys, Urgathoa, Zon-Kuthon, Abadar, Calistria, Irori, Lamashtu, Norgorber, Pharasma, Erastil, Torag
Other: Groetus, Arazni, Brigh, Gruhastha, Sivanah, Cixyron, Dagon, Dhalavei, Haagenti

DONGUN HOLD/SHATTERED RANGE MOUNTAINS:

Symbol Striker Archetype: Honored warriors of Dongun Hold. The Symbol Strikers have special training in languages, reading, and runes. Skills: Linguistics; Feats: Rune Training, Weapon Rune, Rune Trap; Focus Spells: Read Magic, Comprehend Languages, Arcane Mark, Erase. (Source: Heroes of the Fringe pg. 7)
Scatter Gunner Archetype: The Dwarves of Dongun Hold have developed specialized techniques for utilizing firearms in tunnels and similarly confined spaces. Feats: Scatter Specialist, Careful Shot, Scatter Artist Restricted Barrel, Scatter Artist Shaped Blast, Scatter Artist Vortex, Overload, Satchel Shot. (Source: People of the Wastes pg. 12)
Background/Trait: Gunworker – The Dwarves of Dongun Hold are known for making firearms and Gunworkers spend years leaning the craft. (Source: Inner Sea Races pg. 194)
Spells/Ritual: Dongun Shaper’s Touch – This spell was developed by the Dwarves of Dongun Hold to aid in the shaping and crafting of materials. (Source: Inner Sea Intrigue pg. 59)
Equipment: Mineral Acid – This acid is crafted by Dongun Hold alchemists and is useful against hostile creatures made of crystal, earth, or metal. (Source: People of the Wastes pg. 14)
Equipment: Thunderclap Charge – This explosive is designed by Dongun Hold alchemists to assist with excavating precious crystals. It can also serve as a deadly explosive if needed. (Source: People of the Wastes pg. 14)
Magic Weapon: Quake Canon – This earthquake inducing canon was created by the Dwarves of Dongun Hold. When magic went array in the region the canon was retired. It was recently stolen by giants in a raid against Dongun Hold. (Source: Wardens of the Reborn Forge pg. 40)
Dwarf Ancestry: Sky Citadel Dwarves – In 1E the Dwarves of Dongun Hold commonly had Traits such as Ancient Enmity, Deep Warrior, and Deep Tradition which provide for specialized training against Drow, Aberrations, and Duergar. (Source: Inner Sea Races: Pg. 236)
Dwarf Ancestry: Desert Dwarves – The southern peaks of the Shattered Range Mountains are home to a group of nomadic Dwarves that travel through mountain tunnels by day but then move to the surface at night. They once belonged to a much larger Dwarven Kingdom. This kingdom is most likely the Sky Citadel of Dongun Hold. What if any efforts the Dwarves of Dongun Hold have made to reconnect with this southern branch is unknown. (Source: Heroes of the Fringe pg. 4)
History: Simian Sharpshooter – A little over a decade ago a tribe of Charau-ka crossed the Brazen Peaks and made a surprised raid on Dongun Hold. While suffering several casualties the raid was successful. These Charau-ka retuned to Ruthazek the Gorilla King with the firearms, who was sufficiently impressed and trained many of them to become Usaro’s elite snipers. See Simian Sharpshooter. (Source: Inner Sea Monster Codex pg. 13)
NPC: Orania, Cloud Giant Oligarch – Orania and her clan of cruel and malicious Cloud Giants wander the Shattered Range Mountains in search of a fabled floating Cloud Giant city. Orania thinks the secret to permanently lifting her oracular curse lies in the fabled city. (Source: Giants Revisited pg. 8)
Ancestry: Wyvaran – Wyvarans were created long ago by dragons experimenting with mixing the linages of Drakes (typically Wyverns) and Kobolds. Wyvarans have traditionally lived in the Shattered Range Mountains although over the years there has been times when their territories have expanded and contracted. (Source: Inner Sea Races pg. 253)
Ancestry Feats: Wyvaran – Dragon Traits, Flight, Slapping Tail, Darkvision, Low-Light Vision, Evasive Maneuvers. (Source Inner Sea Races pg. 217, 253)
Ancestry Feats: Wyvaran – Memories of the Forgotten, Vestigal Wings, Neglected Heritage, Greed, Wyvaran Spellcasting, Brood Defender, Draconian Law, Relic Familiarity, Sincere Flattery. (Source: Legacy of Dragons pg. 18-19)
Background/Trait: Fierce Flanker – Being bullied as a youth taught you the importance of working in conjunction with friends and allies. (Source: Inner Sea Races pg. 199)
Creature: Wyvaran – This represents a standard Wyvaran. (Source: Bestiary 4 pg. 281)

ALKENSTAR:

Dimensional Excavator Archetype: Scholars in Alkenstar studying the various properties of the Mana Wastes have learned to create minor tears in the fabric of reality. These tears are useful for mining operations and even combat if needed. This has led to the specialized techniques of the Dimensional Excavators. Feats: Extradimensional Extract Create Pit, Precipitous Discovery Spiked Pit, Precipitous Discovery Acid Pit, Precipitous Discovery Hungry Pit. (Source: Magic Tactics Toolbox pg. 14)
Gun Scavenger Archetype: The availability of guns in Alkenstar allows for curiosity and innovation to give rise to those known as Gun Scavangers. Using scavenged parts and inspiration Gun Scavengers manage to build functional and innovative firearms. However, these firearms are not built on tried and true methods and are wielded with a mix of intuition and skill. Feats: Gunsmith, Go By Feel, Change Out, Jury-Rig, Arbitrary Aim. (Source: Inner Sea Combat pg. 38)
Gun Smuggler Archetype: The strict control of production and sale of firearms in Alkenstar has led to the specialized art of gun smuggling. Gun Smugglers know how to conceal, move, and sale firearms, but they also ensure they know how to use their products as well. Feats: Hidden Gun, Secret Sidearm, Selective Targeting, Stolen Shots, Uncanny Aim. (Source: People of the Wastes pg. 13)
Siege Gunner Archetype: The largest firearms require special training to use effectively and Alkenstar offers the most thorough training in the use of siege guns. Alkenstar is all too happy to negotiate the price of a siege gun and then negotiate the price for a Siege Gunner to operate it. Feats: Grit, Engineer Training, Targeted Blast, Scattershot, Bonus Feats. (Source: Inner Sea Combat pg. 45)
Thronewarden Archetype: First utilized in Alkenstar, Thronewardens are trained explicitly to operate in the highest courts as elite guards trained at spotting threats before they arise. While most operate in the Grand Duchy of Alkenstar, Alkenstar does contract out Thronewardens to Nex and more recently to the Shackles. Skills: Sense Motive; Feats: Hair-Trigger Reflexes, Eye for Trouble, Warning Shot, Opening Shot. (Source: Heroes of the High Court pg. 8)
Shieldmarshal Archetype/Prestige Class Alkenstar’s primary defense and police force, the Shieldmarshals serve a wide variety of roles within Alkenstar. Some Shieldmarshals may even specialize to become Siege Gunners or Thronewardens. Feats: Eye for Detail, Legal Judgement, Danger Sense, Gunmarshal, Labyrinthine Cunning, Urban Commando, Gunhunter, Double Jeopardy, Quarry, High Shieldmarshal. (Source: Paths of Prestige pg. 48)
Drugs: Hush – This drug is commonly used by those working in Alkenstar’s Gunworks testing ranges. While protecting hearing against sonic damage it also reduces the ability to hear while under the effects which has led to serval mishaps from workers failing to respond to verbal commands or warnings. (Source: Potions and Poisons pg. 26)
Equipment: Blue Rat – While similar to common rats, the Blue Rats of Alkenstar are a species unique to the region. They are highly prized by collectors. (Source: Ultimate Equipment pg. 16 & 19)
Equipment: Alkenstar Fortress Plate – This incredibly bulky armor was designed by the Dwarves of Dongun Hold, however, it has since seen broader use throughout Alkenstar. The most heavily armored of the Shieldmarshals commonly wear Alkenstar Fortress Plate. (Source: Adventurer’s Armory 2 pg. 6)
Equipment: Wind Platform – These platforms act as floating watchtowers allowing Alkenstar to observer much farther out into the surrounding lands. Anchored in place but still slowly drifting with the wind, Wind Platforms give Alkenstar a unique skyline. (Source: Dragonslayer’s Handbook pg. 27)
Equipment: Alchemical Cartridge (Gray Dust Cartridge) – This Alchemical Cartridge uses magic-suppressing dust harvested from the Mana Wastes and can temporarily suppress a spellcaster’s ability to cast spells. (Source: Ultimate Equipment pg. 41)
Magic Shield: Shieldmarshal’s Ward – These rare magic shields are thought to have been gifted to the original Shieldmarshals by Duke Alkenstar. Only those who are sworn Shieldmarshals can use these shields to their full effect. (Source: Mythic Origins pg. 18)
Magic Weapon: Peacekeeping Pistol: – These pistols are made in Alkenstar and are specially infused with magic to allow for a firearm that does nonlethal damage. The origin of the firearms is not currently known. (Source: Inner Sea Combat pg. 55)
Wondrous Magic Item: Stable Metamagic Rod – These magic rods help to ensure stability in spellcasting in the otherwise magic warped regions of Alkenstar and the Mana Wastes. (Source: Wardens of the Reborn Forge pg. 49)
Metamagic Feat: Stable Spell – Some spellcasters have learned to increase the stability of their spellcasting within Alkenstar and the Mana Wastes. (Source: Wardens of the Reborn Forge pg. 49)
General Feat: Grand Duchy Familiarity – Those who have spent significant time in the Grand Duchy of Alkenstar can pick up on the basics for operating a firearm. (Source: Inner Sea Combat pg. 17)
NPC: Shieldmarshal – This NPC represents a typical Shieldmarshal of Alkenstar. (Source: Inner Sea NPC Codex pg. 50)
Background/Trait: Alkenstar Defender – Those who have served in Alkenstar’s militia might have a background of being an Alkenstar Defender. (Source: Inner Sea Primer pg. 12)
Background/Trait: Alkenstar Engineer – Those who learn engineering in Alkenstar know the basics for operating a firearm and might have background of Alkenstar Engineer. (Source: People of the Wastes pg. 3)
Background/Trait: Mechanical Expertise – Growing up in Alkenstar often gives people a familiarity with mechanics and some people might have a background of Mechanical Expertise. (Source: Heroes of the Fringe pg. 3)
Background/Trait: Firebug The children of Alkenstar’s gunsmiths often enjoy experimenting with alchemy and explosives and are known as Firebugs. (Source: Quests and Campaigns pg. 18)
Creature: Clockwork Excavator – These clockworks are some of the most highly prized clockworks in Alkenstar because of their ability to tirelessly mine precious metals. Alkenstar is actively looking for new innovations concerning Clockwork Excavators. (Source: Pathfinder 117: Assault on Longshadow pg. 84)
History: Clockwork Excavator – In 4717 High Clockmother Llanalir attended a clockwork conference held in Absalom. As part of the conference Llanalir sat as judge for a competition involving Clockwork innovations. The winner received a workshop in Alkenstar City to continue pursuing innovations while also having regular access to High Clockmother Llanalir and the Dwarves of Dongun Hold. (Source: Pathfinder 117: Assault on Longshadow pg. 84)
Creature: Clockwork Gunslinger – Mostly found in Alkenstar, Clockwork Gunslingers can serve a variety of functions such as patrolling streets or guarding sites. However they a primarily used to assist their controllers on missions such as extracting high-value targets. (Source: Construct Handbook pg. 33)
Creature: Clockwork Snail – These dangerous clockworks leave a poisonous trail of ooze behind them and should not be deployed recklessly. (Source: Wardens of the Reborn Forge pg. 62)
Creature: Latten Mechanism, Herald – The Heard of Brigh, Latten Mechanism most frequently appears in Alkenstar. This may indicate Brigh’s favor for Alkenstar or possibly that the city is a place of frequent innovation that often draws Brigh’s attention. (Source: Pathfinder 86: Lords of Rust pg. 84)

MANA WASTES/SPELLSCAR DESERT:

Class: Spellscar Oracle Mystery – Perhaps one of the most mysterious of Oracle Mysteries is the mystery of the Spellscar Oracle. These Oracles have been touched by the magic of the Mana Wastes granting them strange powers over wild magic. (Source: Inner Sea Magic pg. 30)
Focus Spell: Spellscar – This spell has the same effects of the magic that created the Mana Wastes, however, the effects are only temporary. See Spellscar Oracle above. (Source: Inner Sea Magic pg. 61)
Spell/Ritual: Suppress Primal Magic – This spell was developed by Nexian wizards that were studying the Spellscar Desert. While the spell temporarily stabilizes the erratic magic of the Spellscar Desert the suppression eventually results in a magical backlash. The effects of this spell is also utilized by the Spellscar Oracles. See Spellscar Oracle above. (Source: Inner Sea Magic pg. 61)
Class: Kineticist Wild Talent Primal Aether – These Kineticists can gather strands of the Mana Wastes warped magic and use them to deadly effect. (Source: Occult Realms pg. 8)
Class: Investigator/Rogue Talents Eldritch Conduit – Investigators operating in the Mana Wastes have learned to steal power from some magical equipment to fuel the power of other magical equipment. (Source: Magic Tactics Toolbox pg. 7)
Class: Cavalier/Samurai Order of the Beast – This Order is active in the Mana Wastes and is often found leading bands of brigands. (Source: Inner Sea Combat pg. 30)
Feat: Casterbane Shot – Casting spells in the Mana Wastes can cause dangerous effects. Some who call the Mana Wastes home have learned to quickly disable spellcasters. (Source: Inner Sea Combat pg. 17 and Weapon Master’s Handbook pg. 24)
Spellscar Drifter Archetype: Spellscar Drifters wander the Spellscar Desert and hire their services out as guides, bodyguards, assassins, and are sometimes deputized law enforcement for the Grand Duchy. Spellscar Drifters are known for specializing in knowledge of the Mana Wastes and using firearms. Their time in the Mana Wastes is not without consequence as the Spellscar Desert eventually leaves its mark upon any Spellscar Drifter that wanders too long in the desert. Feats: Have Gun, Daring Deeds, Worn Banner, Bonus Feats, Notorious Deeds, Old Reliable, Spell Severed, Infamous Deeds, Tough as Nails. (Source: Inner Sea Combat pg. 45)
Toxic Sniper Archetype: The cult of the Daemonic Harbinger Cixyron is active in the Mana Wastes and they grant their followers gifts of toxin and precision. Cixyron’s followers known as Toxic Snipers praise their Daemonic Patron by delivering toxic bullets at long ranges into their unsuspecting sacrifices. Feats: Scrapper’s Gun, Sharpshooter’s Study, Toxic Gift, Toxic Shots, Marksman, Precise Toxin (Source: People of the Wastes pg. 27)
Undying Word Archetype: Those who survive in the Mana Wastes and call it home are those who have not accepted defeat but also know much suffering. This has resulted in a musical tradition known as the Undying Word that is both somber and inspirational. Feats: Bonus Feat, Undying Song Inspire Resilience, Undying Song Song of Defiance, Undying Song Dirge of Determination, Endurance Power (Source: People of the Wastes pg. 5)
Mutated Defender Archetype: The Mana Wastes are known for causing mutations and those who make the Mana Wastes home find that they can use their mutations in defense of their home. Often proud of the mutations the Mana Wastes has bestowed upon them, Mutated Defenders must take care to conceal their mutations when visiting Alkenstar or similar communities the look negatively upon the mutations caused by the Mana Wastes. Feats: Mutant Specialization, Mutant Talents, Mutant Blast, Mutant Evolution, Mutated Lobe. (Source: People of the Wastes pg. 9)
Pureblade Archetype: The Pureblades are an elite group of aberration and mutant hunters. They originated in Numeria, however, groups of Pureblades have since started operating in the Mana Wastes, with their base of operations typically located in Alkenstar or Nex. While many of the aberrations arising in the Mana Wastes are dangerous creatures, the Fleshwarps and Mutants of the Mana Wastes are often people simply trying to survive. How willing the Pureblades are to make a distinction between aberration and mutant remains to be seen. Feats: Aberration Hunter, Alien Prescience, Discern Weakness, Steely Mind, Aberration Slayer. (Source: Advanced Class Origins pg. 20)
Wasteland Blightbreaker Archetype: One of the few healers with the knowledge and abilities to potentially remove the blights of the Mana Wastes, the Wasteland Blightbreakers are highly respected healers. Feats: Healing Infusion, Touch Injection, Swift Healing Infusions, Banish Blights, Discoveries (Source: Healer’s Handbook pg. 10)
Black Powder Vaulter Archetype: The techniques of the Black Powder Vaulters mix close quarters fighting and the use of firearms. The techniques have been developed between an unlikely cross pollination between the gunslingers of the Mana Wastes and Tian Xia pirates from the Shackles. Feats: Mobile Reload, Daring Vault, Shot on the Run, Art of the Gun, Dual Shot on the Run (Source Martial Arts Handbook pg. 10)
Blightwarden Archetype: Blightwardens operate in locations where blight creatures are found. In the Mana Wastes Blightwardens attempt to limit the spread of blighted and mutant creatures. Feats: Hunt the Blighted, Emulate Taint, Blightwalker, Resist Corruption (Source: People of the Wastes pg. 17)
Spell Trapper Archetype: While most commonly found in the deserts of Thuvia, a significant number of Spell Trappers are also active in the harsh lands between Nex and Geb. Spell Trappers forego most traditional spellcasting, and instead learn to craft traps out of raw magic. Feats: Diminished Arcana, Spell Traps, Distant Trapping. (Source: Magic Tactics Toolbox pg. 15)
Creature: Mana Wastes Mutant – The Mana Wastes have mutagenic effects that can affect most creatures that spend long periods of time exposed to the Wastes. These effects cause mutations in those who live within the Mana Wastes. Many Humanoids who are born in the Mana Wastes have an increased chance of being born as Fleshwarps. Mutations can be difficult for some Humanoids to adapt to, while others embrace their mutations. (Source: Inner Sea Bestiary pg. 28)
Creature: Spellscar Fext – Spellscar Fexts are dangerous undead created from spellcasters that die in the Mana Wastes. Similar to regular Fexts, Spellscar Fexts have a vulnerability to glass and undead hunters from Alkenstar use specially crafted glass bullets to put a stop to these undead. (Source: Inner Sea Bestiary pg. 49)
Creature: Prydanu Azata – In very rare circumstances a Prydanu’s “Burst of Restoration” ability can permanently remove Mana Wastes mutations. People who find their mutations unbearable may spend their lives seeking to contact a Prydanu in hopes of being able to restore their physical forms. (Source: Pathfinder 126: Beyond the Veiled Past pg. 84)
Creature: Bramblelash (Magic-fed) – The Bramblelashes of the Mana Wastes grow much larger than typical Bramblelashes due to the strange magic effects of the Wastes. (Source: Pathfinder 115: Trail of the Hunted)
Creature: Gunpowder Ooze – These deadly oozes were spawned from the wild magic of the Mana Wastes mixing with stores of gunpowder. These oozes are unpredictable and very dangerous. (Source: Bestiary 5 pg. 139)
Creature: Admixture Ooze – Similar to Gunpowder Oozes, Admixture Oozes are spawned from wild magic mixing with stores of gunpowder that is also stored near alchemical compounds. These oozes are even more unpredictable and deadly. (Source: Wardens of the Reborn Forge pg. 63)
Creature: Capramace – The origins of Capramace are likely the result of the Mana Wastes wild magic effects upon goats, humanoids, or combination of the two. These creatures wander the Mana Wastes and seem to live comfortably in this environment. They are occasionally, and cautiously, used as work animals by Mana Wastes farmers. (Source: Wardens of the Reborn Forge pg. 61)
Wondrous Magic Item: Wanderer Compass – These magic compasses point to pockets of untainted magic in the Mana Wastes where a spellcaster can safely cast spells. (Source: Wardens of the Reborn Forge pg. 14)
Wondrous Magic Item: Wayfinder of Many Paths – These Wayfinders operate similarly to normal Wayfinders except when certain Ioun Stones are implanted in the Wayfinder of Many Paths the open gates to specific locations. A Pale Lavender Ellipsoid Ioun Stone when implanted opens a gateway to the precipice of a canyon in the Mana Wastes. (Source: Lost Treasures pg. 60)
Wondrous Magic Item: Amulet of Primal Mastery – Spellscar Oracles can craft these magical amulets. They can be gifted or used by the Oracle, depending on how the Oracle is compelled. (Source: Wardens of the Reborn Forge pg. 38)
Wondrous Magic Item: Muzzle of Suppression – These muzzles are typically used to suppress the noises of a Capramace, however, they can be used on any humanoid shaped creature. (Source: Wardens of the Reborn Forge pg. 26)
Drug: Crush – This drug was created by Habblegash, a ratfolk Mana Waste mutant, while experimenting with chemicals in an effort to remove his mutations. (Source: Wardens of the Reborn Forge pg. 13)
Disease: Spellscar Fever – Spellscar Fever is often the precursor to someone becoming a Mana Waste Mutant. Survivors of Spellscar Fever can develop any number of mutations. (Source: Pathfinder 119: Prisoners of the Blight pg. 63)
Curse: Golden Curse of Haagenti This curse is both a boon and a detriment to those afflicted. (Source: Wardens of the Reborn Forge pg. 31)
Background/Trait: Mutant Eye – Your parents were exposed to the uncontrolled magic of the Mana Wastes resulting in you being born with a third eye. Your Mutant Eye allows you to better sense peoples emotions and state of mind. (Source: Quest and Campaigns pg. 20)
Background/Trait: Scorned By Magic – The properties of the magic dead zones of the mana wastes clings to you and resist magic that is caste upon you. (Source: Quests and Campaigns pg. 20)
Background/Trait: Mana Wastes Medic – The healing arts are especially prized in the Mana Wastes as casting spells can lead to dangerous results. Many Mana Wastes Medics eventually join the ranks of the Wasteland Blightbreakers. (Source: Healer’s Handbook pg. 10)
Background/Trait: Mana Wastes Survivalist – People who survive in the Mana Wastes are tough folk and know how to survive in this harsh land. (Source: Inner Sea Primer pg. 12)
Background/Trait: Giant-Harried – You have survived harassment from the hostile Giants of the Mana Wastes. (Source: Giant Hunter’s Handbook pg. 13)
Background/Drawback: Magical Klutz Growing up in the Mana Wastes you are more inexperienced with magic devices than most, but that doesn’t stop you from attempting to use them. (Source: Spymaster’s Handbook pg. 7)

JALMERAY:

Noble Scion (Jalmeray) Archetype: Like the Nobility of many nations, Jalmeray’s Nobles are frequently trained in leadership, diplomacy, and local customs or traditions. For Jalmeray’s Nobles this means many of them have some basic training in using unarmed strikes and dance. Feats: Affluent, Greater Leadership, Aristocrate Erudition, Prestigious Influence, Dilettante Studies, Servitor, Peerless Patrician, Unarmed Strikes, Skill Focus Perform Dance, Voice of the Sibyl, Weapon Focus Unarmed Strike. (Source: Paths of Prestige pg. 38)
Feat: Noble Scion (Scion of Jalmeray) – Some of the Nobles of Jalmeray undergo special training to protect their minds against psychic attacks. (Source: Inner Sea World Guide pg. 288)
Enchanting Courtesan Archetype/Prestige Class: Found across the Inner Sea and across Golarion generally, Enchanting Courtesans are most frequently associated with the faith of Calistria. Sometimes Enchanting Courtesans work as specialized agents for spy organizations, but they are just as often found providing their skills and services to any number of industries and organizations. In Jalmeray, Enchanting Courtesans trained at the Conservatory are highly regarded. Feats: Covert Spells, Enchanting Touch, Seducer’s Leverage, Poison Use, Seductive Intuition, Hidden Spell, Master Poisoner, Contact Poison Wielder, Deluding Touch, Informative Liaisons, Overwhelming Touch, Touch of Ecstasy. (Source: Inner Sea Intrigue pg. 34)
Background/Trait: Failed Aspirant – Those who have attempted to join one of the Houses of Perfection but did not find success in their aspiration often manage to learn an additional combat technique in the process. (Source: Advanced Class Origins pg. 11)
Background/Trait: Monk Weapon Skill – Growing up near the Houses of Perfection you have learned to use the weapons the Houses use in their training. (Source: Weapon Master’s Handbook pg. 5)
Background/Trait: Candidate for Perfection – You have begun your training as a candidate for the Houses of Perfection. (Source: Inner Sea Primer pg. 9)
Student of Perfection Archetype/Prestige Class: Students of Perfection are individuals that have been accepted to train in the Houses of Perfection. These Students range from newly accepted candidates beginning their training, to Masters seeking to further perfect mind, body, and technique. Feats: Bonus Feats, Genie’s Blade, Inner Fire, Iron Chain Choke, Iron Chain Strike, Ki Missile, Master of Riddles, One in Mind and Body, Punish Mistake, Still Air, Transmute Metal, Perfection. (Source: Adventurer’s Guide pg. 102)
Windstep Master Archetype: The Monastery of Unfolding Wind teaches fighting techniques that allow combatants to move as lightly and swiftly as air. Feats: Hurricane Punch, Wind Step, Swift Ki. (Source: Elemental Master’s Handbook pg. 17)
Brazen Disciple Archetype: The Monastery of Unblinking Flame encourages a brazenness in their students. Those students with the charisma and guile to test their skills against an Efreeti and succeed are accepted into the ranks of the Brazen Disciples. Brazen Disciples study and emulate the ways of the Efreeti. The most powerful Brazen Disciples undergo apotheosis becoming genie like beings themselves. Feats: Feinting Flurry, Bonus Feats, Efreeti’s Guile, Confounding Koan, Genie Apotheosis. (Source: Adventurer’s Guide pg. 104)
Winding Path Renegade Archetype: The teachings of Irori provide the foundation for the teaching taught to the students of the Houses of Perfection. The Houses of Perfection teach the way of the straight path, but some students find they are better suited for the way of the twisted path. These students leave their House of Perfection but continue their House training on their own path. Feats: School Focus, Mystery of Unblinking Flame, Mystery of Unfolding Wind, Mystery of Untwisting Iron, Evasion, Fast Movement, Slow Fall, High Jump, Improved Evasion. (Source: Adventurer’s Guide pg. 105)
Feat: Secret of Steel-Shattering Spirit – In the Houses of Perfection some students learn to focus their ki to shatter even the hardest substances. (Source: Pathfinder Campaign Setting pg. 85)
Feat: Perfect Style – Your training has advanced your path to perfection allowing you to resist the energy of an element and giving you greater access to your ki. (Source: Adventurer’s Guide pg. 106 and Weapon Master’s Handbook pg. 25)
History: Greatcube of Jayalakshmi (Artifact) – The Greatcube was once in possession of the Arclords of Nex, however, it’s disappearance is thought to have had a direct role in Nex turning over Jalmeray to the Rajahs. (Source: Gods and Magic pg. 62)
Spell/Ritual: Bladed Dash – The creation of this spell is claimed by universities in both Jalmeray and Quantium. Regradless of the origin it has since spread throughout the Inner Sea. (Source: Inner Sea Magic pg. 52)
Magic Weapon: Steadfast Urumi – In Jalmeray the Steadfast Urmui is commonly used by outcasts such as Tieflings. (Source: Inner Sea Combat pg. 57)
Magic Weapon: Monastic Warden – This weapon is gifted to select students of Jalmeray’s Monastery of Untwisting Iron. (Source: Inner Sea Combat pg. 55)
Wondrous Magic Item: Padma Blossom – These carved pink jade blossoms help to protect from magically induced extreme emotions. (Source: Cult of the Ebon Destroyers pg. 28)
Back Ground/Trait: Alabaster Odalisque (Oread) – Certain Oreads in Jalmeray are selected for tutelage at the Conservatory on Grand Sarret. These Oreads learn special techniques as undercover operatives. (Source: Blood of the Elements pg. 9)
Background/Trait: Secret of the Impossible Kingdom – Your monastic studies at a Jalmeri monastery has taught you a minor mystical secret. (Source: Inner Sea Primer pg. 9)
Background/Trait: Naga Emissary You were trained in Nagajor to specifically be an emissary to allies in Jalmeray. (Source: Blood of the Beast pg. 3)
Creature: Garuda – These champions of good are known to protect communities within Jalmeray. (Source: Cult of the Ebon Destroyers pg. 29)
Creature: Jungle Trickster – These Charau-ka act as spies and infiltrators. In Jalmeray they use disguises and deception to pose a Vanaras. (Source: Inner Sea Monster Codex pg. 15)
Creature: Ugash-Iram – This enormous and ancient Gutaki Devilfish has ruled the ocean trench city-state of Achom for thousands of years. Ugash-Iram is a follower of Dagon and their forces make the waters south of Jalmeray a dangerous place for ships to sail. (Source: From Hell’s Heart pg. 66)
City-State: Achom South of Jalmeray in the Obari Ocean lies the Yogisa Trench. Deep in the Yogisa Trench is the city-state of Achom, ruled by the gutaki devilfish, Ugash-Iram. Achom is a center of worship for Dagon, and the population includes numerous adaros, sahuagin, and iku-tursos. Achom’s forces are known to threaten the coastlines of Jalmeray, Geb, and Qadira. (Source: From Hell’s Heart pg. 66)

NEX:

Arclord of Nex Archetype/Prestige Class: The Arclords of Nex are an organization with strong political motivations. Their goals typically include promoting the will of Nex by interpreting his writings and advancing the scholarly pursuit of arcane magic. Those with the skill, talent, and motivation to be accepted into the ranks of the Arclords of Nex have dedicated themselves to learning Nex’s writings and emulating them in practice. This generally requires proficiencies in arcane magic and the crafting of constructs, especially golems. Feats: Mystic Pedagogue, Third Eye, Artificer’s Touch, Scholiast, Arcane Architect, Improved Third Eye, Extradimensional Extension, Greater Third Eye. (Source: Paths of Prestige pg. 6)
Nexian Channeler Archetype: Before Nex disappeared he created an astral projection of himself the acted as a reservoir of additional power. That astral projection continues to exist and some Arclords have learned to channel this powerful astral projection. Known as Nexian Channelers these channelers are regarded with reference among the Arclords for their ability to channel a literal echo of Nex. Feats: Legend of Nex, Third Eye, Impossible Eye, Third Eye Mastery, Living Third Eye. (Source: Occult Origins pg. 10)
Legendary Spirit: Nex (Archmage) This spirit is a permanent astral projection created by Nex that served as a reservoir of power. Although Nex disappeared the astral projection remains and can be channeled by those who have the ability to channel and can sufficiently impress this powerful astral projection. (Source: Occult Origins pg. 11)
General Feat: Eye of the Arclord – One of the foundational teachings of the Arclords is the opening the eldritch eye granting greater perception of the world’s magics. This practice has spread beyond Nex but is commonly referred to as the Eye of the Arclord. (Source: Inner Sea World Guide pg. 286)
Class Feat: Third Eye – Nexian Arcanists can receive special training in the use the Eye of the Arclord allowing them to utilize the third eye more frequently. (Source: Advanced Class Origins pg. 7)
NPC: Arclord of Nex – This NPC represents a typical member of the Arclords of Nex. (Source: Inner Sea NPC Codex pg. 6)
Armored Battlemage Archetype: Within Nex, in the city of Ecanus, there is an arcane school that specializes in the training of Nexian Battlemages. Known as Armored Battlemages, these mages receive special training in spellcasting while wearing the heaviest of armors. Feats: Arcane Pool, Armor Special Abilities, Armor Training, Medium Armor, Heavy Armor, Expanded Arcane Pool. (Source: Armor Master’s Handbook pg. 4).
Nexian Spellspy Archetype: – Nexian Spellspies are the intelligence gathers of Nex’s military. These spies are especially potent at spying on enemy spellcasters, while also avoiding detection. Feats: Nondetection, Infiltrating Vessel, Prepare Results, Hexes. (Source: Inner Sea Intrigue pg. 43)
Background/Trait: Oenopion Alchemist – You have studied in Oenopion and completed course work in the homunculus factories, golemworks, and ooze colony. (Source: Inner Sea Primer pg. 14)
Oenopion Researcher Archetype: In the Nexian city of Oenopion the study of alchemy takes precedence. Because the alchemy schools in Oenopion have a focus on fleshforging, Oenopion Researchers frequently have the same basis for their studies. Feats: Discoveries, Experimental Mutagen, Acid Resistance. (Source: Inner Sea Magic pg. 37)
Soul Warden Archetype/Prestige Class: The Soul Wardens are often associated with the Church of Pharasma and those who take up the call to become a Soul Warden consider themselves honorary Psychopomps. The Soul Wardens originated in Nex as specially trained anti-necromantic commandos. When Nex disappeared and the wars between Nex and Geb significantly lessened to the occasional skirmish the importance and prestige of the Soul Wardens within Nex diminished. While still active within Nex the majority of Soul Wardens are found serving religions that oppose undead. Feats: Channel Damage, Focus Item, Channel Casting, Corpse Whisperer, Bonus Feats, Harvest, Undead Imposition, Negative Energy Ward, Necrotic Resistance, Life Shell. (Source: Undead Slayer’s Handbook pg. 30)
Worldseeker Archetype: Worldseekers are powerful spellcasters that spend most of their time traveling the planes. In the Inner Sea region Worldseekers most often come from Nex and Kyonin. In Nex, Worldseekers often get their start by studying the exploits of Nex and following in his path of dimensional exploration. Some Arclords of Nex follow this path seeking to walk in the footsteps of Nex. Feats: Walk the Planes, Planar Adaptation, Planar Associates, Planar Redoubt. (Source: Planar Adventures pg. 21)
Silksworn Archetype: There are those who can tap into the mystical powers of fabric and they are most often known as Silksworn. Silksworn can be found anywhere, however, they are especially common in Nex. The Silksworn of Nex tend to be secretive about their abilities, and often seek the patronage of Nex’s Arclords. The goals of these Silksworn are unknown but to what ends the Arclords might deploy Silksworn remains intriguing. Feats: Implements, Cantrips, Mental Focus, Devoted Mystic, Silksworn Eloquence, Silksworn Deception, Silksworn Arcana, Implement Mastery. (Source: Heroes of the High Court pg. 29)
Arcane Amplifier Archetype: Originating in Irrisen, the techniques of the Arcane Amplifiers have since spread and are frequently used in places such as Nex, Cheliax, and Ustalav. The study of arcane amplification is now taught in many of the Arcane Schools within Nex. Feats: Echo, Reverberate, resonate. (Source: Wilderness Origins pg. 20)
Augur Archetype: There is much debate regarding the origins of the abilities and traditions of Augurs. Some claim they were originally developed within Bekyar culture, while others argue they were copied from the research of Merivesta Olinchi of Nex and then spread throughout Bekyar society. Complicating the issue is that Merivesta spent time in Bekyar society studying their culture. Feats: Monster Insight, Signs and Portents, Predictive Strike (Source: Arcane Anthology pg. 25)
Ancestry Feat: Human – Some Humans that live in advanced magic civilizations such as Nex or Geb are well educated in ways to accomplish their magical goals. (Source: Inner Sea Races pg. 214) Note: This functions more as a Background in 2E.
Creature: Quantium Golem – These powerful golems were created by Nex and the secret of their creation vanished along with their creator. The two Quantium Golems known to exist are on permanent patrol around the city of Quantium, only pausing in their patrol to defend the city. (Source: Inner Sea Bestiary pg. 19)
Creature: Galundari, The Scourge of Heaven – This powerful Balor Lord was deceived by Nex and trapped within the Lens of Galundari, a powerful artifact, now lost in the Nemesis Well. Nex is rumored to have been working for Heaven and was granted strange and powerful favors as payment for the capture of Galundari. (Source: Demons Revisited pg. 14)
Creature: Gravitic Globe – Created by the Arclord Alzika Karr, this powerful construct was inspired by Alzika’s studies at the libraries of the Five Kings Mountains. These constructs are typically made by acquiring samples of a Plasma Ooze, acquired from Oenopion. (Source: Tombs of Golarion pg. 52)
Equipment: Lizard, Nex Gecko – This species of gecko native to Nex is commonly called Nex Geckos. These geckos are frequently selected as familiars in Nex. (Source: Adventurer’s Armory pg. 19)
Wondrous Magic Item: Eternal Egg – The Eternal Egg continuously calls out across dimensions in an effort to draw Nex back to Golarion. The Eternal Egg also serves as a gateway to the demiplane of the Arclord Afareen Astabhan. Afareen was recruited, albeit reluctantly, for the Arclords attack on Abasalom where she perished. Her laboratory on Golarion, her demiplane, and the Eternal Egg all remain lost. Although some Arclords are currently seeking their whereabouts. (Source: Lost Treasures pg. 27)
Wondrous Magic Item: Summoner Slayer Eyes – These magical glasses were created by an Arclord of Nex and remain popular in Nex for being both fashionable, while subtly detecting summoned creatures. (Source: Inner Sea Combat pg. 43)
Artifact: Scroll of Kakishon – The Scroll of Kakishon serves as a portal to a demiplane created by Nex. Kakishon was Nex’s personal retreat with all the comforts to promote relaxation. Within Kakishon is an archipelago with islands that Nex used to host his closest friends, and islands on which he exiled his enemies. Eventually, Nex set aside the Scroll of Kakishon as other interests gained his attention and the scroll was largely forgotten. After being lost for over 3,000 years the Scroll of Kakishon has recently been relocated. (Source: The Jackal’s Price pg. 7 et al)
Alchemical Weapon: Slime Grenade – The toxic residue of some oozes have been harvested by Nexian alchemists to create these deadly grenades. (Source: Alchemy Manual pg. 23)
Alchemical Tool: Oozing Vat – In Oenopion, alchemists have learned to craft oozes, allowing them to create oozes like other crafters might create golems. An oozing vat is central to this process and these alchemical tools are created from a unique clay sludge dredged from the central lake in Oenopion. (Source: Alchemy Manual pg. 23)
Spell/Ritual: Borrowed Time – This spell was created by Nex and continues to be utilized by the Arclords and similar spellcasters. (Source: Mythic Origins pg. 14)
Spell/Ritual: Eldritch Conduit – Created by a disciple of Nex, this spell saw frequent use in the wars between the nations of Nex and Geb, dealing powerful blows to Geb’s undead armies. (Source: Inner Sea Magic pg. 54)
Spell/Ritual: Nex’s Secret Workshop – Used by the Arclords of Nex to keep the contents of their workshops hidden this spell functions as a variation of the Nondetection Spell. (Source: Inner Sea Intrigue pg. 60)
Spell/Ritual: Pinecone Bomb – This spell was created by Ghorus during his study and experimentation that eventually lead to the creation of Ghorans. (Source Wilderness Origins pg. 13)
Spell/Ritual: Woodland Rune – Another spell created by Ghorus, this spell helped to ensure Ghorus’ safety while focused on his research. (Source: Wilderness Origins pg. 13)
History: Katapeshi Leopards – These leopards the size of tigers had a natural range from Nex to Thuvia, however, they are now extremely rare. (Source: Howl of the Carrion King pg. 68)
Creature: Magnetitie Golem – These are one of the specialty golems created in Quantium. Their magnetic qualities make them useful against assailants wearing metal armor, but also limits where they can be safely utilized. Outside of Quantium, only a few golem factories have the necessary resources to create these golems. (Source: Anvil of Fire pg. 88)
Creature: Ioun Wyrd – These little constructs are typically crafted as familiars, however, they have a tendency to wander off into the wilds. They are especially common in Nex where wild Ioun Wyrds tend to wander the Nexian Highlands. (Source: Familiar Folio pg. 30)
Creature: Cephalophore – Political relations between Ancient Osirion and Ninshabur saw to an influx of these constructs within Ancient Osirion’s territory. As a result Cephalophores are sometimes encountered in Nex as both an ancient guardian and a subject of study. (Source: Beyond the Doomsday Door pg. 82)
Background/Trait: Exiled Scholar – The study of Necromancy in Nex is given strict scrutiny by the Arclords. Your fascination with the study of undead was too enthusiastic resulting in your exile from Nex’s schools and academies. (Source: Undead Slayer’s Handbook pg. 9)
Background/Trait: Nexian Corpse Hunter – You have trained in Nex’s armies becoming especially skilled at damaging undead with magic. (Source: Advanced Class Origins pg. 7)
Background/Trait: Quantium University Graduate – You graduated from Nex’s Quantium University and have a thorough knowledge or Arcane Magic. (Source: Inner Sea Primer pg. 14)
Ancestry: Ghoran – This Ancestry was created by the powerful Nexian spellcaster Ghorus. Initially no more than mobile plants, Ghorans slowly developed their intelligence, establishing their own culture and society. The Nation of Nex was initially reluctant to recognize Ghorans as anything more than food corps. Eventually, Ghorans were recognized as an independent people and granted citizenship. (Source: (Ultimate Wilderness pg. 15)
Ancestry Feats: Ghoran – Natural Armor, Plant Traits, Delicious, Natural Magic, Seed, Light Dependent, Past-Life Knowledge, Disgusting (Source: Inner Sea Races pg. 215 and 243)
Ancestry Feats: Ghoran – Natural Camouflage, Intoxicating Aroma, Fecund Earth, Magical Absorption, Greater Spelleater, Repast of Heroes, Spellmirror, Verdant Step, Bounteous Body, (Source: Wilderness Origins pg. 12-15)
Ancestry Feats: Ghoran – Creator’s Legacy, Occult Scion, Spelleater, Martial Recollection, Delectable Feint, Inner Light, Sproutling, (Source: Ultimate Wilderness pg. 16, 19)
Ancestry Feat-Spell/Ritual: Delectable Flesh – Some Ghorans learn to cast this spell which causes the target to smell irresistibly delicious. Those who can smell the target become depraved and hunger for their flesh. (Source: Ultimate Wilderness pg. 19)
Ghoran Ancestry Archetype: Aromaphile Some Ghorans learn to use the scents and smells they can emit to influence others. Feats: Hypnotic Aroma, Debilitation Aroma, Aromatic Manipulation. (Source: Ultimate Wilderness pg. 18)
Ghoran Ancestry Archetype: Petal Ninja Some Ghorans master control of their bodies allowing them to perform amazing feats. Feats: Blossom Shower, Burst of Blossoms, Sundial. (Source: Wilderness Origins pg. 13)
Background/Trait: Honored Provider – You choose to share the bounty that your body continues to produce earning the gratitude of those you feed. (Source: Inner Sea Races pg. 198)
Wondrous Magic Item: Propagation Pod – These jars are specially crafted to house the seeds of Ghorans. Within these pods a Ghoran seed will mature and the pod will house a clone of the Ghoran in permanent stasis. If the Ghoran dies their soul can transfer to the cloned body. If this occurs the pod shatters and can no longer be used. (Source: Ultimate Wilderness pg. 19)
Creature: Ghoran – This represents a typical Ghoran. (Source: Bestiary 5 pg. 119)

GEB:

Twilight Sage Archetype: The Twilight Sages are tasked with the ever continuing the study of the secrets of life, death, undeath, and their relationship with arcane magic. Twilight Sages are highly respected for their knowledge of the forces of life and death. However, as an organization they are somewhat limited within Geb as many Twilight Sages remain among the living. Feats: Consume Life, Necomantic Focus, Twilight Barrier, Twilight Transfer, Death’s Release. (Source: Advanced Class Origins pg. 6)
Energist Archetype: Energists are not dissimilar to the Twilight Sages of Geb, however, they tend to take a more alchemical approach to the study of the energies of life and death. They are also more likely to travel further afield in their studies. Commonly found in Geb working with the Twilight Sages, Energists are also found in similar lands where the energies of life and death are more variable such as Virlych in Ustalav. Feats: Energy Focus, Energist Bombs, Healing Ampoule, Energist Resistance. (Source: Planar Adventures pg. 13)
Royal Alchemist Archetype: Royal Alchemist are found in numerous courts across the Inner Sea, although many are surprised to learn they are also common in Geb. Geb’s Bloodlords use Royal Alchemist to ensure the health of their living guests and visiting dignitaries. Feats: Alchemical Antidote. (Source: Heroes of the High Court pg. 11)
Scourge Archetype: Often followers of Zon-Kuthon, Scourges are common in Nidal, but are also found in places like Geb. The torturous and painful existence of a Scourges Phantom is seen as a reward that is bestowed upon deceased loyal Kuthonites. In Geb, Scourges are more likely to have undead eidolons instead the phantom eidolons commonly found elsewhere. Feats: Spell Scourge, Endure Torment, Inflict Pain, Ectoplasmic Swarm. (Source: Haunted Heroes Handbook pg. 22)
Vampire Hunter Archetype: These undead Hunters rarely settle in one place for too long, and are constantly looking for the next undead threat to put down. Vampire Hunters and similar undead hunters are executed on sight when discovered within Geb’s boarders. Feats: Judgement Purity, Judgement Smiting, Silversmith, Bane, Sun Strike. (Source: Inner Sea Magic pg. 41)
Knight of Ozem Archetype/Prestige Class: While generally not found in Geb, occasionally the Knights of Ozem still make incursions into Geb in an attempt to free Arazni’s soul from undeath and to hinder the undead of Geb. Feats: Sentinel Against Undeath, Teamwork Feat, Aegis Feat, Favored Enemy, Thwart Foul Magic, Blessed Conviction, Purge Malevolence, Foil Deathcaster, Raiment of Righteousness. (Source: Paths of Prestige pg. 30)
General Feat: Necromantic Resistance – Living in Geb is a near constant exposure to necromantic energies. Your body has adapted to this exposure by providing some natural resistance to this constant exposure. (Source: Pathfinder Campaign Setting pg. 77)
General Feat: Urgathoa’s Hunger – While the book Pallid Cravings can be found in many locations, it is most commonly found in Geb. This book provides numerous ways in which Urgathoa’s faithful can satisfy their hungers and granting them unique benefits. (Source: Divine Anthology pg. 31)
Ancestry Feat: Heir to Undying Nobility – Common among Dhampirs who are descended from powerful vampires in places like Geb, Nidal, or Ustalav, these Dhampir demonstrate some of their progenitor’s innate ability to control the living. (Source: Inner Sea Races pg. 215)
NPC: Blood Lord – The powerful rulers of Geb, Blood Lords are feared by both the living and the undead. This NPC is representative of a typical Blood Lord. (Source: Inner Sea NPC Codex pg. 23)
Equipment: Unguent of Revivification – This unguent is commonly used by the undead of Geb to give their decaying flesh the blush of life. (Source: Pathfinder Campaign Setting pg. 213)
Wondrous Magic Item: Unguent of Revivification – This unguent is used for preserving corpses, but is also popular in Geb for restoring the look of living vitality to undead flesh. (Source: Inner Sea World Guide pg. 299)
Magic Armor: Ghoul Hide – Failure in a place like Geb can come with harsh consequences. This armor is created from the hides of ghouls who failed in their duties. (Source: Inner Sea Combat pg. 51)
Magic Item: Dark Life Ring – These rings were originally created by smiths working in Graydirge. The constant exposure to negative energy often takes a toll on smiths working in Graydirge and these rings provide some succor. However, the undead rulers of Geb were greatly displeased with the creation of these rings and put an end to their creation. However, the knowledge for creating these rings had already spread beyond Geb’s borders before Geb’s rulers had taken notice. (Source: Champions of Corruption pg. 30)
Magic Weapon: Blade of Life’s Defense – Frequently crafted in Holomog, these khopesh swords are used to combat the undead forces of Geb. (Source: Merchant’s Manifest pg. 7)
Creature: Cruciarus – These undead are sometimes utilized in Geb as interrogators and assassins. However, they are not always the most dependable. (Source: Breaking the Bones of Hell pg. 84)
Creature: Echohusk – These undead arise from those slain by powerful psychic attacks or psychic magic. Echohusks are common in Geb where death by such attacks are routine. (Source: Occult Bestiary pg. 24)
Creature: Worm that Walks, Locust Variant – A Locust Variant Worm that Walks has threatened Geb’s agriculture rich lands for some time. Possibly emboldened by Deskari’s activities in the Worldwound, it remains yet to be seen if this Worm that Walks will continue to be a threat with the Worldwound’s closing. (Source: Demon’s Heresy pg. 74)
Creature: Sprite Swarm – When a large Sprite community is threatened its defenders can form a deadly swarm in defense of the community. Sprites in Geb tend to be far more malevolent, forming swarms and attacking without provocation. (Source: Fey Revisited pg. 62)
Creature: Kastamut – These Inevitables are charged with defending the order the created by mortal societies. This includes places like Geb whose undead culture has developed strict hierarchies. (Source: Siege of Stone pg. 86)
Creature: Petrified Maiden – These undead are the remnants of an invasion on Geb by the pirate Queen Mastrien Slash. Her invasion of southern Geb drew the attention of Geb himself, who cursed the invaders, turning them in to petrified undead. (Source: Inner Sea Bestiary pg. 37)
Creature: Bezilak, the Silken Fang – This powerful Glabrezu actively seeks out powerful wizards to serve to advance their own secret plans. Bezilak has openly served Gebbite necromancers and Osirian demonologists. (Source: Demons Revisited pg. 20)
Spell/Ritual: Geb’s Hammer – The spellcasters of Geb’s armies have learned to make as much use as possible of the undead corpses that comprise those armies. This spell allows the bodies of slain undead to be wielded as a weapon one last time. (Source: Inner Sea Magic pg. 55)
Spell/Ritual: Soulreaver – This spell is favored by the necromancers of Geb as it is effective at slaying the living and can potentially raise them as undead thralls. (Source: Mythic Origins pg. 15)
Background/Trait: Enemy of the Undead – Living under Geb’s repressive undead aristocracy has inspired your hatred of the undead. (Source: Inner Sea Primer pg. 8)
Background/Trait: Friend of the Dead – Living in Geb you have become friendly with or grown close to members of that undead society. (Source: Inner Sea Primer pg. 8)
Background/Trait: Obsequious Morsel – You have mastered the art of surviving the hungry eyes of the dead and avoiding the punishments of Geb’s undead rulers. (Source: Champions of Corruption pg. 12)
Background/Trait: Acknowledged Scion – As a Dhampir, or a similar living creature with an undead heritage, living in Geb or Nidal you are recognized and protected by your undead progenitor. (Source: Inner Sea Racees pg. 198)
Background/Trait: Righteous Indignation – Growing up in inhumane conditions, such as a place like Geb, Cheliax, Qadira, or Irrisen, you have difficult controlling you anger. (Source: Spymaster’s Handbook pg. 7)
Background/Trait: Necrotoxin Resistance – Living in Geb you are constantly exposed to the unsanitary conditions of undead bodies. As such you have become resistant to diseases commonly spread by undead. (Source: Potions and Poisons pg. 3)
Background/Trait: Forbidden Knowledge – Living in Geb has provided you access to many books about the undead, some of them even taboo or forbidden, and you study them thoroughly. (Source: Undead Slayer’s Handbook pg. 11)
NPC: Arazni – Arazni’s divine apotheosis occurred when she was elevated to serve as the Herald of Aroden. She was tragically slain, only to later be restored in undeath by the Wizard King Geb. This stat block represents Arazni when she served as the proxy ruler of Geb, and raised by Geb as a lich. Arazni continued to serve as a divine figure, mostly to the undead of Geb. However, upon freeing herself from Geb’s control she has found new divine inspiration, and has attracted followers who revere her for her resilience despite abuse and repression. (Source: Mythic Realms pg. 50)
Artifact: Bloodstones of Arazni – These canopic jars contain the preserved remains of Arazni, divine Herald of Aroden. Each jar contains a specific organ and includes the heart, liver, lungs, and spleen. Infused with the divine powers of Aroden and Arazni, each jar bestows one of the valiant traits of Arazni upon its bearer. With her recent freedom from Geb’s control, it remains to be seen in what capacity, if any, that Arazni choses to reclaim these artifacts. (Source: Artifacts and Legends pg. 13)
Artifact: Lung Bloodstone of Arazni – This is one of the Bloodstones of Arazni and is contained in a canopic jar. This Bloodstone imparts Arazni’s sense of duty to its bearer. (Source: Last Watch pg. 28)
Artifact: Arazni’s Staff of the Magi This unique Staff of the Magi was gifted to Arazni by Geb. Geb recovered the staff from a pharaoh’s tomb, however, Arazni has since made the artifact uniquely hers. (Source: Mythic Realms pg. 50)
Artifact: Harlot’s Kiss – A relic from her time as Aroden’s Herald, this artifact was reclaimed and repurposed by Arazni when she was raised as a lich by Geb. (Source: Mythic Realms pg. 50)
Magic Weapon: Red Crusader’s Quill – These magic rapiers are created by Arazni’s faithful. While the design harkens back to her time as Aroden’s Herald, the imagery of the lotus and rapier remain common iconography for the faithful of Arazni. (Source: Last Watch pg. 32)
Spell/Ritual: Bloodstone Mirror – Created by Arazni, this spells creation was inspired by her fear that someone may someday attempt to use the Bloodstones of Arazni to control her. Since its creation she has since shared it with her faithful. (Source: Eulogy for Roslar’s Coffer pg. 72)
Spell/Ritual: Unspoken Name – Having suffered more than her share of abuse and derision, this spell was created by Arazni to assist her and her followers in identifying those who would mock, verbally abuse, or spread lies about her or faithful. (Source: Eulogy for Roslar’s Coffer pg. 73)
Spell/Ritual: Litany of the Red Crusader – This spell has been used by followers of Arazni sense her time serving as a Herald of Aroden. This spell is still frequently used by her followers to this day. (Source: Eulogy for Roslar’s Coffer pg. 72)
Creature: Pallid Angel – These servants of Urgathoa are elevated from the ranks of the Children of Urgathoa when one such Child has provided exceptional service. While battling against the forces of the Whispering Tyrant, Arazni fought several Pallid Angels during the crusade. One such Pallid Angel remains magically entrapped in the Virlych mountains, ensnared there by Arazni. If Arazni has plans to revisit this trapped Pallid Angel remains to be seen. (Source: Last Watch pg. 82)


Are there Nagaji in Jalmeray?


Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Looking a the "Naga Emissary" Trait from 1E it does not have a prerequisite of "Naga." So it's a little hard to say. We don't know how strong the relationship is between the Nagas of Vudra and the Nagas of the Valashmai Jungle.

My guess is that the Nagaji have likely migrated to Vudra and also associate with the Nagas their, but are less common. But it is very interesting that Vudra's Nagas keep emissaries in Jalmeray.


Brinebeast wrote:
** spoilers omitted **

ALKENSTAR staff maybe in AP


8 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Some spoilers from the Keybote:

Spoiler:
Confirmed Ancestries are Vanara, Vishkanya, Ghoran, Nagaji, and Kashrishi. I would assume the Ratajin are likely their as well, but they weren't explicitly mentioned. There will be more information talked about later during PaizoCon.

I for one am pretty excited to see Nagaji here, if only to fuel my hopes to see playable Tanuki in a Tian-Xia book in the future. Although, sad my Shade idea was wrong. Lol

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