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Savage Pathfinder - Companion (v1.0)
Savage Pathfinder - Companion (v1.0)
Savage Pathfinder - Companion (v1.0)
COMPANION
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CREDITS
PATHFINDER SOCIETY FIELD GUIDE, ULTIMATE CAMPAIGN, & INNER SEA GUIDE 1ST EDITION:
LEAD DESIGNERS: Jason Bulmahn, James, Jacobs, Erik Mona, Mark Moreland, Russ Taylor, and Larry Wilhelm
ADDITIONAL CONTRIBUTIONS: Keith Baker, Wolfgang Baur, Jesse Benner, Clinton J. Boomer, Benjamin
Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Joshua J. Frost, Matt Goetz, Ed Greenwood, Stephen S.
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CONTENTS
Fang Monistary���������������������������������������������� 72
INTRODUCTION5 Hellknights���������������������������������������������������� 74
Red Mantis ���������������������������������������������������� 77
THE PATHFINDER SOCIETY 6 Lesser Factions���������������������������������������������� 80
W elcome to the Pathfinder for Savage were viewed by Golarion's inhabitants. The
Worlds Companion. Within these pages chapter concludes with briefer descriptions of
you'll find additional information several less important organizations around
about Golarion and new rules to add to your the Inner Sea.
Savage Pathfinder games. Chapter Six covers some additional character
Chapter One gives a bit more information options for those adventuring in the Inner
about the Pathfinder Society, detailing a little Sea, providing new Prestige Edges as well as
background for this group of explorers and additional gear suitable for these new roles.
adventurers, as well as providing details Chapter Seven provides GMs and players
about the structure, ranks, and goals of the with a more in-depth look at the gods and
organization. religions of Golarion. The major deities and
Chapter Two describes the history of the the beliefs of their adherents get a little extra
Inner Sea region of Golarion (found on attention, providing some extra background
the map in the Pathfinder for Savage Worlds for clerics and paladins.
Core Rules). A comprehensive timeline of Chapter Eight takes a detailed look at the
important historical events Great Beyond: the fabric of all that is, and
Chapter Three details the major nations the planes of existence, for heroes seeking
of the Inner Sea region of Golarion. Each adventure beyond the prime material plane.
entry in the gazeteer outlines a little of the Chapter Nine deals with new artifacts,
nation's history, along with some details precious relics and magic items for
about it's geography, leadership, and political adventurers to seek out and prize.
importance in Golarion. Material for this Companion was largely
Chapter Four contains an adventure drawn from the Pathfinder Society Field Guide,
generator to help give GMs countless quick the Inner Sea World Guide, and the Ultimate
encounters or even ideas for longer scenarios, Campaign books from Paizo. GMs looking for
wherever the party wander throughout the even more information on these topics would
Inner Sea region of Golarion. be well-served looking in those books.
Chapter Five takes a closer look at several
important independent factions in Golarion,
including the dreaded Red Mantis assassins.
The faction descriptions cover important
background on the faction along with
details on the faction's goals and how they
5
CHAPTER ONE
THE PATHFINDER
SOCIETY
T here are near limitless opportunities The rewards of academic study and glory-
for adventures in Golarion. Players can seeking aren’t enough for yet another type
devise any number of different motives of Pathfinder. There are those who take up
for their heroes, but the Pathfinder Society is a the trade seeking the simple thrill of perilous
natural fit for a. Those adventurers of a more adventure.
independent nature will still find members
of the Pathfinders to be valuable allies and
contacts.
STRUCTURE AND LEADERSHIP
The Pathfinder Society was founded more
than 400 years ago by a consortium of
adventurers and scoundrels fond of working
THE PATHFINDER SOCIETY together and regaling each other with tales
of their exploits. As the group grew and
became more formalized, a governing council
Many of the greatest explorers of Golarion’s of 10 members was formed — the original
modern age record their victories in an Decemvirate.
ongoing series of chapbooks known as the
With the organization’s continued expansion
Pathfinder Chronicles. The amazing, often
in both popularity and wealth, the members
unbelievable, tales bound in these oft-
of the Decemvirate were eventually masked
traded volumes tell of lost gods and sunken
for their own safety. Today, the Pathfinder
continents, creatures older than the world
Society is ruled by a shadowy group of
who fell from the stars in the eldest days, and
masked individuals whose identities are
the fantastic ruins they left behind. These
unknown and unheralded.
volumes also tell the stories of people —
individuals who experienced some of the Operatives, known as venture-captains,
very best and worst Golarion has to offer. coordinate teams of Pathfinder agents in
their assigned regions. They tip them off to
The authors of these tales are members of
ancient legends, pass along newly discovered
the Pathfinder Society, a loose-knit group of
maps, and support efforts in the field. Each
explorers, archaeologists, and adventurers
venture-captain oversees the activities of
who search the globe for lost knowledge and
several different Pathfinder field agents, who
ancient treasures. While an honest desire
in turn conduct much of the exploration and
to unlock history’s secrets motivates some
adventure that fuels the Society as a whole.
Pathfinders, the promise of material fortune
and fame propels others who seek a sort of The Society’s chief resource is its vast
immortality in the publications of the Society. organization of operatives spread throughout
6
The Pathfinder Society
the Inner Sea region and beyond. Venture- carefully manicured lawns and monument-
captains in cities or especially remote strewn plazas are dotted with Pathfinders
locations usually run lodges where they trading information. At night the sounds
conduct Pathfinder business. Typically a of stories and songs resound along stone
house or building owned by the Society, a pathways lit gently by witchlights.
Pathfinder lodge is completely under the The most recognizable name among the
administration of the local venture-captain. Pathfinders is legendary Durvin Gest, author
Agents are welcome to stay at any lodge of many of the best-known tales from the first
as long as they’re on legitimate Pathfinder several Pathfinder Chronicles. Yet, the very
business. To deter freeloaders, lodges nature of the Pathfinder Society ensures that
rarely offer food or extensive free services. the organization attracts a host of oddball
Most venture-captains keep small stores of characters and impassioned adventurers
potions, scrolls, and mundane adventuring determined to make their mark on the face
equipment for sale to agents. Mercenary of Golarion. Many have become legends in
venture-captains charge exorbitant prices their own right.
for items if they believe their agents have A man named Ambrus Valsin currently
uncovered a treasure haul. As information serves as the steward of the Grand Lodge.
conduits, venture-captains also pass along He supervises all important duties within the
letters or messages through Pathfinder structure and keeps a long list of relatively
channels on agent request. safe but time-consuming jobs on file to keep
The original and greatest Pathfinder lodge is rookie Pathfinders busy.
located in Absalom. The structure is known
as the Grand Lodge, a massive fortress
complex located in the city’s Foreign Quarter.
PATHFINDER RANKS
The Grand Lodge is a place of wonder and
education. It’s a bastion of knowledge FIELD OPERATIVES
designed to inspire and organize all those Initiates who pass Confirmation become field
who live for discovery. During the day its operatives. Once initiated they’re considered
7
equal to any other Pathfinders below the THE DECEMVIRATE
SAVAGE PATHFINDER
8
The Pathfinder Society
Many of the more adventure-minded application of magic, and surprisingly even
Pathfinders look down on compatriots includes a handful of non-spellcasters among
who favor the Scrolls, as a large portion of their ranks. Arcane casters, especially wizards,
their number rarely leaves the safety of the feel a particular kinship with this group, being
lodge. But the Scrolls maintain there’s more the most inclined toward magical research.
to be discovered in a week’s perusal of Followers of the Spells make excellent
understudied tomes than in a month traipsing leaders for missions expected to run afoul
about through muck after yet another soon- of magical creatures, traps, or unknown
to-be-shelved find. mystic forces, which arguably includes most
Most view their approach as an important Pathfinder operations. Though, Venture-
facet in the grand quest for knowledge. What captains frequently find themselves at
has been recovered must also be understood. odds with Spells who either conceal their
As for all aspects of the Pathfinders, the “why” discoveries or delay revealing them in the
may vary—pure research, financial gain, and hope of unmasking further revelations.
leads to the next adventure are only some The often brusque Aram Zey remains
the most common motivations. Certainly the Master of Spells at the Grand Lodge,
these Pathfinders do adopt the adventuring despite his apparent disdain for his students,
life at times, if only to be the first to gaze on particularly those who lack magical talent.
mysteries thought lost to the ravages of time. Initiates who impress him with their grasp
Not all Pathfinders who favor the Scrolls of esoteric arcane theory or their mastery
obsess over moldering manuscripts and of dweomercrafting may find themselves
ragged tomes. Some appreciate the Scrolls’ invited back for further study after passing
eclectic approach to learning but seek their Confirmation.
own knowledge from experience rather than Pathfinders drawn to the Spells often favor
books. They’re distinguished by a more the use of magic, particularly obscure or
thought-out approach to adventuring, rarely unusual forms of it.
favoring violence or magic where cleverness
might suffice. THE SWORDS
Tutelage of the Scrolls was briefly transferred
While it might seem obvious to characterize
to Drandle Dreng during Master of Scrolls the Pathfinder Society primarily as a
Kreighton Shaine’s three-month sabbatical scholarly organization, the truth is that the
in the Mwangi Expanse. Kreighton doesn’t Society needs a strong martial branch due
speak much of his experiences there. Since histo the nature of their interests. Even when
return, the previously flighty elf has resumedintriguing ruins or promising sites aren’t
his duties at the Grand Lodge. Though, now located within enemy territory, the route to
he has a pronounced limp and is always in reach such locations often lies through hostile
a decidedly prickly mood. As of late, he’s terrain. And, of course, the dangers of the
spent much of his time sequestered in study dungeons and ruins in which Pathfinders
with favored former students, leaving some delve often requires the aid of those who are
initiates fearful as to the quality of their hale and hearty.
education. Those working with Kreighton
rebuff any inquiries about their research, but As much as the more scholarly members
seem to spend a lot of time reviewing texts might hate to admit it, all Pathfinders need
about both Osirion and Shory. training in the art of surviving battle if they
want to truly excel in the organization. The
Pathfinders drawn to the Scrolls often favor Swords are some of the Society’s most skilled
investigation, exploration, and diplomacy. warriors. They focus on all aspects of victory
in skirmishes, including setting traps and
THE SPELLS ambushes, the fine art of knowing when to
The pursuit of magic arguably draws in run, and dirty fighting.
as many Pathfinders as any other reason, Stodgy codes of honor and notions of a
even greed or fame. These types concern fair fight find little purchase among the
themselves with both the theory and practical Pathfinders, where living to tell the tale
9
remains of paramount importance. Most cavalier attitude merely serves to keep his
SAVAGE PATHFINDER
Swords make it a point to practice and drill audience attentive to his teachings.
whenever they visit a lodge, both to hone Since the unmasking of the Shadow Lodge,
their own skills and to train their fellow Marcos has made every effort to heal the rifts
Pathfinders. among the Pathfinders. He takes a dim view
Venture-captains value field operatives who of the less tolerant within the lodge, a stance
follow the path of the Sword. Pathfinders that often causes conflict with other members
who know their way around a blade are of far of the organization.
more value than hired swords from outside Pathfinders drawn to the Swords often favor
the lodge. They can be counted on to not combat and military elements, particularly
blunder into obvious traps or endanger their when combined with exploration, stealth,
teams with foolish bravado. and adventuring goals. It’s unusual to see
Master of Swords Marcos Farabellus remains spellcasters working within this subgroup of
the most popular of the Three Masters of the the Society.
Pathfinder’s Grand Lodge. He’s well-loved
for his garrulous storytelling, lenient training,
and devil-may-care approach to combat.
GOALS
Even so, at heart, he knows that each lesson Agents are expected to follow three primary
is a chance to save a Pathfinder’s life, and his duties: explore the mysteries of the world,
report their findings, and cooperate with
other agents to ensure the success of both.
Unfortunately, because of the loose structure
of the Society, conflicts are relatively common.
Agents are charged with writing up detailed
reports of their exploits to pass on to their
venture-captains, who then forward the
most compelling accounts to the Grand
Lodge in Absalom for consideration by
the Decemvirate. Periodically, the masked
leaders of the Society collect and publish
the most worthy exploits in new volumes
of the Pathfinder Chronicles, which are then
distributed to Pathfinder lodges throughout
the Inner Sea region.
Yet, for as long as the Pathfinders have
chronicled their adventures, the general
public has clamored for access to these tales.
Those that are published present exciting
and hair-raising tales. Among scholars
or competing explorers (particularly the
Aspis Consortium), copies of the Pathfinder
Chronicles are particularly valuable for their
routes to treasure, secrets of magic, and other
hints about how to navigate the far corners
of the world. Reproductions and counterfeit
copies are growing more and more common.
PUBLIC PERCEPTION
The Pathfinder Society is so loosely organized
that it’s difficult to identify it as having
a particular flavor or character. In most
10
The Pathfinder Society
cases, venture-captains are members of Society that governments who particularly
their communities and participate in local fear their citizens and rely on propaganda,
customs and habits. Since venture-captains misinformation, or similar exploitative
often maintain lodges, they tend to be more tactics often see Pathfinders as threats to their
responsible and, as a result, less unpredictable control of secrecy. A Pathfinder in such an
in their actions than the average Pathfinder. area must take extra care to avoid attracting
Though, exceptions always seem eager to the wrong sort of attention. Perhaps even
show otherwise. more disturbing are the rumors of a secret
Field agents are much more of a hodgepodge. “shadow lodge” within the Society that
The freedom for agents to be, do, and say seeks to take over and control its massive
anything they want is likely the organization’s magical resources. Both the Decemvirate and
most consistently distinct aspect. The liberty many vocal venture-captains dismiss these
of agents occasionally clashes with the desires unsettling rumors as utter hogwash.
or goals of specific venture-captains, but rarely The Pathfinder Society possesses a fairly
creates too deep of a rift for them to work loose hierarchy with few formal distinctions
together. The same cannot be said of fellow in rank. All Pathfinders began their journey
Pathfinder agents, and deep and even violent within the Society in the same fashion: by
rivalries are far from unheard of among their presenting themselves at a lodge (often the
ranks. Though the freedom to approach their Grand Lodge in Absalom) and passing the
duties as they see fit is a distinct advantage challenges, tests, and questions expected of
for most missions, it unfortunately appeals an aspiring applicant.
to a large number of individuals eager to Those who pass become initiates. These
abuse their perceived status as Pathfinders. initiates spend several years in training and
These bad apples have done little to promote service at their lodge under the able tutelage
the perception of Pathfinders as legitimate of taskmasters who fall into one of three
scholars and explorers. categories: Scrolls, Spells, and Swords. Scrolls
In certain areas where information is train initiates in knowledge and history,
seen as a commodity or weapon, such as Spells train them in the theory and lore of
Nidal, Cheliax, or Galt, Pathfinders are magic and enchanted items, and Swords train
often greeted with suspicion. So little is them in combat and survival.
known of the mysterious leaders of the
11
CHAPTER TWO
THE INNER
SEA REGION
T he subcontinent of Avistan and the Ocean. This ocean’s eastern shores run along
northern third of Garund together are the coasts of Avistan and Garund, from
often referred to as the Inner Sea region.Varisia in the north to the outlying Horn of
Consisting of over 40 nations, empires, Droon in southern Garund. Not quite the
frontiers, and wildlands, the Inner Sea largest ocean on Golarion, the Arcadian is
region comprises a wide range of adventure certainly the largest to connect directly to the
opportunities. From the wild frontiers of Inner Sea region.
Varisia to the cosmopolitan streets of Absalom, As one approaches Azlant in the center of
from the cloying diabolism of Cheliax to the the Arcadian Ocean, submerged ruins of
hopeful independence of Andoran, any of that ancient empire grow more common, yet
these locations can host countless adventures. elsewhere, vast undersea cities populated by
The following pages take a detailed look aquatic elves, merfolk, sahuagin, and—in the
at these regions, focusing on the history, deepest reaches—the remnants of the aboleth
government, and sites of interest in each empire await discovery.
area. Each entry includes a short block of Eye of Abendego: Before the death of
information for the region being covered, Aroden, this sizable stretch of relatively calm
starting with a brief description of that waters was known as the Abendego Gulf.
region and including such vital stats as the Yet just over a century ago, a powerful and
overall alignment of the region’s populace, apparently perpetual hurricane churned to
its predominant religions and languages, the life within the gulf. The region is known now
name of its ruler and type of government, as the Eye of Abendego — for it’s the winds
and names and populations of its major and waves of this permanent hurricane
settlements and capital city. that are the region’s most dominant and
dangerous feature.
WATERWAYS While some brave and desperate ship
captains ply the outer reaches of the Eye,
While this chapter is most concerned with the none have yet successfully navigated
continents of Avistan and northern Garund, the hurricane’s depths. A few magical
a full exploration of the Inner Sea region investigations of the storm have confirmed
would be incomplete without at least a that at its center sits a large eye of calm waters
cursory examination of its major oceans, seas, thick with debris and other mysterious
and lakes. flotsam, yet the preponderance of undead,
Arcadian Ocean: Surrounding the island ghost ships, strange sea monsters, and
continent of Azlant is the vast Arcadian powerful creatures of elemental air make
12
such investigations dangerous at best. What the water “steams” with heavy layers of mist
may have formed the eye is a mystery that’s at night that slowly burn off each morning.
unlikely to ever be solved. Obari Ocean: The massive Obari Ocean
Inner Sea: The most important waterway separates the continents of Garund and
in the region is the eponymous Inner Sea. Casmaron. It’s northernmost extreme
Yet despite its import, this region is also the connects to the Inner Sea, while to the south
13
A hundred years ago, humanity stood on the To the south, entire nations drowned as
SAVAGE PATHFINDER
edge of a new age. Prophecies spoke of the a vast and perpetual hurricane, the Eye of
return of the great god Aroden and, with him, Abendego, manifested and brought ruin.
a new renaissance for his chosen people in the The great prophecies failed, and humanity
modern empire of Cheliax. Instead, Aroden’s looked with apprehension on an uncertain
connection to his clerics grew silent, and the world. Thus was born the current era, the Age
Inner Sea region was plunged into weeks of of Lost Omens.
widespread storms and chaos. The current year is 4711 ar (Absalom
With Aroden’s death, mighty Cheliax fell Reckoning). As the calendar advances in
apart, its outer territories escaping from the real world, time also marches forward
its grasp in a series of revolutions and civil for the world of Golarion. This book was
wars. In the north, the walls between worlds published in the year 2011, with Golarion’s
shifted, and Golarion inched ever closer to corresponding year ending in the same two
the demonic Abyss with the opening of the final digits.
Worldwound.
AGE OF CREATION
DATE EVENT
The creation of Golarion is a hotly debated subject among scholars and priests, with as
many theories attempting to chronicle such an ancient event as there are philosophies and
religions. Most of these theories agree that for uncounted ages, mortal life did not exist
on the world of Golarion. Yet even this primeval world was far from abandoned. If they
are to be believed, the aboleths ruled the oceans, while the land was the domain of even
more mysterious races, such as the unknowable Vault Builders. Eventually, mortal life
Unknown appeared — yet again, whether as a result of aboleth experimentation or divine creation,
the truth is unclear. Certainly, the gods themselves had a far more direct role in the world
in these early days, for it was during the Age of Creation that the deity Rovagug was
confronted and defeated by an alliance of gods and goddesses, primarily through the acts
of Sarenrae (who cut open the world and sealed Rovagug in a strange dimension at the
world’s core) and Asmodeus (who provided a lock and key capable of imprisoning a god).
AGE OF SERPENTS
DATE EVENT
Among the first of Golarion’s great empires was that of the serpentfolk. By the time Azlant
Unknown
rose to power, the serpentfolk were already one of humanity’s greatest enemies.
AGE OF LEGEND
DATE EVENT
The first, and arguably the greatest, of humanity’s civilizations was the continental empire
of Azlant, a realm of powerful magic and technology whose secrets are still valued today.
The empire of Thassilon rose near the end of the Age of Legend, founded by exiles from
Unknown
Azlant and ruled by wizards known as Runelords. When the people of Azlant grew too
proud of their deeds, their old aboleth enemies decided to end things on their own terms
by destroying Azlant by using powerful magic to cause Earthfall.
14
The Inner Sea Region
AGE OF DARKNESS
DATE EVENT
Earthfall. The Starstone tumbles to Golarion, creating the Inner Sea and kicking off a
−5293 thousand years of darkness. Azlant and Thassilon are destroyed. The elves depart Golarion
via the Sovyrian Stone or retreat into the far north, the southern jungles, or the Darklands.
King Taargick founds the Kingdom of Tar Taargadth, uniting the dwarves in a common
−5133
cause to abandon the subterranean Darklands.
The orcs first emerge onto the surface world, fleeing vicious pogroms by righteous dwarves
−5102
tunneling toward a prophesied land of the open sky.
−4987 The dwarves fulfill the Quest for Sky, emerging for the first time on the surface of Golarion.
AGE OF ANGUISH
DATE EVENT
−4294 The Age of Darkness draws to a close. Humanity begins rebuilding civilization.
The gnome race, fleeing an unknown terror from the First World, arrives in various
−4202 locations throughout the Inner Sea region where the boundaries between dimensions have
worn thin.
−4120 Founding of the Jistka Imperium.
The Pit of Gormuz opens in central Casmaron, disgorging the Spawn of Rovagug on the
−3923
surface of Golarion for the first time.
−3708 Belkzen besieges Koldukar.
Old-Mage Jatembe and his Ten Magic Warriors bring the light of learning back to a
−3502 world overcome with fear and despair in the deep Mwangi Expanse. His discoveries will
eventually inspire the flying cities of the Shory empire.
15
AGE OF DESTINY
SAVAGE PATHFINDER
DATE EVENT
−3470 Ancient Osirion is founded.
−3300 Betrayal by powerful outsider allies and raids from desert nomads weaken Jistka.
−3250 Desert nomads form the Tekritanin League.
−3047 The Song Pharaoh overthrows the Pharaoh of Forgotten Plagues and founds Shiman-Sekh.
−3000 Osirion is at its height under the reign of the God-Kings.
−2764 The Jistka Imperium collapses in a prolonged series of succession wars.
Shory aeromancers, working from thousand-year-old traditions begun by Old-Mage
−2323
Jatembe, establish Kho as the first of their legendary flying cities.
The Four Pharaohs of Ascension join forces to rule Osirion, initiating that empire’s Second
−1498
Age.
The armies of the Four Pharaohs break the Tekritanin League, absorbing some city-states
−1452
and razing others.
−1431 The power of the Four Pharaohs breaks, and Osirion again slips into decline.
−1281 Taldor is founded by descendants of Lost Azlant and indigenous primitive humans.
−892 Nex and Geb go to war.
Osirion fails to replace the assassinated governor of Thuvia, effectively ceding the province
−841
to barbarism.
The Tarrasque, greatest of the Spawn of Rovagug, destroys Ninshabur and devastates
−632
Avistan until it’s defeated and sealed away in a hidden cavern.
The Linnorm King Ulvass discovers Arcadia, establishing the colony of Valenhall as an
−473
earthly paradise.
−43 Soldiers of Kelesh claim Qadira in the name of Padishah Emperor Adalan IV.
AGE OF ENTHRONEMENT
DATE EVENT
Aroden, the Last Azlanti, raises the Starstone from the depths of the Inner Sea and becomes
1
a living god. Absalom is founded.
23 First Siege of Absalom—Warlord Voradni Voon’s ill-planned siege fails catastrophically.
Taldor’s First Army of Exploration destroys the Goroth Lodge in the Verduran Forest and
37
charts the Sellen River as far north as Sevenarches.
166 Nex unsuccessfully sieges Absalom, creating the infamous Spire of Nex.
253 Nex captures the Isle of Jalmeray.
499 Taldor’s Second Army of Exploration pushes north beyond Lake Encarthan.
Khiben-Sald, the legendary Maharaja of Vudra, spends a decade on the Nexian Isle of
563
Jalmeray, bringing Vudran culture to the Inner Sea.
576 Nex vanishes from his capital in Quantium during a Gebbite attack that kills thousands.
632 Geb attempts to escape Golarion in an act of ritual suicide, but soon returns as a ghost.
Aroden mortally wounds the wizard-king Tar-Baphon on the Isle of Terror at the center of
896
Lake Encarthan.
1140 Artokus Kirran formulates the sun orchid elixir.
Taldor’s Third Army of Exploration conquers the northern shore of the Inner Sea; Corentyn
1520
is founded.
Qadiran operatives topple the decadent Pharaoh Menedes XXVI, establishing the first in a
1532
long line of foreign rulers over Osirion.
16
The Glorious Empire of Tar Taargadth collapses when orc raiders launch massive assaults
1551 against the Sky Citadels, conquering several of them and throwing the dwarves into
uncharacteristic chaos for several years.
The First Five Kings War erupts, engulfing all of the Five Kings Mountains and many of
1571
the surrounding human settlements.
Taldor’s Fourth Army of Exploration maps and claims the lands that will one day become
1683
Andoran.
17
The famed dwarven engineers of Jernashall, within Droskar’s Crag, create the first
3332
SAVAGE PATHFINDER
18
Ordrik Talhirk murders his cousin and seizes the throne of the Five Kings, triggering the
4369
Forge War.
4382 The Forge War ends with Ordrik’s triumph.
4407 Cheliax founds Korvosa in the northern frontier region of Varisia.
4410 Cheliax cedes territorial ambitions in Varisia and Belkzen, officially ending the Everwar.
4466 Ordrik’s theocracy crumbles.
19
The pirates of the Shackles unite under one banner to harass the fleets and merchants of
4674
SAVAGE PATHFINDER
the north.
4676 Shadow beasts first appear in Westcrown.
4682 Queen Domina of Korvosa gains the service of the Hellknight Order of the Nail.
A contingent of 173 heavy cavalry from Lastwall routs Warlord Graukrad’s force of 2,000
4695
orcs.
The Beast of Bloodcove, huge froghemoth, claims 204 victims over the course of a record
4696
hot summer.
Gorilla King Ruthazek attacks Alkenstar and seizes the Gunworks’ largest bombard as a
4690
trophy.
4697 The Goblinblood Wars shake Isger.
4698 A terrible earthquake rocks Absalom.
The royal house of Rogarvia vanishes in Brevoy, leaving the nation in turmoil. House
4699 Surtova takes the contested crown. The great wyrm red dragon Daralathyxl makes his last
appearance.
Over the course of the month of Rova, the eyeless bodies of 13 krakens wash up on the
4700
western shores of the Isle of Kortos.
Gnolls surge from White Canyon in Katapesh, attempting to enslave the population of
4701
Solku.
The runelords stir to life in Varisia. In the sleepy town of Sandpoint, gifted artist Jervis Stoot
4702
murders 25 men, women, and children.
The Night Terror, a Chelish merchant ship thought lost to the Eye of Abendego years ago,
4703
is found adrift off the Andoren coast in pristine condition but with its entire crew missing.
White Estrid defeats Boiltongue and becomes a Linnorm King; her use of strange weapons
4704 that she claims were gifts from “earth spirits” enrages other rulers of the Lands of the
Linnorm Kings.
4705 The Gray Corsairs sink three Katapeshi slave galleons in the Inner Sea.
Followers of the Gorilla King behead 17 missionaries and Aspis Consortium merchants in
4706
the Mwangi Expanse.
Adventurers reopen Bloodsworn Vale. Pharaoh Khemet III opens the ruins of Osirion to
4707
foreign explorers.
An aging King Eodred retreats from rule of Korvosa, leaving his untested young wife,
4708
Queen Ileosa, in charge of Varisia’s largest city.
A monstrous metal scorpion capable of spitting fire from its mouth and tail destroys several
4709 villages in western Numeria— the beast retreats into the Felldales after harvesting dozens
of living prisoners.
Many travelers of the Inner Sea report sightings of an immense blue dragon flying north
4710 from Thuvia toward Avistan—later that year, several remote villages in Isger, Druma, and
Molthune are mysteriously destroyed by fire and lightning.
4711 The current year.
20
CHAPTER THREE
T he Inner Sea region of Golarion is vast, the largest natural harbor on the Isle of
encompassing every type of terrain, from Kortos, in the eye of the Inner Sea, and thus
the frozen wastes of the north to the controls dozens of major shipping lanes. It is
sweltering jungles of the south. This chapter a critical stop on any voyage across that sea.
details the major civilizations of the Inner The confluence of mercantile, strategic, and
Sea. Each entry details the capital city of the religious influence in Absalom earns its title
area, the ruler or leaders of government there, as the City at the Center of the World.
languages spoken, and religions practiced. Absalom is ruled by a Grand Council chaired
There then follows a condensed history of by Lord Gyr of House Gixx, who enjoys the
the area, it's importance in Golarion, and titles of Primarch and Defender of Kortos. The
sometimes some details of local intrigue or Grand Council has 12 high seats (including
mysteries a GM can use as the basis of an the Primarch’s) and a varying number of low
adventure. seats. Religious figures, the aristocracy, and
These histories are necessarily abbreviated, powerful merchants fill the high seats—their
but the Inner Sea World Guide published by positions kept for as long as the members
Paizo contains a great deal more detail for maintain the support of their fellows. Low
GMs or players looking for more in-depth seat positions are voted on by the Grand
information. With all that said, the tour of the Council once a year, with candidates selected
Inner Sea begins with the City at the Center of from other public offices or notable families.
the World, Absalom. Above the High Council, the Primarch has
unique privileges giving him considerable
ABSALOM power. He can veto any political appointment
City at the Center of the World and has the sole power to call a Grand
Capital: Absalom (303,900) Council meeting, allowing him to hold the
Ruler: Lord Gyr of House Gixx, Primarch of council hostage by refusing to allow them to
Absalom, Protector of Kortos meet unless they agree to settle issues to his
Languages: Osiriani, Kelish satisfaction. The Primarch is also traditionally
the Sea Lord of Absalom’s navy, giving him
Religion: Abadar, Aroden, Calistria, Cayden
considerable military might, but Lord Gyr
Cailean, Iomedae, Irori, Nethys, Norgorber,
has instead named himself First Spell Lord,
Sarenrae, Shelyn with authority over the magical institutions
Absalom is the most famous of all cities, of Absalom.
and takes pride in being one of the largest
and wealthiest in the world. It also sits in
21
ANDORAN Languages: Orc
SAVAGE PATHFINDER
22
Inner Sea Gazeteer
BREVOY South of the Gronzi Forest lies Rostland, a
Struggle Between Feuding Noble Houses vast rolling plain of fertile grasslands, dotted
with farms and small villages, and serving
Capital: New Stetven (32,850)
as breadbasket of the north. The people of
Ruler: King-Regent Noleski Surtova
Rostland are mainly farmers, craftsmen, and
Languages: Draconic, Hallit, Skald, Varisian tradesmen. Whatever their station in life,
Religion: Abadar, Gorum, Pharasma they're obsessed with honor and personal
In the far northeastern reaches of Avistan, standing, and take offense at the slightest
the land and its people become harsh and provocation. One wrong word is likely to find
unforgiving. Winters are long and deadly the offender in front of the local magistrate
here. Common folk scratch out a meager or facing a prospective duel. But if outsiders
existence farming the near-frozen soil and take the trouble to learn their customs,
fishing its rivers and lakes while the lords of Rostlanders prove to be fast friends and
the land plot in their keeps and strongholds, staunch allies.
jealously eyeing their neighbors’ domains. This fierce pride dates back to the early
This is the nation of Brevoy. Taldan explorers who colonized the area
The northern half of Brevoy consists of the under the leadership of Baron Sirian First.
once-independent nation of Issia. A stark Baron Aldori issued an open challenge to
landscape of rugged hills, the region has poor anyone who could beat him in a duel of
soil, and little grows here. The people live swords. Thousands answered the challenge,
primarily on fish from the Lake of Mists and but Sirian defeated them all, cementing his
Veils, supplemented by food shipped from reputation as the greatest swordsman in the
Rostland or farther south. world. In time, Sirian selected a small group
Issians are a reclusive bunch. Outsiders find to train. He made them change their names to
themselves distrusted and shunned. Rumors Aldori and swear an oath not to reveal what
of bloody rituals and human sacrifice remain they learned to any outside the swordpact.
unsubstantiated, but in the faraway cities of Down through generations, Sirian’s pupils
Restov and New Stetven, people whisper became known as the Aldori swordlords, a
that the true masters of Issia remain hidden force feared across the continent.
beneath the waters of the Lake of Mists and
Veils, emerging in the dead of night to strike
terrible bargains with the villagers.
23
A decade ago, the delicate balance of power Despite losing almost half its holdings,
SAVAGE PATHFINDER
between Issia and Rostland changed forever Cheliax remains one of the largest nations
as a warlord named Choral the Conqueror on Golarion. The far-reaching influence
stormed into the region gradually welding the of Cheliax stretches north to the Lands of
states together to forge the nation of Brevoy. the Linnorm Kings, south to the nation of
Today, seven great noble houses dominate Sargava in Garund, and east into Taldor and
Brevoy’s political landscape. Most of Qadira. Elements of Chelish culture appear
these date back to before the arrival of the in all those places and more, mostly in the
Conqueror, when they existed as powerful ports and trading cities of dozens of nations—
tribes of raiders and barbarians. Choral indeed, art, theater, and music (particularly
apportioned lands and titles to those lords the opera) have seen a striking explosion in
willing to pledge fealty to him. popularity in modern Cheliax, if only because
the nation’s beleaguered citizens increasingly
In the middle of winter in early 4699 ar,
need an escape from reality.
every member of the ruling House Rogarvia
vanished without a trace. Rumors flew of The House of Thrune and much of Cheliax’s
palace coups and sinister plots, but it quickly nobility work with devils and other infernal
became clear that what had occurred was agents. Aristocrats from noble families
something altogether stranger than a mere old and new enter into arrangements with
rebellion. There was no evidence of foul play citizens of Hell, gaining from these deals
or struggle within the royal palace, nor in any incredible power for a sometimes-unclear
of the noble villas owned by the Rogarvias price. Not every noble house so eagerly
throughout the land — the nobles were welcomes the influences of Hell, but those
simply gone, leaving empty manors scattered that do not wisely remain neutral.
across Brevoy. A brief period of chaos and The government’s dissent-quelling policies
panic followed, but by the end of the year, the make the people untrusting and insular. Even
Surtovas had made their move. Today, King citizens with no investment in the diabolic
Noleski Surtova holds the Ruby Fortress and order turn in suspected traitors to achieve
the Dragonscale Throne, yet it remains to be wealth and social advancement. Those
seen how long he can maintain his rule over a unwilling to play along continue to suffer
kingdom growing increasingly fractious. constant torment and indignities.
The diabolists currently in charge of Cheliax
CHELIAX serve the empire as its new aristocracy. Many
Diabolical Empire in Decline of the ruling houses claim titles such as
Capital: Egorian (82,100) paracount or paraduke, with the loftiest titles
Ruler: Her Infernal Majestrix, Queen Abrogail frequently going to those families who only
II of the Thrice-Damned House of Thrune gained nobility with the rise of House Thrune.
Languages: Infernal Noble Houses that existed before the death of
Religion: Abadar, Asmodeus, Erastil, Aroden for the most part retained their power
Iomedae, Zon-Kuthon and influence over the past century, though
those in favor with the House of Thrune saw
Aroden’s death just over a century ago
the greatest increase of prestige and wealth.
changed the empire of Cheliax forever, as
Despite their pretensions, questionable
vassal states rebelled and Cheliax fell into a
morality, and recent rise to power, the noble
bloody 30-year civil war that was quelled by
houses that currently rule Cheliax do so more
the kingdom’s current diabolical aristocracy—
effectively than their imperial counterparts
the Thrice-Damned House of Thrune.
prior to the civil war. Under the red-and-
Today, Cheliax is a nation without hope—a
black standard of Asmodeus, Cheliax once
decadent empire weakened by losses in
more claims its former glory, if not the
glory and colonial wealth but deluded with
righteousness of years past.
pretensions of greatness. It is a stain on the
face of Golarion and a mockery of what was
once the greatest kingdom of mankind.
24
THE DARKLANDS puzzled and concerned sages and scholars—
Tripartite Underground world how could such an extensive network of
underground caverns retain its shape over
Capital: None
the ages despite world-changing catastrophes
Ruler: None
such as Earthfall, volcanic upheavals, and
Languages: Aklo, Undercommon divine punishments? The answer lies in
Religion: Rovagug, archdevils, demon lords the deepest reaches of the Darklands, in
There is another world hidden below. A the region known as Orv, for here yawning
world that slumbers under city foundations, caverns the size of nations sprawl. Within
dreams beneath the deepest roots of the these logic-defying Vaults lie clues to the
oldest forest, and plots in hidden places as mysterious “Vault Keepers” said to be
far below the surface as the mountains rise responsible for the creation of these ancient
above it. The endless caves and twisting caverns. Of these creators, little is known
25
elves—who fled below ground in the wake of ever-growing financial holdings inch them
SAVAGE PATHFINDER
Earthfall—into the drow. After a combination toward the ultimate goal of their philosophy.
of exposure to a mysterious force deep in Orv While it would seem that traveling “prophets”
and these elves’ own deteriorating sanity, of Druma would make tempting targets for
the drow began to colonize and claim great thieves and confidence men, knowledgeable
stretches of the central realm of the Darklands denizens of the underworld give them wide
once held by the serpentfolk. berth, knowing their untold wealth all too
often buys hosts of magical contingencies,
DRUMA powerful divinations, and vengeful assassins.
Merchants’ Religious Paradise Very little stolen from such a prophet stays
Capital: Kerse (18,300) stolen for long. The jewel-bedecked traders
Ruler: High Prophet Kelldor thus comport themselves with an arrogance
Languages: Dwarven and casual fearlessness that frequently grants
Religion: Abadar, Torag, Prophecies of them the upper hand in negotiations.
Kalistrade Such negotiations played a critical role in the
Known to its citizens as the “Kalistocracy rise of the prophets more than 2,000 years ago,
of Druma,” the rolling hills of this region when their mediation united the squabbling
host many of the most productive gem and dwarf nations of the Five Kings Mountains.
precious metal mines in Avistan, granting The Kerse Accord of 2332 ar also granted
its leaders — adherents to the Prophecies of these adherents significant control over the
Kalistrade — significant influence over the mineral resources south of Lake Encarthan.
politics and affairs of the entire Inner Sea As Druma’s dwarven lieges turn increasingly
region through their access to such riches. inward to their mountain vaults to the east,
the prophets of Druma consolidate their
The most potent prediction of the
domestic power by ensuring widespread
Prophecies concerns an imminent hour of
dedication to the Prophecies of Kalistrade.
victory, in which adherents leverage their
financial power to, in effect, “own” the world, Social status and cultural upbringing do
becoming its masters and achieving a sort of not matter to a Drumish merchant, so long as
immortality. Their constant expansion and the adherent is capable of generating wealth,
and thus proving her value to the world.
26
Many of those unable to do so instead join tirelessly beneath the mountains now
Druma’s justly infamous Mercenary League. flourished on the surface. To aid in their epic
The league is ruthless, highly trained, and war against the orcs, the dwarves founded
lavishly well equipped. Black uniforms mark ten magnificent Sky Citadels. For nearly a
the league’s members in stark contrast to thethousand years, they used these great citadels
white-clad merchants, but the mercenaries as bastions of civilization. The dwarves and
are as loyal as golems—and some say more orcs fought a savage, relentless war until orcs
deadly. Mercenary League members are captured Koldukar, a Sky Citadel in what is
remorselessly amoral in executing orders. known now as the Hold of Belkzen.
In addition to domestic guard duty, the Over time, the power of the dwarves waned
“Blackjackets” escort Drumish caravans and again. In 1551 ar, the central government of
traverse the Inner Sea on missions for their Tar Taargadth collapsed, and each Sky Citadel
masters. Wherever these squads go, the was forced to fend for itself. One by one, they
27
SAVAGE PATHFINDER
a united nation — each of the various city- which to undermine the basic principle of the
states of the mountains functions as a free divine right of kings. The half-elf philosopher
city with its own monarchy and traditions. Hosetter took things even further: his Imperial
The various kings work together in a loosely Betrayal urged common folk to take up
defined “Gathering Council,” and the city of arms to defend their shared ideals. These
Highhelm serves as the region’s capital out of fiery words spread swiftly across the land,
tradition and honor for its status as one of the
and tales of Queen Abrogail’s cruelty only
four surviving Sky Citadels. added fuel to the flames. Dissent soon burst
into rebellion. Tens of thousands answered
GALT Hosetter’s call, coming together in rowdy
Eternal Revolution mobs to shatter any remnant of Chelish rule
Capital: Isarn (42,700) and drag the decadent nobles from their
Ruler: Citizen Goss, Chairman of the manors. Together with other heroes of the
Revolutionary Council people, Hosetter and Jubannich formed the
Revolutionary Council, one of the first acts
Languages: Hallit
of which was to commission the creation of
Religion: Calistria, Cayden Cailean, Erastil,
guillotines, known as the final blades.
Iomedae, Norgorber, Shelyn
The love of life that once characterized Galt
Galt has a long and colorful history filled became an endless thirst for blood. Those who
with brilliant artists, romantic brigands, and criticized the Revolutionary Council found
philosophers whose unorthodox ideas have themselves branded Chelish sympathizers
altered the landscape of modern political and set upon the tumbrel to face the final blade.
thought. Today, only one color comes to mind The united front of the revolutionary leaders
when people think of Galt: the bitter crimson soon shattered into paranoia and infighting.
of blood. The Red Revolution has held the Just five years after chairing the first session
land in its grip for more than 40 years, and of the Revolutionary Council, Hosetter was
shows no signs of ending. executed. Darl Jubannich fled to Andoran,
The seeds of the Red Revolution were and with his departure the last voice of reason
sown when House Thrune rose to power was drowned out by the hungry mob.
in Cheliax. The poet Darl Jubannich issued Galt has seen more than a dozen governments
the broadsheet series On Government, which rise and fall since Hosetter’s death, and all
used Thrune practices as the foundation from have shared bloodshed, chaos, and eventual
28
collapse. A handful of Galtan nobles have killing tens of thousands of people. Geb rose
taken refuge in the River Kingdoms. There, from the devastation by animating the bodies
the “Revenant Princes” amass mercenary of all of his slain subjects, sending them north
armies and dream of retaking their homeland. in vast legions of the walking dead.
Lord Halidan Tarne regularly leads raiding In 576 ar, Geb besieged the Nexian capital,
parties into Galt, while his cousin Casal and Quantium. Although thousands died in the
the Lady Dela Morgayn prefer to bide their attack, Nex was not among them; instead,
time and build their forces, waiting for the day he had withdrawn into his palatial fortress,
when they can overthrow the Revolutionary never to be seen again. Robbed of his victory,
Council once and for all. Geb lived the next several decades in anguish.
Citizen Korran Goss is the current chairman Eventually, the immortal necromancer ended
of the Revolutionary Council. He is a gifted his torment in an act of ritual suicide.
demagogue talented at redirecting the mob’s Death offered no respite for Geb, who
29
Mausoleum and tasked with administering unblinking out the door from its perch atop a
SAVAGE PATHFINDER
the day-to-day affairs of the kingdom. small chair. Popular belief is the dolls contain
Most native spellcasters focus their efforts on the corrupted souls of stolen children, who
necromancy, a national expertise that draws leave their huts during the night to hunt and
death-obsessed mystics from all corners of murder travelers foolish enough to trespass
Golarion. Centuries of rule by the living dead into their mistress’s kingdom.
have made the nation’s libraries the foremost Every 100 years, the Queen of Witches
repositories of necromantic lore in the world. returns to reclaim her child and install a new
In recent centuries, Geb has withdrawn, daughter to rule for the next century. The
leaving much of the day-to-day operations of new ruling daughter quickly goes about
his kingdom to Arazni and the Blood Lords. installing her own children into positions
The curse that binds his spirit to Golarion of power throughout the kingdom. Males
forbids him from venturing beyond the assume the leadership of the queen’s fighting
borders of his land. forces, marshaling squads of ice trolls and
packs of winter wolves to protect the realm,
IRRISEN while females, even if quite young, see to
Land of Eternal Winter the government and administration of the
land. These granddaughters of Baba Yaga,
Capital: Whitethrone (24,900)
collectively known as the White Witches,
Ruler: Queen Elvanna, Fourteenth Daughter
command a level of respect and obedience
of Baba Yaga from their subjects bordering on worship.
Languages: Hallit, Skald
Queen Elvanna currently rules Irrisen with
Religion: Lamashtu, Zon-Kuthon
an iron fist. She rarely leaves her palace in
Nearly 1,400 years ago, an innumerable host Whitethrone, but with numerous children
of blue-skinned trolls and cold fey marched acting on her behalf in the settled areas of
down from the Crown of the World, led by the Irrisen, nothing happens in her kingdom
ghastly crone Baba Yaga. The self-proclaimed without her knowing of it sooner or later.
Queen of Witches quickly subjugated the
For centuries, an underground resistance
region, and the nation of Irrisen was born—a
group known as the Heralds of Summer’s
nation that has been locked in the heart of
Return has fought a guerrilla war of attrition
winter ever since.
against the White Witches and the unnatural
Symbols play an important role in Irrisen in winter that cloaks Irrisen. The Heralds’ stated
warding away bad luck and the ire of Baba aim is to overthrow the White Witches and
Yaga. Cat, dog, gate, and tree motifs can restore the normal course of seasons to the
be found throughout the nation, adorning ice-locked land, but they have yet to prepare
people’s doors, lintels, clothing, weapons, and a viable strategy to deal with Baba Yaga.
hearths. Cats and dogs and living symbols of
good luck in nearly every settlement; no home ISGER
ever lacks a gate through which these pets Thrall of Cheliax
can come and go. While ravens are popular
Capital: Elidir (11,900)
familiars and seen as noble and intelligent
Ruler: Hedvend VI, Steward of Isger
creatures, their smaller crow cousins are
seen as bad luck and are hunted and killed Languages: —
on sight. Woe be to the archer who, in his zeal Religion: Asmodeus, Erastil, diabolism
to slay a crow, publicly kills a raven instead! The history of Isger is one of conquest,
The borders of Irrisen are dotted by small dating to the empire of Taldor, back in 2133
huts. Resting atop closely grouped trunks ar. Taldor named its newest conquest Isger in
of trees, these huts, which closely resemble recognition of the Isgeri tribe, which fought
the Queen of Witches’ chicken-legged hut, sit against the Taldans with remarkable tenacity
atop their perches with a single open doorway before being overrun and pacified. Taldor
facing the lands of Irrisen’s neighbors. Within ruled over Isger for almost 2,000 years, until
the small single room of each hut, a porcelain Cheliax broke from Taldor and acquired
doll depicting a gray-haired crone stares Isger by force as the first holding in its new
30
and expansive empire. While several other In the shadow of the Goblinblood Wars,
lands conquered in that era eventually freed however, a new peril seems to be building
themselves, Isger was not among them, and it in war-torn Isger — a plague of undead.
remains in thrall to Cheliax to this day. Numerous small villages that border the
Isger’s appeal as a conquest is in large part wilderness have already fallen to various
due to the trade routes running through it plagues of unlife, and rumors persist that
providing access to Druma and the invaluable while the nation was distracted in the
markets ringing Lake Encarthan. Today, fight against the hobgoblins, powerful
Isger’s Conerica River serves as a well-used necromancers or priests of Urgathoa took
trade route that slashes across the state from advantage of the chaos to entrench themselves
Cheliax in the southwest nearly to Druma in various remote ruins and caverns.
to the northeast. Thanks to this strategic
importance, Cheliax requires Isger to
JALMERAY
Kingdom of the Impossible
32
from the spoiled milk of a rare cactus. Even but for thousands of years the elves remained
life is for sale here—Katapesh is a cornerstone missing, leaving behind only a few stragglers
of the lucrative Inner Sea slave trade. Trade and stewards to watch over their former
in Katapesh generally avoids the nation’s homes during their long absence.
interior, moving in a circle around the borders In 2497 ar, the great demon Cyth-V’sug,
along the cities and towns found there. Lord of Filth and Pollution, exiled his minion
Power in Katapesh rests firmly in the hands Treerazer, the self-styled Lord of the Blasted
of a mysterious, inhuman merchant council Tarn, to the Material Plane in a fit of rage.
known as the Pactmasters, an elite ruling caste Suddenly finding himself among the lush,
who have never been seen to leave Katapesh. carefully tended trees of the southern Fierani
While they actively participate in Katapesh’s Forest, Treerazer began sucking the life from
diverse bazaars, the Pactmasters rely on hired the forest. At his touch, the wilderness grew
human agents and friendly merchant princes twisted and dark in southern Kyonin. As
34
Inner Sea Gazeteer
few large settlements in the region. They take conquerors. The hostile nature of the realm
their names from the tradition that only a and its natives has so far kept those who
king can carry the head of a linnorm through would seek to invade at bay.
the city’s gates. Each king is considered the Incredible rumors suggest that the beasts that
ultimate law within his domain, and conflicts make the realm famous somehow emerged
between the petty kingdoms are solved either from an impossible underworld with its own
by arbitration, the paying of weregild, or testsfalse sun, a savage microcosm of dinosaurs
of adventure by the various kings’ champions. and primitive humans. The Pathfinder
Sveinn Blood-Eagle is the oldest and most Society has mounted five expeditions to this
powerful of the current kings, and the skalds rumored inner world, but none have ever
whisper that soon he will step down and make returned from the country alive.
the journey to Valenhall in far-off Arcadia. Despite its remote location, the Realm of the
He is only waiting for a suitable candidate Mammoth Lords sees a great deal of travel
to come through his gates, bearing the from other lands. From the south come the
traditional head of a linnorm. Jockeying has orcs of Belkzen, seeking to capture mammoths
already begun among the younger warrior and other great beasts for use in their endless
princes, who both seek allies in court and wars. From the west come servants of the
hunt the wilderness for the elusive monsters. hated Witch Queen, who are constantly
seeking to expand Irrisen’s borders into this
REALM OF THE MAMMOTH LORDS realm. The greatest danger lies to the east,
Lost Land of the Distant North where the Worldwound pulses and slowly
Capital: None expands the borders of its Abyssal influence.
Rulers: Mighty Kuldor, Herdsman of the The Mammoth Lords do not possess a
Bearpelt Following central organization. Tribes gather along
Languages: Giant, Hallit family lines, combining with other tribes to
Religion: Desna, Gorum, Rovagug form “followings” of powerful warriors and
In the far, central north of Avistan stretches leaders. Upon the leader’s death, a following
an ancient land where prehistoric beasts chooses a new leader, seeks to join another
still roam. This region, the Realm of the charismatic leader, or breaks apart into
Mammoth Lords, is a savage no-man’s-land, smaller tribes. Leadership is determined
a wilderness as yet unclaimed by would-be
35
by great and risky deeds, guile, and acts of of Dongun Hold. Amid the scarred surface
SAVAGE PATHFINDER
heroism, so the turnover is high. buildings that had survived the centuries,
Currently, the most powerful of the he found others who had fled from the
Mammoth Lords is Mighty Kuldor of the magical persecutions of Nex, Geb, or even
Bearpelt Following. Mighty Kuldor makes farther abroad. In the ruined city these men
his winter home in the ranges southeast of and women survived against the strange
Icestair, and his followers profit greatly from monsters and unstable magic of the Mana
the trade that comes down over the Crown of Wastes. Alkenstar managed to organize these
the World. He is a muscular giant of a Kellid, desperate souls into what would soon come
even in a land that requires brawn to survive. to be known as the Grand Duchy of Alkenstar,
It is said that no human can match the heroic a place where those fleeing from magical
strength of Mighty Kuldor, who lords over enemies and supernatural oppression could
his savage followers from atop his woolly find safety.
rhino mount. In the years since Alkenstar's death, the
region that bears his name has thrived.
MANA WASTES It retains a careful balance of neutrality
Magic-Dead Wasteland between Nex and Geb. Its location along the
Capital: Alkenstar (53,600) Ustradi River, deep within a zone of dead
Ruler: Grand Duchess Trietta Ricia magic, makes it an ideal place for diplomatic
Languages: Dwarven, Kelish, Osiriani meetings not just between aristocrats of Nex
and Geb, but between any two powerful
Religion: Abadar, Erastil, Irori, Torag
groups that might fear magical treachery from
The ancient war between Nex and Geb did their counterparts. The Grand Duchy has
more than shatter nations—it shattered reality grown rich on tithes and taxes from offering
itself. Along the shared border between these “safe” diplomatic venues in this manner, and
two powerful realms, the nature of magical the current Grand Duchess prides herself on
assaults between them escalated steadily in her independence.
the centuries between −892 and 576 ar. What
began as traditional skirmishes bloomed MEDIOGALTI ISLAND
over the course of centuries of conflict into Lair of the Red Mantis
vast battles between wizard armies, legions of
Capital: Ilizmagorti (20,500)
constructs, potent summoned monsters, and
ravenous undead. Ruler: Blood Mistress Jakalyn
Languages: Infernal
Eventually, the war reached an apocalyptic
Religion: Achaekek, Besmara, Norgorber
climax — mere armies of magical creatures
and spell-slinging platoons were replaced by Mediogalti is the largest of the many islands
wish-powered devastations and necromantic off the coast of Garund. For many centuries,
cataclysms. When Geb sent his killing mist the island was little more than a remote
into the city of Quantium in 576, Nex vanished location that, despite its size, couldn’t be
and countless of his followers died in that found on most maps or nautical charts. Yet
abominable assault. Geb then retreated to with the formation of the Eye of Abendego,
his own capital to brood and worry that his the western trade routes have had to change
arch-rival might not have perished, but may their traditional course, sailing now not along
instead have escaped. A tremulous peace the western coast of Garund but swinging out
settled over the two nations, but not over the and around the permanent hurricane. In this
border they once shared. Here, a new land way, the Eye has dramatically increased trade
was born — a place of devastation and ruin, to Mediogalti. Yet an increase in trade is not
where magic, when it works at all, seems to something the island’s sinister rulers, the Red
writhe with a chaotic life of its own. This land Mantis assassins, sought.
is the Mana Wastes. The majority of Mediogalti is covered with
In time, a resourceful fugitive named lush tropical jungles, home to a large number
Alkenstar found his way to the northern bend of reptilian creatures. Anyone brave enough
in the Ustradi River. He came upon the ruins to explore the jungles finds thriving tribes
36
of kobolds and lizardfolk, not to mention an roaming their countrysides, joined with
abundant population of various breeds of the Iomedaean church to sponsor the first
dinosaurs, none of which are well disposed Mendevian Crusade in 4622 ar. After a second
toward trespassers. crusade, a string of rune-encrusted menhirs
The Red Mantis first came to Mediogalti in known as wardstones was constructed to keep
2559 ar, when their first leader, a priestess the worst of the demonic land’s inhabitants
named Ximena, received a vision from and influence from spreading. The stones
the Mantis God that spurred her to flee must be maintained with careful prayer and
Rahadoum just before the enacting of the ritual, and remain constant points of attack by
Laws of Man and to relocate her fledgling demons and their servants.
assassin’s guild on Mediogalti. There, she Today, Mendev is a land of duality, a shining
and her assassins began construction of the bastion of law and goodness hard up against
now-infamous Crimson Citadel, deep in the the Worldwound, a burgeoning sinkhole of
laborers. The city dwellers, almost all of Some of the oldest ruins in the world lie
whom live in Eranmas or Canorate, are throughout the interior jungles of Garund,
considered imperial citizens. Citizens may cracked through by powerful roots and
participate in local governance and foreign rubbed smooth by the passing of millennia.
trade and move freely about the country. The reclusive tribal inhabitants from whom
Most of the rest of the populace are laborers—
the forests and wildlands take their name
indentured servants who till the great fieldstrace their heritage to forgotten kingdoms,
of the central plains and perform the common and their glorious past remains a mystery.
work that powers the Molthuni economy. Chelish explorers first penetrated the
Imperial Governor Markwin Teldas recently Mwangi Expanse when the insidious Aspis
proclaimed that any laborer can become a Consortium established a beachhead at
citizen by serving in the armies of Molthune a scurvy port known as Bloodcove at the
for a 5-year period. While this decision enjoys
mouth of the powerful Vanji River, from
strong popularity with the working masses, whence its meticulous agents penetrated and
the elite consider it an abomination. Teldas’s
exploited the near-limitless exotic resources
plan is to swell the army’s numbers to allow of the vast Mwangi interior. Centuries later,
him to retake Nirmathas, deter potential during the reign of the expansionist Prince
Chelish and Drumish predation, and increase Haliad I, another wave of explorers arrived,
the nation’s wealth within few years if all establishing the colony that would come to
goes well, thus quieting his critics (or at least,
be known as Sargava.
some of them). The sea west of Garund was quieter in those
days. Outcast Mwangi and exiled pirate lords
MWANGI EXPANSE managed a mostly bloodless coexistence
Unexplored Jungle Wilderness in the Shackles, but had not yet developed
Capital: None into a serious naval threat. The vast wealth
Ruler: None suddenly traveling north from Bloodcove,
Languages: Polyglot, regional dialects Senghor, and Eleder, however, attracted
Religion: Angazhan, Gozreh, Lamashtu, more and more pirates, and the coming of the
Ydersius, ancestor worship, demon lords, the Eye of Abendego in the first weeks of the Age
Green Faith, regional traditions
38
of Lost Omens largely cut off the colonization created a personal demiplane; a domain the
effort from the rest of the world. wizard-king dubbed the Crux of Nex. The
Stories of those early explorers and colonists immortal archmage carved a shard from the
still filter north to the ears of opportunistic Crux to erect the impossible spire from which
merchants, excitement-starved treasure- he launched an unsuccessful siege of Absalom,
seekers, and wily Pathfinders. The tales speak and again at his palace in Quantium to form
of lost cities and gorilla kings, of religions the mysterious Refuge of Nex, a last-resort
grown ancient by the time of Earthfall, and bunker to shelter himself from his enemies.
of riches undreamed of by the most fecund Nex vanished after a disastrous Gebbite
minds of the civilized north. No accurate attack bathed his capital in a cloying,
maps of Garund’s interior exist, and the poisonous fog more than 4 millennia ago.
Mwangi human, elf, lizardfolk, and less- Somehow, the confused remnants of his
recognizable tribes of the Expanse seldom authority managed to keep Geb at bay. In the
39
trade in diabolical secrets, or who would dare In the north, roving wild among the foothills
SAVAGE PATHFINDER
usurp the supremacy of Zon-Kuthon. near Conqueror’s Bay, hidden agents of the
When Earthfall cast Golarion into a thousand goddess Desna toil to undo the black works
years of darkness, the warrior clans of ancient of Zon-Kuthon’s faithful. If the humble
Nidal cried out for the protection of their devotees of Luck and Dream can break the
long-forgotten gods. Their pleas instead stranglehold of the Umbral Court, it is hoped
reached the ears of a powerful being from that the Midnight Lord himself will be swept
the Plane of Shadow known as Zon-Kuthon, back into his prison in the Great Beyond, as
who offered the terrified humans succor in shadows retreat before the dawn.
exchange for unquestioned obedience for
eternity. Thus did the rulers of Nidal become
NIRMATHAS
War-torn Wilderness
shadowbound to the Midnight Lord.
For centuries after their humiliation in the Capital: Tamran (9,730)
Everwar, the folk of Nidal bristled at Chelish Ruler: Forest Marshal Weslen Gavirk
occupation and influence. During the struggle Languages: Varisian
for the throne following Aroden’s death, the Religion: Erastil, Gorum, Iomedae
Umbral Court threw its support behind the During the years of turmoil following
House of Thrune, which rewarded the act the collapse of Cheliax, the governor of
by withdrawing Chelish agents from Nidal Molthune claimed all the Fangwood to the
once its own power was assured. Now Nidal then-current southern border of Lastwall
stands once again as its own sovereign entity, as part of his newly independent nation.
yet remains intimately entwined with the Soldiers from the regional capital at Canorate
darkness at Egorian. ensured political stability, but the woodsmen,
rangers, trappers, artisans, and fisherfolk
who depended on the forest’s bounty soon
realized that, just as Cheliax had pillaged the
region of resources while providing little in
return, the new mandates from Canorate
were simply changing the flow of exploitation
from one city to another. Resentment flared
as the promise of a new era collapsed, and
what started as a few minor acts of sabotage
soon blossomed into a guerilla war for
independence.
Spilled blood and chaos defined the early
years of the fledgling nation’s revolt against
Molthune, with bands of woodsmen
and other irregular troops acting
independently. This changed when Irgal
Nirmath, a half-elf trapper, united several
separate groups into one sizable force. As his
victories accumulated, his legend spread, and
Nirmath drew more rebels to his banner. After
seven years, a border of sorts solidified, and
the rebels declared victory and independence.
Yet on the very night of Nirmath’s triumph,
an assassin’s blade took his life. His followers
named their newborn nation Nirmathas
in honor of their fallen hero. In the years
since, Molthune has repeatedly invaded its
wayward province, but every time, its armies
have eventually been forced back across the
Marideth River.
40
The people of Nirmathas are fiercely city of Starfall, and the bizarre knowledge
independent, defining themselves largely by and technology gained from its honeycomb
opposition to their former masters in Cheliax of intact chambers is the basis for the Black
and Molthune. Generosity and charity of Sovereign’s firm control of the region.
spirit abide in Nirmathas, but the ideals of Numeria is famous in the more civilized
freedom, self-sufficiency, and liberty reign southern lands as the primary source of
above all else. To infringe upon individual skymetals, seven rare metallic alloys sheared
rights and freedoms is to invite blood feud. from the fallen fragments. All are useful in
Prominent Nirmathi leaders and soldiers the creation of unique weapons and artifacts
gather every 4 years to elect a Forest Marshal and each has its own distinct properties. Of
these, adamantine is the most common, and
to lead their military forces. As a civil ruler,
the Forest Marshal is no more than a symbol word of the wonders of “Numerian steel”
or figurehead. Actual governance is entirely spread far and wide.
41
Religion: Abadar, Irori, Lamashtu, Nethys, uncontested power ended with his death, the
SAVAGE PATHFINDER
Norgorber, Pharasma, Rovagug, Sarenrae throne passed to his eldest son, Khemet II, the
Crocodile King. He was in turn succeeded by
History remembers the pharaohs, the
his son, the Ruby Prince, Khemet III. The full
God-Kings of Ancient Osirion, as tyrannical
character of the Ruby Prince’s rule has yet
heralds of progress, ushering in the Age of
to be established. He is as withdrawn as his
Destiny. As Osirion ascended to supremacy,
grandfather, and like the first Forthbringer, is
so too did its need to expand. Osirion once
already widely feared. He rarely takes advice
controlled much of what are now the nations
from his court of advisors, preferring instead
of Thuvia, Rahadoum, and Katapesh, and the
to consult with Janhelia, his ever-present
kingdom of Geb was once an Osirian colony.
fire elemental companion, whose agenda is
Osirion is the home of one of Golarion’s most still unknown.
expansive deserts, luckily punctuated by the
famed River Sphinx. The River Sphinx serves QADIRA
as a lifeline for huge swaths of Osirion’s Gateway to the East
population, but also brings many trials to
Capital: Katheer (132,450)
test the people who live along its banks,
Ruler: Xerbystes II, Satrap of Qadira
including black-scaled crocodiles known
as hetkoshu and seasonal flooding. Beyond Languages: Kelish
the River Sphinx lie endless dunes of harsh Religion: Irori, Nethys, Pharasma, Rovagug,
sand, constantly reshaped by the powerful Sarenrae, elemental lords
storms that wrack the region. Despite these An ancient kingdom of arid deserts and
physical hardships, it is here that civilization exotic cities, Qadira is the westernmost
in the Inner Sea region began to regroup and satrapy of the Padishah Empire of Kelesh.
flourish after the cataclysmic setback caused All along the coasts, the ships of Qadira ply
by Earthfall in the Age of Darkness. their trade, carrying goods brought by camel,
Five thousand years of pharaonic rule ended caravan, and flying carpet from lands farther
when Qadiran agents from across the Obari east: silks, spices, and salt, as well as the exotic
Ocean infiltrated the corrupt bureaucracy magical luxuries for which Qadira is so well
underpinning Pharaoh Menedes XXVI’s known. Qadira is not the wealthiest of lands
regime and quietly neutralized it. Unable to in the Keleshite empire, but even its relatively
respond effectively, Osirion soon experienced enormous frontier cities possess marvels that
a series of empire-wide slave revolts, each much of Avistan can only wonder at, from its
clandestinely engineered by the Padishah peacocks and flowering trees to its animated
Empire of Kelesh. The revolts forced Menedes siege engines and well-disciplined elemental
into hiding while Kelesh staged a mock mercenaries.
rescue and subsumed Osirion as a satrapy. In the waning years of the Age of Destiny
After centuries of rule by Keleshite merchants first led Keleshite war parties to
sultans, the powerful cleric Khemet I, the Qadira, claiming the land in the name of
Forthbringer, emerged, claiming to trace his Padishah Emperor Adalan IV. Formalizing
lineage to the Azghaadi Dynasty of Osirion’s their rule in −43 ar, Kelesh installed its first
First Age. He was quickly instated in a tidal satrap, Cerush, and began bringing the rest of
wave of populist enthusiasm. Khemet’s brief the region under its heel.
demonstrations of his divine ability to recruit It took the Keleshites less than a century
the elder elementals of Osirion’s desert to to settle the Plains of Paresh and expand
his banner persuaded the remaining sultans northward to the border with Taldor, sparking
to evacuate and return to their homeland, a series of minor conflicts. During the Age of
paving the way for a near-bloodless coup. Enthronement, Qadira’s satraps again sought
The Forthbringer secured control of Osirion, to expand the power of the Padishah Empire.
reinstated Sothis as the nation’s capital, and This led to the conquest of the mountain
constructed the city’s now-famous white- settlement of Gurat, further skirmishes
walled palace. The Forthbringer’s power was with the Taldans, and eventually one of
unquestioned, and after his 40-year reign of Qadira’s most legendary achievements—the
42
subjugation of the nation of Osirion. A time
of relative peace settled over Qadira, broken
periodically by uprisings in Osirion and a few
notable natural disasters.
Qadiran armies crossed the northern borders
in 4079 ar with a force of more than 40,000
Qadiran and Keleshite soldiers. This proved
a greater force than Taldor could contend
with, and the northern empire lost much of
its influence in the area over the next decade.
Taldor and other nations on the Inner Sea and
Obari Ocean fear the ambitions of the current
satrap of Qadira, young Xerbystes II.
Theocracy of the Living God the state and economy from behind their iron
masks (worn in imitation of their god). While
Capital: Thronestep (17,340)
the common folk toil at their fields or meager
Ruler: Razmir, the Living God, Lord of the
trades, the true faithful take a portion of the
31 Steps commoners’ work known as the Tithing Step.
Languages: Hallit The higher-level clergy, meanwhile, enjoy a
Religion: Razmir (false god—see below) life of comfort, with their station in the faith
For centuries, this land was part of the unruly granting them a great deal of power and wealth.
River Kingdoms, changing hands dozens of Those who dare to defy the faith face severe
times. All of that changed 47 years ago, when punishment — imprisonment, exile, or even
the living god Razmir came to the shores and execution. This leads many to join the faith as
claimed his dominion in the world of mortals. a path of prosperity, regardless of their belief.
Razmir first appeared to the people of Xer A council of high-ranking “priests” known
(then part of the Arch-Duchy of Melcat) as the Visions handles the actual governance
and told them of his power. He claimed of Razmiran. These gold-masked priests carry
to have taken the Test of the Starstone in out Razmir’s erratic mandates, each in their
faraway Absalom, and to have attained unique way. Razmir himself consults with
divinity through this test. The truth, however, his Visions from atop a 31-stepped throne—a
is hidden from even his most trusted reference to the 31 steps he supposedly took
followers — for Razmir is not in fact a to achieve divinity. From there, he hides his
god. Although powerful, he is simply mortality behind an ornate ivory mask. As
a man, and one whose mortal end age has enervated him, his greed and lust for
grows closer with every day. power have only increased. He has recently
In the months following his (and secretly) sent agents to Thuvia in
takeover of Xer, Razmir’s faith hopes of staving off his mortality
spread across the arch-duchy with a dose of the sun orchid elixir.
until it reached the capital of Should this information come to
Aerduin on the border of the light, his entire kingdom could
Vergan Forest. The forces crumble around him.
of Melcat refused to bow
to Razmir’s faith, and RIVER KINGDOMS
Independent Realms of
on 17 Erastus, Razmir
Low Character
himself came to the city.
He made three requests Capital: None
for fealty to Duke Melcat— Rulers: Various bandit kings and
each one was refused. That petty lords
night, a terrible cloud of Languages: Hallit
fire and smoke descended Religion: Calistria, Cayden
upon the city and screams Cailean, Desna, Erastil,
echoed through the night. Gorum, Gyronna, Hanspur,
By morning, the entire
Lamashtu, Norgorber
city had been reduced to
ash and Razmir’s takeover The massive Sellen River
was complete. In the years basin drains all the
since, Razmiran — as the eastern lands, carrying
theocracy came to be called — waters from the Lake of
has expanded its borders five Mists and Veils north of Brevoy,
times at the expense of various the massive Lake Encarthan, and
River Kingdoms. lakes and rivers all over Galt,
Numeria, and Ustalav down to
Today, Razmiran is a society
the Inner Sea.
governed by force and
intimidation.
44
A true history of the River Kingdoms could When Cheliax collapsed into civil war,
fill a number of tomes, for the kingdoms Sargava was isolated from the empire, no
that currently thrive or struggle here are but longer cut off by just its distance, but also by
the most recent. Dozens, if not hundreds, of the addition of the newly formed perpetual
kingdoms have risen and fallen in this region hurricane, the Eye of Abendego. Desperate to
over the past several thousand years—some, remain in the empire’s favor rather than be
like Razmiran, have managed to stabilize and left adrift, Sargava’s appointed ruler, Baron
become their own nations, while others have Grallus, gathered much of the colony’s
faded forever into obscurity. All share one treasury. He then sent it in several shipments,
code of justice called the Six River Freedoms. sailing wide around the Eye and then north
The six freedoms are summarized below. to Cheliax to finance House Davian. Grallus,
Say What You Will, I Live Free: Everyone is however, backed the wrong house and House
entitled to speak their own words. of Thrune ripped apart House Davian in the
47
careful (and unchallenged) guidance, the glory, a declining empire that seems destined
SAVAGE PATHFINDER
small population has grown and thrived. for little more than a footnote in the ultimate
Life is easy and fulfilling in Hermea — or so annals of history unless something can be
its ambassadors claim. done to reverse its fate.
The shores of Hermea are heavily defended, The first half of the Age of Enthronement
and outsiders are only rarely allowed access was the Golden Age of Imperial Taldor. It
beyond the carefully regulated trading docks. was in this era that Taldor formed the first of
The only way for an outsider to become a its now-legendary Armies of Exploration —
citizen is to be recruited by one of the nation’s instrumental to Taldor’s expansion
traveling undercover scouts, who follow throughout southern Avistan and the Sellen
the exploits of every nation’s heroes and River basin. The first five of these expeditions
report back to the Council of Enlightenment, expanded Taldor's power far and wide. The
delivering invitations to those foreign sixth however ended in disaster in the jungles
notables deemed worthy. These invitees are of the Mwangi Expanse.
granted a one-time offer to join the nation’s As time passed, Taldor’s colonial endeavors
slow march toward perfection and live a life in Avistan brought unparalleled wealth and
of comfort and security. All that’s required in influence to its people. They also brought
return is for the applicant to cede all personal Taldor into conflict with the Keleshite
authority to Mengkare, agreeing to abide by kingdom of Qadira to the south. Taldor’s
the dragon’s wisdom in all matters. affluence and success led to self-indulgence,
Life in Hermea, whether in Promise proper and Taldor’s culture grew more decadent
or on one of the farms that support it (for and detached from the outside world. Old
agriculture has its innovators as well), is just rivals sought to take advantage of Taldor’s
as wonderful as the stories tell. And if those profligacy, culminating in a massive
few sailors allowed to trade there whisper invasion of Taldor by Qadira in 4079. Corrupt,
of an undercurrent of fear, of rebels hiding weakened, and unable to fight a war on two
in the forests on the far side of the island or fronts, Taldor focused its waning might on
infiltrating the Council of Enlightenment its ancient enemy in the south. It successfully
itself, then they must surely be mistaken. repelled the Qadiran invasion, but over
the next decade, it lost most of its colonial
TALDOR holdings — including Andoran, Galt, and
Decadent Failing Empire Isger — to the nascent empire of Cheliax.
Capital: Oppara (109,280) Even the church of Aroden abandoned Taldor
Ruler: Grand Prince Stavian III, Emperor of to its mercurial obsessions and debauched
Taldor appetites at this time, moving the center of
Languages: Kelish the religion to Cheliax. Taldor’s imperial
ambitions were shattered, never to recover.
Religion: Abadar, Aroden, Calistria, Cayden
Cailean, Norgorber, Sarenrae, Shelyn Grand Prince Stavian III is emperor of
Taldor, but the awkward and bitter sovereign
The mighty empire of Taldor once stretched
is as dissolute as his empire. Surrounding
from the Arcadian Ocean to the border of the
himself with grandiose titles and sycophantic
Padishah Empire of Kelesh. Aroden himself
courtiers, he dallies in whatever takes his
was said to walk among the people of Taldor,
fancy. Meanwhile, the bloated ranks of
and his religion, a shining beacon unto the
the aristocracy send representatives to the
world, radiated outward from Taldor’s gilded
ineffectual senate to argue endlessly over
capital of Oppara. Taldor’s ancient Armies
trivial matters. In the end, the actual daily
of Exploration established footholds for the
management of Taldor is left in the hands
empire throughout Golarion, and during
of its overtaxed bureaucracy — a sprawling,
the Shining Crusade, its mighty phalanxes
labyrinthine organization, with different
marched for thousands of miles to beat back
bureaus squabbling over jurisdiction.
the Whispering Tyrant and imprison him
in Gallowspire. Yet despite these legacies, Grand Prince Stavian has no male heir. His
modern Taldor is a stunted remnant of its old only child, Princess Eutropia, is disgusted
with the stagnation of Taldan society and
48
decided in her recent youth to force Taldor to The lords of the newborn nation met
join the modern world. She has grand plans in council with Artokus. The council
to restore Taldor to its former glory. acknowledged that the elixir could bring
Taldor’s influence continues to wane, as prosperity to their harsh and arid land, but
it has for some time. And yet, many of the their religious leaders warned of the dangers
nations that now rule Avistan were once a of immortality. It was decided that only one
part of its great empire—without Taldor, they citizen of Thuvia should ever partake of
themselves would not exist. And so one of the the sun orchid elixir: the alchemist Artokus
oldest and most powerful human empires himself. Artokus accepted this as his destiny
in Avistan continues its gradual slide into and his burden. The cities joined forces to
oblivion—most likely for centuries to come. build the mighty Citadel of the Alchemist
where it is said that Artokus remains within
THUVIA to this day, continuing to produce the elixir
49
claimed the region as a new homeland for his superstitions, strict cultural traditions, and
SAVAGE PATHFINDER
51
unpredictable. Terrain changes before The first efforts to pacify the Worldwound
SAVAGE PATHFINDER
the eyes, shifting form with a torturous met with considerable success: the demonic
deliberation that seems to cause pain to the hosts were driven back and the crusaders
earth itself. stood sentinel over the land. The malign,
Until the world split open and demons almost sentient chaos of the Worldwound,
emerged to raze and ruin the entire nation, however, was not content to stay within its
Sarkoris was a sprawling scrubland north carefully proscribed borders. The northern
of Numeria known for its fierce, painted crusader city of Drezen formerly stood
warriors and bizarre witchery. Yet even before within the borders of Mendev, but in 4638
the end, Sarkorian mystics spoke of a growing ar, the counterstroke of the demon-hordes
chaose, sentered around the cult of the demon overwhelmed its guardians and protective
lord Deskari, who had long tormented the enchantments, and the entire city fell under
people of Sarkoris. One of Aroden’s many the influence of the Abyss. Tens of thousands
miracles as a mortal wandering Golarion was of pilgrims and warriors drowned in the
his defeat of Deskari and his cult, driving the demonic wave that followed, depleting the
cultists and their demonic patrons into the armies of Mendev and necessitating the
Lake of Mists and Veils. Second Mendevian Crusade.
Just over a century ago, strange signs that The new influx of crusaders helped to
the cult had returned to the region manifested. stabilize a new front line along the Sellen
The people of Sarkoris worried, but were River in the wake of this disastrous reversal,
confident that Aroden would return to the and the creation of the first bulwark of
world to put a final end to the cult. As all magical defenses, known as wardstones,
soon came to realize, no such return would helped to contain the demon horde’s growth.
occur. When Aroden died and the world Further crusades followed, some more
suffered under the wrath of weeks of storms, successful than others, and the struggle
Sarkoris entered its final dark hours. Vile continues today as brave warriors hurl
abominations quickly overran the Sarkorian themselves against the unending demonic
clan-holds, scattering their inhabitants and tide. Along with the warriors and devoted
spreading tales of an insidious taint in the clerics come those with less pure motives,
north, centered on the Worldwound. Foul rogues and ruffians intent on profiting
creatures spewed from the madness at the from the horrors in the north. In perhaps
center of the blight, monstrosities from the the greatest betrayal, a growing number of
depths of the Abyss; almost overnight they humans and other humanoids have pledged
became the undisputed masters of Sarkoris. loyalty to the demon host, often in return for
As word of Sarkoris’s swift and dramatic fall their own eventual transformation into half-
spread, the church of Iomedae was equally fiends or full demons.
swift to react. Still reeling from the loss of And above all else looms the vile architect
their deity’s patron, an obvious threat like of the Worldwound itself — the demon lord
a demonic incursion was precisely the thing Deskari. Deskari’s interest and eventual plans
that the Iomedaean faithful needed to stave for the Worldwound, aside from bringing
off true despair—her champions and priests the Abyss to the Material Plane, remain
threw themselves into the crusade against the unknown, yet increasing reports of sightings
Worldwound with reckless abandon, not only of the demon lord himself being active
to blunt their own horror at Aroden’s death, within the deepest rifts of the Worldwound
but also because they believed it was their are disturbing indeed. Whatever his plans
responsibility to pacify Sarkoris and seal the might be, as far as the nation of Sarkoris is
Worldwound—to finish the job that Aroden concerned, Deskari’s mantle of Usher of the
had started so many centuries ago with the Apocalypse is all too apt.
first defeat of Deskari’s cult.
52
CHAPTER FOUR
ADVENTURE
GENERATOR
P athfinder Adventure Paths like Rise of the the kinds of distractions and obstacles that
Runelords provide a complete campaign might hinder their progress.
that guides a character from Novice to To use the tables, draw a card from a freshly
Legendary with everything fleshed out and shuffled Action Deck for each element of
described for the GM. Sometimes, a GM will the adventure: Objective, Obstacle, and
want to add her own flavor to the heroes' Complication. Both the suit and the value
quests and create her own epic tales for her play a role in determining the exact outcome.
players to experience. If you want a little extra challenge for your
Creating your own adventure can seem a group, draw more than once on the Obstacle
little daunting, with so many ideas to choose or Complication tables to make things
from and so many options. With a little tougher, or throw in some of the encounters
guidance, however, you should be able to from the relevant terrain tables.
focus on one or two compelling hooks and We recommend determining all the elements
craft a fun and memorable story for you of the scenario with the Adventure Generator
players. This adventure generator is intended first, then figure out how they fit together.
to provide that guidance and help you quickly The results might not seem to make sense
put together anything from a brief encounter at first, but take a moment and see if some
to the seeds of a whole campaign! connections appear. Imagination and a little
thought and practice can often turn seemingly
bizarre draws into your most memorable
53
OBJECTIVE
SAVAGE PATHFINDER
The card’s suit determines how the heroes get drawn into the adventure, and the value decides
what the objective of the adventure is.
CLUBS (Wrong Place & Time): The heroes stumble onto the action—or it stumbles onto them.
DIAMONDS (There’s Money In it): The party meets a patron seeking to hire their services.
HEARTS (The Hero’s Journey): One of the adventurers’ Hindrances or past actions draws the
party into the adventure.
SPADES (Friend or Foe): An old acquaintance seeks out one of the heroes, but not always with
his best interests at heart.
CARD RESULT
Interrupted!: The heroes have their attempt at a little Downtime interrupted, rudely and
Two
probably violently!
Object of Power: The party must recover an artifact, relic, piece of arcane lore, or other object.
Three This item might be hidden or long-lost, or it might be in the possession of another group.
There is almost always somebody else looking for the object, too.
Swords for Hire: A powerful individual needs protection from his or her enemies. It may be
Four her home or current location that needs defending, or it may be that she requires an escort
on a dangerous journey.
Riches Beyond Belief!: The Pathfinders hear of a trove of strange artifacts or enormous wealth
Five just ripe for the taking. Reaching the location might not be easy, of course, and others may
have heard the same rumor.
Bounty Hunters: There’s always money to be made tracking down outlaws or pirates and
Six bringing them to justice. Maybe the target is innocent, or maybe he’s got help, but it’s rarely
as easy as it sounds.
Seven Rescue: The party must finding missing innocents and rescue them.
Siege: Whether it’s a castle surrounded by a besieging army, a band of brigands terrorizing
Eight a town, or the heroes themselves who are encircled, the situation is dire and the adventurers
must break the siege (or break out of it!).
Messenger: Parcels or messages entrusted to the party or someone they care about must be
Nine delivered. Time is of the essence, and there’s someone with a vested interest in ensuring the
delivery never takes place.
Pathfinders: The heroes are blazing new trails, mapping uncharted territory, opening new
Ten
trade routes, or discovering forgotten civilizations.
Arcane Research: The party must either seek out and discover eldritch secrets from a difficult
Jack
to reach location or protect one or more magical scholars while they do.
The Go-Betweens: Two powerful groups are on the brink of violence and the heroes are
Queen in the middle. The parties might be rival kingdoms, warring tribes, or competing secret
organizations, but the heroes must try to find a way to negotiate an agreement between them.
Scouting: The adventurers are tasked with sneaking into hostile territory to gather
King information. It may be learning the plans of an enemy warlord or determining the size of a
dragon’s hoard, but getting caught means disaster, not only for them but also others.
CHARGE!: The adventurers suddenly find themselves in the middle of a raging battle. Draw
Ace
another card to determine what the other combatants want with each other.
Pawns in the Game: The heroes’ quest is just a ruse to distract them while someone advances
Black
their real agenda. Draw twice more— once for the distraction and once for the true objective.
Joker
The heroes must discover they’ve been duped before they can thwart their foe’s true goal.
The Enemy of My Enemy: The threat of demon invasion or some other powerful peril forces
Red
major antagonists, villains, or nemeses to put aside past issues and unite. Draw another card
Joker
to determine what existential threat caused this temporary truce, ignoring the suit.
54
OBSTACLES
The second card determines who or what opposes the heroes. The suit gives an indication of
that party’s main motivation.
CLUBS (Violence): Tempers run high and all parties are ready for conflict.
DIAMONDS (Resources): Greed and want are constant companions throughout Golarion.
Scarcity and famine or greed and riches feature in the story.
HEARTS (Health): Healing or disease motivate the villain’s actions. Maybe he’s attempting
to spread a disease, seek resurrection for an ally, or immortality for themselves.
SPADES (Power): The villain is driven by a lust for power or a fear of losing influence.
CARD RESULT
Simple Folk: The heroes find themselves facing a group that’s clearly no match for a powerful
group of adventurers, like a farmer and his family, a lone wizard, or a group of largely
Two
peaceful natives. Hopefully, the adventurers have some moral qualms about abusing their
obvious advantage.
Merchant Prince: The party is opposed by a rich and influential merchant or trader who sees
Three their efforts as a threat to his profits or power. The rival may rely on the local law to resist the
Adventure Generator
party but is willing to resort to violence if necessary.
Legal Problems: The heroes fall afoul of some legal issue such as a peace treaty, trade
Four agreement, or other bureaucratic problem. Whatever form it takes, it requires tact or diplomacy
rather than brute force.
Natural Phenomena: The adventurers are hit by the full force of a natural disaster. The exact
Five nature of the disaster depends on the heroes’ location (tsunami at the coasts, severe drought
in farmlands, blizzards in the mountains, etc.).
Hired Swords: Someone has brought in mercenaries to block the party’s progress. These
Six hirelings are better equipped than the average bandit. While money is their primary concern,
the mercenaries have a reputation for not betraying their employers to protect.
Rivals: Another group of adventurers smells money, either on the party or its objective. The
Seven heroes must pay them off, fight them, or otherwise dissuade them from getting involved in
some situation. The rivals are as powerful as the party and capable of holding their own.
Eight Monstrous Creature: A large and powerful beast rampages.
Wandering Monsters: A pack of monsters or tribe of lesser foes is rampaging in the area the
Nine heroes must enter to achieve their objective. The adventurers must deal with these interlopers
before they can reach their goal.
Torches and Pitchforks: Locals get it into their heads the heroes mean trouble and take to the
streets to exact revenge. Maybe the perceived slight is justified and the Pathfinders can make
Ten
amends, or perhaps it’s a case of mistaken identity. The mob must be dealt with, then reasoned
with, dissuaded, or the true culprits revealed.
Brigands: A gang of bandits terrorizes a region and impacts the heroes’ efforts to reach their
Jack
goal.
Powerful Elites: The heroes get on the wrong side of a shadowy secret society, a powerful
Queen noble, or ruler of a city or state. This enemy has access to considerable resources and the
adventurers must tread carefully or find a way to right the wrongs they did.
King Big Trouble!: A major threat stands in the heroes’ way, like an angry king, a lich, or dragon.
Fanatics: The party’s goal is tied to the ideological or religious beliefs of a band of religious or
Ace political zealots. They could be devout paladins, ardent crusaders, or anarchists, but they’re
not known for reasonable discourse.
Black Double Trouble: Things go from bad to worse. Draw twice more. The heroes must face both
Joker obstacles.
Pick a Side: The party finds itself between two obstacles. Draw twice more. The first card
Red
represents their obstacle. The second represents an opportunity the heroes can exploit to
Joker
counter the first. If they fail, the party must face both obstacles instead.
55
COMPLICATION
SAVAGE PATHFINDER
The final card represents any additional hurdle the party has to overcome to complete their
mission. The card’s suit determines the general nature or origin of the trouble, and the value
identifies the specific problem.
CLUBS (Hardship): The complication makes everything harder than it should be. Any skill
rolls made to overcome it face a −2 penalty.
DIAMONDS (Treasure): Money is tight and the complication makes everything worse. Any
costs required to overcome the complication are doubled and the heroes find no treasure
until it is resolved.
HEARTS (Relationships): The complication involves one or more party members’ Hindrances,
or another powerful source of emotional conflict, like a former lover, old friend, etc. Until it
is resolved, passions run high and tempers are frayed.
SPADES (Dark Past): An old enemy or past secret comes back to haunt the heroes. It remains
behind the scenes, at least initially, to thwart the party’s efforts and throw obstacles in their
way.
CARD RESULT
Mistaken Identity: A party member is mistaken for someone else. Whether a famous hero,
Two
vicious outlaw, or vile warlock, the identity comes with plenty of its own baggage.
Missing Missive: A crucial piece of info was lost, delivered to the wrong recipient, or
Three intercepted by enemies. Whatever the heroes need most is not available to them, and their
foes have an advantage.
Voyage: The adventure requires the Pathfinders go on a journey spanning a long distance—
Four they must cross at least one large and hostile region—either enemy territory or inhospitable
lands.
Shortages: The adventurers run low on fuel, provisions, magical items, or ammunition
Five
unexpectedly. Getting resupplied becomes a priority.
Nonlethal: The adventurers must restrain their most bloodthirsty instincts: their objective
Six
must be achieved without resort to deadly force.
Misdirected: A guide, expert, or piece of information the party relies on turns out to be
Seven
completely wrong.
Sands of Time: Time is the enemy. Within 2d4 days, some event occurs that spells failure
Eight
for the entire mission if the party has not achieved their objective.
Mishap: An important piece of equipment malfunctions, breaks down, or just goes missing
Nine
at the worst possible time.
Outbreak: A virulent illness plagues the region —and the heroes. Each day, the characters
Ten must make a Vigor roll or gain a level of Fatigue. The disease can be treated, but not until
the party completes its mission.
Shocking Revelation: Events unearth unexpected information. It may be something merely
Jack embarrassing about one of the adventurers, or it might threaten a powerful individual or
organization.
Celebrity: An important personality somehow gets mixed up in the heroes’ affairs. It could
Queen
be a hero or a villain, but either way it’s a huge distraction.
Doublecross: One of the adventurers’ trusted allies is revealed to be invested in their
King
failure — probably at the worst possible time.
Sudden Death: A benefactor or useful ally dies suddenly, throwing the party’s plans into
Ace turmoil. The characters must work to replace their former friend and find out if the death
was caused by foul play.
Black
Nothing But Trouble: Things just keep getting worse. Draw twice.
Joker
Tables Turned: It turns out the heroes’ opponents are actually trying to achieve something
Red
useful or good (though perhaps for nefarious reasons). The party must choose a side, and
Joker
maybe even oppose the good act, for fear of their foe’s long-term aim.
56
Once you have the basics, call a short break
ENCOUNTERS so you can customize the encounter to your
When the party travels through an area and resources and the party’s interests. Taking
you don’t have a specific encounter planned, a minute to add your own touch to the
you can use the tables below. ideas below can make the scenario far more
interesting and memorable!
Draw a card from the Action Deck once per
day for most areas; or two or three times a day ENCOUNTER DIFFICULTY
in particularly dangerous areas.
Pathfinder for Savage Worlds features encoun
A face card or higher means an encounter ters created to reflect the natural — or in
takes place. The card’s suit determines the some cases unnatural — organization of
type — Enemies, Strangers, Treasure, or an the characters or creatures listed. That
Obstacle. If a Joker is drawn, draw twice more means your group had best be warned that
and combine the results — such as Enemies encounters aren’t always fair or balanced
and an Obstacle or Strangers and Treasure. for their abilities. Sometimes a horrific
Next roll appropriate Encounter Table for abomination simply needs to be avoided, or
your terrain type. You’ll find monster or the player characters need to come up with
character profiles in the Pathfinder for Savage some clever tactics.
Adventure Generator
Worlds Core Rules or the Bestiary.
COASTAL ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–4 2d6 Giant Crabs 2d4 Centaurs Treasure Arcane Society
5–8 2 Swarms (Crab) Scandalous Pirates Shelter Epidemic
9–10 1d6+ 2 Dire Rats Thieves’ Guild Food Ruthless Brigands
11 3d6 Zombies (Pirates) Brutal Slavers Cursed Storm
12 1 Wildcard Bunyip and Carnival Death Cult Detour
2 Bunyips
13 3 Giant Stag Beetles Slayer’s Guild Lost Treasure Tainted Water
14–15 1 Goblin Wildcard and Corrupt Guard Trap Heat
3 Goblins per hero
16–20 Orc tribe (3d8 Orcs Bronze Dragon Abandoned Mine Battlefield
and 1 Orc Chieftain)
DUNGEON ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–4 1 Skaveling and 2 Medusa Food Drought
Swarms ( undead bats)
5–7 2 Gelatinous Cubes Wererat Death Cult Tainted Water
8–12 2 Driders and 2d4 Drow Noble Shelter Corrupt Guard
Drow slavers 2d6 Drow
13–14 2 Swarms (Centipede) 2d8 Kobolds Trap Trap
15 Black Pudding Penitent Abandoned Mine Detour
16 2d8 Darkmantle Wanderer Lost Treasure Penitent
17–19 1d6+ 2 Rust Monsters Thieves’ Guild Treasure Wanderer
20 Purple Worm and 2d6 Sinspawn Cursed Abandoned Mine
fleeing bystanders
(Townsfolk)
57
FOREST/WOODLAND ENCOUNTERS
SAVAGE PATHFINDER
FROZEN ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–4 Ice Linnorm Trapped Food Storm
Water Mephit
5–7 3d4 Mammoths Shelter with Treasure Blizzard
1d4 Townsfolk
8 2d6 Frost Giants Refugees Death Cult Ruthless Brigands
9 3 Ice Golems Penitent Cursed Battlefield
10–16 2d6 Yeti 1d4 Merchants Lost Treasure Detour
(Use Townsfolk)
17–20 Wendigo Ship Abandoned Mine Abandoned Mine
HILLS/MOUNTAINS ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–2 Red Dragon Fang Monastery Lost Treasure Blizzard
3–4 4 Giant Eagles Penitent Food Tainted Water
5 2d4 Fire Giants Death Cult Cursed Demon Knights
6 2d4 Hill Giants Corrupt Guard Treasure Epidemic
7–8 1 Savage Ogre and Hunting Party Thieves’ Guild Detour
2d6 Ogres
9–14 2d6+ 3 Orcs Refugees Shelter Ruthless Brigands
2 Orc Captains
15 1d4 Cloud Giants Brutal Slavers Abandoned Mine Abandoned Mine
16–20 Silver Dragon Arcane Society Trap Blizzard
OCEAN ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–2 2d4+ 2 Sharks Haunted Ship Lost Treasure Epidemic
(Use Ghost)
3–6 2 Great White Sharks Brutal Slavers Food Storm
7–8 2d4 Bunyips Ship Ship Tainted Water
9–10 3 Swarms (Jellyfish) Refugees Treasure Scandalous Pirates
11–12 1d6+ 2 Pirates 1d6 Merchants Death Cult Storm
(Use Elite Guards) (Use Townsfolk)
13–16 3 Water Elementals Scandalous Pirates Shelter Heat
17–19 1d4 Sea Hags Sharks Wanderer Ship
20 2d6 Giant Crabs Wanderer Cursed Sharks
58
PLAINS ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–6 2d4 Mammoths Penitent Trap Blizzard
7–8 1d6+ 1 Large Cats Merry Outlaws Abandoned Mine Battlefield
9–12 2d4 Elephants Merchant Caravan Wanderer Savage Marauders
13–18 1d6+ 2 Cockatrice Hunting Party Treasure Heat
19 2d10 Gnolls Arcane Society Food Detour
20 3d6 Aurochs (if 10 Carnival Cursed Epidemic
or more, they are
stampeeding)
TROPICAL/JUNGLE ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–6 1d6 Tatzlyrms 1d4 Pixies (Playful Shelter Storm
and Mischievous)
7–11 1d4 Minotaur Brutal Slavers Lost Treasure Epidemic
Adventure Generator
12–16 2 Tendriculos Ruthless Brigands Abandoned Mine Blizzard
17–18 3d6 Giant Spiders Wanderer Cursed Detour
19–20 Snake Nest 2 Wildcard Treants. Food Heat
2d4 Snakes
URBAN ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–6 Revenant Sinister Cult Shelter Secret Society
7–8 2 Swarms (Rat) Arcane Society Death Cult Corrupt Guard
9–12 Wererat and 1d3 Slayer’s Guild Lost Treasure Epidemic
Swarms (rats)
13–18 2d6 Dogs Regal Court Abandoned Mine Tainted Water
19 1d6+ 2 Dire Rats Death Cult Thieves’ Guild Diabolical Church
20 3d6 Townsfolk Carnival Food Drought
(Angry Mob)
WILDERNESS ENCOUNTERS
D20 SPADES|ENEMIES HEARTS|STRANGERS DIAMONDS|TREASURE CLUBS|OBSTACLE
1–4 1d8+ 3 Redcaps Penitent Shelter Heat
5–6 2d6 Goblin Dogs Refugees Food Tainted Water
7 Shambling Mound Demon Knights Cursed Epidemic
8–10 1d3 Satyr Thieves’ Guild Treasure Nature’s Scourge
11–12 2 Dire Bears Treant Settlement Death Cult Detour
1d6 Bears 2d8 Treants
13 2d4 Basilisks Brutal Slavers Lost Treasure Blizzard
14–17 1 Werewolf and 2d4 Wanderer Abandoned Mine Abandoned Mine
Wolves
18–20 1d3 Taiga Giants Hunting Party Trap Drought
59
ENCOUNTER DESCRIPTIONS per group). A Critical Failure means the
SAVAGE PATHFINDER
60
When she achieved her insidious aims, she Detour: A bridge is out, a sudden downpour
lifted her hypnotic spell over them, leaving washes out the road, a landslide blocks the
them with no memory of these dealings. trail or waterway. The heroes spends 1d4
However, she came to regret abandoning days finding a route around it. Who knows
such adept minions once they departed. Now what trouble awaits once they stray from the
the party has returned, she’s quite keen to beaten path
reassert her control over her former puppets. Diabolical Church: When a local temple of
Corrupt Guard: The guard protecting a a hero’s religion loses the rights to its land,
powerful magic item, a priceless work of property, or the public observation of its key
art, or an object central to the heroes’ quest tenets, it is swiftly besieged by forces from
has questionable morals. The item could be the diabolical church, who demand that it
evidence that the guard has confiscated, or evacuates the region. The adventurers are
the centerpiece of a high-stakes auction the summoned to help defend the temple, and
guard captain is being well compensated must discover how to gain access to the
to defend. The party might not be the only restricted site, challenge the Asmodeans’
people looking to steal the prize, and they claims, and ensure that the temple’s priests
might have to deal with an unskilled group and worshipers are protected.
Adventure Generator
of robbers who slip up and place the guard Drought: The locals aren’t getting nearly
on even higher alert, or a masterful group of enough water. Unless the party brought their
thieves who could outwit the adventurers if own, see Thirst in Pathfinder for Savage Worlds.
they aren’t careful.
Epidemic: The heroes’ location or the town
Cursed: The heroes find a prized magic over the next rise is stricken by disease.
item or relic of great power. Unfortunately, Consider it a Debilitating Disease (see
the item is cursed and has an dangerous or Pathfinder for Savage Worlds). Medicine is
unpredictable negative power. Worse still, available, but not locally.
the item cannot be simply discarded and the
Fang Monastery: A town in a mountain
party must discover a way to end the curse
valley not far from Fang Monastery comes
before they can be rid of it.
under attack by a demonic incursion. Fang
Death Cult: Part of a treasure hoard the Monastery offers its services in fighting off
heroes looted holds special significance to the the monsters, but it also demands unfettered
cult. While the heroes dismiss it as a curiosity access to ruined serpentfolk catacombs under
or simply valuable loot, the cult takes action, the city in exchange. What will become of
either sending fevered raveners that show up the citizens if monastery agents are allowed
in the night to slay the party and recover the in their midst? Can the adventurers offer a
artifact or relying on diplomacy, stealth, or better deal, or can they even stave off the
other means—whatever the cultists think is demons on their own?
likeliest to earn them their prize.
Food: Whether it’s plentiful game or fish, a
Demon Knights: A force of demon knights is convenient apple orchard, an ale barrel that
leaving burned ruins across the countryside. fell from a wagon, or good Samaritans willing
Few survivors are left in their path, and the to share their fare, the party need not roll
knights’ normal attempts at recruitment Survival to eat their fill today.
seem half-hearted. The demon knights may
Heat: The temperature skyrockets above 90
have some other motivation: perhaps they
degrees for 1d6 + 1 days. See Heat and Thirst
are seeking an artifact or another powerful
in Savage Worlds.
item, or maybe they are looking for a specific
individual who could help them fulfill their Hunting Party: Use Townsfolk stats but they
goal of demonic rule. It may even be that have Shooting d8.
some runaway from the group has stolen an Lost Treasure: A moldering skeleton hiding
item of great importance from the Merciless a tattered map, letter, or scroll leading to a
Balor himself. A nearby village pools its treasure — and danger. The loot may be
resources and hires the party to investigate. valuable or it may be fool’s gold. Either way,
Can the adventurers uncover the demon the danger remains.
knights’ plans before the village is razed?
61
Merchant Caravan: Soon after arriving in a supernatural creatures. Perhaps the attackers
SAVAGE PATHFINDER
new locale, one or more of the adventurers are cruel oppressors, or perhaps their
are accused of being corrupt merchants and hostility is well-founded and the refugees are
ripping off the populace. In the effort to clear harbingers of some dark purpose.
their names, the confused heroes eventually Regal Court: The queen’s champion
discover that members of the merchant approaches the party and makes her case that
caravan have used disguises (both mundane the queen is the true ruler of the kingdom.
and magical) to masquerade as the party The queen is about to make her move to place
while running con games. herself back on the throne and needs a group
Merry Outlaws: After a string of bandit of capable adventurers to aid in her plan.
attacks in a local forest, few guards remain Ruthless Brigands: The characters arrive in
willing to escort Trade Queen Hakutar’s a rural, secluded place where the local noble
wares to market, and her profits are is having trouble with the brigands. The
plummeting. In desperation, she enlists the ruthless mercenaries are attacking much of
adventurers to protect her merchandise on its the trade that comes this direction, choking
journey through the forest. When they arrive off commerce and denying the people badly
within the wood, the locals inform them of needed goods. To make matters worse,
the wrongs that Hakutar has committed in merchants are now refusing to continue
the pursuit of profit and urge them to turn trading there until something is done about
over her merchandise to the Merry Outlaws, the outlaws. The noble, desperate to put a
local bandits that the villagers praise as stop to it, beseeches the characters (or hires
heroes. Whether or not the heroes decide to them) to aid him by finding the outlaws’
comply, the Merry Outlaws confront them, camp and dispersing them.
giving the party a chance to learn that the
Savage Marauders: An enigmatic warrior
Merry Outlaws aren’t quite what they seem.
woman and an entourage of haughty fighters
Nature’s Scourge: Nature’s Scourge has in spiked armor ride into town, demanding
been threatening an isolated frontier town that a tribute be paid within 4 days or else
for months. It has destroyed buildings, killed a tribe of savage marauders will lay siege
livestock, and kidnapped hunters who on the walled town. The price they demand,
ventured too far into the woods. Shortly after however, is outrageous, and the town council
the party arrives to investigate, the heroes asks the party to go to the marauders’ camp
and everyone around them begin to take and negotiate a payment of a more acceptable
on animalistic features. The source of the size. The shrewd guard captain urges
transformation is the atavistic reversion occult the heroes to assess the marauders’ troop
ritual that the leaders of Nature’s Scourge composition and numbers while visiting the
are performing a few miles outside of town. camp. A secret anonymous letter the heroes
The adventurers have only a few hours to receive before the negotiation, however, tries
investigate, find the site of the ritual, and stop to persuade them to enter the marauder camp
the participants before the transformations under the pretense of peaceful negotiations
become permanent. Fortunately, Nature’s while they look for a chance to kill the
Scourge has left behind clues at several of marauders’ leader.
the sites of its previous crimes. If the heroes
Scandalous Pirates: The heroes’ ship could
manage to calm the agitated townsfolk, the
be the target of the pirates’ raids or they
latter offer whatever assistance they can to aid
may come on the aftermath of such a raid,
the investigation.
at which point they might be approached
Penitent: A paladin crosses the heroes’ path by survivors who beg them to track down
on a mission of redemption for past misdeeds. and recover anything from a lost family
Perhaps the paladin’s devout aims are at odds heirloom to a kidnapped family member,
with the heroes mission or perhaps they can destined to be sold into slavery or suffer
help. They are led into danger, regardless! a worse fate at the hands of the pirates. Of
Refugees: The heroes find a defenseless course, if the heroes are themselves captured
destitute group uprooted from their or pressed into service aboard a pirate ship
homes surrounded by hostiles, bandits, or only to escape, they may well seek revenge
62
for themselves against the scandalous pirates D12 SHIP TYPE
that humiliated them! 1 Merchant Galleon
Secret Society: When the parents of an 2–3 Merchant Galley
impressionable young heir learn that she has
4–5 Pirate Sloop
become involved with a secretive club, their
attempts to investigate backfire, and she 6–9 Merchant Sloop or Fishing Keelboat
disappears into its highly protected grounds. 10–11 Longship
Concerned for her safety and reputation, 12 Warship
the parents hire the heroes to infiltrate the
club and rescue her. Can the party maintain
Sinister Cult: The sudden rise of an
their cover identities long enough to gain
influential aristocrat seems to coincide with
an invitation to one of the club’s parties,
increased cultist activity and disappearances
and what will they do when they discover
of people all over town. Clues indicate that
the heiress is no naive innocent, but rather
the cultists have a new leader and are about to
a purveyor of vile perversions and occult
open a doorway that will allow an unnamed
paraphernalia?
entity and its servants to return to the world,
Sharks: See Pathfinder for Savage Worlds. bringing madness and death. The entity the
Adventure Generator
Shelter: Warm shelter is its own reward. The cult worships may not consider the cult its
heroes come across a cave, cabin, or campsite ally, and such a campaign could culminate
all set to go, appropriate to the region and in the cult’s destruction by the very entity its
safe from the elements. Perhaps the original members venerate, leaving that creature’s
occupants came to an ugly end, or perhaps defeat up to the party.
they are still lying in wait. Slayer’s Guild: A politician is growing in
Ship: Roll on the table below to determine popularity and influence, causing tremors in
the vessel. the halls of government. Perhaps he’s pushing
for reform of a corrupt government, or maybe
his personal hobbies and tastes are causing
scandals. Worried about attempts on his life
63
by those desperate to cling to power, his Most Agility-based skills suffer a −2 penalty,
SAVAGE PATHFINDER
aides hire the party as bodyguards while he including Driving, Piloting, Riding, and
completes his final round of public speeches. Shooting rolls (due to slippery ground,
As election day approaches, however, fears poor visibility, and high winds). When a
become reality when masked archers launch character’s Action Card is a black Joker, that
a coordinated attack on his entourage. In the adventurer horse or vehicle is struck by
confusion, a few overheard conversations lightning for 2d10 damage, AP 10.
between assassins suggest that the heroes’ Tainted Water: The adventurers discover a
sponsor may be behind the attack. Will the watering hole, but its contents are tainted. If
party prevent the politician’s assassination, or the heroes are forced to drink from the water
will they have to deal with the repercussions hole must make a Vigor roll at −2 or gain a
of their failure while simultaneously level of Fatigue for 1d4 days.
attempting to bring his killers to justice?
Thieves’ Guild: Someone — either the
Storm: A thunderstorm reduces visibility typical mysterious stranger or someone the
to 12”, imposes a Dark Illumination penalty adventurers have dealt with before who
(−4), and turns the ground into a quagmire. might not be completely on the up-and-up —
Running characters must make an Agility needs the heroes’ particular skill set for a
roll or fall prone and become Vulnerable. challenging but rewarding job. Whatever
the task is, the party find themselves double-
crossed at the end and publicly blamed for
the crime. The guild, of course, is ultimately
behind the setup.
Trap: The heroes come across a dangerous
room or obstacle designed to kill them. If
listed as a Treasure, the trap protects a
valuable artifact or relic.
Treasure: The heroes find a pouch, sack,
or chest containing 1d10 × $1000 in local
or foreign currency or precious stones.
Needless to say the money belongs to
someone and they want it back.
Wanderer: The party finds am itinerant
priest, potions seller, or soldier of fortune.
The individual may appear friendly at first,
but harbors a dark secret and has a malign
task he or she must fulfill.
64
CHAPTER FIVE
FACTIONS OF THE
INNER SEA
W hile nations and major religions can monastery, the tough and pitiless Hellknights,
command vast resources and control and the deadly and distinctive Red Mantis.
large swaths of land or huge numbers In addition, the rest of this section takes a
of people, they’re not alone in competing look at a handful of smaller organizations
for loyalty. In addition to church and state, that nonetheless exert enough influence to be
many people feel influence from other known beyond a single city, nation, or region.
numerous groups.
These factions can vary wildly in size and
purpose, from local thieves’ guilds interested
READING THE FACTION ENTRIES
only in filling the pockets and bellies of their The five major factions presented on the
members to vast international commercial following pages each open with a short block
conglomerates armed with their own private of information following the faction’s name.
armies. The largest of these organizations Alignment: The overall alignment of the
compete with lesser (or sometimes middling) organization and its leaders. Variations occur
sovereign nations in wealth, power, and among lower-ranking members.
influence. In some cases, such as with Headquarters: The group’s headquarters,
Cheliax’s Hellknights, sovereign nations go and the region where it’s located.
so far as to rely on these powerful groups
from time to time. In other cases, such as Leader: The faction’s current leader.
with the Red Mantis, even nations bow to Prominent Members: The names of several
their power. prominent members within the organization.
Smaller groups, while lacking in resources, Structure: This entry provides a brief
can nonetheless occasionally inspire even description of the way the group is organized.
greater zeal from their members. Those that Scope: This lists whether the organization
strive to grow in size, influence, or wealth is national (active primarily in one or two
frequently attract more dedicated and nations), regional (active in the entire Inner
motivated members. Sea region), or global (active throughout all
This chapter looks at five of the most of Golarion). A faction with a national scope
influential and important factions in the might have some agents active beyond its
Inner Sea region: the mysterious and slightly borders but they generally don’t maintain
sinister Aspis Consortium, the earnest extensive holdings beyond those borders.
and sometimes annoying Eagle Knights of Resources: A brief list of significant
Andoran, the mysterious and corrupt Fang resources the organization controls.
65
but are issued only loose terms dictating a
SAVAGE PATHFINDER
66
While the board and two executives transformed into the largest and most varied
supposedly share control, none can claim business venture in both Avistan and Garund.
to know all of the Consortium’s myriad Trade and uninterrupted ties to a host of
dealings. This approach to organization former Chelish holdings have allowed the
has also allowed the group to be distanced company to flourish through war, imperial
from past scandals by publicly dismissing decline, and what once appeared to be the
and condemning patrons, absolving the very end of the world.
organization of any wrongdoing with a Though Andoran, Nidal, Sargava, Varisia,
complex but well-rehearsed dance of public and other lands have gained independence
manipulation. from Chelish rule, few sought freedom
Beneath the Consortium’s leadership, from the goods and fineries of the old
several other experts hold great influence empire. Luxurious Consortium vessels are
within the syndicate. There’s the notably reliably made available, and Consortium
flamboyant but deft spy mistress Cirildimina merchants are only too pleased to charge
Alasbhallas, the smug fleet master Lord Pairo exorbitant prices.
Gavhaul, the stoic chief of headquarters
security Mr. Khayn, and the obsessively
focused but ingenious head of the mysterious
PUBLIC PERCEPTION
“Conference Z” operation Professor Today, most of the world views the Aspis
Tantis Mais. Consortium as a wide-ranging group of
The Aspis Consortium has numerous merchants and non-landed nobility with
regional headquarters, along with a private army of agents, mercenaries,
GOALS
What began as a private trading
endeavor with a canny eye
for profit, a flair for
theatrics, and few
scruples has since
67
black-and-white-sailed trading ships with the group fantastically, the development
SAVAGE PATHFINDER
equal measures of respect, envy, and worry. of Cheliax’s former holdings into nations
The majority of Consortium agents are unto themselves has decreased the need for
consummate mercenaries — interested only Chelish goods while the availability of such
in personal profit, paying their association luxuries increases.
dues, and little else. Even so, the organization This development has forced the Consortium
has made an undeniable name for itself to diversify its trading operations toward
as expensive but unquestionably reliable two objectives: discovering and being
brokers in international trade. They are many the first to exploit new wealth and new
markets’ only source for numerous rare and resources, and manufacturing a need for
extremely valuable commodities. existing commodities. While such mandates
This penchant for the exotic ingratiates the might seem innocuous enough, the Aspis
company with the nobility of many nations, Consortium pursues these goals with a
even as its agents wander largely unimpeded tenacity and ruthlessness that’s notorious in
with sellswords, guards, and hired experts in many parts of the world.
tow. The Consortium’s mostly positive public The moral ramifications of exploiting
image ensures that no matter what nation native populations, theft, warmongering,
it operates in, most of its labor force and profiteering, and outright slaughter mean
mercenary support is local, recruited from little to Consortium members — so long as
among the native populace. these acts don’t impact their greater prestige.
Yet for all their profitable opportunities Amid the cultured nations of the Inner Sea, all
and once-in-a-lifetime ventures, rumors of illicit dealings are conducted with a degree of
unscrupulous dealings, merciless practices, surreptitiousness.
and bloody betrayals form an undercurrent Yet, as civilization gives way to barbarism, so
of suspicion regarding the Aspis Consortium. too does the subtlety of Consortium agents
While the volatile times following the wane, giving way to open violence and cruel
collapse of the Chelish empire enriched entitlement.
68
watchtower overlooking the Andoren
they hold to the same philosophical and unmarked ships infamous for sinking a trio of
nationalistic beliefs. Katapeshi slave-galleons and dozens of allied
Barbarian and druid Eagle Knights are pirate vessels — are crewed, supplied, and
exceedingly rare. Clerics and arcane directed by the Steel Falcons. In recent years,
spellcasters are actively recruited into the the Steel Falcons have launched operations
organization’s fold, bypassing the typical against inland interests of Katapesh’s faceless
military origins of their fellows. Clerics of overlords, pirates of the Shackles, and
allied churches often straddle a line of loyalty, suspected mercenary proxies of the Cheliax-
though within Andoran this is generally not based Aspis Consortium.
problematic, as both institutions are wont to Hoping to spread their ideology to other
cooperate to achieve their shared goals. nations, the Steel Falcons even provided a
Wizards and sorcerers are prized for their small number of military advisors to the
diverse and powerful abilities. Diviners are fragile government of Nirmathas. They
especially valued for their abilities to plumb helped mold that nascent land in Andoran’s
the future and provide detailed information image while keeping it free of Molthune’s
that oftentimes eludes agents on the ground, control. Warfare aside, the Steel Falcons have
even deep-cover sleepers. made numerous exploratory forays to exotic
locations. The results of one recent attempt to
Within Andoran, the Eagle Knights of the
reach and map the ruins of the legendary Kho
Golden Legion operate alongside the
are still unknown.
nation’s military as elite adjunct
units, doubling as field commanders Operating in secret, the Twilight Talons
and trainers depending on the needs are the Eagle Knights’ spies, saboteurs,
of a particular area. The Golden deep cover agents, and — at
Legion guards Andoran’s borders times — assassins. They abstain
and its interior trade routes and keeps from donning the uniforms,
a watchful eye on the nation’s wilder symbols, epaulets, and other
regions. In the infamous Darkmoon overt regalia of their kindred
Vale, for example, the Knights. The Twilight Talons
Diamond Regiment operates utilize a covert system of
under Commander Ingrid hand signals and passwords
Odeber, the woman many say to recognize one another and
General Traxxus is training to prevent their discovery by
take his place. the same groups they seek to
infiltrate. As a final identifying
Not simply bound to
stamp, each Twilight Talon
serve as defenders of
operative is marked with a
Andoran proper, the
magical tattoo. The symbol
Eagle Knights of the
is normally invisible under
Steel Falcons act beyond
ordinary circumstances but
their patron state’s borders,
can be revealed by speaking a
spreading Andoren
command word unique to the
philosophy like armed
individual tattoo.
missionaries. Though the
Steel Falcons don’t openly Known officially only to General
acknowledge it, their Cormoth and Marshal Helena
foreign activities include Trellis, the Twilight Talons have
guerrilla, shadow, and agents among the governments
proxy warfare. Such tactics and militaries of Andoran’s
are directed against groups rivals—Cheliax, Taldor, Katapesh,
threatening Andoren the Shackles, and Nidal. They’re
security and those widely speculated on
holding hostile ideologies, with great paranoia by
particularly the slave trade. their affected targets,
70
though. These spies primarily collect While the knights’ crusade against slavery
information, rather than risk breaking and the promotion of open trade between
their cover to act in more immediately nations is supported by the merchant lords of
disruptive ways. Druma, some within the mercantile oligarchy
More open action is provided by Twilight worry about undue foreign influence from
Talons who infiltrate groups without Andoran’s more radical political elite arriving
state support. Independent slave traders, by way of their smiling, always well-armed
pirates, mercenary hirelings of the Aspis missionaries.
Consortium, and foreign, puppet extensions
of the diabolist churches of Cheliax are often
handled more directly. The Twilight Talons
report their findings to and pinpoint targets
of opportunity for the larger forces of the
Steel Falcons.
PUBLIC PERCEPTION
Despite their noble intentions and the
prestigious light in which the citizens of
Andoran hold them, the Eagle Knights
aren’t always held in high regard outside
their patron nation’s borders. Realms such
71
length and aren’t above destroying anyone
SAVAGE PATHFINDER
GOALS
The First Fang wants to usher in such a grand
empire again. He teaches that the ruins of
these once-great places tell the fragmented
story of the serpentfolk’s rise and fall. Each
73
concerned with results. If people cannot be
SAVAGE PATHFINDER
74
them in the order’s prison-headquarters
of Citadel Gheradesca on the cliffs outside HELLKNIGHT TITLES
Corentyn. Master of Blades Mardinus is
Hellknight orders are first and foremost
the former slave of the order’s Osirion-born
military organizations, and as such, they
Lictor Uro Adom, and holds himself as an
share a system of ranking individuals
example of the heights one can attain through
based on their skills, experience,
obedience to the social order.
and exemplary enforcement of their
The Order of the Gate: From its redoubt order’s tenets.
Citadel Enferac in the western Menador
Lictor: A general of a Hellknight order.
Mountains, the secluded Order of the Gate
deals and bargains with fiends in ways that Vicarius: A scholarly leader of a
give even the other Hellknight orders reason Hellknight order.
to dread. The crimson-cloaked signifers Master/Mistress of Blades: A marshal
of the order outnumber the rank-and-file commander of a Hellknight order,
Hellknights three to one and they claim to be second to a lictor and equal in rank to
granted otherworldy knowledge of egregious a Paravicar.
crimes before they’re committed. Paravicar: A leader of a Hellknight
While the signifers’ infernal servants wreak order’s signifers, equal in rank to a
their will in the world beyond, the order’s Master or Mistress of Blades.
actual members turn their efforts toward Paralictor: A high-ranking Hellknight
gleaning knowledge from the planes and officer.
the guardianship of some vague charge. The
Maralictor: A mid-level Hellknight
75
to provoke the Vudrani on their island home, well worth striving toward — even at the
SAVAGE PATHFINDER
PUBLIC PERCEPTION
While widely feared and respected, most
Hellknights join their order out of a sense of
duty and a desire to be a part of something
greater. They see a world ruled by just law
and free of rampaging beasts, cheating
thieves, and lawless murderers as a future
76
kill with a sacred sawtoothed sabre, so
77
assassins, it’s exceptionally unusual to either in gold or in conscience, than they
SAVAGE PATHFINDER
79
Azlant, are still very much a part of modern
SAVAGE PATHFINDER
81
CHAPTER SIX
ADVENTURING IN THE
INNER SEA
T he Inner Sea region is a land ripe Katapesh and Qadira, bards can be seductive
for adventure, but what role do the courtesans collecting powerful secrets or
adventurers themselves play in this dervishes trained in graceful fighting styles.
realm? What special talents, tricks, items, Cleric: Though their titles and doctrines vary,
and magical spells can a hero or villain of clerics are found almost everywhere sentient
the Inner Sea hope to master or discover? creatures dwell. It might be more useful to
Where can heroes of different stripes most delineate where clerics aren’t. Rahadoum
commonly be found, and what functions do bans all religion and religious trappings,
they serve? as does Hermea. Extremely few clerics
Barbarian: Barbarians occupy areas where reside in either land — the rare native who
civilization surrenders to the savagery finds religion often leaves quickly to avoid
of marauders and the unyielding rigors persecution. In the theocracy of Razmiran,
of nature — places like the Realm of the only the worship of Razmir is allowed. The
Mammoth Lords and the Storval Plateau. false god has no power to grant spells: his
Noble Ulfen clans battle dragons in the Lands priests are sorcerers and other spellcasters.
of the Linnorm Kings, while the barbarians Druid: Druids are found wherever nature
of Numeria fight for their very souls on the is. Woodland druids serve the Green Faith
fringes of the Worldwound. Further south, and protect their plant-filled homes from
the deserts of northern Garund are home to despoilers and lumberjack axes whenever
nomads astride horses and dromedaries. In possible. Yet druids can also be found in
the jungles of the Mwangi Expanse, entire other regions. They can be spotted roaming
kingdoms of fierce barbarians are said to the snow-swept plains of Irrisen, the ragged
dwell in vast, ruined cities. mountains of Belkzen, or the sinking swamps
Bard: Bards hail from every region of every of the Sodden Lands. Where druids are
nation on Golarion. One thing draws them rarest, though perhaps most needed, are
together: an audience. Bardic schools in places where nature has become twisted: the
places like Absalom, Oppara, and Egorian Worldwound, the Mana Wastes, and demon-
teach various crafts of performance, tasks haunted Tanglebriar.
every bit as grueling as swinging a sword all Fighter: Every nation needs soldiers and
day. In the harsh northern reaches of Avistan, constabulary, so fighters can hail from any
bards fight side by side with barbarians, part of Golarion. On the edges of civilization,
bolstering spirits and chronicling legends. this role is often shared with barbarians and
In Kyonin, elven bards work to master their rangers. Even “savage” cultures produce elite
art and strengthen their elven traditions. In fighters, wielding unconventional weapons
82
and armor. In addition to the various national Daggermark. There, assassins are formally
armies and local militias, a number of trained in silent death-dealing, especially
paramilitary groups exist. The Hellknights are with poisons and other debilitating toxins.
an extremely lawful order that operates out of Absalom, Manaket, Korvosa, Oppara, Port
Cheliax and southern Varisia. In Rahadoum, Peril, Sedeq, and Westcrown all host large,
the Pure Legion keeps the Kingdom of Man influential thieves’ guilds as well.
free of religious speech and paraphernalia. Sorcerer: Areas that have seen a great deal
Arguably the most famous fighting schools of magic over the years tend to produce
are found in southern Brevoy, the birthplace more sorcerers than their neighbors. Many
of the Aldori swordpact. sorcerers from Geb profess descent from
Monk: The orders of monks in Avistan and undead bloodlines, a claim rejected by most
Garund exist mostly in remote corners of the traditional scholars. Neighboring Nex also
world and at the edges of civilization. They’re has a large number of sorcerers. Varisia, once
typically expected to travel the world and not the center of a magical empire, produces
tie themselves to a single monastery. In the many of them despite its sparse population,
north, merchants and exiles from faraway especially among the native Varisians
Tian Xia bring their own styles and traditions (who can commonly be found in nearby
to the region. An increasing number of Ustalav as well).
temples devoted to Irori also train monks, Wizard: Many magical institutes operate
and it’s through these temples the martial arts throughout Avistan and Garund. Necro
have spread across the region. mancers study at the schools of Geb, while
Paladin: Paladins are a rare breed. Few the factories of rival Nex produce some of
people volunteer for a life of hardship and the finest transmuters in Golarion. Chelish
peril in the service of their religion. Not all schools, as well as the Acadamae in Korvosa,
HARROWER II
REQUIREMENTS: Veteran, Harrower
The harrower can summon a shimmering,
translucent harrow deck made of force that
she can manipulate and attack with.
As an action, a harrower can make a ranged
attack using Athletics (throwing) to fling a
force card (Range 4/8/16, Damage 2d6, AP 1).
Once per encounter, as a limited free action,
a harrower can modify her force card attacks
based on her Action Card’s suit. The benefit is
listed below and has a Duration of five rounds.
SPADES: If the attack hits, place a Small
Blast Template over the target. Everyone in
the template suffers 2d6 damage.
HEARTS: Ignore 2 points of penalty on the
first attack with a force card.
DIAMONDS: The force card now has AP 4.
84
HARROWER III HELLKNIGHT III
REQUIREMENTS: Heroic, Harrower REQUIREMENTS: Heroic, Hellknight II
The most powerful harrowers are able Once a Hellknight is in pursuit of a
to manipulate the cosmos and adjust the criminal, justice is inevitable. Hellknights
outcome of events in their favor. augments their weapons and armor with
Before cards are dealt in the first round of terrifying powers.
an encounter, the harrower may look at the As a limited action the Hellknight can grant
top five cards of the deck and discard any any weapon he wields the Elemental (fire),
number of those cards before putting the rest Vicious, or Brutal enchantment. This doesn’t
back in any order. The harrower decides in stacks with enchantments of the same name
what order Action cards should be dealt for already on the weapon. The Hellknight can
this round. maintain any one of these enchantments
as long as he likes and is within 100 feet of
HELLKNIGHT the weapon. The Hellknight can change the
granted enchantment as a limited action.
REQUIREMENTS: Seasoned,
In addition, the Hellknight gains the
Intimidation d8+, Notice d6+, Occult, d8+,
following benefit while wearing his armor
must slay a devil
Upon joining the Hellknights, the initiate Immunity: Fire.
is granted a special suit of armor known as
Hellknight armor (see Weapons and Armor
on page 87). The recruit has use of the
armor for as long as he’s part of the order.
The infernal suit protects the Hellknight so he
HELLKNIGHT II
REQUIREMENTS: Veteran, Hellknight
A Hellknight knows he must use every tool at
his disposal when dealing with the corrupt.
Not only do they employ the tactics of the
fearsome creatures of Hell, some recruit
hellish monsters to accompany them,
lending an even more terrifying
aspect to their intimidating
appearance.
The Hellknight gains the aid
of a faithful hellhound (see the
Pathfinder for Savage Worlds Bestiary)
that is Very Resilient to aid him in his
quest for justice. If this companion is slain, the
Hellknight may summon another hellhound
for free on his next Advance.
85
RED MANTIS A Red Mantis assassin gains the ability
SAVAGE PATHFINDER
86
WEAPONS AND ARMOR
MELEE WEAPONS
MIN
TYPE DAMAGE STR. WEIGHT COST NOTES
Bladed Scarf Str+d4 d4 1 12 AP 1, Two Hands
Kusarigama Str+d6 d6 3 12 AP 1, Two Hands, Reach 1
Ogre Hook Str+d10 d10 10 24 AP 2, Two Hands, Rending Attack
Sawtooth Sabre Str+d6 d6 4 35 −1 to Incapacitation rolls.
War Razor Str+d4 d4 3 25 +1 bonus to Stealth rolls to conceal
ARMOR
ITEM ARMOR MIN STR. WEIGHT COST
HEAVY
Hellknight Armor
Breastplate (torso) +4 d10 30 500
Vambraces (arms) +4 d10 10 250
Greaves (legs) +4 d10 10 500
Heavy Helm (head) +4 d10 4 250
Heavy Helm, Enclosed (head) +4 d10 8 300
87
WAYFINDER
SAVAGE PATHFINDER
88
CHAPTER SEVEN
RELIGION
Last Azlant Aroden became a living god so than the mortals, the gods themselves
when he raised the Starstone from the Inner were stunned that one of their own might
Sea. The existing gods did nothing to prevent die for unknown reasons and completely
this usurpation of their divine prerogative unexpectedly.
with mortal magic. As a result, the following For ages they were guarded, and then
millennia saw the ascension of Norgorber, reticent, and then the gods knew fear. Were
Cayden Cailean, and Iomedae to godhood, they doomed to sudden and unpredictable
with the help of the Starstone. Irori became a destruction? With the loss of prophecy, none
god seemingly without any help at all. of them knew… except Pharasma, for death
And finally, as the Age of Lost Omens began, is her domain, but she has little to say on
the death of Aroden rocked the world in a the subject.
CORE DEITIES
FAVORED
DEITY AL AREAS OF CONCERN DOMAINS WEAPON
Cities, law, Earth, Nobility,
Abadar Neutral Light crossbow
merchants, wealth Protection, Travel
Contracts, pride, slavery,
Asmodeus Evil Evil, Fire, Magic Trickery Heavy mace
tyranny
Calistria Neutral Lust, revenge, trickery Knowledge, Luck, Trickery Whip
Cayden
Good Ale, bravery, freedom, wine Good, Strength, Travel Rapier
Cailean
Desna Good Dreams, luck, stars, travelers Good, Luck, Travel Starknife
Family, farming, Animal, Community,
Erastil Good Longbow
hunting, trade Good, Plant
Destruction, Glory,
Gorum Neutral Battle, strength, weapons Greatsword
Strength, War
Air, Animal, Plant, Water,
Gozreh Neutral Nature, the sea, weather Trident
Weather
Honor, justice,
Iomedae Good Glory, Good, Sun, War Longsword
rulership, valor
History, knowledge, Healing, Knowledge, Rune,
Irori Neutral Unarmed strike
self-perfection Strength
Madness, monsters, Evil, Madness, Strength,
Lamashtu Evil Falchion
nightmares Trickery
Destruction, Knowledge,
Nethys Neutral Magic Quarterstaff
Magic, Protection, Rune
Greed, murder, Death, Evil, Knowledge,
Norgorber Evil Shortsword
poison, secrets Trickery
Death, Healing,
Pharasma Neutral Bird, death, fate, prophecy Dagger
Knowledge, Water
Destruction, disaster, Destruction, Evil,
Rovagug Evil Greataxe
wrath War, Weather
Healing, honesty, Fire, Glory, Good,
Sarenrae Good Scimitar
redemption, the sun Healing, Sun
Shelyn Good Art, beauty, love, music Air, Good, Luck, Protection Glaive
The forge, protection,
Torag Good Earth, Good, Protection Warhammer
strategy
Death, Evil, Magic,
Urgathoa Evil Disease, gluttony, undeath Scythe
Strength, War
Zon-Kuthon Evil Darkness, envy, loss, pain Death, Destruction, Evil Spiked chain
90
ABADAR ASMODEUS
MASTER OF PRINCE OF DARKNESS
S
THE FIRST VAULT ome say when the world was forged,
A
Asmodeus wrote the contract of creation.
badar dwells in the perfect city of Axis,
His faithful followers believe this contract
where he watches over the First Vault. Its
holds the key to their lord’s final victory,
halls hold a perfect copy of every object
ushering in a new age under his infernal
ever made. Abadar is a patient, calculating,
reign. Asmodeus believes in strict discipline,
and far-seeing deity who wishes to bring
unwavering obedience, and the strong ruling
civilization to the frontiers, order to the wilds,
the weak. He loves the art of negotiation and
and wealth to all who support the law.
delights in deals that appear fair but actually
His primary worshipers are judges, give one party a distinct advantage.
merchants, lawyers, and aristocrats, all of
The Prince of Darkness expects and
whom benefit from established laws and
appreciates flattery, though he recognizes
commerce. Those who are poor or who have
it for what it is. Frequently shown as a red-
been wronged also worship him, hoping he
skinned human with black horns, hooves,
helps to reverse their ill-fortune.
and a pale aura of flames, Asmodeus often
He expects his followers to abide by the appears as a foil in art depicting good deities.
laws (though not foolish, contradictory, or In his temples, such roles are reversed, with
purposeless laws) and work to promote order the Prince of Darkness standing tall over the
and peace. Abadar is shown as a clean, well- other deities as they bow before him.
dressed man. From his gold breastplate to his
Temples to Asmodeus thrive in Cheliax,
richly embroidered cloak, everything about
though secret shrines are scattered across
him is refined and cultured. He also always
Golarion. Asmodeus’s impeccably clean and
carries an ornate gold key.
orderly clerics dress in dark tones, usually
Clerics of Abadar spend much of their time black with red accents. Many ceremonies
helping the community thrive and grow. feature horned masks or helms. His faithful
They care less about morals and more about abound among slavers, bureaucrats, tyrants,
helping the culture to continue expanding. and even silver-tongued nobles.
Despite this, their efforts generally trend
Temples built in his image look and feel
toward the advancement of all. Examples
distinctly diabolical. Many are actually
Religion
92
DESNA ERASTIL
SONG OF THE SPHERES OLD DEADEYE
In rural areas, they often offer services to badge bearing his mark. His book, Parables of
wandering travelers. Her holy text is called Erastil, gives homilies on strengthening family
The Eight Scrolls. bonds, almanac-like advice on planting, and
Desna is one of Golarion’s oldest deities, hunting lore.
and she’s changed little since the dawn of Erastil manifests his approval through
civilization. Her worship has always been bountiful hunts or harvests. He also works
strongest in the regions known today as through the actions of all manner of hoofed
Varisia and Ustalav. Despite the fact that she mammals, particularly caribou, deer, elk, and
doesn’t generally appear Varisian, she seems moose. He indicates his disfavor through
to identify most strongly with them. omens such as broken arrows and failed crops.
Desna often shows her favor through the While Erastil’s faith is traditionally common
manifestation of butterflies, particularly in rural areas in the northern reaches of
bright blue swallowtails. She keeps several Avistan, it’s become increasingly entangled
palaces throughout the Great Beyond, with civilization. Conflicts over jurisdiction
including one called Cynosure. It’s known as and representation with the church of Abadar
the star around which all other stars dance. seem to be on the rise as a result.
93
SAVAGE PATHFINDER
GORUM GOZREH
OUR LORD IN IRON THE WIND AND THE WAVES
94
IOMEDAE IRORI
THE INHERITOR MASTER OF MASTERS
followers, she informally enforces his It’s a lengthy tome describing physical
teachings. Though, she’s more forward- exercises, meditation, diet, and other
looking and doesn’t let herself be constrained methods that transcend the limitations of the
by the events of history. Likewise, her mortal form. Many of his followers are monks
followers use converted churches of Aroden who dedicate their lifestyles to simplicity
as well as her own unique temples. and purity in order to perfect themselves.
Iomedae most commonly shows favor in He’s also worshiped by scholars, sages,
the form of mundane objects reshaping into and those who seek to impose order on the
sword-like forms, mysterious white or golden chaos of magic.
lights on a person or object, or a compass- Irori respects all deities and teaches similar
like pull on a longsword or other long metal tolerance to his followers. He dislikes those
weapon. She shows her displeasure by who tear down the accomplishments of others
flickering lights, damaging weapons against and has an ongoing feud with Asmodeus as a
inferior materials, and causing gold or silver result. He shows his displeasure with sudden
items to become dull and heavy. cramps, fatigue, or setbacks in the form of
unexpected illness or madness.
95
SAVAGE PATHFINDER
LAMASHTU NETHYS
MOTHER OF MONSTERS THE ALL–SEEING EYE
96
NORGORBER PHARASMA
THE REAPER OF REPUTATION LADY OF GRAVES
97
SAVAGE PATHFINDER
ROVAGUG SARENRAE
THE ROUGH BEAST THE DAWNFLOWER
98
SHELYN TORAG
THE ETERNAL ROSE FATHER OF CREATION
a work of art or music but applying other and mountainous areas. Flying creatures
skills might be appropriate. that live in such regions are viewed as
Her temples are roomy places surrounded abominations and freaks—bats, in particular,
by gardens and statues, decorated inside are hated by the church of Torag.
with paintings and sculptures, and always He sometimes sends messages in the form of
filled with song and music. Her prayer book cryptic riddles that appear on stone surfaces
is Melodies of Inner Beauty, most of which for a short period of time. Earthquakes are
consists of songs. the ultimate indication of his displeasure, but
Shelyn sometimes sends messages to her those who survive are thought to be blessed.
followers directly by means of short but The followers of Torag hate the cult of
precise whispers in their ear. Songbirds are Rovagug, for his spawn have long seethed
sacred to the sect; their presence is considered and squirmed in the deep corners of the earth.
good luck. Common manifestations of her Despite this loathing, Torag’s followers don’t
displeasure are brief glimpses of a repellent get on well with those of Sarenrae, whose
reflection in a mirror, a lover’s quarrel, a willingness to forgive and devotion to the sun
drab-colored bird, and wilted rose beds. seems to be an indication of weakness.
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SAVAGE PATHFINDER
URGATHOA ZON–KUTHON
THE PALLID PRINCESS THE MIDNIGHT LORD
100
Achaekek (He Who Walks in Blood): Also
OTHER DEITIES
FAVORED
DEITY AL AREAS OF CONCERN DOMAINS WEAPON
Sawtooth
Achaekek Evil Assassination, the Red Mantis Death, Evil, Trickery, War
sabre
Glory, good dragons, Creation, Good, Scalykind,
Apsu Good Bite or staff
leadership, peace Travel
Besmara Neutral Piracy, sea monsters, strife Trickery, War, Water, Weather Rapier
Religion
101
Besmara (The Pirate Queen): Pirates rarely him dead, certain ruined temple forges still
SAVAGE PATHFINDER
have the time or patience to dedicate their carry whispered prayers. Droskar’s symbol
lives to worship, but all buccaneers know of is a fire burning under a stone arch.
Besmara the Pirate Queen. Said to sail the Ghlaunder (The Gossamer King): The
turbulent seas of the Maelstrom in her grand cult of a demigod of parasites and infection,
ship Seawraith, Besmara’s raids on places as Ghlaunder’s faith is a foul and festering blight
diverse as Elysium, Axis, Heaven, and Hell that often takes root in small rural areas. As
are legend among certain circles of pirates. with the parasites they venerate, cultists of
Yet few honestly worship her until their Ghlaunder often prey on others. Such a cultist
deaths loom large. At which point even the might serve a village as priest, posing as a
most callous pirate suddenly finds faith and faithful follower of an obscure cult or pagan
prays to Besmara for just one more day of life. religion while slowly encouraging worship
Besmara’s actual priests are most commonly practices that bring the locals unknowingly
found in the waters off the Shackles or on the closer to the Gossamer King.
waterfront boardwalks of Ilizmagorti. Those Cultists of Ghlaunder don’t bleed their
found at sea generally serve double duty flocks dry, but rather protect and aid them
as priest and captain, and their reputations so they’re always there for sustenance. When
on the seas are among the most notorious. exposed, cultists of Ghlaunder preach of the
Her symbol is the jolly roger, a black flag necessity of parasites and infection, lest the
decorated with a skull and crossbones. weak and old overrun the world.
Dahak (The Endless Destruction): Dahak Said to have been accidentally freed from
holds no love for his creations, having killed a cocoon on the Ethereal Plane by Desna,
and maimed many of them in his joyous Ghlaunder manifests as an immense,
rampages. Most dragons hate him in return. mosquito-like monstrosity when he appears.
He can offer them power and immortality, He often pays secret visits to feed on the
though, and this tempting offer has swayed blood of his favorite followers. He favors
many dragons to his service. Ugly, spiked, drinkers of blood and fungoid creatures, and
and scarred, Dahak hates his father Apsu and his symbol is a blood-fat mosquito.
wishes to destroy him. Dahak’s symbol is a
Groetus (God of the End Times): The
fiery-red falling star.
god of the end of the world, Groetus has
Droskar (The Dark Smith): Droskar once no organized faith. Most of his worshipers
held promise as the greatest of Torag’s are loners — either madmen who live on
students. Day after day he labored at the the street and prophesying the end of the
forge. The designs he produced brought world, or more dangerous megalomaniacs
wonder and delight to all who beheld them. who actively seek to bring about the end of
Droskar’s greed for power and respect existence.
outstripped his good sense, though, and
Groetus doesn’t really care about his flock.
Torag soon uncovered the truth: Droskar’s
When he has his way, they’ll all be gone. He
works were copies.
knows all things must end, whether or not he
He’d kidnapped, imprisoned, and tortured a has worshipers. Some speculate that he might
talented smith for the designs that garnered not even know he has worshipers.
so much admiration. Torag’s wrath was great,
The God of the End Times plays a small role
but rather than slay Droskar outright, he cast
in Pharasma’s worship, for in her Boneyard,
the cheat out of his kingdom and cursed
it’s said that Groetus looms as a gibbous and
him to struggle forever in a fruitless quest to
huge moon in the sky above. No one knows if
produce an original work.
this “moon” is actually Groetus, his shell, or
Droskar recruited worshipers by promising simply the object on which he dwells.
salvation in return for ceaseless toil, or
The few explorers who have braved this
enslaved them and forced them to labor, but
moon and walked on its surface without
his followers couldn’t inspire Droskar to
vanishing invariably return to the world as
originality. His presence gradually faded from
Groetus’s newest insane cultists. The other
Golarion, and while most scholars believe
gods likely know Groetus’s secrets, but refuse
102
to speak of them. Groetus’s symbol is a full competitions, and it’s said that Cayden
moon with the faint image of a skull seen in Cailean and Desna themselves raised him to
the pattern of craters that decorate its surface. godhood for his deeds.
Gyronna (The Angry Hag): This goddess In the last 300 years, rumors that Kurgess
only allows females into her priesthood. has returned to Golarion to attend festivals
People fear her clergy for their ability to anonymously, either to participate and win
poison the minds of others with hate, turning or to protect those who compete, have seen
friends against each other and making his faith rising and spreading throughout
enemies out of allies (though they’re not southern Avistan. Kurgess’s priests are
above simply knifing someone in an alley generally travelers who carry small portable
if it suits their purposes). Her symbol is a shrines, but tournaments, fairs, and
bloodshot eye. competitions are their temples. Kurgess’s
Hanspur (The Water Rat): Some legends symbol is a flexing muscular arm with a
say that Hanspur was once a mortal priest of golden chain gripped in the fist.
Gozreh. After he was murdered in his sleep Milani (The Everbloom): For many
by a traveling companion, his god raised him centuries, the Inner Sea region was dominated
as an unstable guardian of the waterways. by the sprawling Empire of Cheliax. This
His symbol is a rat walking on water or changed drastically only 100 years ago
standing on a log. with the death of the nation’s patron deity,
Kurgess (The Strong Man): Legends hold Aroden. In the years that followed, the Thrice-
that Kurgess was born somewhere in Taldor. Damned House of Thrune regained control of
He was a farmer’s son who grew into a tall, the nation’s core, but several outlying regions
strapping young lad. One day, a merchant’s seceded, with varying degrees of success.
carriage ran off the road near Kurgess’s These times of upheaval were dark and grim,
home, and Kurgess single-handedly lifted and in many cases only hope carried the
the carriage out of the ditch. The grateful unfortunate citizens through. Many of them
merchant offered Kurgess a chance to turned to new faiths, seeking guidance from
become famous. any who offered it. In the years immediately
He brought Kurgess to Cassomir, entering
him in competitions and events. Kurgess won
each of them, splitting the money with his
sponsor. They went on the road, entering
one competition after the other.
Kurgess’s victories mounted
until his fame grew too
great — with each win, he
Religion
103
following Aroden’s death, charlatans and Sivanah works her deeds through reflections
SAVAGE PATHFINDER
con artists were thick among these faiths. in mirrors and the surface of water. It’s said
One faith, in particular, rose not only to she speaks to some of her followers through
give the downtrodden hope, but to aid in their own shadows. Her ultimate goals are
organizing their rebellions in ways that could secrets even to her most faithful followers.
rebuild society rather than damn it to eternal Such concealment ironically prevents her
barbarism. This was the faith of Milani. faith from growing much more beyond the
Until Aroden’s death, Milani was nothing level of a cult.
more than a minor saint, one of dozens Worship of Sivanah is relatively strong
associated with the Last Azlanti. The patron of in parts of Nex and Irrisen, and among
partisans and rebels alike, Milani became one illusionists throughout the world. Her
of Aroden’s widest-reaching inheritors, yet worship is expressly forbidden in Nidal,
never quite reached the popularity of Iomedae. for she’s said to be one of Zon-Kuthon’s
This is perhaps because Iomedae still retained greatest enemies and views his use of
a valuable connection to humanity through shadows as corruption and enslavement.
her relatively recent ascension into divinity, Sivanah’s symbol is seven drab-colored veils
but more likely because Iomedae’s faith had knotted together.
already spread wide before Aroden’s demise. Zyphus (The Grim Harvestman): Not every
Today, Milani’s worshipers are generally death makes sense. Those who have strong
small congregations in oppressive nations faith often seek to explain unexpected death as
where hope and uprisings are the only chance the “will of the gods,” yet for many, this holds
at a better tomorrow. little sway. To them, tragic deaths can only
Her faithful have come to terms with the fact be explained by the influence of a malevolent
that once an uprising is successful, the need force — something that seeks to bring ruin
for hope fades — they understand this, and and sadness into the world. Unfortunately,
wait patiently in their small village chapels there’s some truth to this belief, thanks to the
for the time when they shall be called on again godling known as Zyphus.
to defend the common man from oppression. Zyphus is known as the Grim Harvestman
Milani’s faithful are currently most active and the harbinger of unexpected tragedy.
in struggling Galt and some of the more His followers hold that their god was formed
unstable River Kingdoms. Her symbol is a from the enraged soul of the first mortal to die
rose growing to bloom between the cobbles a hollow, meaningless death. Each additional
of a bloody street. accidental death is said to add to Zyphus’s
Sivanah (The Seventh Veil): While myster strength so that someday he can become
ious Nethys is widely accepted as the greatest powerful enough to engineer the death of his
god of magic, other deities claim control over most hated rival—Pharasma.
certain specific foci in magic. Some of these, The true believers of Zyphus preach that
like Urgathoa’s mastery over necromancy, those who are slain by accidents they engineer
are well known. Other such deities are more don’t travel on to Pharasma’s Boneyard, but
obscure, but none are quite as mysterious as are instead captured by the Grim Harvestman,
Sivanah, the patron of illusionists, tricksters, their souls consumed and absorbed by this
and those who work to preserve secrets malignancy. His cultists are widespread but
and mystery. relatively small in number. They hold court in
None can say what Sivanah’s true form is, graveyards that have fallen from favor or no
though most agree that she’s female. Legend longer sit on hallowed ground.
holds she dresses in seven veils, and each of Even in well-used and relatively safe
six veils is tied to a different race: cyclops, graveyards, it’s not uncommon to see
elf, gnome, halfling, human, and naga. Some carvings depicting Zyphus or his symbol on
claim she can appear as any of those races gate arches or vault roofs, warding against
while wearing the appropriate veil, but that the Grim Harvestman. Zyphus’s symbol is a
she’s of an unknown seventh race, the identity heavy pick made of a femur, skull, and rib.
of which is masked by the seventh veil.
104
and jagged glaciers. His whispers are brought
the seventh Hell, a frozen realm of icy seas Nonetheless, certain demon lords have risen
above their kin to become known and feared
beyond the endless realms of the Abyss.
ARCHDEVILS
FAVORED
ARCHDEVIL AL AREAS OF CONCERN DOMAINS WEAPON
Baalzebul Evil Arrogance, flies, lies Air, Death, Evil Spear
Barbatos Evil Animals, corruption, gateways Evil, Magic, Travel Quarterstaff
Belial Evil Adultery, deception, desire Destruction, Evil Ranseur
Dispater Evil Cities, prisons, rulership Evil, Nobility, Trickery Heavy mace
Geryon Evil Forbidden lore, heresy, snakes Evil, Strength, Water Heavy flail
Mammon Evil Avarice, watchfulness, wealth Earth, Evil Shortspear
Mephistopheles Evil Contracts, devils, secrets Evil, Knowledge, Rune Trident
Moloch Evil Fire, obedience, war Evil, Fire, War Whip
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DEMON LORDS
SAVAGE PATHFINDER
FAVORED
DEMON LORD AL AREAS OF CONCERN DOMAINS WEAPON
Abraxas Evil Forbidden lore, magic, snakes Evil, Knowledge, Magic Whip
Angazhan Evil Apes, jungles, tyrants Animal, Evil, Plant Spear
Baphomet Evil Beasts, labyrinths, minotaurs Animal, Evil, Strength Glaive
Cyth–V’sug Evil Disease, fungus, parasites Earth, Evil, Plant Scimitar
Deformity, sea monsters, the
Dagon Evil Destruction, Evil, Water Trident
sea
Deskari Evil Chasms, infestation, locusts Destruction, Evil, War Scythe
Amphibians, boggards,
Gogunta Evil Death, Evil, Water Whip
swamps
Chaos, Evil, Strength,
Kostchtchie Evil Cold, giants, revenge Warhammer
War
Nocticula Evil Assassins, darkness, lust Evil Hand crossbow
Orcus Evil Necromancy, undeath, wrath Death, Evil, Magic Heavy mace
Sky, temptation, winged
Pazuzu Evil Air, Evil, Trickery Longsword
creatures
Destruction, Evil,
Shax Evil Envy, lies, murder Dagger
Nobility
Socothbenoth Evil Perversion, pride, taboos Evil, Travel Quarterstaff
Zura Evil Blood, cannibalism, vampires Death, Evil, Madness Rapier
Abraxas: Master of the Final Incantation, horns. He wields a magical glaive made of
Demon Lord of Forbidden Lore and Magic. rare red adamantine in battle.
Abraxas is a hideous creature, with the head Cyth-V’sug: Prince of the Blasted Heath,
of a deformed and fanged bird and two Demon Lord of Fungus and Parasites. The
writhing vipers in place of legs. He’s believed hideous Cyth-V’sug dwells on a layer of
to know countless magical formulae, spells, the Abyss that consists of a single, massive
and secrets, particularly those that cause colony of parasitic fungus that transforms all
great devastation and pain — including the it touches into an extension of its own vile
“Final Incantation,” a potent word that, when consciousness. Cyth-V’sug’s most powerful
uttered, strips away and destroys magic. spawn, a unique demon called Treerazer,
Angazhan: The Ravener King, Demon Lord recently established a domain on the Material
of Apes and Jungles. Angazhan appears as a Plane. It’s a move that raises concern that the
towering blood-red ape with six long, thin Prince of the Blasted Heath may be closer to
fingers, tusk-like teeth, and relatively small, his goal of total assimilation than many think.
bloodshot eyes. His presence is strongest Dagon: The Shadow in the Sea, Demon Lord
within the Mwangi Expanse, where his of the Sea and Sea Monsters. Dagon dwells in
chattering brood, the simian charau-ka (ape- the depths of the Abyssal sea of Ishiar. Not
men), hold court amid the ruins and feast on quite fish or octopus or eel, the Shadow in the
the flesh of human cattle. Sea often sends his spawn into the depths of
Baphomet: Lord of the Minotaurs, Demon Material Plane oceans to serve as high priests
Lord of Beasts and Labyrinths. Baphomet is for vicious oceanic monstrosities. His cult is
one of Lamashtu’s favored consorts. While also strong along remote coastlines. There,
the original minotaurs were the children of societies of humans or marsh giants mix
the Demon Queen, an increasing number with ichthyic visitors, taking them into their
have come to view Baphomet as their true homes in exchange for good fishing or gifts of
lord. Baphomet looks like a hulking, muscular strange gold jewelry.
minotaur with sharp teeth and immense
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Deskari: Lord of the Locust Host, Demon Orcus: Prince of Undeath, Demon Lord of
Lord of Infestation and Locusts. Thought Necromancy and the Undead. Mighty Orcus
to be the son of Pazuzu, Deskari is believed is perhaps one of the most widely worshiped
by many scholars to be the Usher of the demon lords throughout the countless
Apocalypse. The insectoid demon long worlds of the Material Plane. His cults still
plagued the northern nation of Sarkoris, remain relatively small on Golarion because
where his cultists were eventually driven of competition from those dedicated to his
into the Lake of Mists and Veils by Aroden. rivals, Zura and Urgathoa. He appears as
Yet with Aroden’s death, the manifestation an immensely fat humanoid with a ram’s
of the Worldwound and the demonic armies head, bat-like wings, cloven feet, and a long
that emerged speak to Deskari’s growing stingered tail. His legendary weapon, the
influence over this reach of the Material Plane. Wand of Orcus, is never far from his hand.
Gogunta: Song of the Swamp, Demon Lord Pazuzu: King of the Wind Demons, Demon
of Boggards and Swamps. Gogunta is an Lord of the Sky and Winged Creatures.
immense batrachian monstrosity, believed Pazuzu appears as a wiry human with eagle’s
by the boggards to be the source of their race. legs and talons, a demonic avian head, two
Scholars of the demonic believe she was a pairs of bird wings, a scorpion tail, and a
hezrou in Dagon’s service who ascended to writhing snake in place of his genitals. Pazuzu
the role of demon lor. She certainly favors the is fond of possessing mortals and using them
hezrous as guardians and lovers, and often as tools to work his evils on the world. It’s
sends them to guard or even lead boggard said Pazuzu can hear his name when an
tribes on the Material Plane (particularly innocent speaks it unknowingly, and this
tribes in Varisia’s Mushfens, swamps in the may be all that’s needed to invite possession.
River Kingdoms, or in the Sodden Lands). Shax: The Blood Marquis, Demon Lord of
Kostchtchie: The Deathless Frost, Demon Lies and Murder. Cruel and sadistic, Shax
Lord of Cold and Giants. Born an Ulfen man revels in the act of torture and murder. He’s
possessed of a legendary temper and hatred of
women and giantkind, Kostchtchie bargained
with Baba Yaga for immortality. The result of
his bid for eternal life saw his body twisted
and deformed into a hideous giant.
Kostchtchie found eternal life only by
becoming what he hated most. His hatred
has since shifted to humanity, and he leads
wars against the northern tribes of Iobaria as
often as possible. He does so through proxies
Religion
views all the world as having been created for XOVERON: The Horned Prince, Lord of
him to take pleasure in. His tastes (and those Gluttony.
of his faithful) are violent and destructive. YHIDOTHRUS: The Ravager Worm, Lord of
Though fond of changing his appearance Time.
on a whim to aid in whatever pleasures he
ZEVGAVIZEB: The God of the Troglodytes,
currently seeks, in his true form he appears as
Lord of Reptiles.
a lithe, handsome human man with black eyes,
long, brown hair, large, pointed ears, and
numerous body piercings of metal and bone. ELDEST
Zura: The Vampire Queen, Demon Lord While no one truly rules the First World, there
of Cannibalism and Vampires. Gothic and are entities so powerful that they command
beautiful, Lady Zura is said to be the first respect and obedience from other residents,
vampire, an Azlanti Queen who succumbed and even the land itself. These personalities go
early to that people’s growing decadence. by many names—the fey-lords, the shapers—
Tales of her cannibal feasts and baths of blood yet to most they are simply the Eldest.
persist today as vague legends. Zura often
Count Ranalc: Count Ranalc is a primal
assumes the form of a voluptuous maiden.
being of darkness and the chaos of creation.
In her true form she appears as an almost
He was exiled from the First World to the
skeletal woman with bat-like wings instead
Plane of Shadow millennia ago by the other
of arms, blood-red eyes and hair, immense
Eldest, and since vanished completely.
fangs, and taloned feet.
Scholars have long been intrigued that all
Other Demon Lords: No less powerful mention of Ranalc ceases at almost exactly
than the demon lords presented in greater the same time as the archwizard Nex laid
detail above, these additional demon lords siege to Absalom.
generally have smaller or more remote cults.
The Green Mother: This tall, beautiful
ALDINACH: She of the Six Venoms, Lord of woman with shocking green hair resembles
Scorpions. a cross between a nymph, an elf, and a dryad.
ANDIRIFKHU: The Razor Princess, Lord of Within her forest bower, she’s the most
Traps. seductive and manipulative creature in the
ARESHKAGAL: The Faceless Sphinx, Lord First World.
of Greed. Imbrex, the Twins: Whether the entity
FLAUROS: The Burning Maw, Lord of known as the Twins is truly a pair of siblings
Volcanoes. or simply one creature split into two bodies
is a question that may never be answered.
HAAGENTI: The Whispers Within, Lord of
Hundreds of feet tall, the vaguely reptilian,
Transformation.
statue-like humanoids refer to themselves
JEZELDA: Mistress of the Hungry Moon,
collectively as Imbrex.
Lord of Werewolves.
The Lantern King: If the First World has
JUBILEX: The Faceless Lord, Lord of Sloth.
a trickster god — no easy feat in a world
KABRIRI: Him Who Gnaws, Lord of Ghouls. where capricious, reality-bending mischief
MAZMEZZ: The Creeping Queen, Lord of is standard practice for many—then the title
Vermin. belongs to the will-o’-wisp-like Lantern King.
108
The Lost Prince: Also called the Melancholy Sinashakti: The dawn-skinned Walker of
Lord, this gaunt, dark-haired Eldest is a Worlds, Sinashakti sprints through the planes,
morose and dour individual. While his eager to see and learn the ways of all people.
servants expound on his good works, the Valani: Where Valani, the Father of Islands,
truth is that the Lost Prince attempts to passes, new lands are born. His whispers lead
remain neutral in most matters, keeping to people to shelter, while his screams bring
himself in his ever-crumbling tower. storms and prove that nothing lasts forever.
Magdh: Capable of seeing farthest into other
realms and down lines of probability and fate,
the three-faced entity called Magdh is the
HORSEMEN
prophetess and seer of the Eldest. The fiendish lords of the foul plane Abaddon
Ng the Hooded: If Ng the Hooded has a face, are known collectively as the Horsemen.
no one has ever viewed it. Some whisper that They’re not represented by organized faiths
the gloves that are his only visible body part or churches on the Material Plane — rather,
hide whirring clockwork, others that he’s the their worshipers venerate them out of fear
mouthpiece of a distant god. or ignorance. Their clerics are usually found
among the monstrous races of the world.
Ragadahn the Water Lord: Also known as
the Serpent King, the World Serpent, and Apollyon: The Horseman of Pestilence is
(somewhat heretically) the Father of Dragons, known also as the Prince of Locusts. He’s a
Ragadahn claims to be the progenitor from hulking, ram-headed monstrosity that dwells
whom all linnorms are descended. on the carcass of a dead god.
Shyka the Many: Time is fickle in the First Charon: Perhaps the most powerful of the
World, and Shyka knows this better than any. Four Horsemen, Charon’s realm is the River
Over the eons, many have borne this title — Styx. He’s the Horseman of Death, and the
and continue to. For in all of his incarnations, ferryman for lost souls that travel to the
Shyka the Many is a master of time. Outer Rifts.
Szuriel: Szuriel, the Horseman of War, is a
black-winged woman with bleeding eyes and
EMPYREAL LORDS ragged teeth. She’s the harbinger of countless
Just as there are powerful and unique fiends battles and conflicts.
who rule portions of the Outer Rifts and other Trelmarixian: The youngest of the four,
dark corners of the Great Beyond, so too are Trelmarixian is the Horseman of Famine.
there paragons of good in the brighter reaches He’s a jackal-headed man with crystal teeth
of the Outer Sphere. These powerful angels and an unending hunger.
are known collectively as the empyreal lords.
Andoletta: Always sharp-tongued and stern,
Religion
109
ELDEST
SAVAGE PATHFINDER
FAVORED
ELDEST AL AREAS OF CONCERN DOMAINS WEAPON
Count Ranalc Neutral Betrayal, exiles, shadows Nobility, Travel Rapier
Carnivorous plants, intrigue,
Green Mother Evil Evil, Earth, Plant Sickle
seduction
Community, Earth,
Imbrex Neutral Endings, statues, twins Dire flail
Strength
Laughter, mischief,
Lantern King Neutral Madness, Trickery Dagger
transformation
Forgotten things, sadness, Knowledge, Madness,
Lost Prince Neutral Quarterstaff
solitude Nobility, Repose
Magdh Neutral Complexity, fate, triplets Knowledge, Rune Scythe
The seasons, secrets, Knowledge, Magic,
Ng Neutral Gauntlet
wanderers Travel, Weather
Ragadahn Evil Linnorms, oceans, spirals Evil, Scalykind, Water Whip
Death, Destruction,
Shyka Neutral Entropy, reincarnation, time Light Mace
Madness, Magic
EMPYREAL LORDS
EMPYREAL FAVORED
LORD AL AREAS OF CONCERN DOMAINS WEAPON
Consolation, respect, Good, Knowledge,
Andoletta Good Quarterstaff
security Protection
Freedom, physical beauty,
Arshea Good Good, Liberation, Strength Flail
sexuality
Good, Magic, Healing,
Korada Good Foresight, forgiveness, peace Unarmed
Protection
Bastard
Ragathiel Good Chivalry, duty, vengeance Destruction, Good, Nobility
sword
Sinashakti Good Journeys, joy, messengers Good, Travel Shortbow
Valani Good Change, growth, primality Earth, Good, Weather Club
HORSEMEN
FAVORED
HORSEMEN AL AREAS OF CONCERN DOMAINS WEAPON
Air, Darkness,
Apollyon Evil Pestilence Scythe
Destruction, Evil
Death, Evil,
Charon Evil Death Quarterstaff
Knowledge, Water
Szuriel Evil War Evil, Fire, Strength, War Greatsword
Earth, Evil, Madness, Spiked
Trelmarixian Evil Famine
Weather gauntlet
110
CHAPTER EIGHT
T he Great Beyond exists as a tremendous, Yet even these worlds are not the only ones
layered, nesting sphere. Every plane within the universe of the Material Plane.
within the Great Beyond is part of an Other stars with other worlds exist, drifting
unimaginably immense hollow sphere of in the dark with wonders and horrors all their
varying thickness and diameter. At the heart own. Despite the separation, these remote
of the sphere lies the Material Plane. cousins occasionally prove to be the source of
beings both benevolent and malignant, who
have in the past —or even now—influenced
THE INNER SPHERE events on Golarion.
At the center of the Multiverse, the planes Between these stars, in the dark and empty
collectively known as the Inner Sphere hang places, stranger life lurks — this region is
suspended within the Astral Plane like the known as the Dark Tapestry, and what dwells
core of a ripe fruit. The Elemental Planes—Air, in this nightmare realm can rival the liveliest
Earth, Fire, and Water—act like the skin of this awfulness found in the deepest of the Outer
core, layered one inside the other, physically Rifts. Fortunately, the vast physical distances
bordering one another in a churning dance. between the Dark Tapestry and the well-lit
Within the borders formed by the Elemental worlds help to keep these opposing elements
Planes reside the Material Plane, the First of existence apart.
World, and the Shadow Plane, with the misty
Ethereal Plane bordering between all of them.
Buried deepest within the Inner Sphere are
Ethereal Plane
the Positive and Negative Energy Planes — The fluid, shifting mists of the Ethereal Plane
twin poles of creation and destruction. overlaps the planes of the Inner Sphere like a
shallow river between very different shores,
with distorted, hazy visions of neighboring
Material Plane planes visible as if through frosted glass. The
Golarion orbits its yellow star with nearly a Ethereal Plane’s position allows for travel
dozen other worlds in a small, isolated corner between the Inner Planes.
of the Material Plane. It’s here that mortal In places, the boundaries grow thin, because
life lives and loves and wars and dies. While of both natural variation and magical
Golarion, with its great oceans and diverse influence. Caution is urged, however, as
continents, is certainly a cradle of mortal the Ethereal Plane is by no means an empty
life, it’s not alone in this respect among its no-man’s land between antithetical realms.
neighboring spheres.
111
Legends also tell of stranger things within
Shadow Plane
SAVAGE PATHFINDER
112
barely intelligible fragments learned with
extreme caution from the rarely seen beings Plane of Earth
of luminous energy who call the plane home. A place of solid, eternal rock, the Plane of
e
an
lPl
tra
Nirvana
As
Material Plane
Abaddon
Astral Plane
Positive Energy Plane
The Boneyard
A stral
Axis
Plan
e
The Maelstrom
Hell
Ethereal Plane
The Abyss
Inner Sphere
113
dotted with ash-filled clouds, and sheets of hospitable of the Elemental Planes when it
SAVAGE PATHFINDER
flame oscillating with a panoply of colors like comes to populations of adapted non-natives
burning rainbows. and the ease with which mortal visitors can
Outside of the animalistic fire elementals, find survivable conditions. Situated as it
the most recognizable natives are the is between the Plane of Earth and Air, bits
tyrannical efreet. Ruled by their grand of both neighboring planes occasionally
Sultan Hakim Khalid Suleiman XXIII, Lord break away and intrude into the eternal sea.
of Flame and Khan of Magma. They dwell These providing stable ground and pockets
within grandiose palace cities that float of breathable atmosphere, sometimes in
atop the flames on hemispheres of iron and conjunction when they collide.
steel, and — for their imperial capital — on a
hemisphere of gleaming brass. THE OUTER SPHERE
The City of Brass is the plane’s most notable
After stretching for such incredible distances
location. Without the protection of personal
that the Inner Sphere’s light is no longer
might, great wealth, or official status as a
distinct, the silver void of the Astral Plane
trader or diplomat, outsiders are quickly
ends at the edges of the planes that comprise
enslaved by the notorious efreet. For those
the Outer Sphere.
seeking shelter from the plane’s worst
conditions, or wishing to do business or Arranged like a gigantic shell that surrounds
gather information, the City of Brass offers a the Astral Plane and the entire Inner Sphere,
dangerous and often treacherous harbor. the Outer Planes range from heavenly
paradises to infernal hells, domains of
chaos or regimented law, and everything
Plane of Water in between. They are places of wonder and
A vast liquid shell between the Planes of horror, the domains of Golarion’s gods and
Air and Earth, the Plane of Water alternates beings stranger still, each plane existing like
between immense stretches of saline seas and an island within the shifting wilderness of the
freshwater oceans. A world illuminated by chaotic Maelstrom.
filtered light exists near the border with the
Plane of Air, while the regions bordering the
Plane of Earth fall into a perpetual twilight in
Abaddon
the murky depths of silt and mud where the The waste of Abaddon is as the source of the
planes bleed and merge more fully. river Styx and the native plane of a race of
fiends known as the daemons. Dominated
Paramount among the natives of the Plane
by the competing courts of the four godlike
of Water, the marid genies rule a vast but
Horsemen of the Apocalypse, the remainder
fractured empire that extends from the
of the plane is filled by unclaimed wastelands
border with the Plane of Air down to the
and the fiefdoms of many minor lords and
twilit depths touching the Plane of Earth. The
vassals to the Four.
self-demarcated rule of their various clans
ends only with the reach of the light and the Like a land in the bleak aftermath of total
territorial claims of the great brine drakes depopulation by war or plague, the landscape
and krakens. is filled by an unnatural hush. A cold, cloying
black mist shrouds the ground, and the sky
Bordering the marids’ domain, and
overhead feels heavy and rotten, shrouded
largely coexisting peacefully with them,
as it is by the weird perpetual twilight of a
are entire nations of sahuagin who long
solar eclipse.
ago fled their homes on the Material Plane
to become adoptive natives, along with Daemons are one of the youngest of the
smaller kingdoms of tritons, merfolk, water fiendish races, born from the souls of
mephits, and all manner of mundane sea and evil mortals who perished in particularly
freshwater life. gruesome or violent manners. They are
dependent on the existence of mortality, but
Despite the inability of most mortal creatures
they view its existence as a curse. Corruption
to breathe there, the Plane of Water is the most
114
and domination mean nothing to them, nor sky on the opposite side of the original chasm.
does physical pain and destruction. Everything is local, everything is meaningless,
The daemons of Abaddon instead feast on and pain is part and parcel of the land.
The Abyss
Winding through the Outer Planes are the
bottomless chasms known as the Outer
Rifts — the entrances to the infinite horror
of the Abyss. Unlike a mundane canyon or
volcanic rift on the surface of a Material Plane
world, the gargantuan chasms of the Abyss
are not bound by the normal laws of reality
as most mortals conceive of them.
Once over the yawning lip of a particular
crack in the Outer Sphere, gravity is local,
twisted, or in some cases nonexistent. Each
chasm opens into a different layer of the
Abyss: some dump the unwary into
burning netherworlds or acidic seas with
no visible connection to the chasm just
plunged into, while others might
open into enormous forested
regions with a land of exploding
volcanoes hanging above like a
115
the races of the Outer Sphere, for the qlippoth Of all the Astral Plane’s visitors, only the
SAVAGE PATHFINDER
are possibly the oldest of these races, while souls of dead mortals are truly a constant.
demons are without doubt the youngest. Carried along by currents within the silvery
When the Abyss first opened into the Outer haze, these souls group together and swim
Sphere as a result of strange experiments into within the many branches of the vast River
the nature of reality at the hands of protean of Souls. The plane’s natives tend to give
explorers, the qlippoth were already ancient. these spirits a wide berth, though many seem
With the introduction of sinful mortal souls, incapable of perceiving them, potentially
the daemons undertook a fateful experiment— because of some natural law of the Multiverse
by infusing the raw nature of the Abyss with or deific fiat.
these sinful souls, they triggered the creation Beyond this natural protection and the safety
of the first demons. of numbers the souls possess within the river,
As if the Abyss had learned a dreadful it’s not uncommon to see the river shadowed
new trick, the assimilation of chaotic and and watched over by protective natives of
evil mortal souls quickly outpaced the the Outer Planes. These Outer Planes natives
daemons’ ability to control it, and now the might desire the safety of the souls out of
myriad demons are the most populous of benevolence or enlightened self-interest in
all the fiendish races. Greatest among their ultimately receiving those souls due to them,
kind are the demon lords, powerful entities their god, or their plane. Of course, these self-
like Abraxas, Cyth-V’sug, Dagon, Nocticula, appointed guardians frequently come into
and Pazuzu, who possess unique forms and conflict with one another, despite a collective
godlike powers. desire to see the souls reach their appointed
destinations.
The demon queen Lamashtu exists as a
paragon of her kind by having actually
claimed the mantle of true divinity, Axis
temporarily transcending her jealous kindred
Axis, the plane of rigid perfection and
in their eternal struggles.
unyielding Law, rests at the base of the Great
Spire of Pharasma. Composed of a single,
Astral Plane massive city, Axis sprawls outward toward
its neighboring planes, separated from them
Viewed from its exterior, the whole of the
by the shifting borderlands of the Maelstrom.
Inner Sphere resembles nothing so much
Such is the antipathy of Axis’s denizens
as a great and burning star, clad as it is by
to disorder that more ferocity is given to
the Plane of Fire. Beyond its surface, a great
guarding over those walled borders than to
and vast void surrounds the Inner Sphere,
the waters of the Styx that lap against the base
stretching out to the limits of sight and to
of Pharasma’s spire.
virtually unimaginable distances beyond,
ultimately reaching the edge of the Outer Axis holds idealized versions of houses,
Sphere as the far shores of this gulf. public institutions, barracks, factories, and
temples, while massive spires of crystal and
By no means, however, is this void empty.
stone rise above the skyline, carved with
Like the rushing air of a forge bellows, or theorems and equations: the laws of Axis and
the solar wind of a true star, the flames of thus of reality. There are no shortages of labor
the Plane of Fire whip and churn the Astral or raw goods, no social disorder.
Plane’s metaphysical substance, casting it
The native population possesses a selfless,
out into the void as thin clouds of drifting
almost hivemind mentality. Everything
silver haze. As these winds near the Outer
moves according to the best interests of
Sphere, some of them collide and aggregate,
universal order: the discovery of laws and
solidifying into nascent demiplanes formed
the promotion of the collective will of Axis
and defined by the influence of the portion
for what its natives view as the obvious
of the Outer Sphere they drift toward, or by
betterment of the Great Beyond.
the diffuse mental whispers of the memories
of the dead.
116
Unlike the similarly ordered planes of explorers, guardians, guides, and even
Heaven and Hell, Axis is not ruled by any soldiers in times of need.
single race. The outer walls are watched over
118
garrison-cities, the wrathful dead are trained away from the stabilizing anchor of the
and transformed by combat alongside the borderlands, eventually falling back into
most elite souls of the other seven courts. the mutable freedom of perpetual change in
here as well — angels prepared to martyr speculation and purely hypothetical theory,
themselves on the Material Plane, within the the Dimension of Time’s existence has yet
Maelstrom, and even in the Lower Planes to be solidly confirmed. Untold power and
themselves in the defense of universal horror await those who could access and
benevolence. While most angels dwell on travel this mythical realm.
Nirvana, it’s not uncommon for those more The Immortal Ambulatory: This mobile
closely aligned with law or chaos to be found demiplane appears as a massive globe filled
among the entities of Heaven or Elysium. with drifting stars and floating islands as it
moves from plane to plane. This singular
OTHER PLANES plane is the home of Apsu, god and perhaps
source of all the worlds’ dragons.
The Great Beyond contains far more planes
Leng: If the Dimension of Dream was built
than those mentioned here. Listed below are
by slumbering mortals’ nocturnal musings,
several additional minor planes known to
then Leng arose from their nightmares.
have strong connections to Golarion.
Lodged somewhere between dream and
The Dead Vault: Reputed to be yet another reality, the inhabitants of this malevolent
layer of the metaphysical “onion” that is realm have a disturbing interest in those who
the Great Beyond, the Dead Vault is said to dwell on the Material Plane and often travel
lie within Golarion’s molten core. This is a there in strange ships to gather slaves.
prison realm discovered long ago by the
gods and used to contain one of their great
enemies—the Rough Beast Rovagug.
The Dimension of Dream: Hidden within
the deepest mists of the Ethereal Plane
lies a strange realm known as the
Dimension of Dream, a plane
forged by the slumbering minds
of mortal life, yet existing
on its own beyond
the knowledge of its
unwitting creators.
120
CHAPTER NINE
ARTIFACTS
A rtifacts are extremely powerful. Rather permanently reduces their Vigor one die type
than merely another form of magical the first time they attempt to do so.
equipment, they are the sorts of legendary A book of infinite spells contains 10 pages.
relics that whole campaigns can be based The nature of each page is determined by a
on. Each could be the center of a whole set d6 roll: 1–3 arcane; 4–6 divine. Determine the
of adventures —a quest to recover it, a fight exact spell on each page randomly.
against an opponent wielding it, a mission to Once a page is turned, it can never be
cause its destruction, and so on. flipped back — paging through a book of
Unlike normal magic items, artifacts are infinite spells is a one-way trip. If the book
not easily destroyed. Instead of construction is closed, it always opens to the page it was
information, each artifact includes one on before. When the last page is turned, the
possible means by which it might be book vanishes.
destroyed. Once per day, the owner of the book can cast
Artifacts can never be purchased; they the spell to which the book is opened without
are the stuff of legends. When placing an spending any Power Points. If that power is
artifact in your game, be sure to consider its listed in the character’s Arcane Background,
impact and role. Remember that artifacts are she can cast it up to four times per day.
fickle objects, and if they become too much The pages cannot be ripped out without
of a nuisance, they can easily disappear or destroying the book — the magic is bound
become lost once again. within the very being of the tome.
Each time a spell is cast, the page auto
MINOR ARTIFACTS matically turns on a d6 roll of 1.
Artifacts
any more cards than she announced. target, killing him immediately.
If she does not willingly draw her allotted A creature slain by this artifact has their
number (or if she’s somehow prevented soul bound to the blade. A final blade has no
from doing so), the cards flip out of the deck limit to the number of souls it can hold. It’s
on their own. If the Idiot or Jester is possible to release a soul from a final blade
drawn, the possessor of the deck to allow that creature to be resurrected,
may elect to draw additional cards but the ritual involved is a closely
(see below). guarded secret known only to the
Each time a card is taken from Gray Gardeners.
the deck, it’s replaced (making it Weight: 1,000 lbs.
possible to draw the same card Destruction: Though the final blades are
twice) unless the draw is the Jester minor artifacts, they can be destroyed
or the Fool, in which case the card by damage. They all have
is discarded from the pack. Hardness 20. When one
A deck of many things contains is destroyed, the trapped
22 cards (you can use real tarot souls explode in a wave of
cards if you like, as indicated necromantic power — some
in the second column of the of these souls manifest as
table below). If no tarot deck incorporeal undead and
is available, substitute ordinary immediately attack all
playing cards instead (indicated living creatures in sight.
in the third column) and redraw The number and
as needed. nature of these angry
The effects of each card are described on souls varies.
the table.
PHILOSOPHER’S STONE
Weight: —.
Destruction: The deck of many things can This rare substance appears to be an ordinary,
be destroyed by losing it in a wager with a piece of sooty, blackish rock. If the stone is
deity of law. The deity must be unaware of broken open (Hardness 14) however, a cavity
the nature of the deck. is revealed at the stone’s heart. The cavity
is lined with a magical type of quicksilver
that enables anyone with at least a d6 in
FINAL BLADES Academics to transmute base metals (iron
The guillotines known as the final blades and lead) into silver and gold. A single
have become symbols of Galt and the bloody philosopher’s stone can turn up to 5,000
excesses of the Red Revolution, yet the first pounds of iron into silver (worth 25,000 gp),
of these horrific devices were actually built or up to 1,000 pounds of lead into gold (worth
to serve the cause of justice. 50,000 gp). The quicksilver becomes unstable
The final blades were originally designed once the stone is opened and loses its potency
to provide a condemned prisoner a swift within 24 hours, so all transmutations must
and painless death, but also to prevent the take place within that period.
resurrection of said victim by trapping her The quicksilver found in the center of the
soul within the guillotine’s blade on execution. stone may also be put to another use. If mixed
Every blade has a unique appearance and with any healing potion while the substance
123
is still potent, it creates a special oil of life takes 2d6 × 1 0 points of damage. Dispel
SAVAGE PATHFINDER
that acts as resurrection for any dead body it’s magic and mage’s disjunction have no effect
sprinkled on. on a sphere.
Weight: 3 lbs.
Destruction: The philosopher’s stone can be STAFF OF THE MAGI
destroyed by being placed in the heel of a A long wooden staff, shod in iron and
titan’s boot for at least 1 entire week. inscribed with sigils and runes of all types,
this potent artifact contains many spell
SPHERE OF ANNIHILATION powers (using Smarts or Spellcasting) and
other functions. Unlike a normal staff, a staff
A sphere of annihilation is a globe of absolute
of the magi holds 50 charges and cannot be
blackness two feet in diameter. Any matter
recharged normally. Some of its powers use
that comes in contact with a sphere is instantly
charges while others don’t. A staff of the
sucked into the void and utterly destroyed.
magi does not lose its powers if it runs out
Only the direct intervention of a deity can
of charges.
restore an annihilated character.
The following powers don’t use charges:
A sphere of annihilation is static, resting
in a spot as if it were a normal hole. It can • Detect Arcana
be caused to move, however, by mental • Light
effort (a mundane form of telekinesis). A The following powers drain 1 charge per
character’s ability to gain control of a sphere usage:
of annihilation (or to keep controlling one) • Dispel
is based on a Spirit roll at −4 (an action). If • Blast with AP 4 (fireball)
the successful, the character can move the • Blast with Lingering Damage (ice storm)
sphere (perhaps to bring it into contact with • Bolt with Damage (lightning bolt)
an enemy) as a limited free action. • Invisibility
Control of a sphere can be established • Barrier with Damage (6” long (26 foot) wall
from up to 6” (12 yards) away. Once control of fire)
is established, it must be maintained by • Protection
continuing to make control checks each These powers drain 2 charges per usage:
round. For as long as a character maintains
• Growth (The target gains +3 Size)
control in subsequent rounds, he can control
• Planar travel
the sphere from a distance of 10”. The sphere
• Summon ally (sentinel)
is Pace 3 (4 with a raise on the Spirit roll).
• Telekinesis
If a control check fails, the sphere slides
Additional Abilities: A staff of the magi
2” (12 feet) in the direction of the character
gives the wielder the Arcane Resistance
attempting to move it. If two or more creatures
Edge. The staff can also be used to absorb
vie for control of a sphere of annihilation, the
arcane spell energy directed at its wielder,
rolls are opposed. If none are successful, the
as a rod of absorption does. Unlike the rod,
sphere slips toward the one who rolled lowest.
this staff converts Power Points into charges
See also talisman of the sphere. rather than retaining them. If the staff absorbs
Weight: —. enough Power Points to exceed its limit of 50
Destruction: Should a gate spell be cast on a charges, it explodes as if a retributive strike
sphere of annihilation, there’s a 50% chance had been performed (see below). The wielder
(01–50 on d%) the spell destroys it, a 35% has no idea how many Power Points are cast
chance (51–85) the spell does nothing, and at her, for the staff does not communicate this
a 15% chance (86–100) a gap is torn in the knowledge as a rod of absorption does. (Thus,
spatial fabric, catapulting everything within a absorbing spells can be risky).
180-foot radius into another plane. If a rod of Retributive Strike: A staff of the magi can
cancellation touches a sphere of annihilation, be broken as an intentional and retributive
they negate each other in a tremendous strike. This takes an action but no roll is
explosion. Everything within a 60-foot radius
124
necessary. All charges currently in the staff When held by an arcane spellcaster
are instantly released in a 6” (12 yard) spread. concentrating on controlling a sphere of
Every being in a Large Blast Template annihilation, a talisman of the sphere grants
takes Xd6 damage, where X is the number of the wearer +4 to their Spirit roll.
charges left in the staff. This can be Evaded, If the wielder of a talisman establishes
but those who evade still take half damage. control, he only needs to check for control
The character breaking the staff rolls a d6. every other round thereafter. If control is
On a 4 + , he’s safely shunted to another plane not established, the sphere moves toward
Artifacts
of existence (and must then find his own way him. Note that while many spells and effects
back). On a 1–3, the staff’s incredible energy of cancellation have no effect on a sphere of
disintegrates him. annihilation, the talisman’s power of control
can be suppressed or canceled.
Weight: 5 lbs.
Destruction: A staff of the magi can be broken Weight: 1 lb.
for a retributive strike. Such an act must be Destruction: A talisman of the sphere can
purposeful and declared by the wielder. only be destroyed by throwing the item into
a sphere of annihilation.
TALISMAN OF PURE GOOD
A good, divine spellcaster (someone who
TALISMAN OF ULTIMATE EVIL
uses Faith as their arcane skill) who possesses An evil divine spellcaster (someone who uses
this item can cause a flaming crack to open at Faith as their arcane skill) who possesses this
the feet of an evil divine spellcaster who is item can cause a flaming crack to open at the
up to 100 feet away. The intended victim is feet of a good divine spellcaster up to 100
swallowed up forever and sent hurtling to the feet away. The intended victim is swallowed
center of the earth. up forever and sent hurtling to the center of
the earth.
The wielder of the talisman must be good,
and if he’s not exceptionally pure in thought The wielder of the talisman must be evil, and
and deed, the evil character gains an Evasion if she’s not exceptionally foul and perverse in
check to leap away from the crack. The target the sights of her evil deity, the good character
must be standing on solid ground for this may make an Evasion roll to leap from harm’s
item to function. way. The target must be standing on solid
ground for this item to function.
A talisman of pure good has six charges.
If a neutral divine spellcaster touches one A talisman of ultimate evil has six charges. If a
of these stones, he takes 3d6 damage per neutral divine spellcaster touches one of these
round of contact. If an evil divine spellcaster stones, she takes 4d6 damage every round of
touches one, he takes 6d6 damage per round contact. If a good divine spellcaster touches one,
of contact. All other characters are unaffected she takes 6d6 damage per round of contact. All
by the device. other characters are unaffected by the device.
Weight: —. Weight: —.
Destruction: The talisman of pure good can Destruction: If a talisman of ultimate evil is
be destroyed by placing it in the mouth of a given to the newborn child of a redeemed
holy man who died while committing a truly villain, it instantly crumbles to dust.
heinous act of his own free will.
MAJOR ARTIFACTS
TALISMAN OF THE SPHERE
Major artifacts are unique items — only one
This small adamantine loop and handle is of each such item exists. These are the most
typically fitted with a fine adamantine chain potent of magic items, capable of altering
so that it can be worn about as a necklace. A the balance of a campaign. Unlike all other
talisman of the sphere is worse than useless magic items, major artifacts are not easily
to those unable to cast arcane spells — such destroyed. Each should have only a single,
individuals take 3d6 damage merely from specific means of destruction.
picking up and holding a talisman of this sort.
125
AXE OF THE DWARVISH LORDS CATASTROPHE
SAVAGE PATHFINDER
126
of an orb knows if there are dragons within THE SHADOWSTAFF
10 miles at all times. For dragons of the
orb’s particular variety, the range is 100 This artifact was crafted ages ago, weaving
miles. If within one mile of a dragon of the together wispy strands of shadow into a
orb’s variety, the wielder can determine the twisted black staff. The Shadowstaff makes
dragon’s exact location and age. the wielder slightly shadowy and incorporeal,
granting him a +2 bonus to Toughness and
The bearer of one of these orbs earns the Evasion rolls. However, in bright light (such
enmity of dragonkind forever for profiting
Artifacts
as that of the sun, but not a torch) or in
by draconic enslavement, even if she later absolute darkness, the wielder suffers a −2
loses the item. Each orb also has an individual penalty on all Trait rolls.
power that can be invoked once per round.
The Shadowstaff also has these powers.
BLACK DRAGON ORB: Major fly.
SUMMON SHADOWS: Three times per day
BLUE DRAGON ORB: Major speed with
the staff may summon three shadows (see
Quickness power modifier. the Bestiary). They appear within Smarts
BRASS DRAGON ORB: Major teleport with Range and loyally serve the wielder unto
the Greater Teleport power modifier. their death.
BRONZE DRAGON ORB: Minor scrying. SUMMON NIGHTSHADE: Once per month,
COPPER DRAGON ORB: Major puppet. the staff can summon an shadow of
GOLD DRAGON ORB: The owner of the gold greater power, that serves the wielder until
Orb can call on any power possessed by destroyed (the GM chooses what Advances
one of the other orbs—including the puppet or abilities this powerful creature has).
and breath weapon abilities but the Armor SHADOW FORM: Three times per day the
bonus or breath weapon immunity. She wielder can become a living shadow. He’s
can only use an individual power once per effected by major intangibility.
day. She can cast puppet (using Smarts or SHADOW BOLT: Three times per day the
Spellcasting) on any other possessor of an staff can cast bolt with the Damage power
orb within one mile. modifier (cold damage; uses Smarts or
GREEN DRAGON ORB: The owner can suffer Spellcasting).
1 Fatigue to create a spectral hand. He can Weight: 1 lb.
move this intangible hand at Pace 10 and Destruction: The Shadowstaff fades away to
can cast spell with a range of touch through nothingness if it’s exposed to true sunlight for
it. The owner can touch the spectral hand to a continuous 24 hour period.
absorb it, recovering 1 Fatigue. The spectral
hand is destroyed if targeted with dispel,
forcing the owner to create a new one.
RED DRAGON ORB: Minor barrier with the
Damage power modifier (Wall of fire).
SILVER DRAGON ORB: Major healing.
127
SAVAGE PATHFINDER
INDEX
Abadar 91 Deskari 107 Katapesh 32 Pharasma 97
Abaddon 114 Desna 93 Korada 109 Philosopher’s Stone 123
Abraxas 106 Dimension of Dream 120 Kostchtchie 107 Plane of Air 113
Absalom 21 Dimension of Time 120 Kurgess 103 Plane of Earth 113
Abyss 115 Dispater 105 Kyonin 33 Plane of Fire 113
Achaekek 101 Droskar 102 Lake Encarthan 13 Plane of Water 114
Adventure Generator 53 Druma 26 Lake of Mists and Veils 13 Positive Energy Plane 112
Age of Eagle Knights 69 Lamashtu 96 Qadira 42
Anguish 15 Edges, Prestige 84 Lands of the Linnorm Ragadahn the Water
Creation 14 Harrower 84 Kings 34 Lord 109
Darkness 15 Hellknight 85 The Lantern King 108 Ragathiel 109
Destiny 16 Red Mantis 86 Lastwall 34 Rahadoum 43
Enthronement 16 Eldest 108 Leng 120 Razmiran 44
Legend 14 The Eldritch Order of the Lion Blades 81 Realm of the Mammoth
Lost Omens 19 Palatine Eye 80 The Lost Prince 109 Lords 35
Serpents 14 Elysium 117 The Maelstrom 119 Red Mantis 77
Aldinach 108 Empyreal Lords 109 Magdh 109 Religion 89
Andirifkhu 108 Encounter Descriptions 60 Magic Items 88 Riftwardens 81
Andoletta 109 Erastil 93 Mammon 105 River Kingdoms 44
Andoran 22 Ethereal Plane 111 Mana Wastes 36 Rovagug 98
Angazhan 106 Eye of Abendego 12 Mask of the Mantis 88 Sarenrae 98
Apollyon 109 Factions 65 Material Plane 111 Sargava 45
Apsu 101 Fang Monistary 72 Mazmezz 108
Sczarni 81
Arcadian Ocean 12 Final Blades 123 Mediogalti Island 36
The Shackles 46
Archdevils 105 The First World 112 Mendev 37
Shadow Plane 112
Areshkagal 108 Five Kings Mountains 27 Mephistopheles 105
The Shadowstaff 127
Armor 87 Flauros 108 Mestama 108
Shax 107
Arshea 109 Free Captains 80 Milani 103
Shelyn 99
Artifacts 121 Galt 28 Moloch 105
Shivaska 108
Major 125 Geb 29 Molthune 37
Shyka the Many 109
Minor 121 Geryon 105 Mwangi Expanse 38
Sifkesh 108
Asmodeus 91 Ghlaunder 102 Negative Energy Plane 112
Sinashakti 109
Aspis Consortium 66 Gogunta 107 Nethys 96
Sivanah 104
Astral Plane 116 Gorum 94 Nex 39
Socothbenoth 108
Axe of the Dwarvish Gozreh 94 Ng the Hooded 109
The Sodden Lands 46
Lords 126 The Green Mother 108 Nidal 39
Sphere of Annihilation 124
Axis 116 Groetus 102 Nirmathas 40
Staff of the Magi 124
Baalzebul 105 Gyronna 103 Nirvana 119
Steaming Sea 13, 47
Baphomet 106 Haagenti 108 Nocticula 107
Barbatos 105 Hanspur 103 Norgorber 97 Szuriel 109
Belial 105 The Harbingers 80 Norns 81 Taldor 48
Besmara 102 Heaven 117 Numeria 41 Talisman of Pure Good 125
Blackfire Adepts 80 Hell 118 Nurgal 108 Talisman of the Sphere 125
Bloatmages 80 Hellknights 74 Obari Ocean 13 Talisman of Ultimate Evil 125
The Boneyard 117 Hold of Belkzen 22 Orb of Dragonkind 126 Thuvia 49
Book of Infinite Spells 121 Horsemen 109 Orcus 107 Torag 99
Brevoy 23 Imbrex, the Twins 108 Osirion 41 Trelmarixian 109
Calistria 92 Immortal Ambulatory 120 Other Planes 120 Unguent of Revivification 88
Cayden Cailean 92 Inner Sea 13 The Outer Sphere 114 Urgathoa 100
Charon 109 Inner Sea Region 12 Pathfinder Society 6 Urxehl 108
Cheliax 24 History 13 Three Branches 8 Ustalav 49
Codex of the Infinite Timeline 14 The Scrolls 8 Valani 109
Planes 126 Waterways 12 The Spells 9 Varisia 50
The Coils of Ydersius 80 The Inner Sphere 111 The Swords 9 Wayfinder 88
Count Ranalc 108 Iomedae 95 Goals 10 Weapons 87
Cyth-V’sug 106 Irori 95 Public Perception 10 The Worldwound 51
Dagon 106 Irrisen 30 Ranks 7 Xoveron 108
Dahak 102 Isger 30 The Decemvirate 8 Yhidothrus 108
The Darklands 25 Jalmeray 31 Field Operatives 7 Zevgavizeb 108
Deck of Many Things 121 Jezelda 108 Venture-Captains 8 Zon–Kuthon 100
Deities 89 Jubilex 108 Structure and Leadership 6 Zura 108
Demon Lords 105 Kabriri 108 Pazuzu 107 Zyphus 104
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