TEXT: Woodfaring  
  Adventures
  
  1
  Woodfaring  
  Adventures
  
  2
  Author: Adam Meyers
  Contributors: Derfael Oliveira and Andrew Stoeckle
  Special Thanks: Johannes Luber
  Layout: Rachel Meyers
  Cover Art: Stephen Nickel
  Interior Art: Rick Hershey, Jacob Blackmon, Wenjun Mao,  
  One Man Studio, Tom McGrath, Dean Spencer,  
  Jack Holliday, Claudio Casini, Keliana Tayler, Storn Cook,  
  Gennifer Bone, Gary Dupuis, Mariana Ruiz,  
  Emmanuel Lema Martinez, Brett Neufeld
  Credits
  
  3
  Contents
  Introduction ..................... 4
  Woodfaring ....................... 6
  Sky-Sailing .........................................6
  Aeronaut Slang ........................................6
  The Aeronaut’s Uniform ............................9
  Sailing Etiquette ......................................9
  History of the World .... 10
  The Old World ..................................10
  The Navel of the World ..............................10
  The Walkways ..........................................11
  The Shattering .........................................11
  Delving .............................. 12
  Methods of Delving ..........................12
  Crewmember ...........................................12
  Sponsor ...................................................12
  Independent ............................................13
  Salvage ................................................13
  Delving for Fun & Profit ...........................13
  Types of Salvage .......................................13
  Turning a Profit .......................................18
  Terrain .............................. 20
  Environmental Hazards ....................20
  Air .........................................................21
  Canopy ...................................................21
  Desert .....................................................23
  Grasslands ..............................................23
  Jungle .....................................................24
  Mountains ...............................................26
  Swamps ..................................................28
  Temperate Forest ......................................29
  Tundra ....................................................30
  Cryptwoods ......................................31
  Creating a Cryptwood ...............................32
  World Map ....................... 35
  Continents ..........................................35
  Pandurus ................................................35
  Heimaland ..............................................38
  Northlands ..............................................39
  Albala .....................................................39
  Morago ...................................................40
  Nyumba ..................................................41
  Major Islands ..........................................41
  Floating Settlements .................................42
  Searching for Ruins ........... 45
  Running and Playing a Woodfaring Game ...48
  Player Options ................. 50
  Class Options .....................................50
  Kaiju Bloodline (sorcerer bloodline)...........50
  Magonian (Hedgewitch Tradition) .............51
  Prestige Classes ..................................52
  Forest Lord ..............................................52
  Aeronaut Captain ....................................53
  Tempestarii .............................................54
  Equipment ...........................................55
  Bestiary ............................ 57
  Templates ...........................................57
  Forest-Corrupted .....................................57
  Forest-Touched .........................................61
  Airships ...............................................62
  Cherufe ...................................................65
  Crew .......................................................70
  Dinosaurs ...............................................74
  Forest Gnomes..........................................78
  Officers ...................................................81
  Special NPCs ..................... 86
  
  4
  Woodfaring  
  learn a third if you can. When things are runnin’ smoothly the cook 
  cooks, the helmsman steers, deckhands run the sails, the carpenter keeps 
  the ship flyin’, and the doctor keeps people alive, but once battle sets in 
  that can all go overboard. Suddenly the doctor’s dead and the carpenter 
  is sawin’ off legs, the helmsman’s doin’ the cookin’ between shifts, and 
  everyone’s a deckhand or you’ll never make it home before you starve 
  to death.
  Because, and I’ll say this one more time: Woodfarin’ is not for the 
  faint o’ heart. It’s a dirty, dangerous, terrible way to live. Half the 
  hawks I ever knew are sleepin’ in Aushet’s chest, and the rest are havin’ 
  all manner of trouble, from bad debts to wounds that never healed 
  right to forced mealin’ just to pay for fuel. The number of delvers I met 
  who made it to that fabled life o’ luxury? You can count them on one 
  hand.
  And I love it. Espen, Aushet, and every divinity in between, I 
  couldn’t live any other way. I’ve seen the sweepin’ ruins where ancient 
  cities lay. I’ve fought off cherufe warriors with nothin’ but a broken 
  sword and a prayer that the captain would get us floatin’ in time to 
  escape. I’ve even sailed the maelstrom and seen sights no mortal was 
  ever meant to see. I wouldn’t trade this job for any other.
  And that’s the key to this whole bittin’ thing; if you look at your-
  self and think you could be happy livin’ as a merchant, go be a mer-
  chant. If you fancy yourself a scholar and just love old books, leave the 
  findin’ of them to others and go back to the University. If you’re a priest 
  and you want to spread the good word among the scattered flocks, then 
  book a one-way passage on someone else’s ship and leave sailin’ to us. 
  If there’s anything, anything at all you could do other than be an aero-
  naut, you leave this life behind and find your callin’ somewhere else.
  But if you can’t; if you’ll never find happiness without the winds 
  at your command and the clouds under your feet, then you, my friend, 
  are one o’ the select few. The adventurers, delvers, sailors, and sells-
  words that make up the farin’ trade. And for us, nothin’ but the skies 
  will do. Each one of us dreams of a boat and the freedom it represents. 
  We’d rather live a life of our own choosin’ than sleep in the lap of the 
  finest land-locked luxury. A rickety boat with nothin’ but a bag and 
  a sail is the finest vessel in the world, so long as it’s ours. And one day, 
  when Aushet calls us down, we’ll spit in the eye o’ whatever teeth is 
  draggin’ us down there and make sure to drag it down with us.
  Welcome to the skies, pij. We’ll make a hawk out of you, yet.
   
   
   
  -Old Sorte, aeronaut
  Adventures
  You. You think you’re special, don’t you?
  You pigeons are all alike. You see me and me boys goin’ about our 
  work and you think to yourselves. “I could do that,” you say. “I could 
  be a hawk, sailin’ the skies, delvin’ for treasure.” You probably bought 
  a hawk a drink or two in the past and heard him spin tales about rich 
  finds on the Forest floor, and you want a piece of that action, right?
  Well let me tell you right now, you can’t do what we do. Not yet, 
  at least. You jump on a ship and play-act the part of a sailor, you’ll 
  get yourself chewed up by a mountain of teeth faster than you can say 
  ‘dish’, assumin’ the hawks don’t throw you overboard first.
  Because sailin’ the skies is not for the faint o’ heart. There’s plenty 
  of people what make their fortunes quite nicely with their feet planted 
  firm on the ground, and that’s a respectable livin’. I’ve got friends who 
  spend their whole lives in the hub, and some of them’s the strongest men 
  and women I’ve ever seen. But sky-sailin’ and woodfarin’; that takes 
  somethin’ else. Somethin’ special. Maybe you have it, maybe you don’t, 
  but if you think you feel the surge of the skies in your blood and hear 
  the call of the birds in your heart, jumpin’ on a boat when you’re still 
  spinnin’ will just get you killed. Lucky for you, you’re holdin’ this book.
  My first bit of practical advice to you is to learn to speak. You 
  don’t got to be a cannon-mouth, but nothin’ marks a dish sailor like not 
  knowin’ the lingo. It lets hawks know you’re one of their own, or at 
  least are tryin’ to be.
  My second bit of advice is to bring rope. Lots of rope. However 
  much rope you think you need, double it, then double it again. Ropes 
  are always breakin’ durin’ storms, and if your lifeline snaps and you 
  don’t have a backup, you’re bit. If you need to climb up and down to the 
  Forest floor and you don’t have enough rope, you’re bit. If you’re in a 
  delve and the floor breaks and you’re not tied hard to your allies, you’re 
  bit. I can’t say this enough: bring rope.
  My third piece of advice is to make arrangements with the chop 
  shop. If there’s anyone, anyone at all who’s relyin’ on you for money, you 
  might just be leavin’ them with nothin’ but a corpse to live on. The 
  chop shop’s a devil of a place, but they know their business; you make 
  the arrangements, and they’ll make sure whoever you name gets the 
  money. Consider it the hawk’s widow policy; you want to get up in the 
  skies, you make sure your own are taken care of first.
  And finally, my last piece of advice to you is to learn more than 
  you think you need. Whatever your main job is on your boat, you 
  learn it well, but then, you go out and learn a second job. Bit, 
  
  5
  To my dear Mother, Edovein.
  I can only hope this finds you well. I’m afraid I won’t be there to see if you are or not, because I am not 
  coming home. I’ve decided it’s time for me to seek my fortune.
  I know this is not what you wanted. I tried so hard to be the son you wanted and to live at home with you, 
  but I couldn’t. I couldn’t face anymore gruel and rotting fish. I couldn’t face another year of working the docks 
  and dreaming something better would come along.
  I once saw a delver selling treasure in the market. He was haggling with a merchant over the price of a 
  pouch of gold necklaces from his latest dig. In the end, he took home enough gold to buy our house ten times over. 
  Mother, there was only so long I could keep myself at bay. Fortunes can be made in the Forest in a single night. 
  The business is risky, but when has anything worthwhile been available without risk?
  If I die, there will be one less mouth to feed. If I succeed, I will return and shower you with wealth you 
  never dreamed of.
  Wish me luck, mother. If I see you again, it will be as a hero.
   
   
   
   
   
   
   
  Aiden
  And that’s good. Only a fool takes on the Forest to make their for-
  tune, and as possibly the biggest fool of them all, I could never have 
  lived any other way. There’s an entire world’s worth of ruins out there, 
  waiting to be uncovered. Out there you’ll find thousands of years of his-
  tory, jewelry, art, magic, and more, all abandoned and waiting to be 
  rediscovered. It doesn’t matter if you’re a researcher looking for knowl-
  edge, a wizard looking for power, or just a hired hand looking for profit; 
  whatever you want, it can be found down there.
  And that, my friend, is what this book is for. I’ve traveled more of 
  the world than possibly anyone else alive, and my compatriot has sailed 
  the skies for longer than anyone else alive, and if taking our advice in-
  creases your chances of surviving this profession just a little bit, I will 
  consider this volume a success.
  Because that Forest isn’t going anywhere. Someone is going to go 
  down there and come back with a discovery that changes the world, and 
  that someone might as well be you. So go! Explore! Find a ship about to 
  leave and sign up; there’s a world’s worth of ruins out there waiting for 
  you to uncover them!
  And when you’re done, pen a new chapter to this book, have the 
  whole thing rebound, and pass it along to the next delver who crosses 
  your path. There are delvers out there who see each other as competi-
  tion, but the smart ones know we are all in this together. There will 
  never be a shortage of ruins, not in our lifetime at least, and it’s only 
  through the grace of the gods and our compassion for each other that we 
  survive. The advice of the old is the greatest asset a new delver can find, 
  and you might just save a life with yours, as hopefully I will with mine.
  Go forth and discover, fellow woodfarer. The world is a jewel, and 
  its waiting to be uncovered.
   
   
   
  -Sir Endwein, gentleman adventurer
  Sounds like you, doesn’t it?
  Maybe you’re here because there’s something you want to achieve; 
  revenge, perhaps, or some piece of old-world knowledge that you want 
  to uncover. Perhaps you’re just here because you want wealth and fame; 
  you grew up on bard tales of modern adventurers and their death-defy-
  ing exploits, and can’t wait to hear a few spun about yourself.
  Death-defying. That’s an interesting term. It has been my observa-
  tion that when most people try to defy death, death wins. The letter I 
  printed above? I found that in a discarded backpack on the Forest floor, 
  inches away from some old bones and what was left of a dinosaur’s meal.
  I have seen mercenaries who tipped the scales in war. I’ve seen ad-
  venturers who rescued entire settlements from the grips of mad cultists, 
  and I’ve seen sellswords who changed the destiny of entire nations by 
  being in the right place at the right time. And of course, I’ve seen delvers 
  who went out to search ruins and came back with enough coin to pay 
  their rent for the next hundred years.
  But for each one of the above, I have seen dozens, nay, hundreds 
  of delvers who never lived past their first delve. Wild animals, ancient 
  plagues, cherufe warriors, disease, starvation, 7th Sphere cultists, and 
  creatures corrupted by the Forest into something greater and more ter-
  rible than mortality; any and all of them could find you, and they don’t 
  give a fireball’s chance on the para-elemental plane of ice what hopes 
  and dreams brought you there.
  That won’t stop you, though, will it? If you’re still reading this, 
  that means you know about the risks, and you don’t care. You’ve seen 
  the Forest on the horizon or over the side of an airship, and thought to 
  yourself “I can conquer that”.
  
  6
  Chapter 1
  Woodfaring
  Woodfaring is the term hawks use to describe their adven-
  tures in the Forest. Whether they’re delving, trading, raiding, 
  or acting as mercenaries, they seek out adventure in the endless 
  sea of green, with nothing but a hope, a prayer, and their broth-
  ers and sisters in arms to ensure that they make it home.
  This book is designed to facilitate these sorts of adven-
  tures. Contained herein is information aimed at GMs to help in 
  creating sandbox adventures in Forest ruins, as well as describ-
  ing the hazards and foes that await players therein. Contained 
  herein is also information for players about how to sell loot 
  gained from the Forest, how life is lived among the clouds, as 
  well as basic information about the World of Khrone that every 
  delver needs to understand.
  Sky-Sailing
  Adventurers don’t need to own their own ship in order to 
  delve the Forest, but often an airshop of some sort is required. 
  Details about how to build and operate a ship and oversee a 
  ship’s crew can be found in The Player’s Guide to Skybourne and 
  Ships of Skybourne. However, there is some information that any 
  delver should know, even if their only role aboard a ship is that 
  of passenger.
  Aeronaut Slang
  Although there are occasional ships in the sky that are 
  crewed mostly by a single race (human merchants, goblin mau-
  rauders, etc.), for the most part sky-sailing is a cosmopolitan af-
  fair, with crew of all ancestries and cultures signing on to what-
  ever boat will take them. As such, the same aeronauts terms are 
  known almost universally among all crews, having developed 
  into a shorthand way of identifying each other at port, as well 
  as bolstering the camaraderie that any new ship requires in or-
  der to sail the skies effectively.
  Aeronaut Slang is pulled from common; even on ships that 
  use another language on deck, the following terms are usually 
  known and understood, so long as their crews hail from the 
  common cosmopolitan ports.
   » Aushet’s Chest: When a delver must be abandoned in 
  the Forest, a ship crashes among the trees, or a hawk falls 
  off their boat, they say they’ve gone to Aushet’s chest. 
  Aushet is the Fiend of murder who’s followers sometimes 
  trap the souls of their kills to prevent resurrection; as 
  such, going to Aushet’s chest means the dead hawk is 
  unrecoverable, such as because their body lies on an un-
  known part of the Forest floor.
  “That cursed captain! I’ll send his boat to Aushet’s chest if I have 
  to drag it there myself!”
  Note: Aushet’s chest is depicted in artwork as a large 
  wooden treasure chest the Fiend uses to hold souls, but 
  cruder hawks mean the term differently, and will refer to 
  embracing certain death as ‘nuzzling Aushet’s breasts’.
  “We’re surrounded by teeth, friends. Take a final swig of whatever 
  you have, ‘cause we’re nuzzling Aushet’s breasts tonight.”
   » Bag: A simple cloth dirigible. Many of the poorest sailing 
  ships attain flight through the use of a bag.
  “The bag’s sprung a leak; get up there and patch up what you can.”
   » Boat: An airship.
  “My boat’s getting repaired, so I’m landlocked for the day.”
   » Bit: As expletive indicating that something is terribly 
  wrong.
  “We’re bit, mate.”
   » Built for It: This phrase refers to someone being a cre-
  ated, and doing the job that they were, in fact, created to 
  do. It implies a great amount of skill.
  “The cook claims he’s a dwarf, but his food is so good I wouldn’t be 
  surprised if he was built for it.”
   » Cannon to the Knee: To get married.
  “I used to be a delver, but then I took a cannon to the knee and 
  switched to trading.”
   » Cannon-Mouth: Skill with words and wit, or a hawk 
  who’s an especially skilled diplomat.
  
  7
   “A cannon-mouth’ll sink an enemy ship as fast as anything, if you 
  use it right.”
   » Chop Shop: The cryptyards of Andrus. The term implies 
  someone is going there as a corpse.
  “Poor Dani’s in the chop shop, now.”
   » Dig: A specific ruin that one might delve for treasure. 
  A ruin with a lot of treasure is called a ‘full dig’, while an 
  empty or worthless ruin is called a ‘dead dig’.
  “The Captain’s on edge because we’ve hit nothing but dead digs 
  for a month, and the loan is coming due.”
   » Dish: Foolish and inexperienced; someone of low intelli-
  gence or skill who’s a danger to those around them.
  “Listen you dish, go back to the ground where you can’t cause more 
  harm!”
   » Dine with Cris Anthom: Be overtaken by a storm. Cris 
  Anthom was a legendary sky pirate, whose exploits are so 
  mythical and terrifying that some doubt if he ever existed. 
  Cris Anthom and his vessel, the Dread Cutter, reported-
  ly travelled inside a violent storm, only appearing once 
  another vessel was thoroughly damaged and disheartened 
  by the winds and rain, and often leaving no survivors. 
  Whether the Dread Cutter still exists or ever 
  truly existed, ‘dine with Cris Anthom’ is what 
  aeronauts say if they can’t outrun a storm.
  “Batten down the hatches, mates, we’re dining with 
  Cris Anthom tonight!”
   » Delve: The act of searching for and excavat-
  ing ruins with the express purpose of uncov-
  ering treasures. A hawk who delves is called 
  a delver.
  “We’re delving in the morning, so drink up while 
  you can, boys!”
   » Elvish Lady: An open-decked ship powered 
  exclusively through sails, oars, and physical 
  dirigibles. A sky-sailing variant of a classic 
  sea-sailing vessel.
  “She may not look like much, but she’s the finest 
  elvish lady in port.”
   » Faring: Adventuring. This is usually at-
  tached to wherever the adventure is taking 
  place: woodfaring, seafaring, skyfaring, 
  darkfaring.
  “Delving and woodfaring is what made my for-
  tunes, pij.”
   » Final Pay: The money given in exchange for 
  being sold as a corpse to the chop shop.
  “Dani’s widow’s living off her husband’s final pay, 
  but how long will that last?”
   » Frost: An oath to the Frost Father, primor-
  dial lord of the skies, for protection. Used as 
  an expletive.
  “Frost, I hope we live through this.”
   » Hawk: An experienced aeronaut. Sometimes 
  used to denote anyone who lives by skill and 
  cunning.
  “Last night, three hawks came in to do business, and they had 
  more money than I ever seen!”
   » The Hub: The city of Andrus, named so because it is the 
  center point where all 4 quarters of the world meet.
  “The plan was to be in the Hub by nightfall, but the pigeons were 
  spinnin’ and demanded the cap’n plant early.”
   » Landlocked: To be stuck on the ground unable to fly. 
  Also: someone who never sails the skies, not even as a 
  pigeon, if they can avoid it.
  “I wasn’t made for bein’ landlocked, friend. The sky’s in my blood.”
   » Land-Shackled: To be retired from sky sailing.
  “He got land-shackled 3 years ago and hasn’t been up since.”
   » Mealing: To work as a meal in the Midnight District of 
  Andrus.
  “Jade can’t get by on her pay, so she’s mealin’ on the side.”
   » Murdered by Jak Dark: According to aeronaut legend, 
  Jak Dark is the divine agent of Aushet and stalks the skies 
  bringing death to unlucky and foolhardy sailors. Whenev-
  er an aeronaut dies of disease or an accident, it is said that 
  Jak Dark killed him.
  
  8
  Among the more superstitious of sailors, Aushet is quickly 
  gaining a reputation as the Mistress of Piracy, and Jak 
  Dark is said to be her right-hand man (sometimes with 
  Cris Anthom on her left). Whether or not this is true is 
  only known by Aushet’s priesthood.
  “The poor sod. Looks like Jak Dark got him last night.”
   » Old Roc: An old aeronaut with a lot of experience.
  “Tos is an old roc; he’s been in the air for over 30 years.
   » Pigeon: Someone who sails the skies, but is not a sailor. 
  A pigeon could be someone only booking passage on a 
  ship, or someone who works on a ship as an entertainer or 
  courtesan. Sometimes shortened to ‘pij’. Calling an aero-
  naut a pigeon is an insult, implying he is useless.
  “The captain got us a job as a transport, so now we’re babysitting 
  three pigeons for a week.”
   » Plant: To descend to the Forest for an extended period 
  of time, usually by resting on the canopy. This could be 
  done while the crew descends to find a dig, or when stop-
  ping for the night, such as when a ship doesn’t have the 
  crew to fly 24 hours a day.
  “We’ll plant here for the night, then be home by noon tomorrow.”
   » Rose: An alraun. Crews delving the Forest sometimes 
  meet alrauns who have recently been born and take them 
  back with them to civilization. This is usually referred 
  to as ‘picking roses’. Refusing to pick up an alraun is a 
  terrible offense, especially to crewmembers who are them-
  selves alraun.
  “See our new cabin boy? The Cap’n picked a rose on our last 
  voyage.”
   » Quarters: The world of Khrone is sharply divided 
  between 4 different segments, which are called ‘quarters’. 
  These quarters are:
   » Sky Quarter: The Floating islands and the mountaintop 
  sanctuaries. The ‘safe’ section of the world.
   » Wood Quarter: The surface of the world; usually refers to 
  the Forest, but also includes the few non-Forest areas, 
  such as the deserts and the tundra.
   » Dark Quarter: The underbelly of the world; the deep 
  caves where dark things live, where not even the Forest 
  roots can reach.
   » Sea Quarter: The water, both above and below the 
  surface.
   » 5th Quarter: Traveling the maelstrom and the planes 
  beyond is referred to as ‘visiting the 5th Quarter‘. It’s a 
  dangerous place where the normal laws of reality don’t 
  apply, but it’s also home to endless wealth, or so the 
  rumors say.
  “We’re going to pay us a visit to the wood quarter and we won’t 
  be back for a month, at least.”
   » Sniffing for Hounds: To do something incredibly stu-
  pid, and usually illegal; inviting the Hounds to come arrest 
  you or something equally foolish. 
  “Gorga wants to steal a ship, but I ain’t sniffing for hounds.”
   » Spinning: Altitude fatigue. Also denotes someone who is 
  inexperienced at sky sailing, or has been on the ground for 
  so long they are no longer acclimated to high altitudes.
  “I wouldn’t trust him with that job yet, sir, he’s still spinning.”
   » Take a Walk: Telling someone to walk off of an airship 
  (aka, to die).
  “It’s a simple proposal; you tell me where the treasure is, or you 
  take a walk. Your choice.”
   » Tooth: A hostile Forest-dwelling creature, such as a dino-
  saur or cherufe warrior. Sometimes changed to ‘big tooth’ 
  to refer to a particularly, enormous creature.
  “So there I was, staring down no less than twenty teeth and I tell 
  you, I thought I was done for!”
  *These outfits represent 
  the most common styling of the 
  aeronaut uniform, but indi-
  vidual navies and crews will 
  often possess their own custom 
  variations or insignia.
  
  9
  The Aeronaut’s Uniform
  Sky-sailing can be very different from one boat to anoth-
  er. On some boats, travel is done exclusively via wind-power, 
  and it can take weeks or even months to get from one place 
  to another. On other boats, powerful engines and an enclosed 
  deck mean that travel has very little in common with the sea-
  based ‘sailing’ from which sky-sailing draws its name. However, 
  wealthy boats with powerful engines often hire exclusively ex-
  perienced crew, meaning almost every aeronaut at least learns 
  their trade aboard an elvish lady, and conditions aboard such a 
  vessel are considered the ‘standard’ among sailors.
  Because of the combination of high winds, low tempera-
  tures, and powerful sun that are to be expected when sailing 
  at high altitudes, the common aeronaut’s uniform (such as 
  there is one) consists of a loose white long-sleeved shirt with 
  a thick leather jerkin; thick to keep off the wind, but without 
  obstructing the hands or arms, and easily removable in case of 
  heat. Some female crew might wear an unribbed corset instead 
  of a vest, but such is strictly a stylistic choice. Officers usually 
  wear elaborate overcoats, especially if they are a part of any 
  organized military, where their coat is considered part of their 
  uniform, but even captains and officers on independent ships 
  will wear thick leather coats with long sleeves to denote their 
  status and set them apart from the rest of the crew, which may 
  be closed in the cold or worn open in the heat.
  On any boat with an open top deck, the crewman’s stan-
  dard dress also includes a pair of goggles and a harness. The 
  goggles are designed to protect the eyes from wind and the sun 
  (as finding oneself unable to see at an important time can be 
  catastrophic). The harness is designed to allow the crewman to 
  attach ropes, called ‘lifelines’, to various anchor points in the 
  ship. For some crewmen, these lifelines are important enough 
  that they are used on all ships, not only those with open decks. 
  If a crewman should find himself falling overboard, or if the 
  ship should dive or spin during a fight, the lifeline is designed 
  to catch that crewman and keep him from being injured. A 
  crewman will go about his duties on deck or travel through the 
  ship during combat by detaching and reattaching these lifelines 
  to any anchor points they pass. The insides of many ships will 
  even include ropes attached to sliding metal hoops, allowing 
  the crew to hook into one and use it throughout an entire 
  room, only unhooking when they reach the other side.
  Sailing Etiquette
  Sailors have always been known for their unruly behavior, 
  but often that is only at port. When an aeronaut is in the air, 
  strict rules of address and behavior come into play; even among 
  the most bloodthirsty of pirates or the most democratic of 
  ships, when there’s nothing but green as far as the eye can see, 
  a polite word, a quick captain, and an obedient crew are all that 
  stand between reaching the next port and sleeping in Aushet’s 
  chest.
  Boarding a Ship: To board a ship without permission is 
  an invasion. Even when a ship is captured at sea, a capturing 
  captain who wants to make a display of civility will wait to be 
  invited aboard the captured ship. To board another’s ship with-
  out being officially and formally invited aboard is a grave insult 
  to that captain’s authority.
  Conduct towards Shipmates: Stealing from a shipmate 
  is grounds for execution or marooning on most boats, as is the 
  keeping of any secret, or running away from one’s responsi-
  bilities. Duels between shipmates must be done on land - and 
  under strict supervision to maintain fairness. On some ships, 
  not even gambling is allowed between shipmates, and when it 
  is, often gambling with money is prohibited and only chores 
  and favors may be bargained. With no one to rely on but your 
  crew, these strict rules help a crew trust each other and avoid 
  the sorts of internal strifes that can lead to a mission failing. 
  Depending on the ship, other crimes might be added to this 
  list of strict rules, such as smoking near the powder room or 
  stealing food during rationing.
  Proper Address: While many languages are spoken in 
  the skies, many of the default terms used on all ships have been 
  adopted from common. When a sailor is talking to someone 
  of higher rank than they are, they refer to that officer by their 
  rank, or by ‘sir’ or ‘ma’am’. Someone of lower rank is never 
  called ‘sir’ or ‘ma’am’.
  While military vessels often have a rank for every individ-
  ual, on most private vessels, both pirate and delver, only the 
  captain and his 1st mate (sometimes called the executive officer 
  or ‘XO’) have official ranks. When referring to an officer who 
  have no official rank (the helmsman, the ship master, the quar-
  termaster, etc.), whether by a senior officer or an underling, the 
  proper term of address is ‘mister’ or ‘miss/misses’ followed by 
  their last name.
  For creatures who have no gender or reject the use of hu-
  man terminology, it is considered polite to default to elvish ter-
  minology; ‘hir’ in place of ‘sir’ or ‘ma’am’, and ‘vainar’ in place of 
  ‘mister’ or ‘miss/misses’.
  Unfit for Duty: While aeronauts may haze new sailors 
  who haven’t acclimated to high altitudes yet, the truth is that 
  any sailor who is drunk or unfit for duty because of altitude 
  fatigue is a danger not only to himself, but to the entire crew. 
  As such, most crews will give sufficient breaks to unacclimat-
  ed crewmembers to keep them safe, and showing up to one’s 
  shift drunk or otherwise unfit for duty is a severe offense. Crew 
  members in either situation are usually sent to the brig to sleep 
  the problem off, but might find themselves doing double duty 
  later to make up for their missed shifts.
  
  10
  History of the 
  Most of you already know that the catalyst for this change 
  was a magical invention known as the Walkways, but to truly 
  understand what happened we must begin further back in time. 
  Indeed, we must begin at what you might call the beginning; at 
  the creation of our world, and a place known among scholars as 
  the Etkinean Valley.
  The Navel of the World
  The Etkinean Valley has born many names throughout 
  history, and it has only been in light of recent events that we 
  have learned that all of these disparate places are all, in fact, the 
  same. Indeed, the story of the valley is synonymous with the 
  story of the world itself.
  Of course the details of the creation are hotly debated be-
  tween various religious sects, but it is at least understood from 
  a scientific perspective that the methodology of creation was 
  through planar conduits; the material plane itself is the off-
  spring of other planes, specifically elemental planes to create 
  matter, and the outer planes to create minds and souls. The 
  Etkinean Valley is understood to have been the place where 
  these conduits joined, creating the world as we know it. It is 
  not inappropriate to call the Etkinean Valley the birthplace of 
  life. 
  Needless to say, due to this role played in creation, the val-
  ley is a place of power. If we were to liken the planes feeding 
  life into the material plane to an umbilical cord feeding a de-
  veloping child, then the Etkinean Valley would be the navel in 
  this analogy. 
  And, just as the navel is a scar left over from birth, the 
  Etkinean Valley also housed a planar scar that bespoke the role 
  it played in creation. This planar scar was a powerful residue of 
  the primordial energies that birthed our world, and with the 
  gift of academic hindsight, it quickly becomes apparent that 
  the valley has come into play again and again throughout our 
  history.
  As an example, the Etkinean Valley was the birthplace 
  of the Druidic order, founded by a tribe of ancient orcs who 
  discovered the valley’s secret and dedicated their lives and fu-
  ture generations to protecting it and keeping that secret hid-
  den. Indeed, if one delves deep enough into the history of Old 
  World nations, one finds that the orcs appear again and again, 
  depicted as antagonists and invaders. While we do not know if 
  or to what degree any individual orc clan remembered or for-
  got their ancient purpose over the millenia, it is clear that the 
  driving force behind this history of warfare was this ancestral 
  World
  The following lecture is adapted from an address given by Professor 
  Khudradda Greensmith at Andrus University
  Perhaps the greatest paradox of the modern world is 
  that, while every creatures lives in the shadow of the world’s 
  breaking, few possess a true knowledge of how that breaking 
  occurred. Far too many are willing to ignore history, claiming 
  that the separation of the old world from the new renders the 
  particulars of the Old World irrelevant to their day to day lives.
  While I suppose it could be argued that an exact under-
  standing of the ancient wars between the mage consortium 
  and the god forgers has little bearing on the life of the aver-
  age Andrus farmer, the truth is that the shattering of the Old 
  World is not a past event, but is actually an ongoing one; if one 
  doubts that we still live in the shadow of the breaking, one need 
  only spend a day atop the wall, watching the battle between the 
  Forest and the wall guardians, to know that the events set in 
  motion when the Walkways shattered are still very much at the 
  forefront of our lives.
  Not only such, but there is an entire industry - delving - 
  which is dependent upon visiting the ruins of the Old World 
  and reclaiming them for use in the new. As such, both delvers 
  and the scholars who rely on them would do well to understand 
  how the world once was and how the world came to be as it is.
  The Old World
  It can be difficult for those who never saw the Old World 
  to truly appreciate how different it was. Those of you who have 
  visited the floating isles might have a better idea of how nature 
  once was, but for the rest of you it might be difficult to imag-
  ine trees only a few dozen feet tall, rivers one could traverse 
  safely, and farmland that stretched as far as the eye could see 
  in any given direction. Roads and paths connected countless 
  towns and cities in an interdependent web of civilization, and 
  one could walk from one settlement to the other on foot, rea-
  sonably assured that he would reach his destination without 
  great incident. When the Forest grew, it was not only the doom 
  for countless thousands, nay, millions of beings, it completely 
  upended an entire way of life.
  
  11
  pledge, which drove them to retake the valley and scatter the 
  nations that might discover and exploit it.
  After the ancient orcs lost their hold on the valley, it ap-
  pears again in the histories of the Dragon Lords, who used the 
  planar scar as a source of power to transform themselves into 
  forms more akin to the dragons they ruled. If cuazaj oral histo-
  ry is to be believed, these are the very same beings who would 
  later become the cuazaj race, after using the planar scar to slip 
  out of the world to avoid falling to the Highrock Confederacy. 
  Incidentally, the valley also appears in the histories of that same 
  Highrock Confederacy as the location where adamantine was 
  discovered, and was apparently the only place in the world the 
  mineral could be found in an unprocessed form. It was the pow-
  er of this adamantine, combined with their own technological 
  prowess, that earned the dwarven mechanists of the era the 
  evocative name of ‘god-forgers’.
  However, this is all beside the point. For our purposes, 
  what is most important is that the valley appears again, mil-
  lenia later, in the histories of the Utola empire. The Utola em-
  pire, under the leadership of Wizard-Emperor Ethain de Vhins 
  III, are the ones who constructed the Walkways and forever 
  changed our world.
  The Walkways
  Had it not been for the Walkways, Wizard-Emperor Ethain 
  de Vhins III’s reign would have been hailed as a golden age for 
  Utola, and indeed until the calamity on which our study fo-
  cuses, it was a time of great prosperity. Utola poured much of 
  its vast resources into aggressive magical research, and many 
  magical theories that are still used today were first formulated 
  during this period. It was the Utola empire, under the direction 
  of Wizard-Emperor Vhins, that rediscovered the planar scar 
  and, like so many before them, attempted to bend its power 
  to their own purposes. In this instance, the shape this bending 
  took would become known as the Walkways.
  Before we go any further, we should elaborate on what ex-
  actly the Walkways were. Put simply, they were a bridge; a pla-
  nar road that connected the valley to all the major outer and el-
  emental planes, which allowed travelers, including merchants, 
  settlers, and armies, to travel to any of these planes as easily as 
  one might traverse a well-worn road. With easy access to the 
  planes, colonization and trade opened up in ways that were 
  completely unprecedented, granting Utola a level of wealth and 
  power that far outstrapped any other nation at the time, or in-
  deed perhaps that has ever existed.
  Some of you might already have guessed where this history 
  is going, but for the sake of thoroughness, we must emphasize 
  these points once again:
  1. The Etkinean Valley was the navel of the world, where the 
  planes had first fed life into the material plane.
  2. When the Wizard-Emperor discovered the planar scar, he 
  used it to build a bridge, for all intents and purposes tear-
  ing open that scar and reconnecting the severed connec-
  tions that had originally given birth to the valley. 
  The Shattering
  To extend the navel analogy, the Walkways were akin to an 
  artificial umbilical cord, reattached to the world in ways not 
  seen since its creation. While the Walkways succeeded in en-
  abling people to leave the material plane and visit the multi-
  verse, it also had the unintended effect of funneling primordial 
  energy into the world at an alarming rate. Eventually, this en-
  ergy would reached a level uncontainable by the planet itself, 
  which caused the Walkways to shatter. This not only stranded 
  Utola colonies all across the multiverse, but it also left a bleed-
  ing, gaping planar wound in its wake; what we now know as the 
  maelstrom.
  The Forest came almost immediately thereafter. There are 
  multiple theories on what the Forest actually is and we won’t 
  be delving into that question at this time, but for our purposes 
  here, the influx of energy into the world caused the Forest 
  to grow, beginning at the Etkinean Valley and spreading 
  quickly. According to accounts from the time, it only 
  took one year for the Forest to cover the entirety of the 
  Utola empire, and less than three years for it to consume 
  the entire surface of the world.
  And that, if you will forgive the expression, is that. 
  Empowered by the primal energies that were fed into 
  the world, the Forest proved too powerful for mortal ef-
  forts to counteract; trees grew too quickly to be cut, and 
  those who tried found themselves at the mercy of dino-
  saurs, cherufe, kaiju, and other creatures birthed within 
  the Forest that had not seen since prehistory. Eventually, 
  those who possessed the magic or technological means 
  would discover that the only way to escape the Forest 
  was to leave the planet’s surface behind, giving birth to 
  the floating isles.
  And the Etkinean Valley? It still exists. although it is 
  known to many by another name. Today it is most com-
  monly known as the Heart of the Forest.
  
  12
  Delving
  Sponsor
  For those who cannot afford their own ship and crew, but 
  do not fancy the restrictions that come from joining a pre-es-
  tablished guild, the easiest way to delve the Forest is to find a 
  sponsor. Sponsors offer payment to delver crews in exchange 
  for performing delves on that sponsor’s behalf. On the low end 
  a sponsor could simply cover the cost of passage on a ship (and 
  perhaps supply a lump sum on completion of the delve), but 
  some sponsors are willing to hire out entire ships and crews 
  on a semi-permanent basis to shuttle their delvers around. In 
  some cases, the sponsor might even own a ship outright, and 
  simply be searching for the right delving crew to pilot it into 
  the wilderness for him.
  Sponsors come in one of two varieties: specific sponsors 
  and general sponsors. A specific sponsor is an individual or 
  organization that is interested in seeing a specific item of in-
  terest recovered from the Forest, and is looking for a crew to 
  retrieve it for them. Usually, specific sponsors are faculty at the 
  University or other beings of power and knowledge that have 
  uncovered the resting place of an item or location they want 
  recovered. While the Old World may have passed away, there 
  are enough books, maps, and other materials out there detail-
  ing how things used to be that, with enough research, one can 
  discover ancient temples, destroyed castles, and forgotten li-
  braries containing all manner of priceless tomes, artworks, and 
  artifacts.
  General sponsors, on the other hand, are looking to spon-
  sor delvers not just for a single job, but for an extended period 
  of time. Often rich collectors or businessmen who deal in an-
  tiquities, general sponsors need a steady supply of Old World 
  salvage, and employ delvers to recover these items on their 
  behalf.
  Contracts with sponsors can vary wildly between individ-
  uals; a sponsor looking for the recovery of an object might re-
  quire that object be given to him, but otherwise allow the delv-
  ers to keep any and all additional salvage recovered. A general 
  sponsor, on the other hand, might take ownership of all items 
  recovered by the delver crew, but offer the crew steady payment 
  CHAPTER 2
  ‘Delving’ is the professional act of searching the Forest for 
  ruins, exploring them, and escaping back to civilization with 
  whatever riches, knowledge, and power could be found. In 159 
  A.B., delving is a booming business, attracting delvers from the 
  poorest adventurers hoping to find a few coins to the greatest 
  of heroes searching for forgotten artifacts and ancient powers.
  There are no requirements to becoming a delver; anyone 
  who can reach a ruin and return in one piece can lay claim to 
  the title. However, simply reaching the ruins on the Forest 
  floor can be incredibly difficult, and different delvers use differ-
  ent methods to achieve this feat.
  Methods of 
  Delving
  Crewmember
  The least lucrative, but perhaps easiest and safest, meth-
  od of delving the Forest is to join an already-established delv-
  er guild as a crewmember. These guilds, particularly the more 
  successful ones, might own several ships and contain multiple 
  delver crews, which are always looking for sailors and new delv-
  ers to pad out their numbers. Many beginning delvers get their 
  start by riding alongside more experienced crews in this man-
  ner, sailing the ship and taking orders from the captain, and 
  sometimes even entering ruins as part of a beginning team.
  Delver guilds will lay claim to as much as 60% of an indi-
  vidual crew’s spoils, and of what’s left a beginning crewmem-
  ber can expect very little to come his way. However, delver 
  guilds also pay their members a regular wage, supply them with 
  training and equipment, and provide them with crewmates 
  and commanders enough to protect them from danger. Many 
  of the most famous delving crews in the world started off as 
  low-ranking members of these delver guilds, receiving their 
  early training at the hands of other successful crews before 
  rising through the ranks or leaving to form new crews 
  and guilds of their own.
  I
  
  13
  and 20% of all sales from recovered items as a ‘finder’s fee’. 
  As the sponsor is the one supplying the ship (or the price of 
  passage at least), the sponsor is ultimately the one making the 
  decisions, but delvers who have a sponsor (as opposed to ones 
  who work as underlings of a guild) have much more freedom 
  to pursue delving as they like, so long as their sponsor is happy.
  Independent
  The golden standard of delving and the status that most 
  delver crews aspire to is to be completely independent; answer-
  ing to no one and nothing except on their own terms. To be 
  independent, a delver crew must possess their own ship and 
  the skill or crew required to pilot it, which can be a trade off. 
  Independent crews must pay upkeep on their ship and supply 
  wages to their crew, and have no support network or wealthy 
  sponsor to fall back on to foot unforseen bills. Independent 
  crews are also more likely to never return to civilization; with 
  second-hand equipment and no one watching their backs, the 
  story of independent delvers getting in way over their heads is 
  an unfortunately common one. On the other hand, indepen-
  dent delvers who are able to handle the job walk away with a 
  much greater share of their salvage; 50% from merchants who 
  buy such materials from delvers, or 100% if they manage to sell 
  their spoils directly.
  For many independent delvers, a ship is freedom. The free-
  dom to take any job, visit any port, and delve any ruin, with 
  nothing overriding the decisions they make themselves. Despite 
  the danger, the freedom and the greater share of wealth means 
  many crews dream of becoming independent and owning their 
  own ships.
  However, it must be acknowledged that not every crew 
  shares this dream; some are completely content to remain in 
  guilds or on the payroll of sponsors for their entire careers. For 
  the rest, though, owning a ship is worth any hassle that may 
  come along with it, as the thought of answering to anyone but 
  themselves feels like a fate worse than death.
  Salvage
  Why do delvers explore the Forest? Salvage.
  Salvage can take an innumerable amount of forms, includ-
  ing clothing, books, jewelry, paintings, weapons, armor, chil-
  dren’s toys, magical materials; the objects one can find in the 
  Forest are virtually endless. Sometimes the value of an item 
  is easily discernible; gold is gold no matter its form, and the 
  value of magic items is a matter of power, not aesthetic taste. 
  However, the value of other items is much harder to gauge. A 
  marble statue might be worth a handful of gold if sold to a lay-
  man, but an art collector might pay hundreds of gold for it. An 
  art historian might pay thousands.
  Needless to say, there are a lot of industries that have 
  grown up around delvers. The Hunter’s Lodge in Andrus is 
  filled with professionals who make their living off of delvers, 
  from appraising services, to merchants who specialize in buying 
  and reselling salvage, to thieves and con artists who will stop at 
  nothing to convince a delver that his priceless find is actually 
  worthless, or convince a buyer that a worthless piece of salvage 
  is actually priceless.
  Delving for Fun & Profit
  Unless a delver has uncovered specific items he can imme-
  diately put to use, they will have to sell their salvage to gain any 
  profit from it. There are many merchants who are willing to 
  take salvage off of a delver’s hands in bulk for 50% of its mar-
  ket value, then turn around and sells that salvage at full market 
  value to his customers. In order to ensure the delver is getting 
  a fair deal, professional appraisers can be hired to certify sal-
  vage before handing it to a merchant, to determine the sale is 
  equitable.
  However, there can be problems with this approach. 
  Unscrupulous delvers will sometimes attempt to pass stolen 
  goods off as salvage. Unscrupulous merchants won’t just at-
  tempt to undersell delvers, but will also partner with unscru-
  pulous appraisers to ensure the delvers stay hopelessly duped. 
  There are many honest merchants and delvers out there, and 
  once a delver or merchant has a reputation for honesty they will 
  often gravitate towards each other to ensure honest dealings, 
  but sometimes these honest merchants and delvers are so busy 
  dealing with each other that there isn’t room for new blood, 
  forcing those just entering the profession to seek out buyers 
  and sellers wherever they can be found, with varying results.
  Many delvers will invest in the Appraise skill themselves 
  in order to ensure they are not being taken advantage of, while 
  some will take this a step further and open their own shops, 
  dealing directly with customers and selling their merchandise 
  at full market value with no middleman involved.
  Types of Salvage
  For the most part, salvage consists of simple items; furni-
  ture, vases, clothing, household items, old tools, children’s toys, 
  etc. These items are not worth much money unless they are 
  handled by the ton, and knowing the details of these items is 
  not especially worthwhile to the players or the GM. However, 
  every now and then the players might uncover something es-
  pecially valuable; a magic item, a valuable piece of art, a rare 
  book, or a valuable piece of jewelry, which might be worth a lot 
  of money on its own or might even be magical and be worth 
  keeping.
  Depending on the type of ruin uncovered, a dig might con-
  tain one of 5 different levels of salvage: E, D, C, B, or A.
  E rank: E rank salvage was poor in the Old World, and 
  has become even less valuable after so many years on the Forest 
  floor. Most of it is broken or rotten, or has already been car-
  ried away by past delvers. Examples include broken furniture, 
  rotting peasant clothes, tool heads, wooden children’s toys, 
  cracked cooking ware. These items are usually only good to be 
  sold as scrap metal or used as firewood.
  Rank E salvage is worth an average of a copper piece per 
  pound, or 20 gp per ton.
  D rank: D rank salvage is either remarkably well preserved 
  common items, or broken items that were nonetheless 
  of a middling quality in the Old World. This could 
  
  14
  include functional basic furniture, preserved cloth, common 
  jewelry, functioning household goods, gambling dice, simple 
  books, or recognizable religious items.
  Rank D salvage is worth an average of 1 silver piece per 
  pound, or 200 gp per ton.
  C Rank: C rank salvage is goods that are were considered 
  valuable in the Old World and that value translates into the 
  new. Valuable books, jewelry, fine cloth, furniture that is well 
  crafted from fine materials, combat equipment, tapestries, stat-
  ues, and other valuable objects. These objects may be broken, 
  but they are of sufficient quality that they are valuable nonethe-
  less as practical items or artistic artifacts.
  Rank C salvage is worth an average of 1 gold piece per 
  pound, or 2,000 gp per ton.
  B Rank: B rank salvage used to be the property of the 
  wealthy, or of the middle-classes that have been remarkably 
  well preserved. Silks, ivory carvings, furniture decorated with 
  gold, marble statues, jewelry, rare books, and other items.
  Rank B salvage is worth an average of 5 gold pieces per 
  pound, or 10,000 gp per ton.
  A Rank: The rarest and most sought after salvage. Rank 
  A items are extremely valuable and, whether through luck or 
  their own magical nature, are remarkably well-preserved. These 
  are the treasures of kings, and finding some intact can make a 
  delver extremely wealthy. Rank A salvage might include royal 
  robes and furniture, one-of-a-kind artworks, expensive jewelry, 
  mithril cookware, golden statues, and other, similar items.
  Rank A salvage is worth an average of 25 gp per pound, or 
  50,000 gp per ton
  Lucky Finds
  While generally it isn’t difficult to look at salvage and guess 
  what rank it is, the true value of salvage is in lucky finds; the 
  items that might be worth as much as the rest of the salvage put 
  together, so long as they are properly found and appraised. A 
  GM might pre-determine what lucky finds a ruin contains, but 
  other times they’ll want to determine these lucky finds com-
  pletely randomly, perhaps not even learning what the PCs have 
  found until they are home appraising their loot.
  Appraising Lucky Finds: Finding the most valuable 
  item in a ton of salvage is the same as in any dungeon room; a 
  full-round action with a DC of 20. When not pressed for time, 
  it is possible to take 20 on this Appraise check (requiring 2 min-
  utes) to search a ton of salvage to identify any and all lucky finds 
  contained within.
  However, identifying an individual lucky find to determine 
  its gp value requires a separate check for each item, and the 
  player cannot take 20 on such a check. The specific DC of this 
  check is determined by the item in question. As always, beating 
  this DC by 5 tells if the item is magical, but does not reveal its 
  qualities, and failing this check causes the player to mis-esti-
  mate the item’s value by + or - 20%, while a failure of 5 or more 
  causes the estimate to be widely off-base.
  Determining Lucky Finds: When determining a com-
  pletely random lucky find, use Table: Type of Item to deter-
  mine which item type is found, then roll on any subsequent 
  tables to determine the specifics of that item. This roll is sub-
  ject to modifiers depending on whether the lucky find is part of 
  Rank E, D, C, B, or A salvage.
  Rank E salvage contains 1d2-1 lucky finds per ton. When 
  rolling on a specific lucky find table, reroll any result higher 
  than 60.
  
  15
  Rank D salvage contains 1d4-1 lucky finds per ton. When 
  rolling on a specific lucky find table, reroll any result higher 
  than 80.
  Rank C salvage contains 1d4 lucky finds per ton.
  Rank B salvage contains 1d6 lucky finds per ton. When 
  rolling on a specific lucky find table, reroll any result lower than 
  20.
  Rank A salvage contains 1d8 lucky finds per ton. When roll-
  ing on a specific lucky find table, reroll any result lower than 40.
  Note: The following tables will determine what general type 
  of item is found (for example, a medium magic suit of armor), 
  but do not go into further specifics. It is well within the rights 
  of the GM to decide these specifics themselves to better reflect 
  the needs of the campaign, or he may use the charts contained 
  within Ultimate Equipment to further determine the details of 
  a particular lucky find.
  Table: Type of Item
  % Roll
  Item type
  1-11
  Books
  12-22
  Clothing
  23-35
  Coins and gems
  36-46
  Combat gear
  47-59
  Diverse items
  60-70
  Jewelry
  71-81
  Liquor
  82-87
  Miscellaneous magic
  88-100
  Raw materials
  Table: Books
  Roll
  Item
  Market 
  Value
  Weight
  Appraise 
  DC
  1-15
  Poetry book
  50 gp
  1 lbs.
  20
  16-30
  History text
  100 gp
  3 lbs.
  20
  31-42
  Religious text
  200 gp
  3 lbs.
  20
  43-54
  Lost music
  400 gp
  1 lbs.
  20
  55-64
  Minor scroll
  varies
  -
  20
  65-73
  Spell book  
  (level 0-3)
  varies
  3 lbs.
  20
  74-80
  Medium scroll
  varies
  -
  20
  81-86
  Spell book  
  (level 0-6)
  varies
  3 lbs.
  20
  87-91
  Lost history
  25,000 
  gp
  5 lbs.
  25
  92-95
  Major scroll
  varies
  -
  20
  96-98
  Lost religious 
  text
  50,000 
  gp
  5 lbs.
  30
  99-100
  Spell book  
  (level 0-9)
  varies
  3 lbs.
  20
  Table: Clothing
  Roll
  Item
  Market 
  Value
  Weight
  Appraise 
  DC
  1-25
  Simple outfit*
  5 gp
  3 lbs.
  20
  26-45
  Noble outfit
  75 gp
  10 lbs.
  20
  46-60
  Royal outfit
  200 gp
  15 lbs.
  20
  61-70
  Lesser minor 
  clothing+
  varies
  varies
  20
  71-80
  Greater minor 
  clothing+
  varies
  varies
  20
  81-88
  Lesser medium 
  clothing+
  varies
  varies
  20
  89-94
  Greater medium 
  clothing+
  varies
  varies
  20
  95-98
  Lesser major 
  clothing+
  varies
  varies
  20
  99-100
  Greater major 
  clothing+
  varies
  varies
  20
  *A simple outfit could be anything from a peasant’s outfit 
  to an explorer’s outfit and anything in between. The 
  amounts for weight and price are an average, but the GM 
  may substitute any other outfit that does not exceed 10 gp 
  in cost.
  +Roll a d10 to determine the type of clothing gained: 1: 
  Belt, 2: Body, 3: Chest, 4: Eyes, 5: Feet, 6: Hand, 7: Head, 
  8: Headband, 9: Shoulders, 10: Wrists.
  Table: Coins and Gems
  Roll
  Item
  Appraise 
  DC
  1-20
  1d100 gold, 1d100 silver, 1d100 
  copper
  10
  21-40
  2d10 least semi-precious stones  
  (5 gp each)
  20
  41-55
  2d100 gold, 2d100 silver
  1
  56-70
  2d10 lesserr semi-precious stones 
   (25 gp each)
  20
  71-77
  4d100 gold
  10
  78-84
  2d10 semi-precious stones 
  (50 gp each)
  25
  85-89
  1d100 platinum
  10
  90-94
  2d10 greater semi-precious stones 
  (250 gp each)
  25
  95-97
  2d10 lesser precious stones  
  (500 gp each)
  30
  98-100
  2d10 greater precious stones  
  (2,500 gp each)
  30
  
  16
  Table: Combat Gear
  Roll
  Item
  Market 
  Value
  Weight
  Appraise 
  DC
  1-15
  1d4 mwk light 
  armors/shields
  varies
  varies
  20
  16-30
  1d4 mwk weapons
  varies
  varies
  20
  31-40
  1d4 mwk medium 
  armor
  varies
  varies
  20
  41-50
  1d4 mwk heavy 
  armor
  varies
  varies
  20
  51-58
  Lesser minor 
  armor/shield
  varies
  varies
  20
  59-65
  Lesser minor 
  weapon
  varies
  varies
  20
  66-71
  Greater minor 
  armor/shield
  varies
  varies
  20
  72-76
  Greater minor 
  weapon
  varies
  varies
  20
  77-81
  Lesser medium 
  armor/shield
  varies
  varies
  20
  82-85
  Lesser medium 
  weapon
  varies
  varies
  20
  86-89
  Greater medium 
  armor/shield
  varies
  varies
  20
  90-92
  Greater medium 
  weapon
  varies
  varies
  20
  93-95
  Lesser major 
  armor/shield
  varies
  varies
  20
  96-97
  Lesser major 
  weapon
  varies
  varies
  20
  98-99
  Greater major 
  armor/shield
  varies
  varies
  20
  100
  Greater major 
  weapon
  varies
  varies
  20
  Table: Diverse Items
  Roll
  Item
  Market 
  Value
  Weight
  Appraise 
  DC
  1-18
  Grade 1 art 
  object1
  50 gp*
  5 lbs.*
  20
  19-33
  Grade 2 art 
  object2
  100 gp*
  10 lbs.*
  20
  34-46
  Grade 3 art 
  object3
  500 gp*
  15 lbs.*
  20
  47-56
  Grade 4 art 
  object4
  1,000 gp*
  10 lbs.*
  25
  57-65
  Grade 5 art 
  object5
  5,000 gp*
  20 lbs.*
  25
  66-73
  Grade 6 art 
  object6
  10,000 gp*
  5 lbs.*
  30
  74-80
  Lesser minor 
  slotless item
  varies
  varies
  20
  81-86
  Greater minor 
  slotless item
  varies
  varies
  20
  87-91
  Lesser medium 
  slotless item
  varies
  varies
  20
  92-95
  Greater 
  medium slotless 
  item
  varies
  varies
  20
  96-98
  Lesser major 
  slotless item
  varies
  varies
  20
  99-100
  Greater major 
  slotless item
  varies
  varies
  20
  1Grade 1 art objects include items such as porcelain dolls, 
  paintings, silver statuettes, engraved jade, ivory bowls, and 
  other such items.
  2Grade 2 art objects include items such as silver masks, 
  golden censers, masterwork musical instruments, golden 
  hand mirrors, and other such items.
  3Grade 3 art objects include items such as marble idols, 
  golden chess sets, platinum holy symbols, mithral scep-
  ters, skillful paintings, or other such items.
  4Grade 4 art objects include items such as platinum 
  masks, golden flutes, platinum cups, masterful paintings, 
  and other such items.
  5Grade 5 art objects include items such as mithral hour-
  glasses with diamond dust, darkwood and platinum music 
  boxes, bejeweled swords, crystallized dragon hearts, paint-
  ings by the greatest of masters, and other such items.
  6Grade 6 art objects include items such as frozen vampire 
  souls, inverted soul gems, shards of pure fire, adamantine 
  poiuyt, ethereal tapestries, and other such items.
  *These numbers are averages. Specific items and amounts 
  can be found in Ultimate Equipment.
  
  17
  Table: Liquor
  Roll
  Item
  Market 
  Value
  Weight
  Appraise 
  DC
  1-20
  Gallon of mead
  2 gp
  8 lbs.
  20
  21-30
  Barrel of mead
  62 gp
  248 lbs.
  20
  31-40
  Bottle of wine
  10 gp
  1.5 lbs.
  20
  41-49
  Minor potion
  varies
  0.1 lbs.
  20
  50-56
  Cask of wine
  120 gp
  18 lbs.
  20
  57-63
  Bottle of rare 
  wine
  200 gp
  2 lbs.
  25
  64-70
  Cask of rare wine
  2,400 gp
  24 lbs.
  25
  71-77
  Medium potion
  varies
  0.1 lbs.
  20
  78-82
  Bottle of rare 
  whiskey
  800 gp
  1 lbs.
  25
  83-87
  Cask of rare 
  whiskey
  9,600 gp
  12 lbs.
  25
  88-92
  Major potion
  varies
  0.1 lbs.
  20
  93-97
  Bottle of artifact 
  liquor*
  2,000 gp
  2 lbs.
  DC 30
  98-100
  Cask of artifact 
  liquor*
  24,000 
  gp
  24 lbs.
  DC 30
  *artifact liquors are liquors that were priceless and rare 
  even in the Old World, and today might not even be man-
  ufacturable anymore, as the processes of their creation are 
  no longer known.
  Table: Jewelry
  Roll
  Item
  Market 
  Value
  Weight
  Appraise 
  DC
  1-20
  Silver jewelry
  10 gp
  0.5 lbs.
  20
  21-35
  Gold jewelry
  100 gp
  0.5 lbs.
  20
  36-43
  Lesser minor neck 
  slot item
  varies
  varies
  20
  44-51
  Lesser minor ring
  varies
  varies
  20
  52-58
  Greater minor 
  neck slot item
  varies
  varies
  20
  59-65
  Greater minor ring
  varies
  varies
  20
  66-72
  Exquisite jewelry
  2,000 gp
  1 lbs.
  25
  73-77
  Lesser medium 
  neck slot item
  varies
  varies
  20
  78-82
  Lesser medium 
  ring
  varies
  varies
  20
  83-86
  Greater medium 
  neck slot item
  varies
  varies
  20
  87-90
  Greater medium 
  ring
  varies
  varies
  20
  91-94
  Royal jewelry
  10,000 
  gp
  2 lbs.
  30
  95-96
  Lesser major neck 
  slot item
  varies
  varies
  20
  97-98
  Lesser major ring
  varies
  varies
  20
  99
  Greater major 
  neck slot item
  varies
  varies
  20
  100
  Greater major ring
  varies
  varies
  20
  Table: Miscellaneous Magic
  Roll
  Item
  Appraise 
  DC
  1-20
  Minor wand
  20
  21-35
  Lesser medium rod
  20
  36-50
  Lesser medium staff
  20
  51-60
  Medium wand
  20
  61-70
  Greater medium rod
  20
  71-80
  Greater medium staff
  20
  81-85
  Major wand
  20
  86-90
  Lesser major rod
  20
  91-95
  Lesser major staff
  20
  96-98
  Greater major rod
  20
  99-100
  Greater major staff
  20
  
  18
  Table: Raw Materials
  Roll
  Item
  Market 
  Value
  Size*
  Appraise 
  DC
  1-7
  Shipment of 
  wood
  10 gp
  1 ton
  10
  8-20
  Shipment of 
  masonry stone
  100 gp
  1 ton
  10
  21-32
  Shipment of 
  iron
  200 gp
  1 ton
  10
  33-39
  Bolts of cloth
  400 gp
  1/20th ton
  15
  40-48
  Crate of copper
  500 gp
  1/2 ton
  15
  49-55
  Bolts of silk
  1,000 gp
  1/20th ton
  20
  56-64
  Crate of glass
  1,000 gp
  1/2 ton
  20
  65-72
  Box of 
  darkwood
  2,000 gp
  1/5th ton
  25
  73-79
  Box of silver
  2,000 gp
  1/5th ton
  20
  80-85
  Box of ivory
  5,000 gp
  1/5th ton
  20
  86-90
  Alchemical 
  materials
  5,000 gp
  1/20th ton
  30
  91-94
  Box of gold
  10,000 
  gp
  1/10th ton
  20
  95-97
  Magic materials
  10,000 
  gp
  1/20th ton
  30
  98-99
  Box of mithril
  25,000 
  gp
  1/20th ton
  30
  100
  Box of 
  adamantine
  50,000 
  gp
  1/20th ton
  30
  *Skybourne uses ‘ton’ as a measurement of both size and 
  of weight when calculating how much cargo a ship can 
  hold. This is an approximation only, and does not take 
  density into account. Because raw materials are usually 
  found in large amounts, their weight is given according to 
  tons with this approximation in mind to better determine 
  how much can fit into a ship’s cargo hold.
  Turning a Profit
  The simplest and most common method of making use of 
  salvage is to sell it. As previously mentioned, this often is done 
  by selling the salvage at half its market value to a middleman 
  such as a store owner or a professional merchant who deals 
  in salvage. Such individuals can be easily identified in a city 
  such as Andrus or other places who regularly deal with delvers. 
  Identifying a buyer only requires a DC 10 gather information 
  check, although this DC can increase to 15, 20, or even higher 
  if the PCs are specifically looking for one with an solid reputa-
  tion, one who deals in specific items, or one in a city without a 
  delver scene.
  However, some delvers will operate their own storefront 
  in between missions (or left in the hands of a capable assistant) 
  to directly sell their salvage to the world. For these delvers, it 
  can be quite helpful to invest in the Profession (merchant) skill.
  Profession (Merchant)
  The GM is, of course, free to play out individual sales with 
  the players, as well as decide which items are sold or not sold. 
  However, the following rules will allow a player to sell his own 
  salvage in an expedited manner.
  A character trained in the Profession (merchant) skill can 
  attempt to operate their own store in their downtime. Instead 
  of making a check to determine their weekly income, the char-
  acter makes a check to determine the percentage of their stock 
  that they sold that week. For example, if a character is operat-
  ing a store that contains 10,000 gp of salvage and rolls a 20 on 
  his Profession (merchant) check, he would have sold 20% of his 
  stock, gaining 2,000 gp in cash for his work.
  Only one character may make a check for any given amount 
  of salvage in a week, although other characters may make Aid 
  Another checks to assist. Salvage may be divided up between 
  multiple stores to allow multiple characters to make Profession 
  (merchant) checks, but each merchant only applies their check 
  to whatever amount of salvage is present in their store, although 
  each merchant may add modifiers such as the economic bonus 
  from their settlement to their individual check.
  Storefronts
  Storefronts require physical space, and can be rented or 
  purchased. There is no storefront property available for pur-
  chase in the Mer Market, but most other districts have at least 
  a few buildings for sale or lease.
  Space can be purchased according to the following chart. 
  Space needn’t be purchased in squares; a building might have 
  any contiguous shape, but uses its total number of 5 ft. squares 
  to determine the price:
  
  19
  Table: Permanent Space
  Space Size
  Cost
  10-ft. square
  100 gp
  15-ft. square
  250 gp
  20-ft. square
  500 gp
  30-ft. square
  1,000 gp
  +every additional 30-ft. 
  square
  +1,000 gp
  Permanent space may be rented instead of bought, at a 
  price of 1/10th its listed price per month.
  Many merchants rent space in the Mer Market, as its cen-
  tralized location is a great boon for business. Like all districts, 
  the Mer Market adds its economics score to Profession (mer-
  chant) rolls made inside of it, which in the case of the Met 
  Market is a hefty +12. Space in the Mer Market cannot be pur-
  chased; it must be rented, and charges by the week.
  Table: Mer Market Rental Prices
  Space Size
  Cost per Week
  5-ft. square
  5 gp
  10-ft. square
  25 gp
  15-ft. square
  125 gp
  20-ft. square
  625 gp
  30-ft. square
  3,125 gp
  Storage Space: Every storefront has a maximum amount 
  of salvage that can be stored and sold there. A 5-ft. space can 
  hold up to 1/4th a ton of salvage, while a 10-ft. square can hold 
  up to 1 full ton. A 15-ft. space can sell up to 2 tons, a 20-ft. space 
  up to 2 tons, and a 30-ft. space up to 5 tons. Spaces larger than 
  30-ft. can sell an additional 10 tons per additional 30-ft. square; 
  this extra space constitutes ‘the back’, and can store more space 
  than the storefront itself.
  Using Salvage
  While most delvers are content to sell their salvage (except 
  for the occasional lucky find that is added to their personal ar-
  senal of magical items), it is also possible that a delver might 
  wish to make use of salvage in other ways. For example, a delver 
  might wish to hang a salvaged art object in the captain’s quar-
  ters, or use salvaged wine to impress someone during a formal 
  dinner. They might draw a ton of salvage from a old king’s bed-
  chamber and use that same salvage to decorate their own.
  Such roleplaying decisions can help breath life into the 
  game in wonderful ways and GM’s are encouraged to apply an 
  appropriate mechanical benefit for such decisions, although it 
  can be difficult knowing what would be an appropriate benefit 
  to give.
  If the PCs are constructing a building, airship, or other 
  such place, they may apply a bit of salvage’s market value direct-
  ly to covering the cost of building rooms contained therein, as 
  the normal ‘cost’ of furniture and fixtures is covered by import-
  ing such objects from the salvage itself. Likewise, giving a target 
  a bottle of rare wine, rare whiskey, or artifact liquor might make 
  them more agreeable, giving the PCs a +1, +2, or +3 benefit to a 
  single Diplomacy check made against that target. Giving a ro-
  mantic interest expensive jewelry might apply a similar bonus, 
  or provide any number of other, narrative-based boons.
  Whatever the benefit, GMs are encouraged to allow PCs 
  to explore using their salvage in new and interesting ways, as 
  such decisions can add a great amount of fun to a game and 
  help the act of delving for treasure to feel much more real and 
  engaging.
  
  20
  Terrain
  Environmental 
  Hazards
  There are many trials that can befall a character walking the 
  surface, not least of which are the common ailments of hunger, 
  thirst, and getting lost. The rules for most of these basic dan-
  gers can be found in other books, such as the Core Pathfinder 
  Rulebook and the Gamemastery Guide. As such, most of these 
  rules are not reprinted here.
  Chapter 3
  The Old World may have been a land of diverse terrain, 
  but the land of the new world has mostly been consumed by 
  the Forest; with an average height of over 600 ft., the trees of 
  the Forest have destroyed many of the varieties of terrain once 
  found on the planet’s surface. However, there is still variety of 
  terrain to be found, and many delvers, traders, and travelers 
  find themselves visiting all manner of locations throughout 
  their careers. Indeed, the dangers of delving can change greatly 
  depending on where the delve is happening, and experienced 
  delvers know that only an amateur fails to prepare for the 
  terrain.
  
  21
  However, there are many situations where the unique cir-
  cumstances of Khrone add new challenges to any who would 
  walk its surface. Any unique circumstances and rules for a par-
  ticular piece of terrain are expounded upon below.
  Encounters: Whenever the PCs are traveling or explor-
  ing, there is a chance of experiencing a random encounter; 
  sky pirates might descend on the party, carnivorous dinosaurs 
  might stalk the area, or any number of other trials might befall 
  them.
  Rules for encounters, hazards, and other occurrences can 
  be found in Ultimate Campaign, but generally speaking, when 
  traveling through the wilderness there is a 50% chance every 
  day that something will happen to the PCs. When traveling 
  through the air, the check is performed every week rather than 
  every day.
  Encounter tables are included with every terrain type, but 
  GMs are free to include encounters and hazards of their own, 
  whether to fill the narrative needs of the plot or simply to add 
  variety and a personal flair to the adventures that befall the 
  party.
  Note: On any of the following encounter tables, creatures 
  marked with a * are included in the bestiary later in this book.
  Air
  While not a ‘terrain type’ in a traditional sense, a good por-
  tion of any aeronaut’s career is spent in the air traveling from 
  one place to another.
  Wildlife
  While flocks of birds can be encountered every now and 
  then, for the most part the air is uninhabited.
  Hazards
  Altitude: When traveling at an altitude of 5,000 ft. or 
  higher, creatures must succeed on a Fortitude save each hour 
  (DC 15, +1 per previous check) or be fatigued. The fatigue ends 
  when the character descends to an altitude with more air, or 
  after a full night’s rest, and the DC resets after either condi-
  tion. Characters who have spent at least a month at these alti-
  tudes, and have not been away from them for over two months, 
  are considered acclimated and do not have to attempt the 
  Fortitude save.
  At elevations of 15,000 ft. or above, creatures are subject 
  to both high altitude fatigue and altitude sickness, whether or 
  not they’re acclimated to high altitudes. Altitude sickness rep-
  resents long-term oxygen deprivation, and affects mental and 
  physical ability scores. After each 6-hour period a character 
  spends at an altitude of over 15,000 ft., he must succeed on a 
  Fortitude save (DC 15, +1 per previous check) or take 1 point of 
  damage to all ability scores. Creatures acclimated to high alti-
  tude receive a +4 competence bonus on their saving throws to 
  resist high altitude effects and altitude sickness, but eventually 
  even seasoned mountaineers must abandon these dangerous 
  elevations.
  Falling: Most creatures who work on an airship will an-
  chor themselves to the ship itself with ropes to prevent death 
  from falling. Those who are not properly anchored risk falling 
  to their death.
  Encounters
  d%
  Encounter
  Avg. CR
  1–8
  1d2 falcons
  1/2
  9–12
  1 dire bat
  2
  13–18
  1 giant falcon
  2
  19–22
  1d4 dimorphodon*
  3
  23–26
  1 wyrmling green 
  dragon
  4
  27–30
  1 cherufe war 
  balloon*
  5
  31–34
  1d4 Medium air 
  elementals
  5
  35–38
  1 merchant vessel*
  5
  39–42
  1d6 giant falcons
  5
  43–46
  1d6 pteranodons*
  6
  47–52
  1d6 forest drakes
  7
  53–56
  1 pirate vessel*
  8
  57–60
  1 young green 
  dragon
  8
  61–65
  1 roc
  9
  66–68
  1 cherufe 
  destroyer*
  9
  69–72
  1d8 wyverns
  10
  73–76
  1d4 greater air 
  elementals
  11
  77–80
  1 maelstrom 
  merchant*
  11
  81–84
  1 juvenile silver 
  dragon
  11
  85–88
  1 adult green 
  dragon
  12
  89-92
  1d4 elder air 
  elementals
  13
  93-96
  1 adult silver 
  dragon
  14
  97-98
  1 pirate flagship*
  14
  99-100
  1 maelstrom 
  pirate*
  17
  Canopy
  Possibly the only safe place to be found on the surface, the 
  canopy consists of the tops of the trees, which often possess so 
  many large leaves and branches that it becomes possible to park 
  a small airship on top of them and even travel from one tree to 
  another on foot by walking along the branches.
  
  22
  The Forest canopy is largely uninhabited; while small ani-
  mals will feed on tree leaves and birds can be found perching 
  among the branches, for the most part the creatures who live in 
  the canopy are not harmful to humanoids. However, there are 
  some Forest tribes (particularly those who are friendly towards 
  outsiders and desire to trade with passing airships) who will 
  make their homes on the canopy, living in small huts attached 
  to tree trunks and thick branches and burning fires and flying 
  flags to announce their presence to airships flying above the 
  canopy. These settlements survive on trade, and by going down 
  to the Forest floor in daily expeditions to hunt and gather what-
  ever food they need.
  Wildlife
  The canopy is mostly bare of wildlife, with the exception 
  of some insects, birds, monkeys, and other small animals.
  Hazards
  Falling: The canopy is generally safe, except that it 
  is so high up that falling to one’s death is a constant threat. 
  Attempting to cross from one tree to another requires a DC 
  8 Acrobatics check to avoid falling (when a creature does fall, 
  they may attempt a Climb 18 check to catch themselves); sim-
  ple enough for experts, but dangerous for most humanoids 
  attempting any form of long-term travel. As this check risks 
  death, it is impossible to take 10, meaning creatures without at 
  least a +7 modifier in Acrobatics cannot perform overland travel 
  through the canopy.
  Food and Drink: For the most part, there is no water to 
  be found on the canopy (except for what is collected in pockets 
  of branches left by a passing rainstorm), and while the trees 
  and their leaves might be organic, the food is not nutritious to 
  humanoids and is considered inedible. As such, attempting to 
  gather enough food and drink for one person from the canopy 
  requires a DC 20 Survival check. Beating this DC increases the 
  number of people that can be fed by 1 per 2 points.
  Altitude: The canopy sits an average of 600 ft. in the 
  air, meaning that it takes much less elevation of terrain to put 
  someone sitting atop the canopy over 5,000 ft. above sea level. 
  (See air above for details on the effects of altitude).
  The canopy cannot exist above 15,000 ft.; at that altitudes, 
  trees simply cannot grow.
  Stealth and Detection: When encounters do happen on 
  the canopy, the maximum distance at which a Perception check 
  for detecting the nearby presence of others can succeed is 6d6 
  × 40 feet. With all of the leaves and branches that make up 
  the canopy, cover and concealment are almost always at hand, 
  assuming one is willing to climb to a lower branch to make use 
  of it.
  Encounters
  Generally there are no wandering monsters to be found 
  on the canopy, and encounters with other delvers are rare. In 
  fact, encounters are so rare that it can actually be a problem for 
  some delvers.
  Sometimes, when an airship falls in the Forest, its crew will 
  climb to the canopy and attempt to flag down other ships to 
  come and find them. However, in most locations on Khrone 
  there is only a 1% chance per day that a ship will pass by close 
  enough to see a crew on the canopy in this fashion. A crew 
  armed with an appropriate piece of equipment or magic (such 
  as a flare, a fireball spell, or a means of flight) can increase this 
  chance to 5% per day, as they have a much easier time getting 
  the attention of any passing ships. If the crew is on a piece of 
  canopy close to a major population center or along a well-trav-
  eled trade route, the chances of being found can increase to as 
  much as 10% base, 20% with the aid of appropriate magic or 
  equipment.
  Encounters
  d%
  Encounter
  Avg. CR
  1–8
  1d2 falcons
  1/2
  9–12
  1 giant spider
  1
  13–18
  1d6 common cherufe*
  1
  19–22
  1 dire bat
  2
  23–30
  1 giant falcon
  2
  31–34
  1d4 cherufe zavr primordial 
  leapers*
  3
  35–42
  1d6 venomous snakes
  4
  43–46
  1 wyrmling green dragon
  4
  47–52
  1d4 cherufe amet magma sorcerer*
  5
  53–56
  1d6 dire bats
  5
  57–60
  1d6 giant falcons
  5
  61–68
  1d4 Forest Gnome Druids*, 2d6 
  forest gnomes*
  5
  69–72
  1d8 cherufe amet magma sorcerer*
  6
  73–80
  1 Forest Gnome Trickster*
  7
  81–84
  1 young green dragon
  8
  85–88
  1d6 cherufe amet invoker*
  9
  89–92
  1d6 Forest Gnome Tricksters*
  10
  93–96
  1 juvenile silver dragon
  11
  97–98
  1 adult green dragon
  12
  99–100
  1 adult silver dragon
  14
  
  23
  Desert
  While deserts may have dotted the old world in a variety of 
  places, the deep roots of the Forest mean that trees can grow in 
  many inhospitable terrains, and therefore the only deserts to be 
  found anymore are the ones with truly harsh conditions, where 
  lack of rain combines with rocky terrain or rolling sand dunes 
  to stop virtually all plantlife from growing.
  Wildlife
  There is very little wildlife to be found in the desert, and 
  for the most part the ecosystems of deserts are the same as they 
  were in the Old World; small lizards and other creatures battle 
  for survival alongside a variety of monsters who call the deserts 
  their home.
  Hazards
  Food and Drink: The few deserts that remain are so de-
  void of life that using Survival to find food and drink requires a 
  check with a DC of 25.
  Storms: Deserts are created by a lack of water, but that 
  does not mean rain never happens. However, with no trees to 
  break the wind, severe winds and dust storms are much more 
  likely in a desert than in other terrains.
  While the details of weather are up to the GM, and tem-
  perature is mostly determined by the latitude and time of year, 
  the wind and rain on the grasslands can be randomly deter-
  mined by use of the following chart:
  Table: Desert Weather
  d100
  Wind Severity*
  d100
  Rain Severity*
  1-40
  1
  1-95
  1
  41-70
  2
  96-98
  2
  71-90
  3
  99-100
  3
  91-97
  4
  -
  4
  98-100
  5
  -
  5
  100^
  6
  -
  6
  100^
  7
  -
  7
  *Weather severity levels are based on the Weather sphere 
  from the Spheres of Power system.
  ^Weather of severity level 6 is so rare that a roll of 100 is 
  not enough. If a 100 is rolled when determining weather, 
  roll again to determine if the severity is level 5, 6, or 7: 
  1-80 means level 5, 81-95 means level 6, and 96-100 means 
  level 7.
  Encounters
  d%
  Encounter
  Avg. CR
  1–8
  1 giant spider
  1
  9–12
  1 skeletal champion
  2
  13–18
  1d8 skeletons
  2
  19–22
  1 bat swarm
  2
  23–30
  1 giant scorpion
  3
  31–34
  1d3 dire bats
  4
  35–42
  1d6 venomous snakes
  5
  43–46
  1 basilisk
  5
  47–52
  1 mummy
  5
  53–56
  1d4 jann
  6
  57–60
  1 lamia
  6
  61–68
  1 death worm
  6
  69–72
  1 young brass dragon
  7
  73–80
  2d6 giant ant soldiers
  8
  81–84
  1 desert drake
  8
  85–88
  1 behir
  8
  89–92
  1 gynosphinx
  8
  93–96
  1 young blue dragon
  9
  97–98
  1 adult brass dragon
  11
  99–100
  1 adult blue dragon
  13
  Grasslands
  The grasslands of Khrone are not true grasslands in the Old 
  World sense, but are rather closer to sparse forest. Because of 
  mountains, water levels, or a variety of other factors, the trees 
  in these areas grow few and far between, leaving vast amounts 
  of empty grassland between them. However, just because these 
  lands have much fewer trees does not mean they are safe, and 
  many forms of dangerous flora and fauna stalk the grasslands 
  of Khrone.
  Wildlife
  The wildlife of the grasslands are very different than they 
  were in the Old World. While some Old World creatures can 
  still be found (such as deer, horses, and other herd animals), 
  the predators who would consume them have become much 
  more numerous, and therefore the numbers of such animals 
  has greatly reduced. Likewise Old World predators still exist 
  (such as lions, tigers, jackels, etc.), but likewise their numbers 
  are much lower, as creatures who were once at the top of their 
  food chains have gained hunters they never before had.
  
  24
  Instead, the new most plentiful and powerful creatures to 
  be found on the grasslands are dinosaurs. Dinosaurs from the 
  smallest scavenger to the greatest of predators can be found on 
  the grasslands, pushing almost all other creatures aside in their 
  own quests for food and shelter.
  The grasses that make up the grasslands, while not as tall 
  as trees, are nevertheless much taller and thicker than grass 
  in the Old World, with an average height of 4 ft. and a max-
  imum height of almost 12 feet. Many plant creatures call the 
  grasslands home, and can be found hiding among the sprawling 
  plains.
  Hazards
  Getting Lost: When traveling overland across the grass-
  lands in unfamiliar territory, PCs must succeed at a DC 16 
  Survival check to avoid becoming lost.
  Storms: The grasslands have many benefits over the 
  Forests, such as more light and a much easier time telling direc-
  tion. However, unlike the Forest, the grasslands are still subject 
  to a lot of Old World weather.
  While the details of weather are up to the GM, and tem-
  perature is mostly determined by the latitude and time of year, 
  the wind and rain on the grasslands can be randomly deter-
  mined by use of the following chart:
  Table: Grasslands Weather
  d100
  Wind Severity*
  d100
  Rain Severity*
  1-50
  1
  1-75
  1
  51-75
  2
  76-85
  2
  76-90
  3
  86-93
  3
  91-98
  4
  94-98
  4
  99-100
  5
  99-100
  5
  100^
  6
  100^
  6
  100^
  7
  100^
  7
  *Weather severity levels are based on the Weather sphere 
  from the Spheres of Power system.
  ^Weather of severity level 6 and 7 is so rare that a roll of 
  100 is not enough. If a 100 is rolled when determining 
  weather, roll again to determine if the severity is level 5, 
  6, or 7: 1-80 means level 5, 81-95 means level 6, and 96-100 
  means level 7.
  Encounters
  d%
  Encounter
  Avg. CR
  1–6
  1d6 compsognathus*
  2
  7–10
  1 cheetah
  2
  11–16
  1d4 cherufe zavr primordial 
  leapers*
  3
  17–20
  1 lion
  3
  21–26
  2d6 dire rats
  4
  27–30
  1d6 dimorphodons*
  4
  31–34
  1d4 pteranodons*
  5
  35–40
  1d6 giant ant soldiers
  6
  41–44
  1d6 lions
  6
  45–52
  2d6 dimorphodons*
  6
  53–60
  1d4 cherufe zavr dinosaur riders*
  7
  61–66
  1 triceratops*
  8
  67–70
  1 dire tiger
  8
  71–74
  1d4 stegosaurus*
  9
  75–78
  1 tyrannosaurus*
  9
  79–80
  2d6 cherufe zavr dinosaur riders*
  10
  81–82
  1d6 stegosaurus*
  10
  83–84
  1d6 triceratops*
  11
  85–88
  1d6 dire tigers
  11
  89–90
  2d6 stegosaurus*
  12
  91–94
  1d6 tyrannosaurus*
  12
  95–96
  1 cherufe zavr warchief*, 2d6 
  cherufe zavr dinosaur rider*
  12
  97–98
  1 giganotosaurus*
  13
  99–100
  1d6 gigantosaurus*
  16
  Jungle
  Found near the planet’s equator, jungles are parts of the 
  Forest where heat and water are found in great abundance, 
  leading to the greatest growths of plant and animal life to be 
  found in the world. The sheer amount of life to be found in the 
  jungles is staggering, and entire ecosystems exist at different 
  elevations within the jungle.
  The trees that make up the jungle are just as tall as the rest 
  of the Forest - averaging 600 ft. in height with a diameter of 
  over 20 ft. However, the jungle includes many trees that can 
  reach even greater heights, with the tallest reaching 1,000 ft. in 
  height, with diameters of almost 100 ft. at their base.
  
  25
  Wildlife
  The jungles of Khrone are teaming with life, although much 
  of it is hostile. While not much light reaches the bottom, there 
  are still flowers and other plants littering the ground, many of 
  which are at least 4 times as large as their Old World variants.
  While the animals that populated the jungles of the Old 
  World are not necessarily extinct, their numbers are greatly re-
  duced, as a variety of dinosaurs, magical beasts, and plant crea-
  tures sit atop the current food chain.
  Hazards
  Getting Lost: Travel through the jungle is difficult, as vis-
  ibility is limited and the sun is often hidden. When traveling 
  overland across the jungle in unfamiliar territory, PCs must suc-
  ceed at a DC 25 Survival check to avoid becoming lost.
  Heat: Jungles only exist in parts of the world that are 
  hot all year round, and the thick trees of the jungle keep heat 
  trapped near the ground. This means that the temperature of 
  the jungle is usually 1 level of severity hotter than the weather 
  would otherwise be.
  Disease: From insects to deadly plants and other dangers, 
  disease is common in the jungle. A character who spends a day 
  traveling through the jungle has a 1% chance per day of simply 
  contracting a random disease. As the GM sees fit, this can in-
  crease to 10% if eating food collected from the jungle, walking 
  through rivers and other nests for leeches and other insects, or 
  engaging in other risky behaviors.
  Trees: The trees of the jungle are teaming with life, 
  but have very few branches close enough to aid in climbing. 
  Climbing a tree in the jungle requires a DC 20 Climb check.
  Darkness: The large, thick trees of the jungle block much 
  of the light from the sun, meaning most days are spent in low-
  light conditions. For the most part, the day only has 4 hours of 
  normal light (from 10:00 am to 2:00 pm, give or take depending 
  on the time of year), with bookended by 4 hours of dim light 
  (6:00 am to 10:00 am, 2:00 pm to 6:00 pm), with the rest of the 
  day spent in complete darkness.
  
  26
  Encounters
  d%
  Encounter
  Avg. CR
  1–4
  1d6 common cherufe*
  1
  5–8
  1 dire bat
  2
  9–14
  1 giant wasp
  3
  15–18
  1 dire ape
  3
  19–26
  1d6 venomous snakes
  4
  27–30
  1d4 cherufe smet magma 
  sorcerers*
  5
  31–34
  1d6 dire bats
  5
  35–40
  1d6 dire apes
  6
  41–44
  1d8 forest-corrupted orcs*
  6
  45–50
  1 Forest Gnome Trickster*
  7
  51–54
  2d6 pteranodons*
  8
  55–60
  1 tyrannosaurus*
  9
  61–62
  2d6 giant wasps
  9
  63–64
  1 jungle giant
  10
  65–70
  2d6 cherufe zavr dinosaur rider*
  10
  71–78
  1d6 dire tigers
  11
  79–82
  1 goliath spider
  11
  83–84
  2d6 stegosaurus*
  12
  85–86
  1d6 Forest Gnome Tricksters*, 
  1d6 Forest Gnome Hunters*
  12
  87–90
  1d6 jungle giants*
  13
  91–94
  2d6 jungle giants*
  15
  95–96
  1 forest-corrupted volcano giant
  15
  97–98
  1d6 giganotosaurus
  16
  99–100
  1d3 forest-corrupted storm giants
  18
  Mountains
  Rolling hills and low-level mountains still exist in the world, 
  but the sprawling Forest has swallowed most of these terrains, 
  making them little more than curiosities on the Forest floor. 
  However, mountains with high elevations managed to survive 
  the planet’s transformation, as the altitude was simply too high 
  for the towering trees to grow. While little else can survive 
  growing at such extreme elevations, these mountains are not 
  completely devoid of plant life, but nevertheless struggle to 
  produce it in any sufficient quantity to comfortably sustain the 
  settlements to be found there.
  Wildlife
  At the elevation of the mountains that still exist is high 
  enough that very little plantlife can grow upon the mountains, 
  although they are not completely barren. Small amounts of 
  farming can happen, but not enough to sustain much in the way 
  of population. Likewise some animals (such as the yak, ibex, or 
  llama) can many species of bird can live at these elevations, but 
  very few others make their homes in such high mountains.
  Hazards
  Altitude: The mountains of Khrone where people can be 
  found are on average 10,000 ft. in elevation; at lower levels the 
  trees still grow, and at at higher elevations it becomes difficult 
  for humanoids to live. This means that visitors to the moun-
  tains must deal with altitude fatigue or even altitude sickness, 
  as described in ‘air’ above.
  Cold: The mountains are tall enough in elevation that they 
  are much colder than normal, despite being much closer to the 
  sun. The mountains are 1 level of severity colder than would be 
  normal for the season.
  Storms: The mountains have many benefits over the 
  Forests, such as more light and a much easier time telling direc-
  tion. However, unlike the Forest, the mountains are still subject 
  to a lot of Old World weather.
  While the details of weather are up to the GM, and tem-
  perature is mostly determined by the latitude and time of year, 
  the wind and rain on the mountains can be randomly deter-
  mined by use of the following chart:
  Table: Mountains Weather
  d100
  Wind Severity*
  d100
  Rain Severity*
  1-50
  1
  1-75
  1
  51-75
  2
  76-85
  2
  76-90
  3
  86-93
  3
  91-98
  4
  94-98
  4
  99-100
  5
  99-100
  5
  100^
  6
  100^
  6
  100^
  7
  100^
  7
  *Weather severity levels are based on the Weather sphere 
  from the Spheres of Power system.
  ^Weather of severity level 6 is so rare that a roll of 100 is 
  not enough. If a 100 is rolled when determining weather, roll 
  again to determine if the severity is level 5, 6, or 7: 1-80 means 
  level 5, 81-95 means level 6, and 96-100 means level 7.
  
  27
  
  28
  Encounters
  d%
  Encounter
  Avg. CR
  1–8
  1 ram
  1
  9–12
  1 giant falcon
  2
  13–18
  1d4 eagles
  2
  19–22
  1 scavenger crew*
  3
  23–30
  1 giant eagle
  3
  31–34
  1 griffon
  4
  35–42
  1d6 giant eagles
  6
  43–46
  1 wyvern
  6
  47–52
  1d6 giant eagles
  6
  53–56
  avalanche
  7
  57–60
  1 ogre mage
  8
  61–68
  1 stone giant
  8
  69–72
  1s3 raider crews*
  8
  73–80
  1 roc
  9
  81–84
  1 frost giant
  9
  85–88
  1 fire giant
  10
  89–92
  1 cloud giant
  11
  93–96
  1d6 frost giants
  12
  97–98
  1d6 fire giants
  13
  99–100
  1d6 cloud giants
  14
  Swamps
  Many wetlands simply disappeared with the coming of the 
  Forest, and many former lakes and seas instead became swamps, 
  as towering plant life grew out of the lake bottoms to claim the 
  areas in the name of the Forest. Like all swamps, these areas are 
  populated by insects and disease, but like most everything else 
  in the Forest, these insects are much larger than normal.
  Swamps on Khrone are characterized by having a great 
  many trees, but not nearly as many as a temperate forest or 
  jungle, and they are often shorter, as part of their trunks are 
  underwater, and their roots are often shorter as the water they 
  need is on the surface rather than underwater.
  Traveling along the Forest floor in a swamp is a difficult 
  process, as one must either swim through the water, or jump 
  from root to root along the water’s surface.
  Wildlife
  The wildlife of marshes includes many giant insects, but is 
  otherwise similar to a jungle.
  Hazards
  Disease: From insects to deadly plants and other dangers, 
  disease is common in the swamp. A character who spends a day 
  traveling through the swamp has a 5% chance per day of sim-
  ply contracting a random disease. As the GM sees fit, 
  this can increase to 20% if eating food collected from 
  the swamp, swimming in the water, or engaging in other risky 
  behaviors.
  Drowning: The threat of falling into the water of a swamp 
  is a clear and present danger. It takes a DC 15 Climb check to 
  scale the roots and exit the water.
  Getting Lost: Travel through the marsh is difficult, as vis-
  ibility is limited and the sun is difficult to see. When traveling 
  overland across a swamp in unfamiliar territory, PCs must suc-
  ceed at a DC 20 Survival check to avoid becoming lost.
  Roots: Travel across the roots of a swamp is considered 
  traveling across difficult terrain, and they increase the DC of all 
  Acrobatics checks by 5. Moving at all during a round requires a 
  DC 5 Acrobatics check.
  Trees: The trees of the jungle are teaming with life, 
  but have very few branches close enough to aid in climbing. 
  Climbing a tree in the jungle requires a DC 20 Climb check.
  Encounters
  d%
  Encounter
  Avg. CR
  1–6
  1 giant bee
  1
  7–10
  1 giant spider (medium)
  1
  11–14
  1 giant ant soldier
  2
  15–18
  1 giant leech
  2
  19–22
  1 giant wasp
  3
  23–26
  1 giant scorpion
  3
  27–32
  1d6 giant bees
  4
  33–38
  1d6 giant leeches
  5
  39–46
  1d4 Forest Gnome Druids*, 2d6 
  forest gnomes*
  5
  47–52
  1d8 cherufe amet magma sorcerer*
  6
  53–56
  1d6 giant wasps
  6
  57–64
  2d6 giant ant soldiers
  7
  65–72
  2d6 giant locusts
  8
  73–74
  1d6 giant hornets
  9
  75–76
  1d6 girallon
  9
  77–80
  1 forest-corrupted hill giant*
  9
  81–82
  2d6 ogre spiders
  10
  83–84
  1 goliath spider
  11
  85–88
  1d6 Forest Gnome Tricksters*, 1d6 
  Forest Gnome Hunters*
  12
  89–90
  2d6 giant tarantula spiders
  13
  91–94
  1d6 forest-corrupted treants*
  13
  95–96
  1 forest-corrupted volcano giant*
  15
  97–98
  2d6 goliath spiders
  16
  99–100
  1d3 forest-corrupted volcano 
  giants*
  17
  
  29
  Temperate Forest
  Too cold for jungles but still possessing significant water 
  and long growing seasons, the temperate forest makes up the 
  bulk of the Forest’s territory. Temperate forests are known for 
  having 4 seasons, and while deep roots and wide leaves means 
  no winter can truly stop the Forest, the temperate forests do 
  go through seasonal cycles, becoming mostly dormant in the 
  winter and more active in the summer.
  Wildlife
  There does exist many varieties of underbrush in the tem-
  perate forests, although the lack of sunlight means much of the 
  ground is bare. Like all areas of the Forest, the temperate forest 
  is made up of trees that are an average of 600 ft. high and 20 ft. 
  in diameter, with a canopy thick enough to walk across. There 
  are many dinosaurs and dire animals to be found in the temper-
  ate forest, most of which are predators of one form or another; 
  indeed, many of the creatures feed on each other, depending on 
  which one wins any given fight.
  Hazards
  Getting Lost: Travel through the temperate forest is dif-
  ficult, as visibility is limited and the sun is often hidden. When 
  traveling overland across a temperate forest in unfamiliar ter-
  ritory, PCs must succeed at a DC 25 Survival check to avoid 
  becoming lost.
  Cold: Temperate forests cut the ground off from much 
  of its exposure to the sun, meaning the ground rarely has the 
  chance to be heated by sunlight. This means that the tempera-
  ture of the temperate forest is usually 1 level of severity colder 
  than the weather would otherwise be.
  Trees: The trees of the temperate forest are tall, with few 
  branches except near the top. Climbing a tree in the temperate 
  forest requires a DC 20 Climb check.
  Darkness: The large, thick trees of the temperate forest 
  block much of the light from the sun, meaning most days are 
  spent in low-light conditions. For the most part, the day only 
  has 4 hours of daylight (from 10:00 am to 2:00 pm, give or take 
  depending on the time of year), with bookended by 4 hours of 
  low-light conditions (6:00 am to 10:00 am, 2:00 pm to 6:00 
  pm), with the rest of the day spent in complete darkness.
  Encounters
  d%
  Encounter
  Avg. CR
  1–6
  1d6 common cherufe*
  1
  7–8
  2d6 forest gnomes*
  3
  9–12
  1 dire boar
  4
  13–16
  1d4 Forest Gnome Druids*, 2d6 forest 
  gnomes*
  5
  17–20
  1d8 cherufe amet magma sorcerer*
  6
  21–22
  2d6 forest corrupted orcs*
  7
  23–26
  1 stegosaurus*
  7
  27–32
  1d6 forest-corrupted ogres*
  8
  33–34
  1 forest-corrupted hill giant*
  9
  35–38
  2d4 cherufe zavr dinosaur riders*
  9
  39–42
  1d6 cherufe amet invoker*
  9
  43–46
  1d6 dire bears
  10
  47–52
  1d6 Forest Gnome Tricksters*
  10
  53–56
  2d6 cherufe amet invoker*
  11
  57–60
  1 cherufe zavr warchief*, 2d6 cherufe 
  zavr dinosaur rider*
  12
  61–70
  1d6 Forest Gnome Tricksters*, 1d6 
  Forest Gnome Hunters*
  12
  71–74
  1d6 forest-corrupted hill giants*
  12
  75–78
  1 giganotosaurus*
  13
  79–86
  1d6 forrest-corrupted treants*
  13
  87–88
  1 forest-corrupted storm giant*
  15
  89–92
  1d6 giganotosaurus*
  16
  93–94
  1 forest-corrupted volcano giant*
  16
  95–98
  1d4 forest-corrupted storm giants*
  17
  99–100
  1d4 forest-corrupted volcano giants*
  18
  
  30
  Tundra
  In the far northern and far southern reaches of the world 
  where ice and snow reign, the Forest cannot grow. While in 
  the warmest parts of the tundra some small plants can grow at 
  certain times in the year, for the most part these lands are com-
  pletely inhospitable to plantlife, and any animals or humanoids 
  found therein must survive by hunting whatever they can find.
  Wildlife
  The wildlife of the tundras are virtually unchanged from 
  the Old World, as no trees or dinosaurs are able to survive there.
  Hazards
  Food and Drink: While water is available in abundance 
  so long as there is snow, food is very hard to find. A Survival to 
  find food has a DC of 20.
  Snow and Ice: Tundras are often covered with snow and 
  ice. Snowbanks count as difficult terrain. It costs 2 squares of 
  movement to enter a square covered by an ice sheet, and the DC 
  of Acrobatics checks there increases by 5. A DC 10 Acrobatics 
  check is required to run or charge across an ice sheet.
  Storms: Tundras get very little precipitation and are con-
  sidered a type of desert; it may not snow often in the tundra, 
  but the snow and ice stays on the ground for most of the year.
  Table: Tundra Weather
  d100
  Wind Severity*
  d100
  Snow Severity*
  1-40
  1
  1-95
  1
  41-70
  2
  96-98
  2
  71-90
  3
  99-100
  3
  91-97
  4
  -
  4
  98-100
  5
  -
  5
  100^
  6
  -
  6
  100^
  7
  -
  7
  *Weather severity levels are based on the Weather sphere 
  from the Spheres of Power system.
  ^Weather of severity level 6 is so rare that a roll of 100 is 
  not enough. If a 100 is rolled when determining weather, roll 
  again to determine if the severity is level 5, 6, or 7: 1-80 means 
  level 5, 81-95 means level 6, and 96-100 means level 7.
  Encounters
  d%
  Encounter
  Avg. CR
  1–8
  1 wolf
  1
  9–12
  1 ghoul
  1
  13–18
  1 skulk
  1
  19–22
  1 cave fisher
  2
  23–30
  1d4 yellow musk zombies
  2
  31–34
  1 ice mephit
  3
  35–42
  2d4 raiders (human rogue 2)
  3
  43–46
  1d6 ghouls
  4
  47–52
  1 yeti
  4
  53–56
  1 polar bear
  5
  57–60
  1 winter wolf
  5
  61–68
  2d6 wolves
  6
  69–72
  1d6 polar bears
  8
  73–80
  2d4 raiders (human rogues 4)
  8
  81–84
  2d4 winter wolves
  10
  85–88
  1 adult white dragon
  10
  89–92
  1d6 frost drakes
  11
  93–96
  1 frost worm
  12
  97–98
  1d6 frost giants
  12
  99–100
  1 old white dragon
  13
  
  31
  Cryptwoods
  Of all the places to be found on the planet’s surface, none 
  are more terrible than the cryptwoods. ‘Cryptwood’ is not a 
  type of terrain, but is instead an augmentation of terrain; 
  cryptwoods can be found dotting the world, and mark loca-
  tions where the normal rules of reality don’t apply.
  Cryptwoods are born when the primordial energies that 
  birthed the Forest encounter locations of powerful magic, 
  combining to create something new. Examples of such places 
  of powerful magic include the resting places of artifacts, an-
  cient holy sites, powerful magical laboratories, layline nexus, 
  the demiplanes of unseen divine beings, particularly powerful 
  haunts, or any number of other locations where some source 
  of powerful magic can be found. Cryptwoods are usually found 
  in forest, swamps, jungle, or grassland terrains, as these are the 
  areas most filled with life, but it is theoretically possible for a 
  cryptwood to be found anywhere and in any terrain.
  Cryptwoods are only created when the Forest has had time 
  to tap into a power source, and can take years to form (and dis-
  appear within 1d4 hours when their power source is removed). 
  Simply having a powerful source of magic (such as an artifact in 
  the possession of a wondering PC) is not enough to cause the 
  surrounding area to become a cryptwood.
  Cryptwoods vary greatly from one to another. They can 
  have a diameter of a few miles or a few hundred miles, and 
  no two cryptwoods are exactly alike. Sometimes a cryptwood 
  might not even be identifiable from the outside as anything 
  of note, but other times a cryptwood might bear a unique or 
  frightening visage. Cryptwoods can be dark and sinister, light 
  and domineering, or even bear the unmistakable signs of sen-
  tience; it all depends on what power source gave birth to it, and 
  how that power manifests in the surrounding terrain.
  Conquering a cryptwood is the dream of many delvers, 
  but few make the attempt, and even fewer return alive. Those 
  who do, however, often come home bearing treasures the likes 
  of which gives birth to legends, spurring still more delvers to 
  dream of one day conquering a cryptwood for themselves.
  
  32
  Creating a Cryptwood
  Cryptwoods are rare, and almost never discovered by ac-
  cident; if the players encounter a cryptwood, odds are it is be-
  cause they or a patron first did research to discover an ancient 
  site of power. For example, if the campaign requires the PCs 
  to discover the resting place of an ancient divine artifact, if 
  that resting place is found in the Forest, then it would be a 
  cryptwood, which would have manifestations determined by 
  the power source and the divine portfolio of the divinity in 
  question. If a GM truly desires to determine cryptwoods by 
  random chance, every hex has a 0.1 percent chance of being a 
  cryptwood (a 100 roll on a d100 roll, followed by a 10 roll on 
  a d10).
  Power Source
  A cryptwood’s power is derived from a particular power 
  source, such as an artifact or ancient holy site, which the Forest 
  taps into and uses to fuel its growth. As such, the more powerful 
  the source, the larger and more frightening the cryptwood. For 
  more information, see Table: Cryptwood Power Sources
  Manifestations
  Cryptwoods are places where the usual rules of reality are 
  altered; through the strength of the power source, the Forest is 
  bent in strange and frightening ways that would otherwise be 
  impossible in the normal world.
  Every cryptwood possesses at least one means by which 
  these alterations are manifested, known as a manifestation. 
  While it would not be incorrect to call these manifestations 
  ‘magical effects’, these effects go far beyond magic and are 
  more akin to planar traits that have a limited reach; no amount 
  of dispel magic spells or anti-magic wards can hold back the 
  manifestations of a cryptwood.
  Depending on the strength of a cryptwood, a cryptwood 
  might have 1, 2, or even 3 manifestations. These manifestations 
  are usually chosen by the GM depending on which best match 
  with a cryptwood’s power source, but the GM may roll ran-
  domly if they so choose.
  Templates: Many manifestations add a template to crea-
  tures encountered within the cryptwood. These templates are 
  the result of the cryptwood’s power, and as such are not tradi-
  tionally gained (thus, if a manifestation calls for all creatures 
  to gain the half-dragon template, this does not mean that the 
  creatures do, in fact, have a dragon for a parent). These tem-
  plates are only gained by creatures the Forest considers to be a 
  part of itself (thus wild animals would as well as chaotic crea-
  tures who have made the cryptwood a permanent home, but 
  not visiting PCs or their tame animals or animal companions).
  These templates are gained when the creature enters the 
  cryptwood, and lost if and when the creature leaves.
  Table: Cryptwood Manifestations
  d100*
  Manifestation
  1-8
  fire
  9-16
  ice
  17-24
  acid
  25-32
  electricity
  33-39
  illusion
  40-46
  healing
  47-53
  shadow
  54-60
  gravity
  61-67
  time
  68-75
  sentience
  76-84
  necromancy
  85-92
  good
  93-100
  evil
  *Cryptwoods are almost always created only when and where 
  the plot demands, but random chance percentage is included 
  here as a GM aid, for when such randomness is desired.
  Fire
  The cryptwood is bathed in flames that somehow don’t 
  consume the plants and trees. The cryptwood has a heat se-
  verity level of 6* on the outskirts, which increases to level 7 
  when on the inner-half of the cryptwood. All creatures found 
  naturally within this area gain the half-dragon template (red).
  *Heat severity level 6: 1d6 fire damage every round (no 
  save), and a Fortitude save every round (DC 15, +1 per previous 
  check) or take 1d4 nonlethal damage. Heat severity level 7: 3d6 
  fire damage every round.
  Table: Cryptwood Power Sources
  d100*
  Strength of 
  Power Source
  Diameter of 
  Cryptwood
  Number of 
  Manifestations
  Example Power Sources
  1-30
  weak
  1 mile
  1
  Haunt, powerful magical laboratory
  31-55
  moderate
  5 miles
  1
  Minor artifact, ancient temples
  56-75
  strong
  20 miles
  2
  Major artifact, layline nexus
  76-90
  powerful
  100 miles
  2
  Divine sites
  91-100
  overwhelming
  500 miles
  3
  Etkinean Valley, Effugio island
  *Cryptwoods are almost always created only when and where the plot demands, but random chance per-
  centage is included here as a GM aid, for when such randomness is desired.
  
  33
  Ice
  The cryptwood is bathed in ice that never seems to disrupt 
  the greenery. The cryptwood has a cold severity level of 6 on 
  the outskirts, which increases to level 7 when on the inner-half 
  of the cryptwood. All creatures found naturally within this area 
  gain the half-dragon template (white).
  *Cold severity level 6: 1d6 frost damage every round (no 
  save), and a Fortitude save every round (DC 15, +1 per previous 
  check) or take 1d4 nonlethal damage. Cold severity level 7: 3d6 
  frost damage every round.
  Acid
  The ground and the trees of this cryptwood burns to the 
  touch like acid. Touching the ground or the trees deals 3d6 acid 
  damage per round to the creature (no save). All creatures found 
  naturally within this area gain the half-dragon template (green).
  Electricity
  The air within the cryptwood crackles with electricity. All 
  creatures who enter this cryptwood, regardless of where they 
  are, suffer 2d6 electricity damage per round. All creatures found 
  naturally within this area gain the half-dragon template (blue).
  Illusion
  The cryptwood is filled with objects that are not really 
  there, despite looking and feeling real. At any given time, il-
  lusionary building, ruins, or creatures can appear within this 
  area, often with the express purpose of hiding the cryptwood’s 
  secrets and throwing off visitors (Will DC determined by the 
  strength of the power source: weak DC 25, moderate DC 27, 
  strong DC 29, powerful DC 32, overwhelming DC 35).
  For every creature found as part of an encounter within 
  this cryptwood, 2 illusionary doubles appear as well. These dou-
  bles are considered a form of shadow conjuration and are qua-
  si-real; They possess half the hit points of the original creature, 
  and deal only half damage to creatures that recognize them as 
  illusionary (Will save DC same as above).
  Healing
  This cryptwood appears to be bathed in bright colors. The 
  area is strongly connected with positive energy; creatures dam-
  aged by positive energy suffer a -4 penalty to all ability scores 
  while within this area. Creatures encountered within this 
  cryptwood gain the advanced simple template, as well as regen-
  eration 20 (fire or acid).
  Shadow
  The cryptwood is filled with unnatural, palpable dark-
  ness, which doesn’t seem to impede its growth. The entire area 
  is filled with darkness, light sources only shed light in a 5 ft. 
  area, and darkvision is cut in half (maximum: 90 ft.). However, 
  all creatures encountered naturally within this area can see 
  through this darkness perfectly. Searching or traveling through 
  this cryptwood takes 4 times as much time, or only twice as 
  long for creatures with darkvision. Searching from the skies is 
  impossible.
  Gravity
  Gravity is twice as strong as it should be within this 
  cryptwood. All Acrobatics, Climb, Ride, and Swim checks in-
  cur a –2 circumstance penalty, as do all attack rolls. All item 
  weights are effectively doubled, which might affect a charac-
  ter’s speed. Weapon ranges are halved. Falling damage is calcu-
  lated with d10’s rather than d6’s.
  All creatures encountered naturally within this area are 
  unaffected by this increased gravity, and instead experience 
  the effects of weakened gravity. These creatures gain a +2 cir-
  cumstance bonus on attack rolls and on Acrobatics and Ride 
  checks. All items weigh half as much, and weapon ranges dou-
  ble. Falling damage is calculated with d4’s instead of d6’s.
  Time
  Time moves at different speeds within this cryptwood. 
  Visitors to the cryptwood are affected as if under the effects of 
  a permanent slow spell, while creatures encountered naturally 
  in the area are treated as if under the effects of a permanent 
  haste spell. These effects can be suppressed by their counter-
  part (for example, using slow on a hasted target suppresses both 
  effects) but not dispelled.
  Sentience
  This area of the Forest is ruled by a malignant intelligence 
  which infuses the flora and fauna, and is keenly aware of any vis-
  itors who enter. Stealth of any form is impossible for visitors to 
  this cryptwood, and all creatures encountered naturally within 
  this area possess the forest-touched template. Additionally, en-
  counters within this cryptwood are rolled 3 times more often.
  Necromancy
  Colors are dimmer in this area, and everything has a dead 
  appearance. The area is filled with negative energy, and crea-
  tures who are damaged by negative energy (other than those 
  encountered naturally within the cryptwood) suffer a -4 penalty 
  to all ability scores when within this area. All creatures encoun-
  tered naturally within this area gain the vampire template.
  Good
  This area is strongly associated with goodness, and appears 
  vibrant and filled with light. All creatures encountered here 
  naturally possess the half-celestial template. Any visiting crea-
  ture who opens their eyes within this area must pass a Fortitude 
  DC 15 saving throw each round or be blinded for 10 rounds. 
  Traveling through or exploring this cryptwood takes 4 times 
  as long.
  Evil
  This area is strongly associated with evil, and appears dead 
  and full of a malignant presence. All creatures encountered here 
  naturally possess the half-fiend template. All visitors to this 
  cryptwood must pass a Will DC 15 saving throw each round or 
  be frightened for 5 rounds. Traveling through or exploring this 
  cryptwood takes 4 times as long.
  
  34
  Sample Cryptwoods
  Augas’ Lair
  Strength weak; Manifestation acid
  A wizard of the Old World who was forced to abandon his 
  magical study, Augas left many valuable magical tools behind, 
  which were quickly consumed by the Forest and gave birth to 
  a small cryptwood. The small ruined hut at the center con-
  tains 30,000 gp in raw magical materials that can still be re-
  purposed for use in magic item creation, but so far the hut has 
  remained undetected, as the cryptwood’s acid makes it difficult 
  to approach.
  Chapel of Dulhin
  Strength powerful; Manifestation evil, fire
  Once, many centuries ago, the Chapel of Dulhim had been 
  home to a small but powerful group of demon cultists. The 
  temple was abandoned and would have floundered in obscurity, 
  but the Forest unearthed this ancient site and transformed the 
  surrounding area into a cryptwood. The ruins now sit near the 
  center of the cryptwood, buried underground except for a hole 
  in the roof opened by a tree root, and containing an unknown 
  amount of ancient wealth and magic items for whoever can 
  overcome its many trials.
  Effugio
  Strength overwhelming; Manifestation sentience, illu-
  sion, necromancy
  Effugio is one of the world’s great mysteries, as no one truly 
  knows what its power source is nor why it behaves the way that 
  it does. Effugio is ruled by someone or something; either an 
  intelligence inside of the Forest or a creature who commands 
  the cryptwood to do its bidding. The isle contains several 
  Lawful settlements and sends merchants to trade with outside 
  cities, but accepts no unsolicited visitors. The cryptwood, it 
  seems, does not bother those who have permission to enter 
  so long as they obey all rules, but visitors who enter without 
  permission or delve too deeply into the isle’s secrets are soon 
  found dead or driven insane by horrors both real and imagined.
  Heart of the Forest
  Strength overwhelming; Manifestation sentience, grav-
  ity, healing
  The Heart of the Forest is the cryptwood that has grown 
  up around the Etkinean Valley, the birthplace of the Forest it-
  self. Visible from miles around for its trees (at over 1,000 ft. 
  high, they are giants even by Forest standards), the Heart of 
  the Forest is held by the druids of the 7th Sphere, who allow 
  none but their own arch druids to enter the cryptwood’s central 
  grove.
  As the resting place of the valley, the broken walkways, the 
  birthplace of adamantine, and the palace of the ancient empire 
  of Utola, countless legends and theories abound as to what trea-
  sures of knowledge and power the 7th Sphere leadership might 
  be hiding within the Heart of the Forest, and many beings (in-
  cluding wizards, adventurers, and the rivals of the 7th Sphere: 
  the druids of the Druid Council) dream of one day claiming 
  the area as their own. However, with more than one army of 
  Chaotic creatures as well as the arch druids of the 7th Sphere 
  guarding the area, such a venture seems entirely impossible.
  
  35
  is for new delvers to begin their career in Pandurus, but for 
  more experienced delvers to seek their fortunes outside the 
  continent, using powerful ships to travel the world in search of 
  more lucrative digs.
  Landmarks
  Child’s Grove
  While not a specific landmark, ‘child’s grove’ is an import-
  ant location for delvers, and refers to the amorphous area round 
  the city of Andrus where the ruins have been delved to such a 
  degree that very little is left. Combined with the hunting par-
  ties from Andrus who slay many of the larger dinosaurs within 
  the area to sell as meat, it is perhaps the closest thing to a ‘safe’ 
  place to be found within the Forest.
  Many beginning delvers and delver guilds with new recruits 
  will use this area as a form of ‘delver training ground’ where 
  inexperienced delvers can earn a modest sum collecting what 
  loot remains while learning to work as a team and handle the 
  dangers of the Forest.
  On the continent of Pandurus and the nearby islands, the 
  area within 500 miles of Andrus suffers a -20 to d100 rolls made 
  on the terrain’s encounter table. Rolls that result in a 0 or lower 
  indicate no encounter was met. Likewise, rolls made to deter-
  mine the amount of salvage obtained from ruins suffers a -2 
  penalty per die. 
  From 500 miles to 1,000 miles, the penalty to encounter 
  rolls is reduced from -20 to -10, and rolls made to determine 
  salvage suffer a -1 penalty per die.
  The Heart of the Forest
  Once known as the Etkinean Valley, the Heart of the 
  Forest is the place where the Walkways were formed and shat-
  tered, and where the Forest first started growing. Its trees are 
  enormous even by Forest standards, and it is considered the 
  most sacred place on Khrone to the druids, both those of the 
  druid council and those of the 7th Sphere (although only the 
  7th Sphere is welcome). Currently under the control of the 7th 
  Sphere, no one other than its highest ranking priests and their 
  Chapter 4
  World Map
  With most of the world’s surface covered by Forest and air-
  ships the new preferred method of travel, the world of Khrone 
  has effectively shrunk; the actual size may be the same, but vast 
  oceans and seas of green mean that for most adventurers, the 
  places worth visiting (with the exception of the ruins that fuel 
  their profession, of course), are few and far between. Even the 
  planet’s geography, once rich and diverse, has become dimin-
  ished as all but the largest seas, mountains, and deserts have 
  vanished beneath the Forest canopy.
  Of the geological and political features the remain with-
  in the world, the largest are listed below. There are certainly 
  many more floating isles, mountaintop sanctuaries, refugee set-
  tlements, and smaller geological features left in the world, but 
  only the largest and most influential are included in this list.
  Continents
  Pandurus
  Once home to a vast human empire, Pandurus was the 
  original home of Finreche and the current home of Andrus, 
  although now it is little more than a vast temperate forest. 
  Because of the human tendency towards building and expand-
  ing, Pandurus is home to sprawling ruins, and even after years 
  of delving still produces valuable salvage.
  Pandurus is not only home to Andrus and many sprawling 
  ruins, but also the Heart of the Forest, located at what once was 
  the Etkinean Valley. Because of its position as the home of both 
  Andrus and the Heart of the Forest, Pandurus is considered by 
  many to be the centerplace for the battles that define the new 
  world; the place where Law and Chaos meet to engage in their 
  battles of influence.
  While there are still many ruins to be found on Pandurus, 
  the sheer number of delvers who live in Andrus, combined with 
  the sheer number of Chaotic tribes that live near the Heart 
  of the Forest (many of whom also delve ruins in search of Old 
  World power), means that the continent has begun to drop in 
  the amount of worthwhile salvage it produces. Today the trend 
  
  36
  trusted followers are allowed inside the grove, so few are sure 
  what rites, rituals, or creatures are to be found there.
  On the continent of Pandurus, the area within 500 miles 
  of the Heart of the Forest gains a +20 modifier to d100 rolls 
  made on the terrain’s encounter table. However, rolls made to 
  determine the amount of salvage obtained from ruins suffers 
  a -2 penalty per die. From 500 miles to 1,000 miles, these bo-
  nuses and penalties are reduced in half. Rolls that result in a 0 
  or lower indicate no loot was recovered, while encounter table 
  rolls that produce a result over 100 mean the GM should roll 
  on the encounter table twice, combining both results.
  Major Settlements
  Andrus: The City of Men
  Note: Andrus is a settlement of such massive size that it 
  is much more accurate to treat it as a series of settlements all 
  next to each other, each with its own culture, government, and 
  economics. For more information on this great city, see the 
  book Andrus: The City of Men.
  Trade Good Modifiers
  Creature Parts +1; Food +4 (+1)*; Gems, rare +0; 
  Manufactured goods +0; Metals, common +1; Metals, 
  precious +0; Metals, rare +1; Recreational products +2; 
  Spices +5 (+2)*; Stone -2; Textiles, common -2; Textiles, 
  rare +0; Wood, basic -3; Wood, rare +1
  *These goods only have such high modifiers for foreign foods 
  not locally grown or obtained by city hunters or merfolk: exotic spic-
  es, meat from sources other than dinosaurs, or other exotic specialty 
  foods.  Everything else suffers a -3 to this modifier (Food +1, Spices +2). 
  However, such foreign foods are also subject to a 30% tax if brought 
  in from outside the city, meaning (legal) sales also suffer this -3 to their 
  modifier. If the PCs are able to smuggle foreign foods in undetected, 
  however, they do not suffer this penalty and can use the higher modifier.
  
  37
  The last, great city of the surface, Andrus is a melting pot 
  of hundreds of races and cultures, banding together for surviv-
  al. Andrus contains representatives of virtually every race and 
  species, as those who could not escape to the skies or the seas 
  (and even many of those who did) cane together for mutual aid 
  and protection. Fed through trade deals with the Mer king-
  doms, Andrus is the closest thing to a world capital to come 
  out of the post-Forest era, and most travelers find themselves 
  in Andrus at least once in their lives.
  Baemor
  BaeMor         
   
            LN MeTropoLis
  Corruption +4; Crime +4; Economy +6; Law +5; Lore +6; 
  Society +3
  Qualities Pious, Prosperous, Rumormongering Citizens, Stra-
  tegic Location
  Danger +10
  deMoGraphics
  Government Autocracy
  Population 200,000
  NoTaBLe Npcs
  King Kaima IV, May His Power Touch the Stars (LN male 
  merfolk aristocraft 14)
  High Priestess Tavrae Currentpull (LG female merfolk cleric 
  10)
  MarkeTpLace
  Base Value 22,400 gp; Purchase Limit 150,000 gp; Spell-
  casting 9th; Minor Items All; Medium Items 4d4; Major 
  Items 3d4
  Trade Good Modifiers
  Creature Parts +0; Food -2; Gems, rare +2; Manufactured 
  goods +2; Metals, common +2; Metals, precious +2; Met-
  als, rare +2; Recreational products* +0; Spices +2; Stone 
  +1; Textiles, common* +0; Textiles, rare* +0; Wood, ba-
  sic* +0; Wood, rare* +0
  *Due to being underwater, there is little to no market at all for 
  these products, either buying or selling.
  Arguably the most powerful of all the merfolk kingdoms, 
  Baemor has made itself wealthy through its extensive trade re-
  lationship with Andrus, and is the heartbed of the economic 
  revolution that transformed the merfolk into the mercantile 
  force they are today.
  Baemor is ruled by a king (King Kaima IV, May His Power 
  Touch the Stars), but like almost all merfolk settlements is also 
  overseen by a High Priestess (Tavrae Currentpull), and has a 
  growing mercantile class that answers to no one but profit. 
  While the king still commands a great amount of power and is 
  certainly the wealthiest individual in the kingdom, the clash be-
  tween royalists who wish to keep the monarch and marketists 
  who seek greater control over their government is growing, es-
  pecially in light of the recent revolution in Welnachi.
  Merfolk generally have little interest in the surface world 
  beyond profit, as both geography and their own biology makes 
  travel on land cumbersome. However, it has been theorized 
  that the resources of Baemor are so great that, if they could 
  effectively be used to colonize the land, they might well prove 
  the most powerful nation in the world.
  Welnachi
  WeLNachi       
   
            Le MeTropoLis
  Corruption +7; Crime +6; Economy +7; Law -1; Lore +5; 
  Society +3
  Qualities pious, prosperous, rumormongering citizens
  Danger +10
  deMoGraphics
  Government Secret Syndicate
  Population 150,000 merfolk
  NoTaBLe Npcs
  Queen Tanisha, May Her Enemies Fall (NE female rogue 7)
  MarkeTpLace
  Base Value 20,800 gp; Purchase Limit 150,000 gp; Spell-
  casting 9th; Minor Items All; Medium Items 4d4; Major 
  Items 3d4
  Trade Good Modifiers
  Creature Parts +0; Food -1; Gems, rare +2; Manufactured 
  goods +2; Metals, common +2; Metals, precious +2; Met-
  als, rare +2; Recreational products* +0; Spices +2; Stone 
  +2; Textiles, common* +0; Textiles, rare* +0; Wood, ba-
  sic* +0; Wood, rare* +0
  *Due to being underwater, there is little to no market at all for 
  these products, either buying or selling.
  Baemor’s chief economic competitor, Welnachi does not 
  command the same resources and trade agreements as its ri-
  val, but tries to make up for this lack by thoroughlythuroughly 
  and completely dedicating itself to trade. Welnachi aggressively 
  sends merchants throughout the world, doing its best to claim 
  distant markets before its competitors can make use of them.
  In its fear of ‘losing’ to Baemor, the nation of Welnachi’s 
  dedicated everything to expanding its economic outreach, 
  sacrificing tradition, religion, alignment, and more in its zeal 
  for more profit, until it was too late and political revolution 
  became inevitable. Today, while the nation is still outwardly 
  ‘ruled’ but its ancient monarchy, this monarch is little more 
  than a mouthpiece, and answers in all things to a council of 
  merchants. Membership in this council is reserved for only the 
  most wealthy, and there are many Welnachi merchants willing 
  to do anything, including dealings with actual devils, to win 
  enough wealth to gain a seat.
  Morunei Monastery
  MoruNei MoNasTery     
            LN LarGe ToWN
  Corruption +4; Crime +0; Economy +0; Law +0; Lore +6; 
  Society -1
  Qualities Academic, Bibliophilic*, Holy Site, Pious (The Way)
  Danger +5
  *Bibliophilic settlements are dedicated to preserving knowledge and 
  gain a +4 to Lore.
  deMoGraphics
  Government Autocracy
  Population 4,000 (various)
  NoTaBLe Npcs
  Grant Master Taki Maiami (LN Old Male gnome monk 20)
  
  38
  MarkeTpLace
  Base Value 2,000 gp; Purchase Limit 10,000 gp; Spell-
  casting 9th; Minor Items 4d4; Medium Items 3d4; Major 
  Items 1d4
  Trade Good Modifiers
  Creature Parts -1; Food +2; Gems, rare +0; Manufactured 
  goods +1; Metals, common +1; Metals, precious +1; Met-
  als, rare +1; Recreational products +0; Spices +2; Stone 
  -2; Textiles, common -1; Textiles, rare -1; Wood, basic -2; 
  Wood, rare -1
  One of the 4 great monasteries, Morunei was an estab-
  lished and self-sustaining monastery of the Way before the Old 
  World passed, training monks and maintaining an extensive li-
  brary in the heart of the Audas mountains. When the Forest 
  grew, the monastery did take in a number of refugees and thus 
  expanded itself greatly, but for the most part Morunei has re-
  mained mostly unchanged for centuries.
  For many, Morunei is the unofficial head of the followers 
  of the Way; the monks of Morunei train extensively and travel 
  throughout the world, teaching their philosophy and defend-
  ing civilization wherever they find themselves. These traveling 
  monks and clerics return often with whatever Old World books 
  they can find, and Morunei contains one of the greatest librar-
  ies in the world.
  Some consider it dangerous that the leaders of the Way 
  can be found only a few hundred miles from the Heart of the 
  Forest, but others take heart knowing that Morunei stands in 
  defiance so close to the heart of the 7th Sphere.
  Heimaland
  Heimaland was the least upheaved continent when the 
  Forest came, as its distance from the Heart of the Forest meant 
  its people had time to prepare, and its many mountain ranges 
  kept the growth of the Forest mild, at least compared to the 
  rest of the world. Giant trees do still dot the landscape, but 
  Heimaland is also home to several large stretches of grasslands, 
  where either a lack of rain or high elevation have kept the trees 
  from growing as dense as in other parts of the world.
  
  39
  While there are many places on Heimaland where the 
  battle between Law and Chaos rages just as strongly as in oth-
  er parts of the world, due to its rolling grasslands and large 
  mountains, there are some locations on Heimaland that have 
  achieved what many feel constitutes a ‘hybrid’ form of civiliza-
  tion. In these areas, rather than engaging in deadly battles be-
  tween the Forest denizens and the last bastions of civilization, 
  Heimaland contains many nomadic tribes of dinosaur herders 
  who travel across the grasslands trading food with the Lawful 
  settlements that dot the higher elevations in exchange for man-
  ufactured goods.
  While some hold Heimaland up as a shining example of 
  how the two halves of the world can co-exist, others (both 
  Lawful and Chaotic) view this hybrid life as an abomination; 
  that being only ‘half corrupt’ is no different or less evil than, say, 
  committing ‘half-genocide’ or only worshipping half the Fiends. 
  Many well-travelled scholars also believe it is only Heimaland’s 
  unique geography and other, similar factors that has allowed 
  it to achieve this hybrid economy, meaning attempts to repli-
  cate this unique culture in other parts of the world might be 
  doomed to fail.
  Major Settlements
  Cloudtower Monastery
  cLoudToWer MoNasTery             LG sMaLL ciTy
  Corruption -1; Crime +1; Economy +3; Law +0; Lore +0; 
  Society +6
  Qualities Academic, Holy Site, Prosperious, Strategic Loca-
  tion
  Danger +5
  deMoGraphics
  Government Council
  Population 8,000 (various)
  NoTaBLe Npcs
  Council Chair Minele (LG female halfling cleric 14)
  Ambassador Chair Norslak (CG male cherufe barbarian 8)
  MarkeTpLace
  Base Value 5,600 gp; Purchase Limit 37,500 gp; Spell-
  casting 9th; Minor Items 4d4; Medium Items 3d4; Major 
  Items 1d6
  Trade Good Modifiers
  Creature Parts +1; Food +1; Gems, rare +1; Manufactured 
  goods -1; Metals, common +1; Metals, precious +1; Met-
  als, rare +1; Recreational products +2; Spices -1; Stone -1; 
  Textiles, common +1; Textiles, rare +1; Wood, basic +2; 
  Wood, rare +2
  One of the 4 great monasteries, Cloudtower was hast-
  ily constructed in the time before the Forest came to the 
  Heimaland continent to house as many people as possible to 
  protect them from the impending changes to the world. Over 
  the past hundred years the monastery has greatly expanded 
  even further, becoming the protector of the settlements that 
  dot the continent as well as the unofficial capital of the Lawful 
  settlements in the area.
  Cloudtower monastery was the primary site that bro-
  kered the ‘hybrid’ life that many settlements in Heimaland use, 
  and is ruled by a council that includes one seat reserved for 
  the Chaotic tribes (known as the ‘Ambassador Chair’) to en-
  sure their voice is heard. Cloudtower remains one of the only 
  monasteries of the Way to accept visitors from Chaotic philos-
  ophies, and its monks and clerics can often be seen traveling 
  throughout the continent, working to support its unique hy-
  brid way of life.
  Northlands
  A continent that rests at the very top of the world, the 
  Northlands were originally home to only a few scattered tribes 
  of humans and goblins, wandering the snows and living by hunt-
  ing the land’s few animals. With the advent of the Forest, how-
  ever, the Northlands have found themselves flooded with far 
  more people than the land can successfully sustain. However, 
  despite being a land of scarcity, it is also one of the few places 
  too inhospitable for the Forest to grow (in this case, due to 
  cold), meaning many still find it preferable to living in a more 
  southern climate.
  Today the Northlands struggles to sustain its new-found 
  population, with hunting parties seeking greater and more dan-
  gerous pray both in the Northlands and in the southern Forest 
  to attempt to feed the new, struggling cities. Both the ancient 
  native tribes and the new refugee cities trade and war with each 
  other in the name of survival, but only the future can tell if they 
  will find a way to live sustainably or not.
  Albala
  A small continent, Albala is divided sharply between the 
  mountains and desert in its north and the Forest in its south, 
  with grasslands marking the boundary between the two re-
  gions. This boundary is not only physical but also cultural, as 
  the grasslands mark the disputed territory between the Lawful 
  settlements of the North and the Chaotic settlements of the 
  South.
  The settlements in the North eek out a living as best they 
  can, often relying on raids into the grasslands to hunt game and 
  steal food from the southern tribes. At the same time, the set-
  tlements in the South attempt to eradicate those in the North 
  by controlling the grasslands and forbidding its food to them, 
  occasionally launching attacks against the Northern settle-
  ments in an attempt to drive them further away.
  While this war makes Albala unwelcoming to most delvers, 
  it can be extremely profitable for mercenaries, as both Lawful 
  and Chaotic adventurers find a never-ending supply of missions 
  awaiting them as the two sides seek to eradicate each other.
  Landmarks
  Danma Waste
  This small desert on the north side of the Danma moun-
  tains is small, but extremely dangerous. The site of an ancient 
  magic battle, the Danma waste is akin to a cryptwood, but in-
  stead of an intense Forest, it is a place of absolute nothing. The 
  Danma waste is a magical dead zone, where no spell or magic 
  item has any effect, yet it is also home to a great many mon-
  strous creatures, many of them being trapped denizens 
  
  40
  of other planes. No humanoids attempt to make their home in 
  the wastes, instead avoiding it as much as possible.
  Morago
  The largest of the Old World continents, Morago contains 
  both the Audas mountains and the Jeo desert, both of which 
  stretch for miles and contain perhaps the largest collection of 
  refugee settlements outside of Andrus itself. Morago is also 
  home to some of the seas large enough that they remain as lakes 
  in the New World, as well as the world’s last river visible from 
  the air, the Red River.
  In the Old World, Morago was large and contained a vast 
  number of civilizations, including the original forests that 
  housed the elves, the hills that housed many dwarven king-
  doms, and many orcish war camps. As such, it’s ruins are varied 
  and valuable.
  Landmarks
  Red River
  The Red River was not originally just a river, but was in-
  stead a series of thin lakes that divided the Northlands from 
  the southern continents. When the Forest claimed the shallow 
  lakes and seas as it’s own, the only part of this stretch of wa-
  ter to survive became known as the ‘Red River’, which feeds 
  the world’s last remaining true lakes: lake Middleson, lake 
  Cacephadas, and lake Eldiba.
  Jeo Desert
  The massive desert of the Morago continent is covered 
  with rolling sands and is such a harsh environment that the 
  only water to be found are in scattered oasis. While the Forest 
  cannot grow in such oasis, the plantlife around such places has 
  grown incredibly dangerous, making survival in the desert even 
  more difficult. However, as the largest stretch of land where 
  the Forest cannot grow, the Jeo desert contains many strug-
  gling communities, doing their best to survive in the terrible 
  environment.
  Major Settlements
  Irongate Monastery
  iroNGaTe MoNasTery                     Le LarGe ciTy
  Corruption +0; Crime -2; Economy +2; Law +6; Lore +5; 
  Society +2
  Qualities Academic, Holy Site, Insular, Superstitious; Disad-
  vantages Impoverished
  Danger +10
  deMoGraphics
  Government Magical
  Population 20,000 (various)
  NoTaBLe Npcs
  High Lord Demonfire (LE male elven cleric 15) 
  MarkeTpLace
  Base Value 4,000 gp; Purchase Limit 25,000 gp; Spell-
  casting 9th; Minor Items 2d4; Medium Items 1d6; Major 
  Items 1d4
  Trade Good Modifiers
  Creature Parts -2; Food +1; Gems, rare +0; Manufactured 
  goods +0; Metals, common -1; Metals, precious -1; Met-
  als, rare +1; Recreational products +2; Spices +2; Stone 
  -2; Textiles, common +1; Textiles, rare +1; Wood, basic +2; 
  Wood, rare +2
  One of the 4 great monasteries, Irongate was forged in the 
  Mayoph mountains in the south of Morago in the days of the 
  coming of the Forest. While no monasteries existed in the area 
  beforehand, the sheer size of the Mayoph mountains made it 
  an ideal place for refugees, and Irongate was forged to defend 
  and support them. Currently, the Mayoph mountains contain 
  a great population, far more than the mountains can reason-
  ably sustain, and it has fallen to Irongate not only to defend 
  them, but also to regulate and rule them. The rule of Irongate 
  is famously harsh and has even been known to traffic with un-
  savory powers to accomplish its goals, but the population of the 
  mountains is being sustained, so few are willing to risk upset-
  ting the delicate balance the place has achieved.
  Irongate produces more warriors than any other monas-
  tery, training monks not just in philosophy, but very specifically 
  in combat, sending them out to hunt monsters and dinosaurs to 
  provide the population of the mountains with food as a regular 
  
  41
  part of their training. While a few trainees are lost every year 
  due to these harsh training methods, those who survive develop 
  a fierce reputation as some of the greatest combatants in the 
  world.
  Nyumba
  The last continent to be consumed by the Forest, Nyumba 
  contained many mountain-dwelling peoples already, who were 
  able to survive the change without leaving their lands, although 
  life certainly still changed for them. These settlements survive 
  through hunting, farming, and herding as always, but with a 
  more dangerous edge as they attempt to navigate much more 
  dangerous flora and fauna than their ancestors did.
  In order to avoid upheaval, the settlements of Nyumba 
  accepted much fewer refugees than other parts of the world, 
  with some settlements accepting none at all. This means that, 
  whereas much of the rest of the world sees war between Lawful 
  settlements and Choatic tribes, Nyumba sees battles instead 
  between Lawful settlements, as refugees doing what they can 
  to survive at the edge of the Forest raid the ancient settlements 
  for the food they need.
  Nyumba is far away from where both the gnomes lived 
  and the cherufe were spawned, meaning there are very few 
  Forest tribes living on Nyumba. However, Nyumba was also 
  the birthplace of may forms of Kaiju, so while war with the 
  Chaotic tribes is less pronounced, the Forests of Nyumba are, 
  in many ways, even more dangerous than at found in the rest 
  of the world.
  Note: When rolling encounters on Nyumba, rolls that result in a 
  cherufe or gnome should be rerolled. If such rerolls result in a cherufe or 
  gnome 3 times in a row, a kaiju is found instead.
  Landmarks
  Phantom Wastes
  Located in the south of Nyumba, the area known as the 
  phantom wastes was originally home to several Old World large 
  and populous city-states. Rather than attempt to escape the 
  Forest through flight, these city-states attempted a joint mag-
  ical experiment to save themselves and their lands by folding 
  space around the area, creating a series of pocket dimensions 
  that would separate their cities from the world.
  These various pocket dimensions were implemented with 
  varying degrees of success; while some cities managed to hide 
  themselves and their lands, others found only partial success, if 
  that. Some demiplanes became subject to unanticipated planar 
  traits, such as slowed time or elemental effects. Some were in-
  capable of sustaining life, killing the citizens who were inside. 
  Others simply could not bring enough soil with them, and are 
  forced to enact raids on neighboring demiplanes for food and 
  supplies.
  The area around the south of Nyumba now known as the 
  Phantom Wastes has become such a maze of demiplanes that 
  few things can grow - or indeed live - within the area, which has 
  caused the area to become a wasteland. It is possible for outsid-
  ers to navigate the maze of demiplanes to visit the cities that 
  still live within the area, but doing so can be dangerous without 
  an expert guide, and few of the cities within the waste care to 
  receive guests from the outside world, anyway.
  Major Settlements
  Vigilance Monastery
  ViGiLaNce MoNasTery                LN LarGe ToWN
  Corruption -4; Crime +0; Economy +1; Law +1; Lore +4; 
  Society -2
  Qualities Academic, Holy Site, Prosperous
  Danger +5
  deMoGraphics
  Government Magical
  Population 4,000 (various)
  NoTaBLe Npcs
  Overlady Mionta (LN female half-elven oracle 11)
  MarkeTpLace
  Base Value 2,600 gp; Purchase Limit 15,000 gp; Spell-
  casting 9th; Minor Items 3d4; Medium Items 2d4; Major 
  Items 1d4
  Trade Good Modifiers
  Creature Parts +1; Food +2; Gems, rare -1; Manufactured 
  goods -2; Metals, common +1; Metals, precious +1; Met-
  als, rare +1; Recreational products -2; Spices +2; Stone 
  +0; Textiles, common -2; Textiles, rare -2; Wood, basic 
  +0; Wood, rare +1
  One of the 4 great monasteries, Vigilance sits atop the con-
  tinent of Nyumba. While all monasteries are dedicated to the 
  preservation of civilization, Vigilance had to deal with refugees 
  who were rejected from the local mountainous settlements, 
  and has had to have a more hands-on approach to preserving 
  knowledge.
  Vigilance does not protect an extensive library (at least not 
  as large as those in other monasteries) and instead is dedicated 
  to teaching and preserving crafts. Vigilance monastery produc-
  es wine, cloth, and other goods and is renowned for the quality 
  of its work. Provided they can reach the monastery and are will-
  ing to work hard, anyone can come to Vigilance to learn a trade 
  and will not be turned away.
  Major Islands
  Effugio
  While originally a large island of little repute, Effugio has 
  emerged in the New World as a place of power, although few 
  are sure how much. Home to possibly the largest cryptwood in 
  the world, Effugio is ruled over by the ‘Aspish’, although wheth-
  er the Aspish is one person, a group of people, an intelligence 
  of the cryptwood itself, or some other entity is unknown. It is 
  known that there are settlements to be found on the island, as 
  representatives of it have been known to visit other locations 
  seeking to buy and sell goods. However, very few visitors are 
  ever allowed to come to the island, and no one who has come 
  to the island secretly has ever returned, at least according to 
  rumor.
  The name ‘Effugio’ comes from a dwarven phrase that 
  roughly translates to ‘flee this place’.
  
  42
  Averansa Isle
  Averansa was the heartland of an ancient war in the Old 
  World between the living citizens of the north and the undead 
  army of the frozen south. However, the Forest forcefully put an 
  end to the northland and forced its denizens south to attempt 
  to claim a new home.
  While its been over a hundred years since the Forest grew, 
  this bitter war continues; scattered clans do their best to sur-
  vive, knowing that every soldier who dies becomes part of the 
  undead armies. These armies are commanded by a powerful 
  lich known as Lord Avonit, a being who is still trying to unite 
  Averansa under his rule, although for what purpose no one 
  knows.
  The Southern Archipelago
  The Southern Archipelago contains hundred of islands of 
  varying sizes, some too small to grow more than a single tree. 
  As such, it is a dangerous but still livable place, and contains 
  many settlements who survive by use of boats to travel, hunt, 
  and gather from the safer islands. The largest of these settle-
  ments are known as ‘floating cities’; fleets of boats that travel 
  the archipelago, crewed by men and women who spend most 
  of their lives on the water.
  Floating Settlements
  Elfwood
  eLfWood         
                 TN LarGe ciTy
  Corruption +0; Crime +1; Economy +3; Law +3; 
  Lore +6; Society +0
  Qualities Insular, Magically Attuned, Racially Intoler-
  ant (non-elves), Strategic Location
  Danger +10
  deMoGraphics
  Government Autocracy
  Population 14,000 (elves), 2,000 (others)
  NoTaBLe Npcs
  Elf King (TN male elf aristocrat 8)
  Vigilante Blackthorn (LG male elf vigilante 10)
  MarkeTpLace
  Base Value 10,400 gp; Purchase Limit 60,000 
  gp; Spellcasting 9th; Minor Items 4d4; Medi-
  um Items 3d4; Major Items 2d4
  Trade Good Modifiers
  Creature Parts -1; Food -2; Gems, rare +2; Man-
  ufactured goods +0; Metals, common +2; Met-
  als, precious +2; Metals, rare +2; Recreation-
  al products -1; Spices -1; Stone +1; Textiles, 
  common +0; Textiles, rare -1; Wood, basic -1; 
  Wood, rare -2
  Forged by elves when the Forest cut them off 
  from the fey realms, the Elfwood is a floating tes-
  timony to what nature used to be; a floating island 
  of Old World trees and animals, serving as home to 
  elves and others who are most at home in peaceful nature.
  Watered and preserved by powerful magic, the 
  Elfwood is the most self-sustained of all the 
  floating isles as well as the most suspicious 
  of outside visitors. Notoriously unwelcoming towards any who 
  aren’t elves, the city engages in very little trade. However, there 
  are forces at work within the Elfwood working to increase its 
  dealings with the outside world, particularly the vigilante black-
  thorn who is notorious for delivering justice towards those who 
  attempt to harm the non-elves living within the floating city.
  The Great Mountain
  The GreaT MouNTaiN                   LG LarGe ciTy
  Corruption +4; Crime -5; Economy +3; Law +8; Lore +3; 
  Society +3
  Qualities Academic, Insular, Racially Intolerant, Strategic Lo-
  cation, Superstitious; Disadvantages Impoverished
  Danger +10
  deMoGraphics
  Government Overlord
  Population 20,000 (dwarves)
  NoTaBLe Npcs
  Grand Emperor Gor VIII (LG male dwarf aristocrat 14)
  MarkeTpLace
  Base Value 4,400 gp; Purchase Limit 25,000 gp; Spell-
  casting 6th; Minor Items 2d4; Medium 
  Items 1d6; Major Items 1d4
  Trade Good Modifiers
  Creature Parts +2; Food +2; Gems, rare 
  +0; Manufactured goods -1; Metals, com-
  mon +0; Metals, precious +0; Metals, rare 
  +0; Recreational products +2; Spices +2; 
  Stone -2; Textiles, common +1; Textiles, 
  rare +1; Wood, basic +2; Wood, rare +2
  The last, great monument to the ancient 
  dwarves, the Great Mountain is a floating isle 
  powered by magic, steam, and alchemy. Heavy 
  and made almost entirely of stone, the Great 
  Mountain is literally the top of a mountain, 
  and is considered by many Dwarves to be their 
  true home, and they are fiercely proud of the 
  achievement it represents.
  Although many of their cities were underground, 
  the dwarven kingdoms present during the breaking 
  were not deep enough in the ground to avoid the 
  roots of the great trees, and many dwarven set-
  tlements were lost as their roofs were suddenly 
  caved in over their heads, and even settlements 
  built into small mountains were often over-
  run by Forest growth. To combat this, the 
  great dwarven emperor of the time called 
  for every magician and mechanist un-
  der his command and demanded 
  that they lift his home into the air 
  where it would be safe, creating 
  the Great Mountain.
  The Great Mountain has powerful engines 
  which demand fuel, and while more and more 
  enchantments have been laid on the Great Mountain 
  over time, a strong portion of the Great Mountain’s 
  economy is still dedicated to simply keeping the 
  
  43
  Great Mountain afloat. Combined with the difficulty of getting 
  food, the Great Mountain is actually quite a poor place, miss-
  ing much of the grandeur possessed by the ancient dwarves at 
  the time of its creation. Still, though, the Great Mountain is a 
  source of great pride for the scattered dwarven people, many 
  of whom would do anything to keep the mountain from ever 
  falling.
  Windfell Academy
  WiNdfeLL acadeMy        
           TN sMaLL ToWN
  Corruption -2; Crime +0; Economy +0; Law +0; Lore +6; 
  Society -2
  Qualities Greatly Academic, Magically Attuned
  Danger +0
  Greatly Academic: The settlement houses one of the greatest councils of 
  magic in the world. Increaese Lore +2. Increase spellcasting by 2 levels.
  deMoGraphics
  Government Magical
  Population 400; 100 students, 100 fey creatures, 200 merps
  NoTaBLe Npcs
  Headmaster Mardoc (LN male venerable orc incanter 24)
  MarkeTpLace
  Base Value 1,200 gp; Purchase Limit 6,000 gp; Spell-
  casting 9th; Minor Items 3d4; Medium Items 1d6; Major 
  Items none
  Trade Good Modifiers
  Creature Parts +0; Food +0; Gems, rare +2; 
  Manufactured goods +0; Metals, common 
  +0; Metals, precious +1; Metals, rare +2; 
  Recreational products +1; Spices +1; 
  Stone +0; Textiles, common +0; Tex-
  tiles, rare +1; Wood, basic +0; Wood, 
  rare +1
  Note: More information about 
  Windfell Academy can be found in the 
  book Wizard’s Academy.
  The greatest center for second-
  ary magical education in the world, 
  Windfell Academy was founded by 
  Old World spellcasters specifically to 
  preserve their knowledge and power 
  through the Old World’s passing. The 
  school was and is dedicated to pres-
  ervation, and many of the smaller 
  floating isles that exist in the world 
  were raised by the staff of Windfell 
  Academy as part of their efforts. 
  Today the Academy still fulfills 
  its primary purpose as a center of 
  learning, taking on students who 
  wish to push their magical power 
  to new levels, whatever their magic 
  source or tradition. Every teach-
  er at Windfell Academy is an al-
  most peerless master of magic, 
  although these days they 
  very rarely give favors; if one 
  desires access to the greatest magics imaginable, they would be 
  better served to enroll and learn such wonders for themselves.
  Finreche
  fiNreche        
                         LG MeTropoLis
  Corruption +2; Crime +3; Economy +4; Law +6; Lore +7; 
  Society +3
  Qualities Academic, Insular
  Danger +10
  deMoGraphics
  Government Magical
  Population 45,000 (40,000 humans, 5,000 other)
  NoTaBLe Npcs
  Grand Lord Farqul Viense (LG Old human Wizard 14)
  MarkeTpLace
  Base Value 16,000 gp; Purchase Limit 100,000 gp; Spell-
  casting 9th; Minor Items All; Medium Items 4d4; Major 
  Items 3d4
  Trade Good Modifiers
  Creature Parts -1; Food -1; Gems, rare +1; Manufactured 
  goods -1; Metals, common +2; Metals, precious +1; Met-
  als, rare +2; Recreational products -1; Spices -1; Stone +2; 
  Textiles, common -1; Textiles, rare +2; Wood, basic -1; 
  Wood, rare +1
  For many, Finreche is the last, true piece 
  of the Old World left, as it is the largest of 
  the floating isles and the only one that man-
  aged to not only preserve itself but also its 
  way of life.
  Finreche was ruled by an archmage at the 
  coming of the Forest, and was part of a mage con-
  sortium that valued magical prowess. When the 
  Forest came, Finreche managed to lift 
  the entire kingdom into the air, includ-
  ing not only the capital city, but also 
  miles of surrounding farmland and villag-
  es. Incidentally, it was this lifting of such a 
  massive piece of land that created the crater 
  in which Andrus would later be founded.
  While the island is not entirely self-sufficient 
  and must trade to survive, Finreche, with its Old World 
  farms and geography, still lives much as it always has.
  Densva
  deNsVa        
   
             LN LarGe ciTy
  Corruption +1; Crime -1; Economy +3; Law +5; Lore 
  +5; Society +2
  Qualities Insular, Notorious, Strategic Location, Super-
  stitious; Disadvantages Impoverished
  Danger +20
  deMoGraphics
  Government Magical
  Population 12,000 (8,000 humans, 1,200 halflings, 800 sky 
  gnomes, 2,000 other)
  NoTaBLe Npcs
  King Skithi (LN Old human sorcerer 11)
  
  44
  MarkeTpLace
  Base Value 7,200 gp; Purchase Limit 50,000 gp; Spell-
  casting 6th; Minor Items 2d4; Medium Items 1d6; Major 
  Items 1d4
  Trade Good Modifiers
  Creature Parts +2; Food +1; Gems, rare +1; Manufactured 
  goods -1; Metals, common +2; Metals, precious +1; Met-
  als, rare +2; Recreational products -1; Spices -2; Stone +2; 
  Textiles, common -1; Textiles, rare -2; Wood, basic +0; 
  Wood, rare +2
  The second-largest floating island, Densva has much in 
  common with Finreche, except it was created with much less 
  skill and precision. The isle is kept afloat by a necrotic engine, 
  which requires a steady supply of death to keep it in the air. 
  As such, Densva is the world’s second-largest buyer of corpses, 
  beaten only by the cryptyards of Andrus.
  Densva buys bodies from visitors at a rate of 15 gp per Hit 
  Die, and all corpses created on the island are considered the 
  immediate property of the state. Necromancy involving ani-
  mating corpses is a capital offense, and even resurrecting a fall-
  en comrade requires buying the body back from the state; a 
  process known as paying the ‘resurrection tax’ of 25 gp per Hit 
  Die.
  Because of its dependency upon fuel as well as its need to 
  import food, Densva is an impoverished island, but still man-
  ages to be a breeding ground for smugglers, thieves, and mur-
  derers, as many pirates will use Densva as a dumping site for 
  whatever food, goods, and bodies are left over from any ships 
  they overtake.
  Crossroads
  crossroads      
   
          TN LarGe ToWN
  Corruption +4; Crime +5; Economy -2; Law -7; Lore +2; 
  Society -4
  Qualities Notorious, Prosperous, Strategic Location
  Danger +35
  deMoGraphics
  Government Anarchy
  Population 2,000 (various)
  NoTaBLe Npcs
  Chief Mechanic Wizbang (TN male old goblin alchemist 12)
  MarkeTpLace
  Base Value 3,400 gp; Purchase Limit 20,000 gp; Spell-
  casting 5th; Minor Items 3d4; Medium Items 2d4; Major 
  Items 1d4
  Trade Good Modifiers
  Creature Parts -2; Food +1; Gems, rare -5*; Manufactured 
  goods +1; Metals, common +1; Metals, precious -5*; Met-
  als, rare -5*; Recreational products -2; Spices +2; Stone 
  +0; Textiles, common +1; Textiles, rare +2; Wood, basic 
  +1; Wood, rare -5*
  *Crossroads is one of the few settlements in the world where ob-
  jects such as rare gems, precious metals, rare metals, and rare woods 
  are bought and sold in large quantities, so long as any PC wishing to 
  sell such merchandise is willing to sell for half market value, just as 
  one might sell pieces of equipment or other salvage (which is why these 
  items are listed as having a -5 modifier, or -50%).
  This floating city is not a piece of land, but is instead an 
  enormous air station built of wood, steel, and cloth, floating 
  above the world through the power of alchemy and dirigi-
  bles. While there are many smaller air stations in the world, 
  Crossroads is the largest and most famous, as it has become 
  famous and the port of call for many high-level delvers and ad-
  venturers the world over.
  Crossroads is always filled with the latest delver gossip, and 
  always positions itself wherever the lucrative delves are hap-
  pening, so as to serve as the most convenient port for high-level 
  delvers. This floods the crossroads market with quality salvage 
  such as rare metals and gems, making it one of the few places 
  on the planet where such things can be bought cheaply, making 
  Crossroads also a popular place for high-level traders eager to 
  find goods worth transporting throughout the world.
  When selling salvage, rare gems, precious metals, rare met-
  als, and rare wood in Crossroads, the settlement’s usual pur-
  chase limit does not apply; with a DC 20 Diplomacy check, 
  the PCs can usually find a merchant with a purchase limit of 
  400,000 gp willing to deal with them, but only if they are will-
  ing to sell such items at half market value as one might a piece 
  of standard equipment (which is where the -5 trade modifier 
  listed above comes from for such items).
  Crossroads is technically run by a chief engineer and his 
  clan who keep the ship floating and enforce the rules against 
  causing damaging the station, but otherwise Crossroads has 
  very little oversight, and is considered a very dangerous place 
  for any non-veteran delver to visit. However, while thievery is a 
  problem on Crossroads, it is not nearly as rampant as one might 
  expect. While often the only protection a visitor is afforded is 
  what they bring themselves, most visitors to the air station are 
  powerful enough that few would-be thieves are willing to risk 
  making enemies of them.
  
  45
  Table: Exploration Time (land, 1 hex)
  Party Speed
  Desert, Grass-
  lands, or Tundra
  Forest, Jungle, 
  Mountains, or 
  Swamp*
  15 feet
  3 days
  5 days
  20 feet
  2 days
  4 days
  30 feet
  1 day
  3 days
  40 feet
  1 day
  2 days
  50 feet
  1 day
  1 day
  *Parties without reliable darkvision or light sources in temperate 
  forest, swamp, or jungle terrains double these numbers.
  Exploring from the air is much quicker, but less precise; 
  although airships are generally too large to fly under the cano-
  py, most professional delvers employ a technique of descending 
  a little ways through the canopy to observe the Forest floor 
  before climbing back up, moving the airship, and doing it 
  again. By using the canopy in this fashion, it becomes possible 
  to search the Forest relatively quickly and safely, although of 
  course ruins cannot be excavated without descending all the 
  way to the Forest floor.
  The time required to search the Forest floor from the air 
  is determined by the speed of the airship (which is measured 
  in 30 ft. spaces), but only to a point; the fastest ships in the 
  world must still go slow enough for the crew to observe the sur-
  roundings. Searching the Forest floor from the air also means 
  that darkvision is no longer helpful, as the distance from the 
  canopy to the floor is simply too great for most darkvision to 
  penetrate.
  Chapter 5
  Searching  
  for Ruins
  Unless a crew of delvers has a map and is searching for a 
  specific location, finding ruins often involves descending into 
  the Forest and searching along the floor for the remains of 
  buildings. Sometimes nothing is discovered. Sometimes a delv-
  er might find a ruined farmhouse or another solitary building. 
  At other times, a delver might uncover a lost castle or city with 
  more loot than they could possibly carry.
  Exploring the Wilderness: In Pathfinder, sandbox ex-
  ploration is done in ‘hexes’; hexagonal-shaped areas that are 12 
  miles from corner to corner, covering a total of just under 95 
  square miles.
  There are two ways to explore a hex; from the ground or 
  from the air.
  When traveling on the ground, the total amount of time it 
  takes to walk across a hex or to explore one thoroughly is deter-
  mined by the base movement speed of the party.
  Table: Travel Time (land, 1 hex)
  Party Speed
  Grasslands
  All Other 
  Terrain*
  Canopy
  15 feet
  11 hours
  16 hours
  32 hours
  20 feet
  8 hours
  12 hours
  24 hours
  30 feet
  5 hours
  8 hours
  16 hours
  40 feet
  4 hours
  6 hours
  12 hours
  50 feet
  3 hours
  5 hours
  10 hours
  *Parties without reliable darkvision or light sources in temperate 
  forest, swamp, or jungle terrains double these numbers.
  
  46
  Table: Exploration Time (air, 1 hex)
  Ship Speed (30 ft. 
  spaces)
  Desert, Moun-
  tains, Grass-
  lands, or Tundra
  Forest, Jungle, or 
  Swamp
  1
  16 hours
  4 days
  2
  12 hours
  3 days
  3
  8 hours
  2 days
  4
  6 hours
  1 day
  5+
  4 hours
  1 day
  Settlements: Along with ruins, there is always the chance 
  that, when searching a hex of territory, that the PCs will dis-
  cover a settlement; chaotic tribes living in the Forest or lawful 
  refugees making a living in the mountains, tundra, or desert. 
  While some GMs will wish to determine the locations of all 
  such settlements before any exploration happens, some prefer 
  to keep things completely random.
  There is a 5% chance when exploring the canopy, temper-
  ate forest, jungle, or marsh that the PCs will stumble upon a 
  Chaotic settlement. When searching mountains, deserts, or 
  tundra, there is a 10% chance of finding a Lawful settlement; 
  there are still many small settlements that came into existence 
  when people fled the Forest that are still doing their best to eke 
  out an existence in those harsh terrains.
  Table: Lawful Settlements
  D20
  Settlement
  1-6
  Shack (1d6 people)
  7-11
  Thorpe (less than 20 people)
  12-15
  Hamlet (21–60 people)
  16-18
  Village (61–200 people)
  19-20
  Small town (201–2,000 
  people)
  Table: Chaotic Settlements
  D20
  Settlement
  1-4
  Thorpe (less than 20 people, 
  unwelcoming)
  5-6
  Thorpe (less than 20 people, 
  welcoming*)
  7-9
  Hamlet (21–60 people, 
  unwelcoming)
  10-11
  Hamlet (21–60 people, 
  welcoming*)
  12-13
  Village (61–200 people, 
  unwelcoming)
  14
  Village (61–200 people, 
  welcoming*)
  15-16
  Small town (201–2,000 
  people, unwelcoming)
  17
  Small town (201–2,000 
  people, welcoming*)
  18-19
  Large town (2,001–5,000 
  people, unwelcoming)
  20
  Large town (2,001–5,000 
  people, welcoming*)
  *Welcoming tribes are willing to accept visitors and engage in 
  trade with visitors. Unwelcoming tribes are suspicious of strangers and 
  hostile towards non-Chaotic creatures.
  Finding Ruins
  When searching the Forest or Jungle, there is a 20% chance 
  of finding ruins of some sort within the area (while ruins can 
  and do exist in other terrain types, they are not so common 
  that they usually show up with a random search without GM 
  discretion). These ruins can range from the remains of an old 
  shack to entire ancient cities.
  Table: Random Ruins
  D100
  Ruins
  1-18
  Shack
  19-33
  Farm
  34-45
  Building
  46-53
  Grand building
  54-63
  Thorp
  64-72
  Hamlet
  73-79
  Village
  80-85
  Small town
  86-90
  Large town
  91-94
  Small city
  95-97
  Large city
  98-99
  Metropolis
  100
  Ancient Dungeon
  The following search times and information assumes a par-
  ty of about 4 who are staying together. GMs should feel free to 
  adjust these times to reflect the reality of a given party.
  Excavating Ruins
  Sometimes, the players will have found a hitherto un-
  touched piece of ruins. Other times, the ruins they found 
  might have already been picked clean by previous delvers or 
  Forest denizens. Some ruins are so large it would take a crew of 
  4 months to sort through everything.
  The amount of salvage a ruin contains, as well as the time it 
  takes to completely search that, is outlined below. All rolls have 
  a minimum result of 0; it is impossible to find negative salvage. 
  When salvage it found, it takes about 1 hour to load a ton onto 
  a ship (assuming of course the ship has a means of collecting 
  salvage found on the ground). These times assume a party of 
  about 4 working together; for every small crew of subordinates 
  
  47
  aiding in the search, divide both the search time and the load 
  time in half.
  It is also sometimes wise for the PCs to hone their search; 
  rather than taking everything they can, they instead find the 
  buildings with the highest chance of containing valuable sal-
  vage and begin their excavation there. Identifying the building 
  with the highest level of salvage is similar to finding the most 
  valuable item in a horde; it requires a standard action and a DC 
  20 Appraise check. Searching a home or building identified in 
  this fashion usually requires at least 1 hour, but at the GM’s 
  discretion might take up to 4 hours depending on the size of 
  the building.
  Shack: Shacks contain very little salvage. Searching a 
  shack takes about 1 minute.
  Shacks have a 50% chance of 
  containing a rank E lucky find.
  Farm: Farms are usually 
  small, but designed to house 
  large families and animals. 
  It takes about 10 minutes to 
  search a farm.
  A farm has a 50% chance of 
  containing 1 ton of salvage, 
  which may be rank E (1-50) or 
  rank D (51-100).
  Building: Buildings include 
  taverns, mills, churches, sta-
  bles, and other single struc-
  tures. It takes about 1 hour to 
  search a building.
  A building has contains 1d6-2 
  tons of salvage, which may be 
  rank E (1-40), rank D (41-80), 
  or rank C (81-100).
  Grand Building: A grand 
  building is a single building 
  that is constructed to a grand-
  er scale than normal. Grand 
  buildings include cathedrals, 
  monasteries, mansions, lavish 
  inns, military forts, and other, 
  similar structures. It takes 
  about 4 hours to search a 
  grand building.
  Grand buildings contain 
  1d12-4 tons of salvage, which 
  may be rank E (1-30), rank D 
  (31-60), rank C (61-80), rank B 
  (81-95), or rank A (96-100).
  Thorpe: Thorpes are small 
  collections of homes, which 
  usually have a population of 
  under 20. Because of commu-
  nity infrastructures and the space a community can cover, 
  it takes 4 hours to search a thorpe completely.
  A thorpe contains 1d6-2 tons of rank E salvage, and 1d4-2 
  tons of rank D salvage.
  Hamlet: Hamlets are settlements that house between 
  21-60 people. It takes about 8 hours to search a Hamlet 
  completely.
  A hamlet contains 1d8-3 tons of rank E salvage, 1d6-2 tons 
  of rank D salvage, and 1d3-2 tons of rank C salvage.
  Village: Villages are settlements that house between 
  61-200 people. It takes about a full day to search a village 
  completely.
  The average village contains 1d12-4 tons of rank E salvage, 
  1d8-3 tons of rank D salvage, and 1d4-2 tons of rank C 
  salvage.
  
  48
  Small Town: Small towns are settlements that house be-
  tween 201-2,000 people. It takes about a week to search a 
  small town.
  The average small town contains 1d20-5 tons of rank E 
  salvage, 1d12-4 tons of rank D salvage, 1d6-2 tons of rank 
  C salvage, and 1d3-2 tons of rank B salvage.
  Large Town: Large towns are settlements that house 
  between 2,001-5,000 people. It takes about two weeks to 
  search a large town.
  The average large town contains 1d100-10 tons of rank E 
  salvage, 1d20-5 tons of rank D salvage, 1d8-3 tons of rank 
  C salvage, and 1d4-2 tons of rank B salvage.
  Small City: Small cities are settlements that house 
  between 5,001-10,000 people. It takes about a month to 
  search a small city.
  The average small city contains 2d100-20 tons of rank E 
  salvage, 1d100-10 tons of rank D salvage, 1d20-5 tons of 
  rank C salvage, 1d6-2 tons of rank B salvage, and 1d3-2 
  tons of rank A salvage.
  Large City: Large cities are settlements that house 
  between 10,001-25,000 people. It takes about 3 months to 
  search a large city.
  The average large city contains 10d100-100* tons of rank 
  E salvage, 2d100-20 tons of rank D salvage, 1d100-10 tons 
  of rank C salvage, 1d20-5 tons of rank B salvage, and 1d6-2 
  tons of rank A salvage.
  Metropolis: Metropolis’ are settlements that house 
  over 25,000 people. It takes about 6 months to search a 
  metropolis, but particularly large metropolises (50,000+) 
  can take a year or more.
  The average metropolis contains 100d100-1,000* tons 
  of rank E salvage, 10d100-100* tons of rank D salvage, 
  2d100-20 tons of rank C salvage, 1d100-10 tons of rank 
  B salvage, and 1d20-5 tons of rank A salvage. At the GM’s 
  discretion, particularly large metropolises might have 
  double or even triple these amounts.
  Ancient Dungeon: Wonders of the ancient world or 
  ruins of civilizations that have been dead for thousands of 
  years; the deep roots of the Forest cannot destroy every-
  thing, and sometimes even uncover what was once lost 
  under the earth.
  These ruins are deep and filled with dangers; they con-
  tain no salvage, but sometimes contain far more valuable 
  ancient relics. No two ancient dungeons are alike, and the 
  details of what they are and what they contain are com-
  pletely determined by the GM.
  *When rolling such high numbers, it is best to simply use an ad-
  ditional 10-sided die for every additional digit. Thus, 10d100 becomes 
  1d100 multiplied by 1d10, while 100d100 becomes two d100 rolls mul-
  tiplied together.
  Running and Playing a 
  Woodfaring Game
  There are many different ways to play the Pathfinder 
  Roleplaying Game: intrigue plots, gladiatorial combats, horror 
  investigations, and other options each call for slightly different 
  GMing styles and character builds to better meet the challeng-
  es commonly faced. 
  In a similar way, the threats and challenges of Forest explo-
  ration and sandbox gaming also calls for a slightly different style 
  of both GMing and character creation than many other games. 
  While Khrone can be host to any number of campaigns in any 
  number of genres, there are some things both players and GMs 
  should know before running a game that very well might end up 
  delving the Forest at one time or another.
  Random Encounters
  While the GM is free to script any number of encounters 
  in their games, sandbox adventures rely on random encounters, 
  some of which might be significantly above the PC’s current 
  level. Such imbalanced encounters are not to be avoided by the 
  GM; indeed, they are part of the fun. Woodfaring is not an easy 
  job where PCs roll a few dice and come away with a cargo hold 
  full of treasure. It is a dangerous job, where the PCs might very 
  well need to run away and leave valuable loot behind in order 
  to make their escape.
  When beginning sandbox adventures, make sure the party 
  understands that charging the enemy without a plan, or assum-
  ing the GM has made sure each encounter won’t be lethal, will 
  more often than not get them killed. Instead, woodfaring as at 
  its best when the players have contingency plans and prepara-
  tions for any number of situations, such as buying extra magic 
  items, spending feats learning backup weapons, or hiring a crew 
  full of crossbowmen to back the party up in emergencies.
  Broad instead of Deep
  Sandbox games, by definition, are games where neither the 
  PCs nor the GM entirely know what will happen next. As such, 
  they are more prone than other adventures to go to unexpected 
  places. PCs who are built to excel at only one aspect of the 
  game, or who possess only a single combat tactic, no matter 
  how powerful, will likely face situations beyond their expertise. 
  When an entire party is built out of such highly-focused ex-
  perts, that party’s tactics may quickly fall apart.
  When building for sandbox adventures and especially 
  when delving the dangers of the Forest, being highly specialized 
  is not nearly as effective as having broad skills that can cover a 
  vast variety of situations. Many sandbox characters take backup 
  skills, purchase backup equipment, and master backup tactics 
  for when their main tactic inevitably fails. After all, a character 
  may be the greatest longsword fighter and most powerful tank 
  in the world, but that will avail him nothing when facing amet 
  cherufe sorcerers who can attack him from the treetops or pri-
  mordial leapers who can simply jump over him and attack the 
  rest of the party.
  
  49
  Guided Randomness
  The rules presented in this book are designed to facilitate 
  sandbox adventures, but the charts and tables included herein 
  are only a tool; one of many a GM has at their disposal. The 
  random rolls presented above can supply wonderful ideas and 
  concepts, but it is up to the GM to put those concepts together 
  into a story. As such, a GM should always feel free to deviate 
  from these tools when doing so better serves the fun.
  There are dozens of adventures that could very well befall 
  PCs searching the Forests that cannot be covered by random 
  chance. Deadly rivals, ancient temples, and uncovering myster-
  ies are the sort of plots that lead to amazing adventures, and 
  often it is losing spoils, not gaining them, that makes for the 
  greatest drama. The PCs finding ruins is a session. The PCs 
  racing another delver to a set of ruins only to be captured by 
  Forest gnomes is a campaign.
  Money is Fluid
  In a game of Pathfinder, a certain amount of player power 
  comes from wealth; even if the PCs have little actual currency 
  on them, the number of magic items considered ‘normal’ for 
  their level is expressed as a gp amount. While many PCs will 
  try and keep money around to pay for spells and other expen-
  ditures, others may spend all their money on a new weapon the 
  moment they get it.
  A woodfaring game, however, has a much greater use 
  for currency than many other games; ships must be built or 
  purchased, crew must be paid and fed, fuel purchased, etc.. 
  Sometimes, such as when faced with a threat far above their 
  CR, the PCs’ best plan may involve spending money on hired 
  officers and a large crew of crossbowmen to temporarily in-
  crease their power. Other times, the players might have several 
  digs in a row come up mostly empty and need to pawn off their 
  equipment to pay their debts.
  Perhaps paradoxically, woodfaring is often at its most fun 
  when the players think money is less important, not more. A 
  player who fears he must spend every copper coin he earns on 
  a stronger sword cannot enjoy the process of earning money 
  and spending money that keeps a woodfarer’s ship fueled and 
  staffed. Whether an understanding is reached through discus-
  sion or through the use of the Automatic Bonus Progression 
  from Pathfinder Unchained, both players and GMs should un-
  derstand that there is much to spend money on beyond equip-
  ment in woodfaring adventures, and that riding the ups and 
  downs of fortune and poverty is as much a part of the fun as 
  any other aspect of the game. 
  Optional: Multiple Characters
  Because of the nature of sandbox adventures, there is a 
  significant and very real chance of party death. After all, even 
  the most prepared of adventurers might find themselves the 
  victims of unlucky rolls.
  While some GMs might want to help the PCs escape such 
  unlucky fates, there is another way of handling the potential for 
  PC death: the introduction of secondary characters. 
  Often, especially as they grow in wealth and fame, delving 
  crews must take on crewmen and apprentices; men and women 
  who might not be part of the core party, but nonetheless are full 
  members of the delving crew. This includes officers, navigators, 
  or subsidiary adventuring parties who share their loot with the 
  company in exchange for equipment and aid. Sometimes this 
  could even include family members of the primary characters 
  who want to follow their kin into the delver profession. These 
  secondary characters needn’t be completely fleshed out, but 
  some players enjoy having secondary or tertiary characters or 
  even entire parties they can play from time to time for a change 
  of pace. 
  While not all adventuring parties require secondary char-
  acters, preparing for character death in this fashion can make 
  it much easier to accept when a delve goes wrong and a new 
  character must be written up.
  
  50
  Chapter 6
  Player Options
  Class  
  Options
  Kaiju Bloodline (sorcerer 
  bloodline)
  Class Skill: Handle Animal.
  Bonus Spells: long arm (3rd), bull’s 
  strength (5th), heroism (7th), charm monster 
  (9th), animal growth (11th), transformation 
  (13th), magical beast shape (15th), iron body 
  (17th), dominate monster (19th).
  Bonus Feats: Diehard, Endurance, 
  Extra Evolution, Ferocious Beast, Great 
  Fortitude, Iron Will, Monstrous Companion, 
  Toughness.
  Bloodline Arcana: You have one few-
  er spell known at each level (including can-
  trips) than is presented on Table: Sorcerer 
  Spells Known. You gain an animal compan-
  ion from the druid companion list, using your 
  sorcerer level as your effective Druid level. 
  Add all summon nature’s ally spells to your 
  sorcerer spell list; you do not automatically 
  add them to your spells known, but may se-
  lect and learn them and in all ways treat them 
  as if they were sorcerer spells.  
  Bloodline Powers: Your body is at-
  tuned with the magic of the kings of mon-
  sters, and lesser monsters bow to your power.
  Monstrous Empathy (Ex): At 1st level, you 
  gain Wild Empathy, as the druid class feature, 
  treating your sorcerer levels as druid 
  levels for this purpose. At 7th level, 
  you no longer suffer a penalty when using this ability on magical 
  beasts with an intelligence of 2 or less. 
  Powerful Companion (Ex): At 3rd level, your animal compan-
  ion gains an eidolon evolution pool with 1 point and counts as 
  an eidolon for the purpose of feats such as Extra Evolution. At 
  11th level, this pool increases to 2 points. At 17th level, this pool 
  increases to 3 points. The animal companion must conform to 
  any limitations of the evolution. For instance, only an animal 
  companion of an appropriate size and base form can have the 
  mount evolution. If you gain a new animal companion, your old 
  
  51
  animal companion loses this evolution pool, and you can select 
  new evolutions for the new animal companion.
  Tongue of the Beast (Ex): At 9th level, you can converse with 
  any animal, as if under the effects of a speak with animals spell. 
  At 13th level, you may speak and understand any magical beast 
  as well. At 17th level, you may speak and understand any living 
  creature.
  Summon Monstrous Allies (Sp): At 15th level, whenever you 
  summon an animal or magical beast using a summon nature’s 
  ally spell, you summon one additional creature of the same 
  kind.
  King of Monsters (Ex): At 20th level, you have become one 
  with the monsters you command. You are forevermore treated 
  as a magical beast rather than as a humanoid (or whatever your 
  original type was) for the purpose of spells and other magical 
  effects.You gain regeneration 1 (fire or acid).
  Magonian (Hedgewitch 
  Tradition)
  Class Skills: Knowledge (geography), Knowledge (na-
  ture), Survival
  You are one with the storm.
  Tradition Benefit
  You treat all weather effects as being one level less severe 
  for yourself and for your attuned vehicles. This does not apply 
  to wind on a given round if you so choose, such as when trav-
  eling the same direction as the wind and wanting to take full 
  advantage of the increased speed.
  Tradition Power
  You are attuned to the magic of the sky and clouds, and 
  know how to converse with the soul of a ship to gain its favor.
  You gain a pool of attunement points equal to 3 + 1/2 your 
  hedgewitch level. These points refresh once per day after 
  roughly 8 hours of rest. As a standard action, you may spend 
  one or more attunement points to accomplish one of the fol-
  lowing actions. 
  You may create a cloud that fills a 20 ft. radius area cen-
  tered on you. All vision (including darkvision) is obscured in 
  this cloud; targets within 5 ft. of a creature gain concealment (a 
  20% miss chance), while targets more than 5 ft. away gain to-
  tal concealment (a 50% miss chance). You cannot create clouds 
  underwater, and a moderate wind (11+ mph) disperses the cloud 
  in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 
  round. This cloud lasts for 1 round per level.
  At 5th level, you may center this cloud anywhere within 
  close range (25 ft. + 5 ft. per level).
  At 9th level, you can choose to make your clouds solid. 
  Creatures moving through a solid cloud move at half their nor-
  mal speed and take a -2 penalty on all melee attack and melee 
  damage rolls. The vapors prevent effective ranged weapon at-
  tacks (except for magic rays and the like). A creature or object 
  that falls into a solid cloud is slowed so that each 10 feet of 
  vapor that it passes through reduces the falling damage by 1d6. 
  A creature cannot take a 5-foot-step while in a solid cloud. Solid 
  clouds, and effects that work like solid clouds, do not stack with 
  each other in terms of slowed movement and attack penalties.
  Unlike normal clouds, only a severe wind (31+ mph) dispers-
  es these vapors, and it does so in 1 round.
  At 13th level, you may choose to make your clouds elec-
  tric. Electric clouds deal 2d6 electricity damage per round to 
  each creature and object inside it. A cloud can be both solid and 
  electric if you so choose.
  At 17th level, you can choose to make your clouds noxious. 
  Creatures inside a noxious cloud must pass a Fortitude save 
  (DC 10 + 1/2 Hedgewitch level + CAM) each round or be nause-
  ated for that round. This is a poison effect. A cloud can be solid, 
  electric, and noxious if you so choose.
  In addition to the powers listed above, you may spend 24 
  hours aboard an air vehicle to attune yourself to that vessel. You 
  may only attune one vessel at a time, plus an additional vehicle 
  for every 4 additional hedgewitch levels you possess (two at lev-
  el 5, three at level 9, four at level 13, and five at level 17). If you 
  wish to attune yourself to a vehicle when already at your limit, 
  you must choose a previous attunement to lose in its place. A 
  vehicle can only be attuned to one magonian at a time.
  In addition to the previously-mentioned powers, you gain 
  several special effect you may spend attunement points to ac-
  complish that relate specifically to an attuned vehicle. Some of 
  these effects are investments; an investment lasts until you rest 
  to regain attunement points, at which time you may choose to 
  continue the effect by not recovering the attunement points 
  spent to create the effect. You must be touching an attuned 
  vehicle to spend an attunement point on that vehicle.
  • 
  As an investment, you gain blindsense in a 30 ft. radius 
  around your attuned vehicle. This cannot detect any-
  thing inside the airship nor attached to the airship, but 
  can reveal the presence of things around the airship such 
  as trees, mountains, or other airships. This blindsense in-
  creases by 30 ft. for each additional attunement point so 
  spent, and you may spend as many points as you desire 
  with the same standard action.
  • 
  You may spend a point to make a piloting check for an 
  attuned vehicle even when you are not at its controls.
  • 
  You may spend a point to heal a location on your attuned 
  vehicle for an amount of hp equal to 5x your class level. 
  You must be touching the location to be healed.
  • 
  As an investment, you may spend 2 points to grant an 
  attuned vehicle one hardpoint of enchantment engine. 
  You may invest multiple points with the same standard 
  action, but no more than two per hardpoint of the at-
  tuned vehicle.
  • 
  You may invest a point into an engine (including sails) or 
  siege engine aboard your attuned vehicle. Every point so 
  invested counts as 2 crew members for meeting the pre-
  requisite number to fully operate the engine or siege en-
  gine. You may invest multiple points with the same stan-
  dard action, but no more than one per required crew of 
  the engine or siege engine.
  
  52
  Tradition Secrets
  A hedgewitch with the magonian tradition adds the follow-
  ing secrets to those she may select:
  Siege Engineer: You gain the Siege Engineer feat, even if 
  you do not meet the prerequisites.
  Bond Vehicle (Su): You can spend 2 attunement points to 
  attune yourself to a vehicle as a standard action without having 
  to have been aboard it for 24 hours. You can now attune your-
  self to any vehicle, whether or not it is an air vehicle (although 
  granting the vehicle the enchantment engine does cause it to 
  count as an air vehicle). This can allow you to create impromp-
  tu vehicles (attaching a guidance sail or an oar to a statue or 
  wooden plank to create an impromptu raft, for example). An 
  impromptu vehicle must be able to hold at least one passenger 
  to count as a vehicle.
  Cloud Cover (Su): You may create a cloud that treats ei-
  ther yourself or one of your attuned vehicles as its center point; 
  wherever the center point moves, the cloud moves as well.
  Cloud Mastery: Your clouds can be created anywhere 
  within medium range (100 ft. + 10 ft. per level). As a move ac-
  tion you may direct any of all of your clouds to move up to 30 
  ft. in any direction.
  Extra Attunement: Increase your attunement pool by 2. 
  If you do not possess an attunement pool, this grants you an 
  attunement pool of 2. You may select this secret multiple times. 
  The effects stack.
  Know Weather (Ex): You always know what the weather 
  will be like in your area for the next 24 hours. This provides 
  you with advance warning of wind, rains, etc., but only reveals 
  natural weather (i.e., it cannot reveal magical weather effects 
  before they occur). 
  See Through Clouds (Su): Your vision is no longer im-
  paired by fog, clouds, or mist.
  Tradition Grand Secrets
  A hedgewitch with the magonian tradition adds the follow-
  ing secrets to those she may select:
  Cloud Immunity (Ex): You can move through solid 
  clouds you create as if it weren’t solid, and do not take damage 
  from your own acid clouds.
  Cloud Walk (Su): You can climb up or walk on clouds 
  and fog as if they were solid ground. This applies to all clouds 
  and fogs, not just those you create. Climbing a cloud or fog 
  has a Climb DC of 10. Solid clouds or similar effects (such as 
  a solid fog spell) have a Climb DC of 5. This does not impede 
  you from running through clouds and fog as normal, but at any 
  given time you can simply choose to begin climbing up through 
  them, and may treat the tops of them as if they were normal 
  ground. As a free action you may choose to stop treating clouds 
  in this manner and fall through them normally.
  Perfectly Solid Cloud: You must possess Cloud Walk to 
  gain this grand secret. When you make your clouds solid, you 
  may choose to make your clouds completely walkable; all crea-
  tures and objects, not only yourself, can stand on their tops as 
  if they were solid ground. Other creatures cannot choose to 
  stop treating your clouds as if they were normal, but you 
  may, as a free action, cause a cloud to stop acting as 
  solid ground, causing all creatures and objects on top of it to fall 
  through. You may cause a solid cloud to resume acting as solid 
  ground as a free action.
  If a target is falling and you manage to catch them with a 
  perfectly solid cloud, you may catch them in such a way as to 
  completely negate their falling damage.
  Permanent Control: You no longer need to spend at-
  tunement points to pilot your attuned vehicle from a distance, 
  and can do so over any distance as a swift action instead of 
  a standard action. You may pilot any number of your attuned 
  vehicles with the same swift action. You always know the direc-
  tion and distance to your attuned vehicles.
  Tradition Mastery
  At 20th level you may activate any usage of your magonian 
  tradition power as a swift action instead of a standard action. 
  If you possess Permanent Control, you may command your at-
  tuned vessels as a free action once per round instead of a swift 
  action.
  New Hedgewitch Secrets
  Amateur Magonian: You gain the magonian tradition 
  benefit. You count as possessing the magonian tradition when 
  qualifying for secrets. You cannot select this secret if you al-
  ready possess the magonian tradition.
  Prestige Classes
  The following are some of the prestige classes available to 
  PCs and NPCs of Khrone.
  Forest Lord
  Forest Lords are the true masters of the new world, for 
  they have become so much a part of the Forest that it treats 
  them as one of its own. Rather than battle the Forest for con-
  trol, the Forest Lord knows that submission is the path to pow-
  er, and revels in the might of the Forest as a cleric might revel 
  in the power of their god.
  Class Details
  Alignment: Any Chaotic
  Hit Dice: d6
  Requirements
  To qualify to become a forest lord, a character must fulfill 
  all the following criteria.
  Caster Level: 5 (w/ nature sphere)
  Magic Talents: Nature sphere (plant package)
  Skills: Acrobatics 5 ranks, Knowledge (nature) 5 ranks, 
  Survival 5 ranks
  Special: Must be a member of the 7th Sphere.
  Class Skills
  The forest lord’s class skills are Climb, Handle Animal, 
  Knowledge (geography), Knowledge (nature), Perception, Ride, 
  Spellcraft, Survival, Swim, and Use Magic Device.
  Skill Ranks at Each Level: 4 + Int modifier.
  
  53
  Class Features
  Weapon and Armor Proficiency: A forest lord gains 
  the Tribal Training martial talent.
  Tribal Training: You gain proficiency with the atlatl dart, 
  battle poi, boomerang, greatclub, hunga munga, klar, knobker-
  rie, rhomphaia, tepoztopilli, terbutje, and the wahaika. You 
  may treat each of these weapons as if they possessed the fragile 
  weapon special feature for the purpose of feats or talents you 
  possess. Whenever you roll a critical hit with a fragile weapon, 
  you may give it the broken condition to automatically confirm 
  the critical hit. Associated Feat: Disposable Weapon.
  Casting: A forest lord may combine spheres and talents to 
  create magical effects. A forest lord is considered a High-Caster 
  and uses Wisdom as her casting modifier. (Note: All casters gain 
  2 bonus talents and may select a casting tradition the first time 
  they gain the casting class feature).
  Spell Pool: A forest lord gains a small reservoir of energy 
  she can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  class level + her casting ability modifier (minimum: 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A for-
  est lord gains 1 magic talent 
  every time she gains 
  a caster level, ac-
  cording to Table: 
  Forest Lord. This 
  does not stack with 
  caster 
  levels 
  gained 
  from other sources.
  Cryptwood Connection: The forest lord gains DR 
  equal to his level as well as a bonus to saving throws equal to his 
  level against damage and effects that originate from cryptwood 
  effects.
  Favored Terrain: The forest lord gains a favored terrain, 
  as the Ranger class feature. However, the forest lord can only 
  choose either forest, jungle, or swamp as a favored terrain, un-
  less she already possesses all three. At 5th level, the forest lord 
  gains a second favored terrain, and may increase the bonuses 
  associated with one terrain by +2. The forest lord’s class levels 
  count as ranger levels for the purpose of gaining additional fa-
  vored terrains if the forest lord gains them from another source.
  Master Leaper: The forest lord gains the Talented Leaper 
  feat, even if he does not meet the prerequisites. If she already 
  possesses this feat, she may immediately retrain it. In addition, 
  the forest lord gains a bonus to Acrobatics checks made to 
  jump equal to twice her forest lord level.
  Forest’s Strength: At 2nd level the forest lord gains a +2 
  inherent bonus to Strength and a climb speed of 20 ft. At 4th 
  level, the inherent bonus increases to +4 and the Climb speed 
  increases to 30 ft. If the forest lord already has a Climb speed, 
  add these Climb speeds together.
  Master Geomancer: The distance at which 
  the forest lord can use geomancing increases by 
  one step: Close range becomes medium range, 
  medium range becomes long range, and long 
  range becomes extreme range (1000 ft. +100 ft. 
  per level). If using the Rapid Growth advanced 
  talent, double its area.
  Forest Heart: At 5th level the forest lord’s in-
  herent bonus to Strength increases to +6 and their 
  Climb speed increases to 40 ft. The forest lord is 
  considered a native inhabitant of any cryptwood 
  he enters; he does not suffer adverse effects and 
  instead gains any templates or bonuses granted to 
  animals within the area.
  Table: Forest Lord
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +1
  +1
  +1
  Cryptwood connection, favored 
  terrain, master leaper
  +1
  1
  2nd
  +1
  +1
  +1
  +1
  Forest’s strength
  +2
  2
  3rd
  +1
  +2
  +2
  +2
  Master geomancer
  +3
  3
  4th
  +2
  +2
  +2
  +2
  Forest’s strength
  +4
  4
  5th
  +2
  +3
  +3
  +3
  Favored terrain, forest heart
  +5
  5
  
  54
  Table: Aeronaut Captain
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex Save
  Will Save
  Special
  Martial Talents
  1st
  +1
  +1
  +0
  +1
  Air of command, siege 
  engineer, veteran sailor
  1
  2nd
  +2
  +1
  +1
  +1
  Inspire crew
  2
  3rd
  +3
  +2
  +1
  +2
  Aura of command
  3
  4th
  +4
  +2
  +1
  +2
  Advanced crew leadership
  4
  5th
  +5
  +3
  +2
  +3
  Master commander
  5
  If the aeronaut captain already possesses the Siege Engineer 
  feat or the Exotic Weapon Proficiency feat for any siege engine, 
  he may immediately retrain them.
  Veteran Sailor: An aeronaut captain gains a bonus equal 
  to his class level to Craft (cartography), Heal, Profession (car-
  pentry), Profession (chef), Profession (courtesan), Profession 
  (navigator), Profession (sailor), Profession (siege engineer), and 
  Profession (soldier).
  Inspire Crew: Beginning at 2nd level, an aeronaut captain 
  may spend a standard action to grant a bonus perk of his choice 
  to one large crew, two medium crews, or up to 4 small crews 
  under his command. Every crew gains the same perk. The aero-
  naut captain does not need to be the officer leading that crew, 
  so long as the crew can see and hear him and recognizes him as 
  their captain. This perk lasts for 1 minute per aeronaut captain 
  level. An aeronaut captain can use this ability a number of times 
  per day equal to his aeronaut captain level.
  Aura of Command: Beginning at 3rd level, all allies with-
  in 60 feet of the aeronaut captain or within a vessel he com-
  mands (including the aeronaut captain himself) receives a +2 
  morale bonus on saving throws against charm and compulsion 
  spells and effects.
  Advanced Inspire Crew: Beginning at 4th level, an aero-
  naut captain can activate inspire crew as a swift action instead 
  of a standard action, and may grant this benefit to up to 2 large 
  crews, 4 medium crews, or 8 small crews.
  Master Commander: At 5th level, whenever the aero-
  naut captain uses his inspire crew ability he may grant 2 perks 
  instead of 1. 
  In addition, the aeronaut captain can spend a standard ac-
  tion to rally his crew, granting all allies within 60 feet an addi-
  tional saving throw against any one spell or effect that is tar-
  geting them. This save is made at the original DC. Spells and 
  effects that do not allow saving throws are unaffected by this 
  ability. An ally cannot benefit from this ability more than once 
  per day.
  Aeronaut Captain
  Many creatures may command ships, but a true aeronaut 
  captain is something else entirely. These are the veterans of a 
  hundred voyages and a thousand dangers, who are far more at 
  home on a ship deck than they ever could be at home. An aero-
  naut captain is a beacon of hope for his crew, and his presence 
  alone seems to push his ship to unfathomable heights.
  Class Details
  Alignment: Any
  Hit Dice: d10
  Requirements
  To qualify to become an aeronaut captain, a character must 
  fulfill all the following criteria.
  Skills: At least 5 ranks in three of the following skills: Craft 
  (cartography), Heal, Profession (carpentry), Profession (chef), 
  Profession (courtesan), Profession (navigator), Profession (sail-
  or), Profession (siege engineer), and Profession (soldier)
  Class Skills
  The aeronaut captain’s class skills are Appraise, Bluff, 
  Diplomacy, Fly, Heal, Intimidate, Knowledge (geography), 
  Knowledge (local), Knowledge (nature), Knowledge (planes), 
  Perception, Profession, and Survival.
  Skill Ranks at Each Level: 6 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: An aeronaut captain 
  gains the Firearm Proficiency martial talent. If the aeronaut 
  captain already possesses this talent, they may gain any one feat 
  of their choice.
  Firearm Proficiency (discipline)
  You gain proficiency with all firearms (except siege weapons) and 
  the Gunsmithing feat.
  Combat Training: An aeronaut captain may combine 
  combat spheres and talents to create powerful martial tech-
  niques. Aeronaut captains are considered Expert combatants 
  and use Wisdom as their practitioner modifier.
  Air of Command: An aeronaut captain gains a bonus 
  equal to his aeronaut captain level to all Charisma-based skill 
  checks made aboard any vessel of which he is the currently act-
  ing captain, as well as to any loyalty checks he makes.
  Siege Engineer: The aeronaut captain gains the Siege 
  Engineer feat, whether or not he meets the prerequisites. 
  
  55
  Table: Tempestarii
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Caster Level
  Magic Talents
  1st
  +0
  +0
  +0
  +1
  Rapid weather
  +1
  1
  2nd
  +1
  +1
  +1
  +1
  Ship smasher
  +2
  2
  3rd
  +1
  +1
  +1
  +2
  Grand weather
  +3
  3
  4th
  +2
  +1
  +1
  +2
  Ship killer
  +4
  4
  5th
  +2
  +2
  +2
  +3
  Deadly weather, instant weather
  +5
  5
  Tempestarii
  Many lucrative airship crews will employ a ‘weather witch’ 
  to manipulate the winds for them. A tempestarii, however, is 
  a master of weather to a degree difficult for many to fathom. 
  A true tempestarii is a painter and the skies are his canvas; he 
  can not only push an airship to great speeds, but can also just as 
  easily can knock an offending ship out of the sky.
  Class Details
  Alignment: Any
  Hit Dice: d6
  Requirements
  To qualify to become a tempestarii, a character must fulfill 
  all the following criteria.
  Caster Level: 5 (w/ weather sphere)
  Magic Talents: Weather sphere
  Skills: Knowledge (nature) 5 ranks
  Class Skills
  The tempestarii’s class skills are Fly, Intimidate, Knowledge 
  (geography), Knowledge (nature), Perception, Profession, 
  Spellcraft, and Survival.
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A tempestarii gains 
  no proficiency with any weapon or armor.
  Casting: A tempestarii may combine spheres and talents 
  to create magical effects. A tempestarii is considered a High-
  Caster and may use either Intelligence, Wisdom, or Charisma 
  as her casting modifier. (Note: All casters gain 2 bonus talents 
  and may select a casting tradition the first time they gain the 
  casting class feature).
  Spell Pool: A tempestarii gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier (minimum: 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A tempestarii gains 1 magic talent ev-
  ery time he gains a caster level, according to Table: tempesta-
  rii. This does not stack with caster levels gained from other 
  sources.
  Rapid Weather: A tempestarii is an expert at manipu-
  lating weather, and can do so much more quickly than most. 
  When using control weather to change the weather’s severity, 
  the change happens by an additional level per round for every 
  tempestarii level possessed; 2 steps at level 1, 3 steps at level 2, 
  etc.
  Ship Smasher: Beginning at 2nd level, when damaging 
  objects (including airships and other vehicles) with his weather 
  effects (including cold, heat, and lightning), the damage is not 
  divided in half, as would be normal for energy effects.
  Grand Weather: The reach of your weather effects in-
  creases: medium range becomes long range, while long range 
  becomes extreme range (1000 ft. +100 ft. per level). If using the 
  Climate advanced talent, double its reach.
  Ship Killer: Beginning at 4th level, damage dealt to ob-
  jects (including airships and other vehicles) by the tempestarii’s 
  weather effects are doubled.
  Deadly Weather: At 5th level, whenever you deal damage 
  with a weather effect created by control weather, it deals max-
  imum damage.
  Instant Weather: At 5th level, when the tempestarii uses 
  control weather to change the weather’s severity, the change 
  happens immediately, no matter how many levels the severity 
  is being changed.
  
  56
  Equipment
  Table: Equipment
  Item
  Price
  Weight
  Climber’s kit*
  80 gp
  5 lbs.
  Climbing pick*
  20 gp
  2 lbs.
  Climbing spurs 
  (pair)
  20 gp
  1 lb.
  Lifeline
  5 sp
  2 lbs.
  Outfit, aeronaut’s
  10 gp
  8 lbs.
  Outfit, aeronaut 
  captain
  35 gp
  10 lbs.
  Rope, forest 
  (hemp)
  15 gp
  175 lbs.
  Rope, forest (silk)
  150 gp
  85 lbs.
  Rope, forest 
  (spider silk)
  1,500 gp
  70 lbs.
  Rope, forest 
  (bloodvine)
  3,000 gp
  85 lbs. 
  Tinted goggles
  2 gp
  0.5 lbs.
  Forest winch
  100 gp
  500 lbs.
  *These items were first printed in other Pathfinder Roleplaying 
  Game products, but are reprinted here for ease of use.
  Climber’s Kit
  Price 80 gp; Weight 5 lbs.
  These crampons, pitons, ropes, and other tools give you a 
  +2 circumstance bonus on Climb checks.
  Climbing Pick
  Price 20 gp; Weight 2 lbs.
  A climbing pick is a one-handed item that aids in climbing. 
  A hand holding a climbing pick counts as being open for the 
  purpose of making Climb checks, and grants its wielder a +1 cir-
  cumstance bonus to Climb checks. This stacks with the bonus 
  granted by a climber’s kit and climbing spurs
  Climbing Spurs
  Price 20 gp; Weight 1 lb.
  Climbing spurs can be attached to a creature’s feet to al-
  low them to better climb trees. Wearing climbing spurs grants 
  a creature a +1 circumstance bonus on Climb checks, which 
  stacks with the bonus granted by a climber’s kit and a climbing 
  pick. However, walking over wood flooring, stone, pavement, 
  or other non-dirt surface while wearing climbing spurs counts 
  as walking through difficult terrain. It takes 1 minute to put on 
  or remove climbing spurs. Both climbing spurs of a set must be 
  worn to have any benefit.
  Lifeline
  Price 5 sp; Weight 2 lbs.
  A lifeline is a 15 ft. piece of hemp rope with a metal link 
  on both ends, allowing the lifeline to be quickly attached and 
  detached from a ship’s anchor points and a crewman’s leather 
  harness. Lifelines keep crewmen from falling overboard when 
  the ship dives, climbs, or pitches during battle, and are usually 
  sold and used in sets of two so a sailor can move through the 
  ship by attaching and detaching lifelines without spending too 
  much time exposed to danger.
  Forest/Canopy Travel
  Forest/Canopy Travel
  Outfit, Aeronaut’s
  Price 10 gp; Weight 8 lbs.
  This set of clothes is the standard uniform for those who 
  sail the skies as part of a private crew. It includes sturdy boots, 
  gloves, leather breeches, a belt, a loose shirt with a leather vest 
  or loose corset, a pair of tinted goggles, and a harness for at-
  taching lifelines to the ship. The aeronaut’s outfit comes with 
  two lifelines.
  Outfit, Aeronaut Captain’s
  Price 35 gp; Weight 10 lbs.
  An aeronaut captain’s outfit is similar to an aeronaut’s out-
  fit but of very fine quality with additional buttons designs, and 
  the leather vest is traded out for a long leather coat. The outfit 
  also comes with a large, elaborate hat. The aeronaut captain’s 
  outfit is designed to mark someone as holding authority over a 
  crew and to help the wearer project an air of confidence to in-
  spire their crew. Wearing an aeronaut captain’s outfit grants an 
  aeronaut captain a +2 bonus to all Charisma-based skill checks 
  involving members of his own crew.
  Tinted Goggles
  Price 2 gp; Weight 0.5 lbs.
  These goggles are part of an aeronaut’s outfit, and help pro-
  tect their eyes from the sun’s glare during flight. Attempting a 
  profession (sailor) check or otherwise working on the deck of 
  an airship at dawn or dusk without a set of tinted goggles causes 
  the creature to suffer a -2 penalty.
  
  57
  Rope, forest
  The distance between the canopy and the Forest floor is 
  usually about 600 ft., sometimes more, meaning anyone at-
  tempting to climb up or down between the two has a great 
  distance to cover. Forest ropes are 750 ft. long and are thick 
  enough to hold a great amount of weight, making them perfect 
  for wrapping around a ship’s mast or body to anchor it before 
  dropping the rest off the side of the ship.
  Hemp Forest Rope This 750-foot length of hemp rope 
  can hold up to 10,000 lbs. safely, has 4 hp and a break DC of 25. 
  Price 15 gp; Weight 175 lbs.
  Silk Forest Rope This 750-foot length of silk rope can 
  hold up to 15,000 lbs. safely, has 6 hp, and a break DC of 26. 
  Price 150 gp; Weight 85 lbs.
  Spider Silk Forest Rope This 750-foot length of spider 
  silk rope can hold up to 20,000 lbs. safely, has 8 hp, and a break 
  DC of 27. Price 1,500 gp; Weight 75 lbs.
  Bloodvine Forest Rope This 750-foot length of tough, 
  lightweight rope is made from alchemically treated bloodvine, 
  a rare scarlet-colored vine that grows only in warm jungle en-
  vironments A bloodvine forest rope can hold up to 30,000 lbs. 
  safely, has a hardness of 5 and 15 hit points, and a break DC of 
  32. Price 3,000 gp; Weight 85 lbs.
  Forest Winch
  Price 100 gp; Weight 500 lbs.
  The forest winch is a large wooden platform attached to 
  Forest ropes that may be raised or lowered from the side of 
  a ship but turning the winch. Forest winches not only allow 
  an airship to raise and lower crewmembers to the Forest floor 
  without requiring them to climb up and down themselves, but 
  it makes it much easier to load salvage onto a ship. A forest 
  winch can hold up to 10,000 lbs. (5 tons), but realistically can 
  fit up to 2 tons of salvage with a couple handlers without risking 
  anything tipping over the side or a wooden board breaking at 
  an inopportune time.
  The realities of climbing up the side of a tree mean that 
  ships without a winch or another reliable method of getting 
  salvage up to their airship (such as smaller vehicles that can 
  descend from the canopy or crewmembers with a fly speed) of-
  ten cannot transport more than 3/4ths of the salvage in a dig to 
  their ship, as some objects are simply too large to carry. Loading 
  and unloading a few tons of salvage can also take several hours if 
  goods must be transported solely in a crewmember’s backpack. 
  Thus, many crews will make sure to have at least one winch, 
  as well as several backup forest ropes, on board at all times to 
  ensure that no crewmember or piece of salvage is needlessly 
  left behind.
  Turning a winch is slow, and it usually takes 20 minutes to 
  safely descend to or ascend from the Forest floor. A winch can 
  be destroyed by dealing damage to the Forest ropes that attach 
  it to the ship. The wooden platform, however, has a hardness of 
  5, 30 hp, and a break DC of 25.
  
  58
  Chapter 7
  Templates
  Forest-Corrupted
  Forest-corrupted creatures are intelligent beings who have 
  been taken by the Forest and transformed into pack animals 
  for its own use. Nearly mindless and filled with an insatiable 
  rage, those who believe the Forest is sentient theorize the cor-
  rupted are the Forest’s shock troops, which it sends to spread 
  its seeds to new or damaged locations as subverted carriers. 
  Forrest-corrupted are easy to identify thanks to the plant-like 
  vines that appear to be woven throughout their flesh. It is rare 
  for a Chaotic creature to become a forest-corrupted, but it is 
  not unheard of.
  Forest-corrupted is an acquired template that can be added 
  to any living, corporeal creature with an Intelligence score of at 
  least 3 (referred to hereafter as the base creature). A forest-cor-
  rupted retains all the base creature’s statistics and special abili-
  ties except as noted here.
  Challenge Rating: Same as base creature +2
  Alignment: Always Chaotic Neutral. They are motivated 
  only by rage and a desire to spread the Forest’s spores.
  Type: Creature type changes to plant. It retains any sub-
  types and gains the augmented subtype. Do not recalculate hit 
  dice, base attack bonus, or saving throws.
  Armor Class: Natural armor bonus improves by +4.
  Special Qualities and Defenses: A forest-corrupted 
  gains greensight 60 feet and plant traits.
  Melee: A forest-corrupted has two slam attacks. These 
  slam attacks deals damage as appropriate for the base creature’s 
  size (see “Natural Attacks”). If the base creature can use manu-
  factured weapons, the forest-corrupted can as well.
  Special Abilities: A forest-corrupted retains all the spe-
  cial attacks of the base creature and gains all the special abili-
  ties listed below:
  Bestiary
  There are many monsters and adversaries that can be en-
  countered in Khrone, many of which can be found in the vari-
  ous published Bestiaries for the Pathfinder Roleplaying Game. 
  This chapter focuses on monsters that are unique to Khrone, as 
  well as providing sphere variantes (for both the Spheres of Power 
  and Spheres of Might systems) for monsters commonly encoun-
  tered by woodfarers. Like most adventure worlds, the number 
  of potential creatures that could be encountered on Khrone are 
  limitless, reaching far beyond the few listed in this chapter or 
  earlier on encounter tables.
  New Martial Monster Traditions
  The following martial monster traditions are used by some 
  of the creatures in this book:
  Pack Hunter
  Pack hunters are practitioners who rarely travel alone, and 
  almost exclusively with others with the pack hunter martial 
  tradition. Lions, velociraptors, and wolves all make great pack 
  hunters.
  Bonus Talents: Guardian sphere (patrol) package
  Warleader sphere
  Variable: Pack hunters gain either the Athletics or Scout 
  sphere, and one talent of their choice from the corresponding 
  sphere.
  Parasite
  Parasites are practitioners who are usually in it for the long 
  game. They are patient killers who aren’t in a hurry to drop 
  their foe, but prefer to attach themselves to their foe slowly 
  draining their lifeforce. Leeches and other vermin are the most 
  common parasites, although this tradition may also be fitting 
  for vipers and other disease or poison-ridden animals.
  Bonus Talents: Boxing sphere
  Wrestling sphere
  Variable: Parasites gain either the Alchemy sphere (poi-
  son) package or Scout sphere, and one talent of their choice 
  from the corresponding sphere.
  
  59
  Breath Weapon (Ex): A forest-corrupted gains a breath weap-
  on usable once per minute. The breath weapon is a close range 
  (25 ft + 5 ft per 2 HD) cone and infects any creatures within 
  the area with Forest spores (Fortitude negates; DC 10 + 1/2 the 
  creature’s HD + the creature’s Con modifier). forest-corrupt-
  ed creatures that already have a breath weapon from another 
  source instead infect every use of their breath weapon with 
  Forest spores (see below).
  Special Attacks berserking (10 hp), breath weapon (45-ft. 
  cone, DC 20, disease), bloody counter, brutal strike (+, hard 
  drinker, rock throwing (120 ft.), scout
  sTaTisTics
  Str 31, Dex 8, Con 23, Int -, Wis 10, Cha 7
  Base Atk +7; CMB +18; CMD 27
  Tradition Barbarian; PAM Con; DC 19 (21)
  Talents Athletics (climb package), Barroom, Berserker (Ad-
  vancing Carnage, Bloody Counter, Bone-Breaker, Deathless, 
  Extended Exertion, Heavy Swing, Savage, Shatter Earth, 
  Shieldbreaker), Equipment (Tribal Training), Scout
  Feats Cleave, Greater Cleave, Die Hard, Disposable Weapon
  Skills Climb +18, Stealth -1
  speciaL aBiLiTies
  Fungal Rejuvenation (Su): So long as the creature remains 
  within an area of Forest (temperate forest, jungle, or marsh) 
  and is standing on moist earth, the forest-corrupted gains fast 
  healing 5.
  ecoLoGy
  Environment any forest, marsh, or jungle
  Organization solitary, pair, gang (3-4), or family (5-16)
  Treasure standard (hide armor, greatclub, other treasure)
  foresT-corrupTed oGre  
   
       cr 5
  XP 1,600
  CN Large plant (augusted humanoid, giant)
  Init -1; Senses darkvision 60 ft., greensight 60 ft., low-light 
  vision; Perception +0
  defeNse
  AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 
  size)
  hp 34 (4d8+16)
  Fort +8, Ref +0, Will +3
  Immune plant traits
  offeNse
  Speed 30 ft. (40 ft. base)
  Melee greatclub +10 (2d8+12) or 2 slams +10 (1d6+8)
  Ranged javelin +1 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks berserking (6 hp), boast, breath weapon (35-
  ft. cone, DC 16, disease), brutal strike (+6), deathless (-38), de-
  moralization, scout (-5)
  sTaTisTics
  Str 27, Dex 8, Con 19, Int -, Wis 10, Cha 9
  Base Atk +3; CMB +12; CMD 21
  Tradition Barbarian; PAM Con; DC 15 (16)
  Talents Athletics (climb package), Barroom, Berserker (Death-
  less), Equipment (Tribal Training), Gladiator, Scout
  Feats Dazzling Display, Die Hard, Disposable Weapon
  Skills Climb +15, Intimidate +3, Stealth -1
  SQ fungal rejuvenation
  speciaL aBiLiTies
  Fungal Rejuvenation (Su): So long as the creature remains 
  within an area of Forest (temperate forest, jungle, or marsh) 
  and is standing on moist earth, the forest-corrupted gains 
  fast healing 5.
  Fungal Rejuvenation (Su): So long as the creature remains 
  within an area of Forest (temperate forest, jungle, or marsh) 
  and is standing on moist earth, the forest-corrupted gains fast 
  healing 5.
  Abilities: Increase from the base creature as follows: Str 
  +6, Con +4. Forest-corrupted are mindless, meaning they have 
  no Intelligence score.
  Mindless: A forest-corrupted loses all skill ranks and feats 
  possessed by the base creature except those gained from com-
  bat talents.
  Casting: A forest-corrupted creature loses all spells and 
  spherecasting abilities possessed by the base creature.
  Combat Talents: A forest-corrupted creature gains a mar-
  tial tradition and 1 martial talent per hit die, using Constitution 
  as its practitioner modifier.
  foresT-corrupTed hiLL GiaNT  
         cr 9
  XP 6,400
  CN Large plant (augmented humanoid, giant)
  Init -1; Senses darkvision 60 ft., greensight 60 ft., low-light 
  vision; Perception +0
  defeNse
  AC 25, touch 8, flat-footed 25 (+4 armor, -1 Dex, +13 natural, -1 
  size)
  hp 85 (10d8+40)
  Fort +13, Ref +2, Will +3
  Defensive Abilities rock catching; Immune plant traits
  offeNse
  Speed 40 ft. (30 ft. base)
  Melee greatclub +17/+12 (2d8+18) or 2 slams +16 (1d8+10)
  Ranged rock +6 (1d8+13)
  Space 10 ft.; Reach 10 ft.
  
  60
  ecoLoGy
  Environment any forest, marsh, or jungle
  Organization solitary, pair, gang (3-4), or family (5-16)
  Treasure standard (hide armor, greatclub, 4 javelins, other 
  treasure)
  foresT-corrupTed orc  
   
       cr 2
  XP 600  
  NCN Medium plant (augmented humanoid, orc)
  Init +1; Senses darkvision 60 ft., greensight 60 ft., low-light 
  vision; Perception +3
  defeNse
  AC 18, touch 11, flat-footed 17 (+3 armor, +1 Dex, +4 natural)
  hp 14 (1d10+4)
  Fort +6, Ref +3, Will -1
  Defensive Abilities ferocity; Immune plant traits, Weak-
  nesses light sensitivity
  offeNse
  Speed 30 ft.
  Melee longspear +9 (1d8+10/x3) or 2 slams +9 (1d4+7)
  Ranged javelin +2 (1d6+7)
  Space 5 ft.; Reach 5 ft. (10 ft. w/ longspear)
  Special Attacks breath weapon (25-ft. cone, DC 14, disease), 
  deadly shot, scout (-2), snag
  sTaTisTics
  Str 25, Dex 13, Con 18, Int -, Wis 9, Cha 8
  Base Atk +1; CMB +8; CMD 19
  Tradition Canny Hunter; PAM Con; DC 14
  Talents Equipment (Huntsman Training, Polearm Mastery), 
  Scout (Great Senses), Sniper, Wrestling
  Feats Far Shot, Improved Unarmed 
  Strike, Precise Shot
  Skills Perception +3, Stealth +5
  SQ fungal rejuvenation
  speciaL aBiLiTies
  Ferocity (Ex): An orc remains 
  conscious and can continue fight-
  ing even if its hit point total is be-
  low 0. It is still staggered and loses 
  1 hit point each round. A creature 
  with ferocity still dies when its hit point 
  total reaches a negative amount equal 
  to its Constitution score.
  Fungal Rejuvenation (Su): So 
  long as the creature remains with-
  in an area of Forest (temperate 
  forest, jungle, or marsh) and is 
  standing on moist earth, the for-
  est-corrupted gains fast healing 5.
  ecoLoGy
  Environment any forest, marsh, or 
  jungle
  Organization solitary, pair, gang (3-4), 
  or family (5-16)
  Treasure standard (studded leather, long-
  spear, 4 javelins, other treasure)
  foresT-corrupTed sTorM GiaNT 
      cr 15
  XP 51,300
  CN Huge plant (augmented humanoid, giant)
  Init +2; Senses greensight 60 ft., low-light vision, Perception 
  +24
  defeNse
  AC 37, touch 9, flat-footed 36 (+2 armor, +1 Dex, +26 natural, -2 
  size)
  hp 250 (20d8+160)
  Fort +22, Ref +7, Will +9
  Defensive Abilities rock catching; Immune electricity, 
  plant traits
  offeNse
  Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
  Melee mwk greatsword +30/+25/+20 (4d6+25/19-20) or 2 slams 
  +29 (2d6+17)
  Ranged mwk composite longbow +15/+10/+5 (3d6+14/x3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks barrage (+11/+11/+11/+11), breath weapon (70-
  ft. cone, DC 27, disease), scout (+19)
  sTaTisTics
  Str 45, Dex 14, Con 27, Int -, Wis 20, Cha 15
  Base Atk +14; CMB +33 (+37 bull rush, drag, overrun, reposi-
  tion); CMD 45 (49 bull rush, drag, overrun, reposition)
  Tradition Giant; PAM Con; DC 25 (28)
  Talents Athletics (climb, leap, run packages, Diving Strike, 
  Expanded Training, Mobile Striker), Barrage (Augmented Grip, 
  Blitz Focus, Mobile Focus, Unbalancing Combination), Brute 
  (Brace Weapon, Focused Might, Greater Brute, Hammer, 
  Stampede), Equipment (Armor Training, Rock Toss), Scout 
  (Great Senses, Lurker, Unimpeded Positioning)
  Feats Improved Unarmed Strike, Improved Bull Rush, Im-
  proved Drag, Improved Overrun, Improved Repo-
  sition, Point-Blank Shot, Rapid Shot, Branch 
  Pounce, Spring Attack
  Skills Acrobatics +30, Climb +44, 
  Perception +24, Stealth +13, Swim 
  +30
  SQ fungal rejuvenation, mili-
  tant, water breathing
  speciaL aBiLiTies
  Fungal Rejuvenation (Su): 
  So long as the creature remains 
  within an area of Forest (temperate 
  forest, jungle, or marsh) and is standing on 
  moist earth, the forest-corrupted gains fast healing 
  5.
  Militant (Ex): Storm giants are proficient with 
  all simiple and martial weapons.
  Water Breathing (Ex): Storm giants can 
  breath water as well as air.
  
  61
  ecoLoGy
  Environment any forest, marsh, or jungle
  Organization solitary, pair, gang (3-4), or family (5-16)
  Treasure standard (mwk breastplate, mwk composite long-
  bow (+14 Str. bonus) with 20 arrows, mwk greatsword, other 
  treasure)
  foresT-corrupTed TreaNT 
   
     cr 10
  XP 9,600
  CN Huge plant
  Init -1; Senses greensight 60 ft., low-light vision, Perception 
  +3
  defeNse
  AC 25, touch 7, flat-footed 25 (-1 Dex, +18 natural, -2 size)
  hp 138 (12d8+84)
  Fort +15, Ref +3, Will +9 
  DR 10/slashing; Immune mindless, plant traits; Weakness 
  vulnerability to fire
  offeNse
  Speed 30 ft.
  Melee 2 slams +21 (2d6+12)
  Ranged rock +8 (2d6+18)
  Space 15 ft.; Reach 15 ft.
  Special Attacks barrage (+5/+5/+5), berserking (12 hp), bloody 
  counter, breath weapon (55-ft. cone, DC 23, disease), brutal 
  strike (battered 8 rounds, +18 damage), deathless (-50 hp), rock 
  throwing (180 ft.), shatter earth (5 ft. radius, 15 ft. cone, or 25 
  ft. line), shove (+21 touch, 12 damage), trample (2d6+18, DC 28)
  sTaTisTics
  Str 35, Dex 8, Con 25, Int -, Wis 16, Cha 15
  Base Atk +9; CMB +23 (+26 bull rush, drag, overrun, and repo-
  sition); CMD 32 (35 vs. bull rush, drag, overrun, and reposition)
  Tradition Behemoth; PAM Con, DC 21
  Talents Barrage (Augmented Grip), Berserker (Beat Down, 
  Bloody Counter, Deathless, Shatter Earth), Brute (Break De-
  fenses, Greater Brute, Quick Force, Smash, Stampede)
  Feats Die Hard, Greater Bull Rush, Greater Drag, Greater 
  Overrun, Greater Reposition, Improved Bull Rush, Improved 
  Drag, Improved Overrun, Improved Reposition, Point-Blank 
  Shot, Rapid Shot
  SQ double damage against objects, fungal rejuvenation, tree-
  speech
  speciaL aBiLiTies
  Treespeech (Ex): A treant has the ability to converse with 
  plants as if subject to a continual speak with plants spell, and 
  most platns greet them with an attitude of friendly or helpful
  Fungal Rejuvenation (Su): So long as the creature remains 
  within an area of Forest (temperate forest, jungle, or marsh) 
  and is standing on moist earth, the forest-corrupted gains fast 
  healing 5.
  ecoLoGy
  Environment any forest, marsh, or jungle
  Organization solitary or grove (2-7)
  Treasure standard
  foresT-corrupTed VoLcaNo GiaNT 
    cr 16
  XP 76,800
  CN Huge plant (augmented humanoid, earth, fire, giant)
  Init +1; Senses greensight 60 ft., low-light vision; Perception 
  +22
  defeNse
  AC 33, touch 9, flat-footed 32 (+2 armor, +1 Dex, +22 natural, -2 
  size)
  hp 250 (20d8+160)
  Fort +20, Ref +7, Will +9
  Defensive Abilities rock catching; Immune fire, plant 
  traits; Weaknesses vulnerability to cold 
  offeNse
  Speed 40 ft.
  Melee Gargantuan longspear +27/+22/+17 (4d6+21/x3) or 2 slams 
  +27 (2d6+14)
  Ranged rock +15 (2d6+21 plus 1d6 fire)
  Space 15 ft.; Reach 15 ft.(25 ft. w/ Gargantuan longspear)
  
  62
  Special Attacks breath weapon (30-ft. cone, DC 28, -4 penal-
  ty on attack and saves for 1 minute, disease), hard drinker, rock 
  throwing (120 ft.), trample (2d6+21, DC 34), scout (+17)
  sTaTisTics
  Str 38, Dex 12, Con 27, Int -, Wis 14, Cha 13
  Base Atk +15; CMB +31; CMD 42
  Tradition Canny Hunter; PAM Con; DC 25 (28)
  Talents Barroom, Equipment (Huntsman Training, Pikeman 
  Training, Polearm Mastery), Lancer (Bracing Pierce, Dimen-
  sional Pierce, Pinning Impale (2), Ranged Impale, Staggering 
  Tear, Unbalancing Twist), Scout (Great Senses, Hidden Focus, 
  Lurker), Sniper (Perfect Shot, Targeted Assault)
  Feats Far Shot, Precise Shot
  Skills Perception +22, Stealth +13
  SQ fungal rejuvenation, oversized weapon use
  speciaL aBiLiTies
  Fungal Rejuvenation (Su): So long as the creature remains 
  within an area of Forest (temperate forest, jungle, or marsh) 
  and is standing on moist earth, the forest-corrupted gains fast 
  healing 5. 
  Oversized Weapon Use (Ex): A volcano viant wields a Gar-
  gantuan two-handed longspear without penalty.
  ecoLoGy
  Environment any forest, marsh, or jungle
  Organization solitary, pair, gang (3-4), or family (5-16)
  Treasure standard (Gargantuan longspear, leather armor, oth-
  er treasure)
  Forest-Touched
  Animals are welcomed in the Forest much more readily 
  than humanoids. Not only are animals immune to the Forest-
  corrupted template listed above, but sometimes they can ex-
  hibit powers and intelligence beyond their usual ability, as if 
  some guiding power was directly influencing them. 
  When an animal or creature of animal intelligence exhibits 
  tactical prowess and coordination for beyond their usual abil-
  ity, they are referred to as having been Forest-touched. Being 
  forest-touched is not an inherited template; it comes and goes 
  with seemingly randomness, whenever the Forest decides to 
  impress itself onto its creations to further its own ends.
  Forest-touched is a template that can be added to any liv-
  ing, corporeal creature with an Intelligence score of 2 or less 
  (referred to hereafter as the base creature), with the exception 
  of domesticated animals, tamed animals, and animal compan-
  ions, as their devotion cannot be swayed by the Forest. 
  A forest- touched retains all the base creature’s statistics 
  and special abilities except as noted here.
  Challenge Rating: Same as base creature +1
  Alignment: Always Chaotic Neutral. They are motivat-
  ed by an unseen entity, and its desire to serve and defend the 
  Forest.
  Armor Class: Natural armor bonus improves by +2
  Special Abilities: A forest-touched retains all the special 
  attacks of the base creature and gains all the special abili-
  ties listed below:
  Devotion (Ex): A forest-touched creature gains a +4 morale 
  bonus on Will saves against enchantment spells and effects.
  Telepathy (Su): Forest-touched creatures gain telepathy out 
  to 400 ft. that connects them to any other forest-touched crea-
  ture within range. While animals do not communicate with 
  words, this connection allows them to share sensations, locate 
  each other with pinpoint accuracy, and coordinate tactical ma-
  neuvers with each other.
  Tactics (Ex): A forest-touched creature has access to every 
  animal trick available through the Handle Animal skill, with-
  out the need to be taught them. They can enact any of these 
  tricks on their turn without being directed to perform them; in 
  essence, the check made to handle the animal is performed by 
  the Forest itself as a free action and always succeeds. Similarly, 
  the Forest guides the actions of these creatures, allowing them 
  to coordinate and execute tactics far beyond what creatures of 
  their intelligence would normally be able to do.
  Coordinated Attacks (Ex): All Forest-touched treat any oth-
  er forest-touched creatures as allies for the purposes of feats. 
  Forest-touched creatures gain the Gang Up feat, even if they do 
  not possess its prerequisites.
  In addition, Forest-touched creatures gain 2 teamwork 
  feats of the GM’s choice. They must meet the prerequisites of 
  these feats. As a free action taken once per round, a Forest-
  touched creature may change one or both of these feats to any 
  other teamwork feats for which they qualify.
  Special: A forest-touched creature who has become tame 
  (such as with the Beastmastery sphere) or charmed (such as 
  with the Animal Friend talent) loses the Forest-touched tem-
  plate for as long as the effect persists.
  Using the Forest-Touched template
  The forest-touched template represents an animal through 
  which the Forest has decided to exert its will (or at least, that is 
  the leading theory). While it does grant the affected creatures 
  an increase in power, the greatest benefit of the template is 
  that it allows animals and other creatures of low Intelligence to 
  suddenly begin using advanced tactics; ambushes, disarms, for-
  mations, and other techniques that would normally be outside 
  their capabilities.
  The forest-touched template requires very little rebuilding 
  and can be applied and removed from monsters on a whim; 
  whenever the Forest chooses to exert its will through its animal 
  children, those children gain the forest-touched template.
  The Forest-touched template is a great tool for increasing 
  the danger of an encounter, and as there is very little rhyme 
  or reason (at least that is observable by mortals) for why crea-
  tures might suddenly gain the forest-touched template, it is 
  completely within the rights of the GM to apply the template 
  as they desire. Perhaps the PCs have become high enough lev-
  el that the Forest has taken notice of them. Perhaps they are 
  about to uncover a powerful artifact and the Forest does not 
  with them too. Any and all of these are valid reasons for why 
  a group of animals might suddenly gain the forest-touched 
  template.
  
  63
  Airships
  When traveling through the skies, it is not uncommon for a 
  team of delvers to encounter pirates, merchants, or other delv-
  ers while enroute. The following airships represent only a frac-
  tion of the possibilities that may be encountered.
  Cherufe Defenders CR 5
  Cherufe defenders use a war balloon to board airships that 
  invade their territory, killing the crew and seizing the cargo. 
  Without weapons except for the crew, cherufe defenders will 
  often wait until an airship has planted on the canopy before 
  assailing under cover of night.
  cherufe War BaLLooN
  Gargantuan Bone Air Vehicle
  Space 1 vehicle space; Cost 220 gp
  Size 8 Hardpoints; Hull 2 Hardpoints
  defeNse
  Hull 7 AC (+3 Dodge, -1 Size); 30 hp, Hardness 5
  Sails 7 AC (+3 Dodge, -1 Size); 40 hp, Hardness 0
  Dirigible 6 AC (+3 Dodge, -2 Size); 60 hp, Hardness 0
  offeNse
  Attack ram (4d8)
  CMB +4; CMD 14
  Speed 4 (5 pushed, 7 overload, w/wind: +1/2 per severity level)
  Acceleration 2
  Maneuverability Poor
  driVe
  Propulsion sails (2 Hardpoints, 40 hp), inferior steam engine 
  (1 Hardpoint, hp 80); Power 8 (11 pushed, 14 overload, w/wind: 
  +1 per severity level)
  Mass 2 Hardpoint; Weight 0
  Controlling Device steering wheel
  Driving Space 1 space in the front of the airship
  Required Crew 2 (1 pilot/sailor, 1 engineer)
  Load
  Equipment Weight 4.4 tons
  Light Load less than 2 tons
  Medium Load 2 to 4.9 tons
  Heavy Load 5 - 10 tons
  rooMs 
  Cargy Bay (1 Hardpoint, uncovered); Inferior Steam En-
  gine (1 Hardpoint)
  equipMeNT
  Cloth dirigible (4 Hardpoints)
  creW
  1 crew of common cherufe 
  2 cherufe pilots (use stats for zavr primordial leaper cherufe 
  with the following changes: Skills Acrobatics +7 (+11 jumping), 
  Profession (sailor) +5, Craft (mechanical) +3
  Cherufe Destroyer CR 9
  Cherufe destroyers are Cherufe war balloons outfitted 
  with a much more powerful engine, allowing the crew to chase 
  down and board ships that otherwise would be able to outrun 
  them. While still bereft of siege engines, all a cherufe destroyer 
  needs to do is attach itself to an enemy vessel to begin the work 
  of slaughter among its crew.
  cherufe War BaLLooN
  Gargantuan Bone Air Vehicle
  Space 1 vehicle space; Cost 1,120 gp
  Size 8 Hardpoints; Hull 2 Hardpoints
  defeNse
  Hull 9 AC (+5 Dodge, -1 Size); 30 hp, Hardness 5
  Sails 9 AC (+5 Dodge, -1 Size); 40 hp, Hardness 0
  Dirigible 8 AC (+5 Dodge, -2 Size); 60 hp, Hardness 0
  offeNse
  Attack ram (4d8)
  CMB +4; CMD 14
  Speed 11 (14 pushed, 18 overload, w/wind: +1/2 per severity lev-
  el)
  Acceleration 6
  Maneuverability Average
  driVe
  Propulsion sails (2 Hardpoints, 40 hp), fire elemental engine 
  (1 Hardpoint, hp 80); Power 8 (11 pushed, 14 overload, w/wind: 
  +1 per severity level)
  Mass 2 Hardpoint; Weight 0
  Controlling Device steering wheel
  Driving Space 1 space in the front of the airship
  Required Crew 2 (1 pilot/sailor, 1 engineer)
  Load
  Equipment Weight 2.4 tons
  Light Load less than 2 tons
  Medium Load 2 to 4.9 tons
  Heavy Load 5 - 10 tons
  rooMs 
  Cargy Bay (1 Hardpoint, uncovered); Inferior Steam En-
  gine (1 Hardpoint)
  equipMeNT
  Cloth dirigible (4 Hardpoints)
  creW
  1 crew of cherufe zavr veterans
  2 cherufe war pilots (use stats for zavr dinosaur rider cherufe 
  with the following changes: Skills Acrobatics +10 (+15 jump), 
  Handle Animal +8, Profession (sailing) +9, Ride +9, Spellcraft +5
  Maelstrom Merchant CR 11
  Many merchants travel the world, but only the truly cun-
  ning and wealthy merchants travel the planes. These merchant 
  vessels are not only daring traders, but also may double as ad-
  venturers or even soldiers. PCs who approach a maelstrom 
  merchant peacefully might be able to trade with them, but also 
  might find themselves attacked for whatever cargo they are 
  carrying.
  
  64
  eLeMeNTaL
  Colossal Wood Air Vehicle
  Space 1 vehicle space; Cost 25,750 gp
  Size 5 Decks; Hull 5 Decks
  defeNse
  Hull 0 (+3 Dodge, -8 Size); 1,350 hp, Hardness 5
  offeNse
  Attack ram (8d8), 3 great ballista w/ swivel (2 round reload, 
  6d8/19-20, range 180 ft.)
  CMB +8; CMD 18
  Speed 8 (11 pushed, 14 overload)
  Acceleration 4
  Maneuverability Poor
  driVe
  Propulsion fire elemental engine (2 Decks, 1,440 hp); Power 
  50 (75 pushed, 100 overload).
  Mass 5 Decks; Weight 10
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 2 (1 pilot, 1 engineer) 
  Load
  Equipment Weight 43 tons
  Light Load less than 90 tons
  Medium Load 90 to 224.9 tons
  Heavy Load 225 - 450 tons
  rooMs 
  Bunks (2 Hardpoints, 12 crewmen); Cargo Bay (1 Deck, un-
  covered, 90 tons); Fire Elemental Engine (2 Decks); Gun-
  port (1 Deck), Kitchen (1 Hardpoint); Personal Rooms (6 
  rooms, 6 Hardpoints)
  equipMeNT
  3 great ballista w/ swivel, 40 bolts
  creW
  1 raider crew
  1 sky gnome engineer
  3 executive officers
  1 caretaker officer
  1 merchant
  Maelstrom Pirate CR 17
  The greatest of pirates sail the greatest of seas, taking what 
  they wish from lesser vessels not only on Khrone, but across all 
  of the planes.
  War aNGeL
  Colossal+ Iron Air Vehicle (covered, aerodynamic)
  Space 3 vehicle spaces; Cost 157,825 gp
  Size 15 Decks; Hull 5 Decks
  defeNse
  Hull 2 AC (+5 Dodge, -8 Size); 4,050 hp, Hardness 10
  Sails 2 Locations, 2 AC (+5 Dodge, -8 Size); 1,350 hp, Hardness 
  0
  offeNse
  Attack ram (8d8), 26 light ballista (4 w/ swivel, 2 bottom-mount-
  ed w/ swivel, 10 left-facing, 10 right-facing, 1 round reload, 2d8 
  19-20/x2, range 120 ft.)
  CMB +8; CMD 18
  Speed 10 (12 pushed, 14 overload, w/wind: +1/2 per severity lev-
  el)
  Acceleration 5
  Maneuverability Average
  driVe
  Propulsion spell engine (1 Deck, 900 hp), Silk Sails (10 Decks, 
  1,350 hp); Power 115 (152 pushed, 190 overload, w/wind: +5 per 
  severity level).
  Mass 10 Decks; Weight 20
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 12 (1 pilot, 1 engineer, 10 sailors); 32 gunmen
  Load
  Equipment Weight 24.4 tons
  Light Load less than 45 tons
  Medium Load 45 to 112.4 tons
  Heavy Load 112.5 - 225 tons
  rooMs 
  Brig (1 Hardpoint); Bunks (1 Deck, 54 crewmen); Captain’s 
  Quarters (2 Hardpoints); Cargo Bay (4 Hardpoints, 40 tons); 
  Gunport (15 Hardpoints); Kitchen (1 Hardpoint); Personal 
  Rooms (4 rooms, 4 Hardpoints); Spell Engine (1 Deck)
  equipMeNT
  26 light ballista (4 w/ swivel, 2 bottom-mounted w/ swivel, 10 
  port, 10 starboard), 100 bolts
  creW
  2 veteran sailor crews
  2 marauder crews
  1 sky gnome engineer
  1 captain officer
  1 caretaker officer
  1 weatherworker
  
  65
  Merchant Vessel CR 5
  Merchant vessels are not outfitted with siege engines, as 
  their space is dedicated to carrying cargo. With a team of sail-
  ors and a windworker on board, a merchant can travel quickly 
  and outrun most small threats. If the PCs approach a merchant 
  vessel peacefully, they might even be able to trade for goods. 
  faLcoN
  Colossal Wood Air Vehicle
  Space 1 vehicle space; Cost 1,770 gp
  Size 45 Hardpoints; Hull 9 Hardpoints
  defeNse
  Hull 0 AC (+3 Dodge, -8 Size); 270 hp, Hardness 5
  Sails 0 AC (+3 Dodge, -8 Size); 360 hp, Hardness 0
  Dirigible 0 AC (+3 Dodge, -8 Size); 360 hp, Hardness 3
  offeNse
  Attack ram (8d8)
  CMB +8; CMD 18
  Speed 2 (w/ wind, +1 per severity level)
  Acceleration 1
  Maneuverability Poor
  driVe
  Propulsion sails (18 Hardpoints, 360 hp); Power 18 (w/ wind: 
  +9 per severity level).
  Mass 9 Hardpoints; Weight 0
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 3 (1 pilot, 2 sailors)
  Load
  Equipment Weight 3.6 tons
  Light Load less than 18 tons
  Medium Load 18 to 44.9 tons
  Heavy Load 45 - 90 tons
  rooMs 
  Bunks (2 Hardpoints, 12 crewmen), Cargo Bay (5 Hardpoints, 
  uncovered, 50 tons), Private Quarters (2 rooms, 2 Hard-
  points)
  equipMeNT
  Rigid Dirigible (18 Hardpoints)
  creW
  1 sailor crew
  1 merchant officer
  1 windworker
  Pirate Flagship CR 14
  A pirate flagship is a source of fear for all who recognize 
  it; these enormous ships possess enough weaponry to drop the 
  greatest of ships in a matter of seconds, and enough crew to 
  overwhelm whoever they can board.
  desTroyer
  Colossal+ Wood Air Vehicle
  Space 3 vehicle spaces; Cost 78,175 gp
  Size 15 Decks; Hull 15 Decks
  defeNse
  Hull 3 Locations, 0 AC (+3 Dodge, -8 Size); 1,350 hp, Hardness 
  5
  offeNse
  Attack ram (8d8), 54 light ballista (27 left facing, 27 right fac-
  ing, 1 round reload, 2d8, 19-20, range 120 ft.)
  CMB +10; CMD 20
  Speed 6 (10 pushed, 12 overload)
  Acceleration 3
  Maneuverability Poor
  driVe
  Propulsion Fire elemental engine (5 Decks, hp 3,600); Power 
  125 (187.5 push, 250 overload)
  Mass 15 Decks; Weight 30
  Controlling Device steering wheel
  Driving Space 1 space in the front of the airship
  Required Crew 2 (1 pilot, 1 engineer); 108 gunmen
  Load
  Equipment Weight 149.6 tons
  Light Load less than 270 tons
  Medium Load 270 to 674.9 tons
  Heavy Load 675 - 1350 tons
  rooMs 
  Bunks (3 Decks, 162 crewmen); Captain’s Quarters (2 Hard-
  points); Cargo Bay (1 Deck, 90 tons); Fire Elemental En-
  gine (5 Decks); Gunport (5 Decks); Kitchen (1 Hardpoint); 
  Personal Rooms (6 rooms, 6 Hardpoints)
  Location 1:
  Bunks (1 Deck, 54 crewmen), Fire Elemental Engine (2 Decks), 
  Gunport (1 Deck, uncovered, 2 heavy trebuchets, 2 light ballis-
  ta), Kitchen (1 Hardpoint), Personal Rooms (6 rooms, 6 Hard-
  points), Captain’s Quarters (2 Hardpoints)
  Location 2:
  Bunks (1 Deck, 54 crewmen), Fire Elemental Engine (1 Deck), 
  Gunport (2 Decks, 1 uncovered, 2 heavy trebuchets, 20 light 
  ballista), Cargo Bay (1 Deck, 90 tons)
  Location 3:
  Bunks (1 Deck, 54 crewmen), Fire Elemental Engine (2 Decks), 
  Gunport (2 Decks, 1 uncovered, 2 heavy trebuchets, great bal-
  lista, bottom-mounted gatebreaker ballista, 6 light ballista) 
  equipMeNT
  6 heavy trebuchets (w/ swivel), great ballista (w/ swivel), gate 
  breaker ballista (bottom-mounted, w/ swivel), 28 light ballista 
  (14 port, 14 starboard)
  creW
  6 sailor crews
  4 raider crews
  1 sky gnome engineer
  1 captain officer
  2 executive officers
  2 caretaker officers
  
  66
  Pirate Vessel CR 8
  Pirates make their living by attacking ships and settle-
  ments, taking what they can. Pirates rarely attack targets they 
  are unsure they can defeat, and will engage in any number of 
  dirty tactics to ensure their victory.
  VaLkyrie
  Colossal+ Wood Air Vehicle
  Space 1 vehicle space; Cost 10,510 gp
  Size 15 Decks; Hull 27 Hardpoints
  defeNse
  Hull 0 AC (+3 Dodge, -8 Size); 810 hp, Hardness 5
  Sails 2 Locations, 0 AC (+3 Dodge, -8 Size); 540 hp, Hardness 0
  Dirigible 2 Locations, 0 AC (+3 Dodge, -8 Size); 540 hp, Hard-
  ness 3
  offeNse
  Attack ram (8d8), 2 gatebreaker ballista w/ swivel (3 round re-
  load, 8d8/19-20, range 210 ft.)
  CMB 20; CMD 20
  Speed 5 (5 pushed, 6 overload, w/ wind, +1 per severity level)
  Acceleration 1
  Maneuverability Poor
  driVe
  Propulsion sails (54 Hardpoints, 1,080 hp), alchemical engine 
  (2 Hardpoints, 160 hp); Power 84 (99 pushed, 114 overload, w/ 
  wind: +27 per severity level).
  Mass 27 Hardpoints; Weight 0
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 8 (1 pilot, 6 sailors, 1 engineer)
  Load
  Equipment Weight 27.3 tons
  Light Load less than 54 tons
  Medium Load 54 to 134.9 tons
  Heavy Load 135 - 270 tons
  rooMs 
  Alchemical Engine (2 Hardpoints), Bunks (1 Deck, 54 crew-
  men), Cargo Bay (5 Hardpoints, 50 tons), Gunport (1 Deck, 
  uncovered), Personal Rooms (4 Hardpoints, 4 rooms)
  equipMeNT
  Rigid Dirigible (6 Decks)
  2 gatebreaker ballista w/ swivel, 30 bolts
  creW
  2 sailor crews
  1 engineer
  1 windworker
  1 executive 
  officer
  1 junior officer
  Cherufe
  Strong hides, powerful jaws, and an affinity for magma 
  have made the cherufe the cause for countless hasty retreats 
  from the jungles of Khrone. Emerging from the Forest not 
  long after the shattering of the Walkways, these dinosaur-men 
  appeared in alarming numbers, carving out territory through 
  brute strength and ferociousness. While the cherufe are new to 
  the world stage, many creatures already possess a primal fear of 
  the cherufe—which is just the way they like it.
  Physical Description: Cherufe appear to be a mixture 
  of dinosaur and man, with many tribes possessing different 
  variations. Amet have faces similar to most humanoids, save 
  for the excessive bony plates around their skulls, and are stout, 
  not unlike dwarves (although amet beards are unheard of). Zavr 
  possess lithe, tall bodies and prognathic faces that accommo-
  date rows of vicious serrated teeth and a predator’s maw.
  Society: Cherufe society is as primitive as it is primordi-
  al. Most settlements are incredibly aggressive and patrol their 
  lands fiercely, often on the back of “domesticated” dinosaurs 
  that share their territory. Trespassers are not tolerated, and are 
  killed or captured on sight. All cherufe are keen to consume 
  recently killed prey, obsessed with the rush of adrenaline that 
  comes with the consumption of fresh blood. While peaceful 
  communities are known to exist in far removed and easily de-
  fended areas, travelers of Khrone would do well to avoid colo-
  nies of cherufe.
  Relations: For the most part cherufe are viewed as pow-
  erful but primitive savages. Of the two main types, Zavr are 
  bloodthirsty predators that treat the other races of Khrone as 
  prey, and are known far and wide for their merciless brutality. 
  Amet are not as aggressive, and take a more balanced approach 
  to the world around them and are less likely to kill for pride or 
  sport. A longstanding feud has existed between the zavr and 
  amet—one espousing the virtues of the alpha predator and the 
  other likened to a murderous gardener—but both intensely 
  hate the cecaelia, who claimed responsibility for destroying the 
  cherufe’s ancient ancestors.
  Alignment and Religion: Cherufe are predominantly 
  tribal and their religious views reflect that, often involving rit-
  ual sacrifice and fertility rites. All cherufe revere Vuulm as the 
  father of their race, and may also worship Gewen, Dagorath, 
  or follow the 7th Sphere as their individual tendencies dictate. 
  Cherufe tend more toward Evil than Good, and are almost al-
  ways Chaotic.
  cherufe, coMMoN  
   
                 cr 1/3
  XP 135
  Cherufe warrior 1
  CE Medium humanoid (reptilian)
  Init +1; Senses low-light vision, Perception +0
  defeNse
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 6 (1d10+1)
  Fort +3, Ref +1, Will +0
  Resist fire 5
  
  67
  offeNse
  Speed 40 ft.
  Melee spear +4 (1d8+3/x3), bite -2 (1d4+1), tail +3 (1d8+2, attacks 
  of opportunity only) or bite +3 (1d4+3)
  Ranged spear +3 (1d8+2/x3), sling +2 (1d4)
  sphere VariaNT
  If using Spheres of Might, make the following changes:
  Martial Tradition Free Runner; PAM Wis, DC 10
  Talents Athletics (run, leap, climb packages, Wall Stunt, Mo-
  bile Striker)
  Skills Acrobatics +2, Climb +6, Intimidate +4
  TacTics
  Cherufe warriors rely on ambushes wherever possible, and will 
  switch from slings to spears as they close in on their targets. 
  Cherufe will fight to the last man if cornered, and are generally 
  honorable; if one can get a cherufe warrior to agree to a truce, 
  the truce will generally be honored so long as it does not be-
  come inconvenient.
  If using Spheres of Might, cherufe warriors love to drop on their 
  foes, using Wall Stunt and Mobile Striker to break through 
  their enemy’s defences and attack them where they’re weakest.
  sTaTisTics
  Str 15, Dex 13, Con 12, Int 9, Wis 10, Cha 11
  Base Atk +1; CMB +4; CMD 14
  Feats Weapon Focus (spear)
  Skills Acrobatics +2
  Languages Cheru
  SQ jumper
  speciaL aBiLiTies
   Jumper: Cherufe are always considered to have a running 
  start when making Acrobatics checks to jump.
  ecoLoGy
  Environment temperate forests and jungles
  Organization solitary, gang (2–4), squad (11–20 plus 1-4 zavr 
  primordial leapers), or band (30–100 plus 150% noncombatants 
  plus 10-20 zavr primordial leapers, 1-10 zavr dinosaur riders and 
  1 leader zavr war chief)
  Treasure NPC gear (studded leather armor, 4 spears, other 
  treasure)
  cherufe, aMeT MaGMa sorcerer 
       cr 2
  XP 600
  Cherufe sorcerer 3
  NE Medium humanoid (reptilian) 
  Init +1; Senses low-light vision, Perception +7
  defeNse
  AC 17, touch 12, flat-footed 15 (+4 armor, +1 Dex, 
  +1 dodge, +1 natural)
  hp 19 (3d6+6)
  Fort +2, Ref +4, Will +3
  Resist fire 10
  offeNse
  Speed 40 ft.
  Melee mwk longspear +3 (2d6+1d4 fire/x3)
  Special Attacks amet lava +3 (1d4 bludg., 1d4 fire, 9/day)
  Sorcerer Spells Known (CL 3rd; concentration +6)
    1st (6/day)—cause fear (DC 14), mage armor, magic missile, 
  produce flame
    0th (at will)—acid splash, bleed (DC 13), detect magic, light, 
  read magic
  Bloodline magma 
  Base Statistics Without mage armor, the sorcerer’s statistics 
  are AC 12, touch 11, flat-footed 11.
  sphere VariaNT
  If using Spheres of Power, make the following changes:
  AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural)
  Caster Level 3rd; MSB +3, MSD 14, Concentration +6
  Tradition Sorcerous Blood (Somatic Casting (2), Verbal Cast-
  ing); CAB Cha
  Spell Points 11
  Destruction Sphere – DC 14, Range melee or long (520 ft.), 
  Talents Extended Range (2)
    destructive blast (2d6, 3d6 w/ 1 sp)
  Divination Sphere – DC 14, Duration concentration (di-
  vine), 3 hours (sense), Range Medium (130 ft.) 
    divine (magic)
    sense (read magic)
  
  68
  Protection Sphere – DC 14, Duration 3 hours (aegis), con-
  centration, 3 rounds (ward), Range touch (aegis), 25 ft. radius 
  (ward); Talents Armored Aegis
    aegis (deflection, armored (2))
    ward (barrier, 7 hp, break DC 16)
  Feats Extra Magic Talent, Lightning Reflexes
  TacTics
  Amet magma sorcerers are exceedingly cunning, and will fight 
  from the air, from treetops, and other locations where their 
  enemies cannot easily reach them. When in danger, they will 
  use their scrolls of bull’s strength and defend themselves with their 
  longspears, holding the enemy back so their allies can continue 
  using magic.
  sTaTisTics
  Str 12, Dex 12, Con 12, Int 13, Wis 10, Cha 17
  Base Atk +1; CMB +2; CMD 13
  Feats Dodge, Eschew Materials, Lightning Reflexes
  Skills Intimidate +7, Fly +6, Knowledge (arcana) +5, Spellcraft 
  +6, Survival +3
  Languages Common, Cheru
  SQ jumper
  Combat Gear potion of cure light wounds, potion of fly, scrolls of 
  bull’s strength (2), scroll of fog cloud; Other Gear longspear, 10 gp
  cherufe, aMeT shaMaN  
   
      cr 6
  XP 2,400
  Cherufe sorcerer 7
  NE Medium humanoid (reptilian) 
  Init +1; Senses low-light vision, Perception +0
  defeNse
  AC 17, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 dodge, +1 
  natural)
  hp 58 (7d6+31)
  Fort +4, Ref +6, Will +8
  Resist fire 10
  offeNse
  Speed 40 ft.
  Melee mwk longspear +7 (2d8+1d6 fire/x3)
  Ranged mwk sling +5 (1d8+1d6 fire)
  Special Attacks amet lava +5 (1d6 bludg., 1d6 fire, 9/day)
  Bloodline Spell-Like Abilities (CL 7th, concentration +10)
  Sorcerer Spells Known (CL 7th; concentration +10)
    3rd (5/day)—fireball (DC 17), haste, elemental aura (acid 
  and fire)
    2nd (7/day)—blur, false life, glitterdust (DC 15), scorching 
  ray
    1st (6/day)—burning hands (DC 15), mage armor, magic mis-
  sile, magic weapon, ray of enfeeblement (DC 14), resist energy 
  (acid or fire)
    0th (at will)—acid splash, bleed (DC 13), detect magic, flare 
  (DC 14), light, read magic
  Bloodline magma 
  Base Statistics Without mage armor and false life, the sor-
  cerer’s statistics are AC 14, touch 12, flat-footed 12, hp 41.
  sphere VariaNT
  If using Spheres of Power, make the following changes:
  AC 20, touch 13, flat-footed 19 (+4 armor, +2 deflection, +1 Dex, 
  +1 natural, +2 shield); hp 41; Fort +3, Ref +3, Will +7
  Caster Level 7th; MSB +7, MSD 18, Concentration +10
  Tradition Sorcerous Blood (Somatic Casting (2), Verbal Cast-
  ing); CAB Cha
  Spell Points 21
  Alteration Sphere – DC 16, Duration 7 minutes, concen-
  tration, Range touch, Talents Avian Transformation, Size 
  Change
    shapeshift (2 traits)
  Destruction Sphere – DC 16, Range melee or long (680 ft.), 
  Talents Extended Range (2), Explosive Orb, Force Blast
    destructive blast (4d6, 7d6 w/ 1 sp, 15 ft. radius w/ 1 sp)
  Divination Sphere – DC 16, Duration concentration (di-
  vine), 7 hours (sense), Range Medium (170 ft.) 
    divine (magic)
    sense (read magic)
  Protection Sphere – DC 16, Duration 7 hours (aegis), con-
  centration, 7 rounds (ward), Range touch (aegis), 35 ft. radius 
  (ward); Talents Armored Aegis
    aegis (deflection, armored (2))
    ward (barrier, 11 hp, break DC 18)
  Feats Extra Magic Talent (2), Iron Will, Power Attack, Tough-
  ness
  TacTics
  Amet shamans use false life, mage armor, and blur before any fight. 
  If using Spheres of Power, they grant themselves flight and a 
  smaller size with shapeshift and all of their aegis before combat.
  During combat, amet shamans fight with magic and cunning 
  tactics as much as possible, only shifting to their longspears and 
  an enlarged size when forced into a corner.
  sTaTisTics
  Str 16, Dex 12, Con 12, Int 8, Wis 10, Cha 16
  Base Atk +3; CMB +6; CMD 18
  Feats Dodge, Eschew Materials, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness
  Skills Intimidate +7, Fly +7, Knowledge (arcana) +3, Linguistics 
  +0, Spellcraft +3
  Languages Common, Cheru
  SQ jumper
  Combat Gear potion of cure moderate wounds (2), potion of invis-
  ibility, scroll of dispel magic (2); Other Gear masterwork long-
  spear, amulet of natural armor +1, cloak of resistance +1, 25 gp
  cherufe, ZaVr diNosaur rider  
       cr 5
  XP 1,200
  Cherufe barbarian (primordial leaper) 5
  CE Medium humanoid (reptilian)
  Init +2; Senses low-light vision, Perception +9
  defeNse
  AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, -2 rage)
  hp 58 (5d12+20)
  Fort +8, Ref +3, Will +3; +3 vs. magic
  Resist fire 5
  
  69
  offeNse
  Speed 50 ft. (40 ft. mounted)
  Melee mwk spear +12 (1d8+9/x3), bite +6 (1d4+3)
  Ranged mwk composite shortbow +8 (1d6+4/x3)
  Special Attacks Rage (14 rounds/day), rage powers (ferocious 
  mount, superstition +3)
  Base Statistics When not raging, the dinosaur rider’s stats 
  are AC 14, touch 11, flat-footed 13; hp 48; Fort +7, Will +3; Me-
  lee mwk spear +10 (1d8+6/×3), bite +4 (1d4+2); Str 18, Con 14; 
  CMB +9, CMD 20.
  sphere VariaNT
  If using Spheres of Might, make the following changes:
  Martial Tradition Steppe Rider; PAM Wis, DC 13
  Talents Barrage, Beastmastery (ride package), Equipment 
  (Outrider Training, Shortbow Mastery), Sniper
  Ranged mwk composite shortbow +8/+3 (1d6+4/x3)
  Special Attacks Barrage (+6/+6), rage (14 rounds/day), deadly 
  shot (+2d10), rage powers (ferocious mount, superstition +3)
  Feats Extra Combat Talent, Mounted Archery, Mounted 
  Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Ride-By 
  Attack, Spirited Charge
  Skills Acrobatics +10 (+15 jumping), Climb +14, Handle Animal 
  +8, Perception +9, Ride +9, Survival +9
  TacTics
  Zavr dinosaur riders will use their magic items to prepare for 
  big fights, then charge their enemies. Often, Zavr dinosaur rid-
  ers will dismount and use their mounts as flanking 
  partners rather than stay riding them the en-
  tire fight.
  sTaTisTics
  Str 22, Dex 15, Con 18, Int 10, Wis 10, 
  Cha 8
  Base Atk +5; CMB +11; CMD 23
  Feats Mounted Archery, Mounted Combat, 
  Ride-By Attack, Spirited Charge
  Skills Acrobatics +10 (+15 jumping), Han-
  dle Animal +8, Perception +9, Ride +9, 
  Survival +9
  Languages Cheru
  SQ fast movement, jumper, pri-
  mordial leaping
  speciaL aBiLiTies
   Jumper: Cherufe are always considered to have a running 
  start when making Acrobatics checks to jump.
  Primordial Leaping: A primordial leaper adds his barbarian 
  level to all Acrobatics checks made to jump. This stacks with 
  the Raging Leaper rage power. In addition, the height of the 
  primordial leaper’s jump is equal to 1/2 their Acrobatics check, 
  rather than 1/4th their Acrobatics check.
  Combat Gear oil of magic weapon, potion of cat’s grace, potions 
  of cure light wounds (2), potions of protection from law (2); Other 
  Gear mwk studded leather, mwk composite shortbow with 20 
  arrows, 2 mwk spears, Pachycephalosaurus mount with mwk 
  saddle, 45 gp
  pachycephaLosaurus MouNT
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  defeNse
  AC 15, touch 9, flat-footed 13 (+2 Dex, +6 natural, -2 rage, -1 size)
  hp 47 (5d8+25)
  Fort +9, Ref +6, Will +4
  offeNse
  Speed 40 ft.
  Melee slam +10 (2d6+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks clobbering charge
  Base Statistics When its rider isn’t raging, the pachycephalo-
  saurus mount’s stats are AC 17, touch 11, flat-footed 14; hp 
  37; Fort +7, Will +2; Melee slam +8 (2d6+12); Str 22, Con 
  17; CMB +10, CMD 22.
  sTaTisTics
  Str 26, Dex 15, Con 21, Int 2, Wis 12, 
  Cha 5
  Base Atk +3; CMB +12; CMD 24
  Feats Improved Bull Rush, Pow-
  er Attack, Run
  Skills Perception +8, 
  Stealth +2
  
  70
  speciaL aBiLiTies
  Clobbering Charge (Ex): When a pachycephalosaurus hits a 
  target with its slam attack at the end of a charge, it can initiate 
  a bull rush as a free action to move the struck target back in 
  the same direction as the dinosaur’s charge. The pachyceph-
  alosaurus cannot move with the target of the bull rush. If a 
  pachycephalosaurus scores a critical hit against a creature with 
  its slam attack at the end of a charge, it also staggers the tar-
  get for 1 round. If the victim succeeds at a DC 18 Fortitude 
  save, the stagger effect is negated, but the victim still suffers 
  the effects of the dinosaur’s bull rush attempt. The save DC is 
  Strength-based.
  cherufe, ZaVr priMordiaL Leaper 
        cr 1
  XP 400
  Cherufe barbarian (primordial leaper) 2
  CE Medium humanoid (reptilian)
  Init +3; Senses low-light vision, Perception +1
  defeNse
  AC 14, touch 11, flat-footed 11 (+3 armor, +3 Dex, -2 rage)
  hp 23 (2d12+8)
  Fort +7, Ref +3, Will +3
  Resist fire 5
  offeNse
  Speed 50 ft.
  Melee mwk spear +10 (1d8+9/x3), bite +3 (1d4+3), tail +3 (1d8+6, 
  attacks of opportunity only) or bite +8 (1d4+9)
  Ranged mwk spear +7 (1d8+9/x3)
  Special Attacks Rage (8 rounds/day), rage powers (raging 
  leaper)
  Base Statistics When not raging, the primordial leaper’s 
  stats are AC 16, touch 13, flat-footed 13; hp 19; Fort +5, Will 
  +1; Melee spear +7 (1d8+6/×3), bite +1 (1d4+2), tail +6 (1d8+4, at-
  tacks of opportunity only); Ranged spear +7 (1d8+6/×3); Str 19, 
  Con 14, CMB +6, CMD 19; Skills Acrobatics +7 (+9 jumping), 
  Climb +9
  sphere VariaNT
  If using Spheres of Might, make the following changes:
  Martial Tradition Free Runner; PAM Wis, DC 12
  Talents Athletics (run, leap, climb packages, Wall Stunt, Mo-
  bile Striker)
  Skills Acrobatics +7 (+11 jumping), Climb +11, Intimidate +3, 
  Perception +5, Survival +5
  TacTics
  Primordial leapers prefer to attack from 
  ambush, dropping from trees and leaping 
  over their armored foes to attack the weak-
  er targets hiding in the back.
  sTaTisTics
  Str 23, Dex 17, Con 18, Int 9, Wis 12, Cha 9
  Base Atk +2; CMB +8; CMD 21
  Feats Weapon Focus (spear)
  Skills Acrobatics +7 (+11 jumping), Climb +11, Intimidate +3
  Languages Cheru
  SQ fast movement, jumper, primordial leaping
  speciaL aBiLiTies
   Jumper: Cherufe are always considered to have a running 
  start when making Acrobatics checks to jump.
  Primordial Leaping: A primordial leaper adds his barbarian 
  level to all Acrobatics checks made to jump. This stacks with 
  the Raging Leaper rage power. In addition, the height of the 
  primordial leaper’s jump is equal to 1/2 their Acrobatics check, 
  rather than 1/4th their Acrobatics check.
  Combat Gear potion of cure light wounds; Other Gear 4 mas-
  terwork spears, 2 gp
  cherufe, ZaVr Warchief 
   
    cr 10
  XP 9,600
  Cherufe barbarian (primordial leaper) 11
  CE Medium humanoid (reptilian)
  Init +2; Senses low-light vision, Perception +13
  defeNse
  AC 18, touch 11, flat-footed 15 (+6 armor, +3 Dex, +1 natural, -2 
  rage)
  hp 132 (11d12+55)
  Fort +12, Ref +6, Will +6; +4 vs. magic
  Defensive Abilities DR 2/-; Resist fire 5
  offeNse
  Speed 40 ft.
  Melee +2 spear +22/+17/+12 (1d8+14/x3), bite +13 (1d4+4)
  Ranged +2 spear +17/+12/+7 (1d8+8/x3)
  
  71
  Special Attacks greater rage (26 rounds/day), leaping charge, 
  rage powers (guarded stance (+2 vs melee), raging leaper, intimi-
  dating glare, superstition +4, terrifying howl (DC 23))
  Base Statistics When not raging, the warchief’s stats are AC 
  19, touch 12, flat-footed 17; hp 99; Fort +9, Will +4; Melee 
  +2 spear +19/+14/+9 (1d8+9/×3), bite +10 (1d4+2); Ranged spear 
  +17/+12/+7 (1d8+8/×3); Str 20, Con 14, CMB +16, CMD 28; 
  Skills Acrobatics +17 (+28 jumping), Climb +17, Intimidate +17
  sphere VariaNT
  If using Spheres of Might, make the following changes:
  Martial Tradition Free Runner; PAM Wis, DC 12
  Talents Athletics (run, leap, climb packages, Wall Stunt, Mo-
  bile Striker), Beastmastery, Berserker, Gladiator
  Special Attacks berserking (+14 hp), boast, brutal strike (+22), 
  demoralization, greater rage (26 rounds/day), leaping charge, 
  rage powers (guarded stance (+2 vs melee), raging leaper, intimi-
  dating glare, superstition +4, terrifying howl (DC 23))
  Feats Dazzling Display, Extra Combat Talent (3), Intimidating 
  Prowess, Mounted Combat, Talented Leaper,Weapon Focus 
  (spear)
  Skills Acrobatics +22 (+44 jumping), Climb +20, Handle An-
  imal +10, Intimidate +22, Perception +13, Profession (soldier) 
  +10, Ride +10, Survival +10, Swim +12
  TacTics
  Primordial leapers prefer to attack from ambush, dropping 
  from trees and leaping over their armored foes to attack the 
  weaker targets hiding in the back.
  sTaTisTics
  Str 26, Dex 16, Con 20, Int 10, Wis 10, Cha 10
  Base Atk +11; CMB +18; CMD 29
  Feats Dazzling Display, Intimidating Prowess, Mounted Com-
  bat, Power Attack, Talented Leaper,Weapon Focus (spear)
  Skills Acrobatics +17 (+39 jumping), Climb +20, Intimidate +22, 
  Perception +13, Ride +14
  Languages Cheru
  SQ fast movement, jumper, primordial leaping
  speciaL aBiLiTies
   Jumper: Cherufe are always considered to have a running 
  start when making Acrobatics checks to jump.
  Primordial Leaping: A primordial leaper adds his barbarian 
  level to all Acrobatics checks made to jump. This stacks with 
  the Raging Leaper rage power. In addition, the height of the 
  primordial leaper’s jump is equal to 1/2 their Acrobatics check, 
  rather than 1/4th their Acrobatics check.
  Combat Gear potions of cure serious wounds (2); Other Gear +2 
  hide armor, +2 spear, amulet of natural armor +1, pachycephalosau-
  rus mount with mwk saddle, 102 gp
  pachycephaLosaurus MouNT
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  defeNse
  AC 15, touch 9, flat-footed 13 (+2 Dex, +6 natural, -2 rage, -1 size)
  hp 47 (5d8+25)
  Fort +9, Ref +6, Will +4
  offeNse
  Speed 40 ft.
  Melee slam +10 (2d6+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks clobbering charge
  Base Statistics When its rider isn’t raging, the pachyceph-
  alosaurus mount’s stats are AC 17, touch 11, flat-footed 14; hp 
  37; Fort +7, Will +2; Melee slam +8 (2d6+12); Str 22, Con 17; 
  CMB +10, CMD 22.
  sTaTisTics
  Str 26, Dex 15, Con 21, Int 2, Wis 12, Cha 5
  Base Atk +3; CMB +12; CMD 24
  Feats Improved Bull Rush, Power Attack, Run
  Skills Perception +8, Stealth +2
  speciaL aBiLiTies
  Clobbering Charge (Ex): When a pachycephalosaurus hits a 
  target with its slam attack at the end of a charge, it can initiate 
  a bull rush as a free action to move the struck target back in 
  the same direction as the dinosaur’s charge. The pachyceph-
  alosaurus cannot move with the target of the bull rush. If a 
  pachycephalosaurus scores a critical hit against a creature with 
  its slam attack at the end of a charge, it also staggers the tar-
  get for 1 round. If the victim succeeds at a DC 18 Fortitude 
  save, the stagger effect is negated, but the victim still suffers 
  the effects of the dinosaur’s bull rush attempt. The save DC is 
  Strength-based.
  Crew
  Discussed in the Player’s Guide to Skybourne and similar 
  to the troop subtype, the crew subtype is a collection of crea-
  tures that act as a single, swarm-like unit. It possesses whatever 
  creature type the majority of its members possess, as well as a 
  single pool of hit points, a single initiative, and during combat 
  moves and acts as if it were one creature. While more informa-
  tion can be found in the Player’s Guide to Skybourne (including 
  rules for creating crews), the most important rules for running 
  a crew in combat are reprinted below.
  Crews come in three sizes: small, medium, and large. A 
  small crew fills 9 squares, a medium crew fills 16 squares, and 
  a large crew fills 25 squares. These squares must be contiguous, 
  but otherwise may be arranged however the crew desires. 
  Crews share some similar abilities with swarms, but also 
  share many traits with the creatures they are comprised of. 
  Crews do not make attack rolls and deal automatic damage, 
  but they also can provoke attacks of opportunity and make an 
  attack of opportunity each round as a non-swarm creature, al-
  though it does not make an attack roll when making an attack 
  of opportunity, instead dealing half damage to the target. A 
  crew may occupy the same space as an enemy, and threatens 
  the spaces it occupies as well as those within its reach. 
  Crew Traits: A crew is not subject to flanking, but it 
  is subject to critical hits and sneak attacks if its component 
  creatures are subject to such attacks. Reducing a crew to 0 hit 
  points or fewer causes it to break up, effectively destroying the 
  troop and killing its members (if a crew is reduced to 0 
  hp, and later healed, such as through rest, assume that 
  
  72
  casualties have reduced the crew by one size: a large crew be-
  comes a medium crew, a medium crew becomes a small crew, 
  and a small crew is completely destroyed). However, despite 
  being a composite of smaller creatures, damage taken until the 
  crew is reduced to 0 hp does not degrade its ability to attack 
  or resist attack. If a troop is rendered unconscious by means 
  of nonlethal damage, it disperses and does not reform until its 
  hit point total exceeds its nonlethal damage. A crew is never 
  staggered by damage. Generally speaking, a crew cannot be 
  tripped, grappled, or bull rushed except by area effects that in-
  clude such effects.
  A crew is immune to any spell or effect that targets a spe-
  cific number of creatures (including both single-target effects 
  or multiple target effects such as haste or other spells), but it is 
  affected by any spell or effect that targets an area or a non-spe-
  cific number of creatures (such as a bard’s Inspire Courage). A 
  troop takes half-again as much damage (150%) from spells or 
  effects that target an area, and takes double damage (200%) 
  from a creature using the Whirlwind Attack feat. If a creature 
  uses the Cleave feat, they deal a fourth again as much damage 
  for each Cleave feat they possess (thus, a creature using Cleave 
  deals 125% damage, while a creature with Greater Cleave deals 
  150% damage).
  Crew Actions: A crew does not make normal attacks, and 
  even when making an attack of opportunity deals automatic 
  damage (equal to 1/2 its crew attack damage). Instead, a crew 
  can perform a number of crew actions each round. The follow-
  ing crew actions are available to all crews, while certain perks 
  and equipment can grant a crew additional potential actions.
  Crew Attack: As a standard action, the crew damages all en-
  emies within its reach without the need to make an attack roll.
  High AC
  In Pathfinder, swarms deal automatic damage, meaning a 
  character clad in steel armor suffers the same damage as a char-
  acter wearing no armor at all, unless the alternate Armor as DR 
  rules are being used. While this may make sense for a swarm of 
  insects, it lacks verisimilitude. For a more realistic alternative, 
  increase every crew’s attack damage by 10, then subtract each 
  target’s AC from the damage the crew deals to them.
  creW, saiLors 
   
   
   
       cr 4
  XP 1,200
  Human expert 2
  TN Huge humanoid (human, crew)
  Init +0; Perception +6
  defeNse
  AC 13, touch 8, flat-footed 13 (+5 natural, -2 size)
  hp 45 (7d8)
  Fort +5, Ref +5, Will +2
  offeNse
  Speed 30 ft.
  Melee crew attack (2d6+6)
  Ranged light crossbow crew attack (4d6+6, DC 12)
  Special Attacks grappling hooks, siege engine attack (+2) 
  Space 15 ft.; Reach 5 ft.
  sTaTisTics
  Str 18, Dex 10, Con 10, Int 
  10, Wis 10, Cha 10
  Base Atk +1; CMB +6; CMD 
  17
  Perks Sailor Training, Gunnery 
  Training, Rapid Reload
  Treasure standard (13 light 
  crossbows, 260 bolts, 13 
  grappling hooks, other trea-
  sure)
  speciaL aBiLiTies
  Grappling Hooks: Grap-
  pling hooks allow a crew 
  to grapple another 
  ship. As a standard 
  action, 
  the 
  crew 
  makes a CMB check 
  against the CMD of any crew 
  within the Location they are at-
  tempting to board. If successful, 
  the two ships become grapples 
  together (this changes both ship’s 
  speeds to 0, unless one ship is 2 
  or more size categories smaller 
  than the other, or occupies 
  1/6th the number of spaces, 
  in which case the smaller 
  ship simply attaches to the larger ship and goes along for the 
  ride). To break a grapple between ships, another individual or 
  crew must make an MSB check as a standard action to remove 
  the grappling hooks, opposed by the CMD of the crew or indi-
  vidual best poised to prevent that action.
  creW, scaVeNGers  
   
   
       cr 3
  XP 800
  Human expert 1
  TN Huge humanoid (human, crew)
  Init +0; Perception +6
  defeNse
  AC 15, touch 8, flat-footed 15 (+2 armor, +5 natural, -2 size)
  hp 30 (6d8)
  Fort +2, Ref +2, Will +5
  offeNse
  Speed 30 ft.
  Melee crew attack (2d6+3)
  Special Attacks siege engine attack (+1) 
  Space 15 ft.; Reach 5 ft.
  sTaTisTics
  Str 18, Dex 10, Con 10, Int 10, Wis 10, Cha 10
  Base Atk +0; CMB +5; CMD 16
  Perks Climb Training, Perception Training, Stealth Training
  Skills Climb +6, Perception +6, Stealth -2
  Treasure standard (13 leather armor, other treasure)
  
  73
  creW, Marauder 
   
   
   
     cr 12
  XP 19,200
  Human warrior 10
  NE Huge humanoid (human, crew)
  Init +0; Perception +15
  defeNse
  AC 17, touch 8, flat-footed 17 (+4 armor, +5 natural, -2 size)
  hp 205 (15d10+20)
  Fort +14, Ref +14, Will +11
  offeNse
  Speed 30 ft.
  Melee halberd crew attack (4d6+40, +25% vs crews)
  Ranged longbow crew attack (4d6+40, +25% vs crews, DC 20)
  Special Attacks anatomy strike, first aid, siege engine attack 
  (+10)
  Space 15 ft.; Reach 5 ft. (10 ft. halberd)
  sTaTisTics
  Str 26, Dex 10, Con 10, Int 10, Wis 10, Cha 10
  Base Atk +10; CMB +18; CMD 29 
  Perks Cleave, Perception Training, Power Attack, Defensive 
  Training, Surgeon Training
  Skills Heal +15, Perception +15
  Treasure standard (13 chain shirts, 13 heal kits, 13 longbows, 
  260 arrows, 13 halberds, other treasure).
  speciaL aBiLiTies
  Anatomy Strike: When flanking an enemy with itself (this 
  includes occupying the same space as an enemy and also being 
  in a space adjacent to him), the crew may make a Heal check 
  as a swift action against the target’s CMD to do one of the 
  following effects to the target. Only one effect and one target 
  may be selected per round; a crew cannot select another crew 
  with this action. 
   
  Head Strike: The target is confused for 1 round.
   
  Leg Strike: The target is knocked prone.
   
  Arm Strike: The target drops what it is holding in its 
  hands.
   
  Torso Strike: The taret suffers nonlethal damge equal to 
  the result of the Heal check minus the target’s CMD (mini-
  mum: 0).
  First Aid: As a standard action the crew may bandage all allies 
  within reach, stopping bleeding, and making them stable. This 
  requires a Heal check as normal. If used within 2 rounds of a 
  crew being destroyed and within reach of where that crew fell, 
  this can stabilize that crew, allowing it to be healed and return 
  to active duty in the future.
  Treat Poison: As a standard action the crew may treat poi-
  son for all creatures within reach. This requires a Heal check as 
  normal, and functions similarly to the First Aid ability.
  Treasure standard (13 chain shirts, 13 heal kits, 13 longbows, 260 
  arrows, 13 halberds, other treasure).
  creW, raider 
   
   
   
      cr 6
  XP 2,400
  Human warrior 4
  NE Huge humanoid (human, crew)
  Init +0; Perception +0
  defeNse
  AC 16, touch 8, flat-footed 16 (+3 armor, +5 natural, -2 size)
  hp 91 (9d10+8)
  Fort +8, Ref +8, Will +5
  offeNse
  Speed 30 ft.
  Melee halberd crew attack (5d6+16)
  Ranged longbow crew attack (4d6+16, DC 14)
  Special Attacks siege engine attack (+4) 
  Space 15 ft.; Reach 5 ft. (10 ft. halberd)
  sTaTisTics
  Str 20, Dex 10, Con 10, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB +9; CMD 20
  Perks Power Attack, Defensive Training
  Treasure standard (13 studded leather armor, 13 longbows, 260 
  arrows, 13 halberds, other treasure).
  creW, VeTeraN saiLors  
   
      cr 9
  XP 6,400
  Human expert 7
  TN Huge humanoid (human, crew)
  Init +0; Perception +12
  defeNse
  AC 15, touch 8, flat-footed 15 (+2 armor, +5 natural, -2 size)
  hp 134 (12d8+14)
  Fort +8, Ref +8, Will +11
  offeNse
  Speed 30 ft.
  Melee crew attack (2d6+21)
  Ranged light crossbow crew attack (4d6+21, DC 17)
  Special Attacks emergency repairs, grappling hooks, healing 
  potion (1), siege engine attack (+7) 
  Space 15 ft.; Reach 5 ft.
  sTaTisTics
  Str 24, Dex 10, Con 10, Int 10, Wis 10, Cha 10
  Base Atk +5; CMB +14; CMD 25
  Perks Carpentry Training, Gunnery Training, Perception 
  Training, Rapid Reload, Sailor Training, Toughness
  Skills Perception +12, Profession (Carpentry) +12
  Treasure standard (13 carpentry tools, 13 potions of cure light 
  wounds, 13 leather armors, 13 light crossbows, 260 bolts, 13 grap-
  pling hooks, other treasure).
  speciaL aBiLiTies
  Emergency Repairs: As a standard action, the crew or the 
  officier leading the crew makes a Profession (carpentry) check 
  +24. The location gains a number of temporary hit points equal 
  to 1/2 the check result, which lasts for 24 hours. These tem-
  porary hit points cannot increase the location’s current hit 
  points to be higher than its total hit points. These temporary 
  hit points do not stack with itself, but a crew can take 
  20 on this action when not in combat. 
  
  74
  Grappling Hooks: Grappling hooks allow a crew to grapple 
  another ship. As a standard action, the crew makes a CMB 
  check against the CMD of any crew within the Location they 
  are attempting to board. If successful, the two ships become 
  grapples together (this changes both ship’s speeds to 0, unless 
  one ship is 2 or more size categories smaller than the other, or 
  occupies 1/6th the number of spaces, in which case the smaller 
  ship simply attaches to the larger ship and goes along for the 
  ride). To break a grapple between ships, another individual or 
  crew must make an MSB check as a standard action to remove 
  the grappling hooks, opposed by the CMD of the crew or indi-
  vidual best poised to prevent that action.
  Healing Potion: If the small crew drinks its healing potion, it 
  heals for 50 hit points.
  creW, ZaVr cherufe VeTeraNs  
        cr 7
  XP 3,200
  Cherufe warrior 5
  CN Huge humanoid (reptilian, crew)
  Init +0; Senses low-light vision; Perception +10
  defeNse
  AC 16, touch 8, flat-footed 16 (+3 armor, +5 natural, -2 size)
  hp 110 (10d10)
  Fort +9, Ref +9, Will +6
  offeNse
  Speed 40 ft.
  Melee spear crew attack (4d6+25)
  Ranged spear crew attack (4d6+25, DC 15) or sling 
  crew attack (2d6+25, DC 15)
  Special Attacks grappling hooks, siege engine 
  attack (+5) 
  Space 15 ft.; Reach 5 ft.
  sTaTisTics
  Str 22, Dex 10, Con 10, Int 10, Wis 10, Cha 10
  Base Atk +5; CMB +11; CMD 22
  Perks Acrobatics Training, Power Attack, Tough-
  ness
  Skills Acrobatics +10
  Treasure standard (13 studded leather armor, 13 
  spears, 13 slings with 65 sling bullets, 13 grappling hooks, 
  other treasure).
  speciaL aBiLiTies
  Grappling Hooks: Grappling hooks allow a crew to grap-
  ple another ship. As a standard action, the crew makes 
  a CMB check against the CMD of any crew within 
  the Location they are attempting to board. If suc-
  cessful, the two ships become grapples together 
  (this changes both ship’s speeds to 0, unless one 
  ship is 2 or more size categories smaller than the 
  other, or occupies 1/6th the number of spaces, in 
  which case the smaller ship simply attaches to the 
  larger ship and goes along for the ride). To break a 
  grapple between ships, another individual or crew must 
  make an MSB check as a standard action to remove the 
  grappling hooks, opposed by the CMD of the crew or 
  individual best poised to prevent that action.
  creW, ZaVr cherufe Warriors 
        cr 3
  XP 800
  Cherufe warrior 1
  CN Huge humanoid (reptilian, crew)
  Init +0; Senses low-light vision; Perception +6
  defeNse
  AC 16, touch 8, flat-footed 16 (+3 armor, +5 natural, -2 size)
  hp 32 (6d10)
  Fort +5, Ref +5, Will +2
  offeNse
  Speed 40 ft.
  Melee spear crew attack (4d6+4)
  Ranged spear crew attack (4d6+4, DC 11) or sling crew attack 
  (2d6+4, DC 11)
  Special Attacks grappling hooks, siege engine attack (+1) 
  Space 15 ft.; Reach 5 ft.
  sTaTisTics
  Str 18, Dex 10, Con 10, Int 10, Wis 10, Cha 10
  Base Atk +0; CMB +5; CMD 16
  Perks Acrobatics Training
  Skills Acrobatics +6
  Treasure standard (13 studded leather armor, 26 spears, 13 
  slings, 65 sling bullets, 13 grappling hooks, other treasure)
  speciaL aBiLiTies
  Grappling Hooks: 
  Grappling 
  hooks allow a crew to grapple an-
  other ship. As a standard ac-
  tion, the crew makes a CMB 
  check against the CMD of any 
  crew within the Location they are 
  attempting to board. If successful, 
  the two ships become grapples to-
  gether (this changes both ship’s 
  speeds to 0, unless one ship is 2 
  or more size categories small-
  er than the other, or occupies 
  1/6th the number of spaces, 
  in which case the smaller ship 
  simply attaches to the larger ship 
  and goes along for the ride). 
  To break a grapple between 
  ships, another individual or 
  crew must make an MSB 
  check as a standard action 
  to remove the grappling 
  hooks, opposed by the 
  CMD of the crew or indi-
  vidual best poised to prevent that 
  action.
  
  75
  Dinosaurs
  One of the most common creatures to be found in the 
  Forest are dinosaurs. Ancient beings long-extinct, the Forest 
  brought these creatures back and it wasn’t long before they 
  dominated the local life.
  While all dinosaurs are powerful, those born on Khrone 
  are often especially so, as the surge of life that gave birth to 
  them also empowers them. As such, many of them push the 
  boundaries of their partiular Challenge Rating, being faster, 
  stronger, or more cunning than their lesser ilk.
  While the stats for many dinosaurs are included in oth-
  er Pathfinder bestiaries and such statistics can always be used 
  when such beings are encountered, all of the dinosaurs listed 
  below make use of the Spheres of Might system, making them 
  deadly challenges for even the most experienced of delver 
  crews.
  diNosaur, carNoTaurus  
   
       cr 8
  XP 3,200
  CN Huge animal
  Init -2; Senses low-light vision, scent; Perception +15
  defeNse
  AC 19, touch 6, flat-footed 19 (-2 size, -2 Dex, +13 natural)
  hp 105 (11d8+55)
  Fort +12, Ref +7, Will +4
  DR 5/Piercing and Slashing
  offeNse
  Speed 60 ft.
  Melee bite +14 (2d6+8), 2 claws +9 (1d8+8)
  Special Attacks bleed (3, +3d4), fatal thrust +2d6
  Space 15 ft.; Reach 15 ft.
  TacTics
  Carnotaurus are extremely mobile and will circle their enemies 
  in groups, using bleed damage and feints to wear their enemies 
  down and catch them off-guard before delivering fatal blows.
  sTaTisTics
  Str 26, Dex 6, Con 20, Int 2, Wis 14, Cha 10
  Base Atk +8; CMB +18; CMD 26
  Martial Tradition Assassin; PAM Wis, DC 16 (17)
  Talents Athletics (leap package, Mobile Striker, Mobility, Re-
  flexive Twist, Whirlwind Flip), Duelist (Open Vein), Fencing 
  (Expert Feint, Fast Feint, Focusing Feint, Open Guard), Scout 
  (Lurker, Reflexive Stealth)
  Skills Acrobatics +9, Bluff +11, Perception +15, Stealth +15; Ra-
  cial Modifiers Stealth +6
  speciaL aBiLiTies
  Camouflage (Ex): A Carnotaurus can use the Stealth skill 
  to hide in any of its native terrains, even if the terrain doesn’t 
  grant cover or concealment.
  ecoLoGy
  Environment forests or jungles
  Organization solitary, pair, or pack (3-6)
  Treasure none
  diNosaur, coMpsoGNaThus 
   
     cr 1/2
  XP 200
  CN Tiny animal
  Init +2; Senses low-light vision, scent; Perception +4
  defeNse
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref +4, Will +0
  offeNse
  Speed 40 ft., swim 20 ft.
  Melee bite +1 (1d3-1 plus poison)
  Special Attacks patrol (5 ft.), poison, shouts, tactics (10 ft.)
  Space 2-1/2 ft.; Reach 0 ft.
  TacTics
   Compsognathus take down large prey by working in groups, 
  coordinating attacks until their foes, filled with poison, can no 
  longer stay on their feet.
  sTaTisTics
  Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
  Base Atk +0; CMB +0; CMD 9
  Martial Tradition Pack Hunter; PAM Wis, DC 10
  Talents Athletics (leap package, Mobile Striker), Guardian 
  (patrol package), War Leader (Coordinated Reflexes)
  Skills Acrobatics +6, Diplomacy -2, Perception +4, Swim +10
  speciaL aBiLiTies
  Poison (Ex): Bite—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save.
  ecoLoGy
  Environment forests, jungles, marshes
  Organization solitary, pair, or pack (5-20)
  Treasure none 
  diNosaur, diLophosaurus 
   
      cr 5
  XP 1,600
  CN Large animal
  Init +2; Senses low-light vision, scent; Perception +13
  defeNse
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
  hp 39 (7d8+7)
  Fort +6, Ref +7, Will +5; +4 vs poison
  Defensive Abilities evasion
  offeNse
  Speed 40 ft.
  Melee bite +2 (1d8+3), 2 talons +7 (1d6+3)
  Ranged blinding spittle +6 ranged touch (poison)
  Special Attacks counterpunch (+6), poison, traps
  Space 10 ft.; Reach 10 ft.
  TacTics
   Dilophosaurus are extremely cunning, and will lay traps for 
  prey they detect coming their way. Once their traps are sprung 
  they will attack from ambush, grappling targets to the ground 
  and eating them.
  sTaTisTics
  Str 16, Dex 14, Con 12, Int 2, Wis 16, Cha 10
  Base Atk +8; CMB +18; CMD 26
  
  76
  Martial Tradition Parasite; PAM Wis, DC 15 (16)
  Talents Athletics (climb, leap, run packages, Expanded Train-
  ing, Mobile Striker, Reflexive Twist), Boxing, Scout (Reflexive 
  Stealth), Trap (Persistent Trap, Trapper’s Recovery), Wrestling 
  (Greater Grapple)
  Skills Acrobatics +14, Climb +13, Craft (traps) +3, Perception 
  +13; Stealth +12
  speciaL aBiLiTies
  Poison (Ex): Blinding Spittle—contact; save Fort DC 14; fre-
  quency 1/round for 4 rounds; effect blindness; cure 1 save.
  ecoLoGy
  Environment forests or jungles
  Organization solitary, pair, or pack (3-12)
  Treasure none
  diNosaur, diMorphodoN  
   
       cr 1
  XP 400
  CN Medium animal
  Init +3; Senses low-light vision, scent; Perception +5
  defeNse
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +6, Will +1
  DR 2/bludgeoning
  offeNse
  Speed 10 ft., fly 30 ft. (average)
  Melee bite +3 (1d6+3 plus poison)
  Special Attacks bleed (1), poison
  TacTics
   Dimorphodons knock their foes to the ground with Leg Cut-
  ter and drain them of life through bleed damage and poison 
  until it can no longer fight back.
  sTaTisTics
  Str 15, Dex 17, Con 12, Int 2, Wis 13, Cha 12
  Base Atk +1; CMB +3; CMD 16
  Martial Tradition Assassin; PAM Wis, DC 11 (12)
  Talents Athletics (fly package, Mobile Striker), Duelist (... And 
  Stay Down, Leg Cutter, Scar Tissue)
  Feats Flyby Attack
  Skills Fly +7, Perception +5, Stealth +8
  speciaL aBiLiTies
  Poison (Ex): Bite—injury; save Fort 
  DC 12; frequency 1/round for 
  4 rounds; effect 1d2 Str; cure 
  1 save.
  ecoLoGy
  Environment forests or coastline
  Organization solitary, pair, or flock (3-9)
  Treasure none 
  diNosaur, GiGaNoTosaurus 
   
     cr 13
  XP 25,600
  CN Colossal animal
  Init +4; Senses low-light vision, scent; Perception +26
  defeNse
  AC 27, touch 2, flat-footed 27 (+25 natural, -8 size)
  hp 199 (21d8+105)
  Fort +17, Ref +12, Will +11
  offeNse
  Speed 40 ft.
  Melee bite +23 (4d6+16/19–20 plus grab), 2 claws +23 (1d6+16)
  Special Attacks: brutal strike (+38), bleed (4), swallow whole 
  (3d8+16 bludgeoning, AC 22, 19 hp)
  Space 30 ft.; Reach 30 ft.
  TacTics
   The giganotosaur will target the weakest looking creature 
  and attack with its bite, preferring to combine Improved Vital 
  Strike with the Berserker sphere’s brutal strike for maximum 
  damage. If successful in grappling its prey, it will attempt to 
  swallow it whole. The giganotosaurus will usually use berserk-
  ing (-2 AC for 22 temporary hit points until the start of its next 
  turn) at the beginning of each turn and will use its immediate 
  action to gain further THP from Blood Drinker whenever pos-
  sible, preferentially targeting bleeding creatures.
  sTaTisTics
  Str 42, Dex 11, Con 21, Int 2, Wis 15, Cha 10
  Base Atk +15; CMB +39; CMD 49
  Martial Tradition Butcher; PAM Wis, DC 19
  Talents Berserker (Bloody Counter, Bone-breaker), Duelist 
  (Blood Drinker), Lancer
  Feats Extra Combat Talent x2, Great Focus, Combat Sphere 
  Specialization (Berserker), Iron Will, Improved Critical (bite), 
  Improved Initiative, Furious Focus, Power Attack, Improved 
  Vital Strike, Vital Strike
  Skills Perception +26
  ecoLoGy
  Environment forests, jungles, and plains
  Organization solitary, pair, or pack (3-6)
  Treasure none 
  
  77
  diNosaur, pTeraNodoN  
   
        cr 3
  XP 800
  CN Large animal
  Init +4; Senses low-light vision, scent; Perception +8
  defeNse
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
  hp 32 (5d8+10)
  Fort +6, Ref +8, Will +3
  offeNse
  Speed 10 ft., fly 50 ft. (clumsy)
  Melee bite +5 (2d6+4)
  Special Attacks fatal thrust +2d6, scout (+3)
  Space 10 ft.; Reach 10 ft.
  TacTics
   Pteranodons are tactical fighters, and will use grapples and 
  their Lancer talents to impede their enemies before destroying 
  them through fatal thrusts.
  sTaTisTics
  Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
  Base Atk +0; CMB +0; CMD 9
  Martial Tradition Assassin; PAM Wis, DC 13 (14)
  Talents Athletics (fly package, Mobile Striker), Fencing (Fast 
  Feint), Lancer (Staggering Tear), Scout, Wrestling (Greater 
  Grapple)
  Skills Perception +8, Bluff +6, Fly +2, Stealth +12
  ecoLoGy
  Environment warm coastline
  Organization solitary, pair, or flock (3-12)
  Treasure none 
  diNosaur, sTeGosaurus  
   
       cr 7
  XP 3,200   
  CN Huge animal
  Init +2; Senses low-light vision, scent; Perception +16
  defeNse
  AC 24, touch 10, flat-footed 22 (+2 Dex, +12 natural, +2 shield, 
  -2 size)
  hp 90 (12d8+36)
  Fort +11, Ref +10, Will +5
  DR 4/bludgeoning
  offeNse
  Speed 30 ft.
  Melee tail +15 (4d6+12 plus trip)
  Special Attacks active defense, bleed (3), shove +17 touch (12), 
  patrol (15 ft.)
  Space 15 ft.; Reach 15 ft.
  TacTics
   Stegosauruses beat down their foes with shoves and stam-
  pedes, knocking them around the battlefield with the Brute 
  sphere if they get too close and keeping themselves alive with 
  their protective tails. By relying on their defensive capabilities 
  they wear their opponents down through inflicting bleed dam-
  age and out-surviving them.
  sTaTisTics
  Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
  Base Atk +9; CMB +19; CMD 31 (35 vs trip)
  Martial Tradition Power Forward; PAM Wis, DC 15
  Talents Brute (Greater Brute, Greater Shove, Quick Force, 
  Smash, Stampede), Duelist (...And Stay Down, Defensive Slice, 
  Leg Cutter, Scar Tissue), Guardian (patrol package), Shield 
  (Protective Tail, Redirecting Shield)
  Feats Muscular Reflexes
  Skills Perception +16
  ecoLoGy
  Environment forests, plains
  Organization solitary, pair, or herd (3-12)
  Treasure none 
  diNosaur, TriceraTops  
   
       cr 8
  XP 4,800
  CN Huge animal
  Init -1; Senses low-light vision, scent; Perception +18
  defeNse
  AC 21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)
  hp 119 (14d8+56)
  Fort +13, Ref +8, Will +5
  offeNse
  Speed 30 ft.
  Melee gore +18 (2d10+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks brutal strike (+20), powerful charge (gore, 
  4d10+16/19-20), patrol (15 ft.), shove +18 touch (8), trample 
  (1d8+12, DC 25)
  TacTics
   Triceratops are powerful creatures, using brutal strikes and 
  their Lancer talents to dispatch their opponents quickly. If 
  faced with a threat they cannot quickly dispatch, a triceratops 
  will use its Brute sphere abilities to knock them around the 
  battlefield, or even its Terrain Trasher talent to knock pieces of 
  the ground out from under them.
  sTaTisTics
  Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
  Base Atk +10; CMB +20 (+13 w/ bull rush, drag, overrun, re-
  position); CMD 29 (33 vs. trip; 32 vs bull rush, drag, overrun, 
  reposition)
  Martial Tradition Butcher; PAM Wis, DC 16
  Talents Berserker (Beat Down, Bloody Counter, Deathless), 
  Brute (Greater Brute, Greater Shove, Quick Force, Smash, 
  Stampede, Terrain Trasher, Throw, Unstoppable),  Guardian 
  (patrol package), Lancer (Bracing Pierce, Focusing Finale, Pin-
  ning Impale)
  Skills Perception +18
  ecoLoGy
  Environment forests, plains
  Organization solitary, pair, or herd (5-8)
  Treasure none 
  
  78
  diNosaur, TyraNNosaurus 
   
        cr 9
  XP 6,400
  CN Gargantuan animal
  Init +5; Senses low-light vision, scent; Perception +37
  defeNse
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, -4 size)
  hp 153 (18d8+72)
  Fort +15, Ref +12, Will +8
  offeNse
  Speed 40 ft
  Melee bite +20 (4d6+22/19-20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks brutal strike (+26), shove +20 touch (11), swal-
  low whole (2d8+11, AC 17, hp 15)
  TacTics
   In close combat, the tyrannosaurus will shove its enemies and 
  use its Heavy Swing talent to keep its opponent from acting. If 
  cornered, it will use its Stampede and Smash talents to make 
  overrun checks to escape, dealing its bite damage to each target 
  it overruns.
  sTaTisTics
  Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
  Base Atk +13; CMB +28 (+32 grapple); CMD 39
  Martial Tradition Behemoth; PAM Wis, DC 18
  Talents Berserker (Bloody Counter, Deathless, Heavy Swing), 
  Brute (Focused Might, Smash, Stampede)
  Feats Extra Combat Talent (3), Improved Critical (bite), Skill 
  Focus (Perception)
  Skills Perception +37; Racial Modifiers +8 Perception
  SQ powerful bite
  speciaL aBiLiTies
  Powerful Bite (Ex): A tyrannosaurus ap-
  plies twice its Strength modifier to bite 
  damage.
  ecoLoGy
  Environment warm forests 
  and jungles
  Organization solitary, pair, 
  or pack (3-6)
  Treasure none 
  diNosaur, VeLocirapTor  
   
       cr 2
  XP 600
  CN Small animal
  Init +7; Senses low-light vision, scent; Perception +11
  defeNse
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +4
  Defensive Abilities evasion
  offeNse
  Speed 60 ft.
  Melee bite +6 (1d4+2), 2 talons +6 (1d6+2/19-20)
  Special Attacks leaping charge, patrol (5 ft.), scout (+6), 
  shouts, tactics (10 ft.)
  TacTics
   Velociraptors hunt in packs; by coordinating between each 
  other, they will attack a target through flanking in order to take 
  it down safely.
  sTaTisTics
  Str 13, Dex 17, Con 17, Int 2, Wis 16, Cha 14
  Base Atk +2; CMB +2; CMD 15
  Martial Tradition Pack Hunter; PAM Wis, DC 14
  Talents Equipment (Finesse Fighting (2)), Guardian (patrol 
  package), Scout (Identify Rhythms), Warleader (Coordinated 
  Reflexes)
  Skills Acrobatics +11 (+23 when jumping), Diplomacy +5, Per-
  ception +11, Sense Motive +5, Stealth +15; Racial Modifiers +4 
  Acrobatics (+16 when jumping), +4 Perception, +4 Stealth
  speciaL aBiLiTies
  Leaping Charge (Ex): A velociraptor can jump when 
  charging, allowing it to ignore difficult terrain when it charges. 
  When a velociraptor makes a charge in this way, it deals double 
  damage with its talons.
  ecoLoGy
  Environment forests or jungles
  Organization solitary, pair, or pack (3-12)
  Treasure none
  
  79
  Forest Gnomes
  For as long as history remembers, gnomes have been the 
  servants of the fey courts, protecting the entrances to the fey 
  realms and serving as their strong mortal arm. However, this 
  connection to the fey and nature betrayed them as the Forest 
  came, corrupting all it touched. While some gnomes fled and 
  escaped the forest influence, others were assimilated into the 
  forest, changing alongside the natural world. Today the gnomes 
  of Khrone are two distinct peoples; those who were changed by 
  the forests influence, and those who escaped to the skies.
  Physical Description: The forest gnomes are similar to 
  other gnomes in that they appear similar to humans that stand 
  just over 3 feet in height. However, instead of vibrant skin and 
  hair colors, forest gnomes are known for earthy colors; their 
  hair and skin are usually green, brown, and other dark colors, 
  which allow them to blend in easily with the trees. Their eyes 
  are usually bright yellow, but can come in all manner of colors. 
  Society: Forest gnomes live in large family groups that 
  congregate together as needed, but engage in warfare against 
  each other as much as common enemies. Forest gnomes take 
  great revelry in savagery, and will capture - and eat - other crea-
  tures, including each other. Despite this, children are well cared 
  for in forest gnome families; it isn’t until they are adults that 
  the world of kill or be killed applies to them, and some gnome 
  families in need of new members will attack their neighboring 
  gnomes, eating the adults and taking in the children, raising 
  them as their own.
  Relations: The forest gnomes are a people who delight in 
  the savagery of the forest, rejecting all their previous ties and 
  engaging in a ritualistic form of cannibalism. As such, few other 
  races want anything to do with the, and even the cherufe and 
  other Chaotic peoples tend to give them a wide berth.
  Alignment and Religion: Most forest gnomes adhere 
  to the Seventh Sphere, viewing their transformation by the 
  Forest the same way a race might view their creation by a god. 
  Forest gnomes are almost always Chaotic, although they may 
  be Good, Evil, or Neutral.
  foresT GNoMe 
   
   
   
     cr 1/3
  XP 135
  Forest gnome warrior 1
  CE Small humanoid (gnome)
  Init +2; Senses low-light vision, Perception +4
  defeNse
  AC 18, touch 15, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 
  size, +2 forest bond)
  hp 6 (1d10+1)
  Fort +3, Ref +2, Will +0; +2 vs illusions
  offeNse
  Speed 20 ft.
  Melee handaxe +4 (1d4/x3)
  Ranged short bow +4 (1d4/x3)
  Gnome Spell-Like Abilities (CL 1st; concentration +2)
    1/day—dancing lights, ghost sound, prestidigitation, and speak 
  with animals
  Base Statistics When not within their home territory, the 
  forest gnome’s statistics are AC 16, touch 13, flat-footed 14
  sphere VariaNT
  If using Spheres of Might, make the following changes:
  Martial Tradition Canny Hunter; PAM Wis, DC 10
  Talents Equipment (Huntsman Training), Scout (Hidden Fo-
  cus), Sniper
  Special Attacks deadly shot (+1d10)
  Skills Climb +4, Craft (weapons) +2, Perception +4, Stealth +7, 
  Survival +2
  TacTics
  Forest gnomes are exceedingly tricky, and will rarely engage 
  any target they are unsure they can defeat. They will use their 
  spell-like abilities to trick their enemies into an ambush, then 
  attack from stealth as often as possible to defeat their enemies 
  without risking their own lives.
  Forest gnomes will rarely fight to the death and will cut deals 
  quickly to escape alive if cornered. However, a deal with a for-
  est gnome is rarely binding, and will often be subverted into 
  another attempt to defeat their foes when the timing is right.
  sTaTisTics
  Str 10, Dex 14, Con 12, Int 10, Wis 11, Cha 12
  Base Atk +1; CMB +0; CMD 12
  Feats Weapon Finesse
  Skills Climb +4, Craft (weapons) +2, Perception +4, Stealth +7; 
  Racial Modifiers +2 Perception
  Languages Common, Gnome
  SQ gnome magic, forest bond
  speciaL aBiLiTies
  Forest Bond (Ex): Forest gnomes possess a strong bond to 
  the land, and gain a +2 dodge bonus at AC when in a specific 
  terrain type selected from the ranger list of favored terrains.
  ecoLoGy
  Environment temperate forests and jungles
  Organization solitary, gang (2–4), squad (11–20 plus 1-4 Forest 
  Gnome Druids), or band (30–100 plus 150% noncombatants 
  plus 10-20 zavr Forest Gnome Druids, 1-10 zavr Forest Gnome 
  Tricksters and 1-4 Forest Gnome Hunters)
  Treasure NPC gear (leather armor, light wooden shield, han-
  daxe, short bow with 20 arrows, other treasure)
  foresT GNoMe druid 
   
   
        cr 2
  XP 600
  Forest gnome druid 3
  CN Small humanoid (gnome)
  Init +2; Senses low-light vision, Perception +8
  defeNse
  AC 20, touch 15, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 
  size, +2 forest bond)
  hp 27 (3d8+7+3 toughness)
  Fort +5, Ref +3, Will +5; +2 vs illusions
  offeNse
  Speed 20 ft.
  Melee sickle +5 (1d4-2)
  
  80
  Gnome Spell-Like Abilities (CL 3rd; concentration +5)
    1/day—dancing lights, ghost sound, prestidigitation, and speak 
  with animals
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
    5/day—lightning arc
  Druid Spells Prepared (CL 3rd; concentration +5)
    2nd—flaming sphere (DC 14), spider climb, wind wall D
    1st—cure light wounds (2), obscuring mist D, speak with ani-
  mals
    0th (at will)—flare (DC 12), light, stabilize, virtue
  D Domain spell; Domain Air
  Base Statistics When not within their home territory, the 
  forest gnome’s statistics are AC 18, touch 15, flat-footed 16
  MaGic
  If using Spheres of Power, make the following changes:
  Caster Level 3rd; MSB +3, MSD 14, Concentration +5
  Tradition Druidism (Verbal Casting, Prepared Caster, Animal 
  Shaman (Mind)); CAB Wis
  Spell Points 7
  Alteration Sphere – DC 14, Duration concentration or 7 
  minutes (w/ 1 sp), Range touch, Talents Vermin Transforma-
  tion
    shapeshift (1 trait)
  Life Sphere – DC 14, Range touch
    cure (1d8+3)
    invigorate (3 hp, 1 hour)
    restore heal 1d4 ability damage, dazzled, fatigue, sickened, 
  shaken, staggered
  Nature Sphere – DC 14, Duration 3 rounds, concentration, 
  Range close (30 ft.), Talents Animal Friend, Thorns
    entangle (5 ft. radius)
    thorns (1d6+1, 5 ft. radius)
    animal friend (3 minutes)
    growth
    pummel (Medium, 13 Str, +4 (1d6+1)
  TacTics
  Forest gnome druids use spider climb or a vermin shapeshift to 
  climb trees and attack their foes from a great height, using 
  magic and retreating if that proved insufficient to defeat their 
  enemies.
  sTaTisTics
  Str 6, Dex 14, Con 15, Int 10, Wis 15, Cha 14
  Base Atk +2; CMB -1; CMD 11
  Feats Weapon Finesse, Toughness
  Skills Handle Animal +7, Heal +6, Knowledge (nature) +6, Per-
  ception +8, Spellcraft +6, Stealth +8, Survival +10; Racial Mod-
  ifiers +2 Perception
  Languages Common, Druidic, Gnome
  SQ gnome magic, forest bond, nature bond (Air domain), na-
  ture sense, wild empathy +5, woodland stride, trackless step,
  Combat Gear scrolls of cure light wounds (3), scroll of protection 
  from arrows, tanglefoot bags (2); Other Gear +1 leather armor, 
  masterwork heavy wooden shield, sickle, holly and mistletoe, 
  spell component pouch, 95 gp
  foresT GNoMe huNTer  
   
         cr 7
  XP 3,200
  Forest gnome fighter 8
  CN Small humanoid (gnome)
  Init +3; Senses low-light vision, Perception +10
  defeNse
  AC 25, touch 19, flat-footed 20 (+2 armor, +2 Dex, +1 shield, +1 
  size, +2 forest bond)
  hp 76 (8d10+28)
  Fort +9, Ref +5, Will +4; +2 vs illusions, +2 vs fear
  Defensive Abilities bravery +2
  offeNse
  Speed 20 ft.
  Melee mwk longspear +10/+5 (1d8/x3) or handaxe +9/+4 (1d4/x3)
  Ranged mwk longbow +14/+14/+9 (1d6+3/19-20 x3) or mwk 
  longbow with +1 frost arrows +14/+14/+9 (1d6+4+1d6 cold/19-20 
  x3)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Special Attacks weapon training (bows +1)
  Gnome Spell-Like Abilities (CL 8th; concentration +9)
   
  1/day—dancing lights, ghost sound, pres-
  tidigitation, and speak with animals
  Base Statistics When not within 
  their home territory, the forest gnome’s 
  statistics are AC 23, touch 17, flat-footed 
  20
  
  81
  sphere VariaNT
  If using Spheres of Might, make the following changes:
  Martial Tradition Canny Hunter; PAM Wis, DC 10
  Talents Barrage (Augmented Grip, Close Combat Specialist, 
  Mobile Focus), Equipment (Armor Training, Huntsman Train-
  ing), Scout (Great Senses), Sniper (Bouncing Shot, Unblock-
  able, Perfect Shot)
  Ranged mwk longbow +14/+14/+9 (1d6+3/19-20 x3) or mwk 
  longbow with +1 frost arrows +14/+14/+9 (1d6+4+1d6 cold/19-20 
  x3)
  Special Attacks barrage (+11/+11/+11), deadly shot (+3d10), 
  scout (+7)
  Feats Combat Reflexes, Great Focus, Heroic Resolve, Weapon 
  Focus (longbow), Greater Weapon Focus (Longbow)
  Skills Climb +10, Perception +12, Stealth +15, Survival +6
  TacTics
  A Forest Gnome Hunter uses bows to take down their ene-
  mies at a distace, only switching to their spear and handaxe 
  if necessary. Forest Gnome Hunters prefer to stalk their prey 
  and attack from stealth, and rarely fights a battle they feel they 
  cannot win.
  sTaTisTics
  Str 10, Dex 16, Con 16, Int 8, Wis 14, Cha 12
  Base Atk +8; CMB +7; CMD 23
  Feats Clustered Shots, Deadly Aim, Improved Critical (long-
  bow), Point-Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (longbow), Weapon Specialization (longbow), Weapon 
  Focus, Greater (longbow)
  Skills Climb +4, Perception +7, Stealth +10, Survival +6; Racial 
  Modifiers +2 Perception
  Languages Common, Gnome, Cheru
  SQ armor training 2, gnome magic, forest bond
  Combat Gear +1 frost arrows (10), potion of haste, potion of shield 
  of faith (CL 7th), potion of spider climb; Other Gear mithral 
  breastplate, masterwork longspear, masterwork longbow with 
  40 arrows, handaxe, 27 gp
  foresT GNoMe TricksTer 
   
        cr 7
  XP 3,200
  Gnome sorcerer 8
  CE Small humanoid (gnome)
  Init +2; Senses low-light vision, Perception +10
  defeNse
  AC 18, touch 16, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 
  size, +2 forest bond)
  hp 46 (8d6+16)
  Fort +3, Ref +4, Will +10; +2 vs illusions
  offeNse
  Speed 20 ft.
  Melee sickle +3 (1d4-2)
  Ranged mwk sling +8 (1d3)
  Bloodline Spell-Like Abilities (CL 8th; concentration +12)
    7/day—laughing touch
  Gnome Spell-Like Abilities (CL 8th; concentration +12)
    1/day—dancing lights, ghost sound, prestidigitation, and speak 
  with animals
  Sorcerer Spells Known (CL 8th; concentration +12)
    4th—phantasmal killer (DC 21)
    3rd—deep slumber (DC 19), major image (DC 20), suggestion 
  (DC 19)
    2nd—hideous laughter (DC 18), hypnotic pattern (DC 19), 
  mirror image, scorching ray
    1st—charm person (DC 15), color spray (DC 18), entangle 
  (DC 15), magic missile, shield, ventriloquism (DC 18)
    0th (at will)—daze (DC 16), detect magic, flare (DC 14), 
  mage hand, message, ray of frost, read magic, touch of fatigue 
  (DC 14)
  Bloodline fey
  Base Statistics When not within their home territory, the 
  forest gnome’s statistics are AC 16, touch 14, flat-footed 13
  MaGic
  If using Spheres of Power, make the following changes:
  Caster Level 8th; MSB +8, MSD 19, Concentration +12
  Tradition Sorcerous Blood (Somatic Casting (2), Verbal Cast-
  ing); CAB Cha
  Spell Points 24
  Illusion Sphere – DC 20, Duration concentration, Range 
  medium (180 ft.), Target Gargantuan, Talents Illusionary 
  Sound, Ranged Illusions
    illusion (1 sp, sight, sound)
  Mind Sphere – DC 20, Range close (45 ft.), Talents Com-
  mand, Subtlety, Powerful Charm, Expanded Charm
    charm (suggestion, command)
  Telekinesis Sphere – DC 18, Duration concentration, 
  Range close (45 ft.), Target Medium, Talents Greater Speed
    - bludgeon
    - catch
    - telekinesis (50 ft., ac 14 + size, CMD 22 + size)
  Feats Dodge, Greater Sphere Focus (illusion), Iron Will, Mo-
  bility, Sphere Focus (illusion)
  TacTics
  Forest Gnome Tricksters use illusions and mind control to baf-
  fle their enemies, playing deadly pranks and sometimes turning 
  them against each other. If possible, a Forest Gnome Trickster 
  won’t even reveal himself until his foes are already crippled 
  from his mind control.
  sTaTisTics
  Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18
  Base Atk +4; CMB +1; CMD 14
  Feats Dodge, Eschew Materials, Greater Spell Focus (illusion), 
  Iron Will, Mobility, Spell Focus (illusion)
  Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) 
  +5, Perception +10, Spellcraft +8, Use Magic Device +11; Racial 
  Modifiers +2 Perception
  Languages Common, Cheru, Gnome, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells), gnome 
  magic, forest bond, woodland stride
  Combat Gear potion of cure moderate wounds, screaming bolts 
  (3), wand of grease (20 charges), wand of invisibility (21 charges); 
  Other Gear masterwork sling with 20 bullets, sickle, bracers of 
  armor +2, book of pressed scalps, 168 gp
  
  82
  Officers
  Officers are airship crewmen who hold positions of au-
  thority aboard an airship. Sometimes they are rival delvers or 
  merchants. Other times, they are pirates. In all cases, whether 
  they hurt or help the PCs is as much up to the winds of fate as 
  anything else.
  Note: Some of the officers listed below use the Spheres of 
  Power and Spheres of Might systems. Some do not. Unlike with 
  other creatures listed herein, variants are not given for each 
  system, as the sheer number of possible officers makes that un-
  necessary. Indeed, any NPC can be substituted for an officer, so 
  long as some of their skills are switched out for appropriate air-
  ship skills (Profession (sailor), Profession (soldier), Profession 
  (siege engineer), and the like).
  Officer, Captain
  Many beings may command ships, but a true captain is some-
  thing else entirely. Trusted by his crew and officers, the captain 
  understands the soul of his ship, coaxing more out of the vessel 
  than any lesser being could. With a skilled captain at the head 
  of a crew, there’s little that can’t be accomplished.
  officer, capTaiN  
   
   
      cr 11
  XP 12,800
  Human fighter (sky sailor) 7, aeronaut captain 5
  TN Medium humanoid (human)
  Init +4; Perception +13
  defeNse
  AC 22, touch 17, flat-footed 15 (+5 armor, +6 Dex, +1 dodge)
  hp 109 (12d10+24+12 toughness)
  Fort +10, Ref +12, Will +7
  offeNse
  Speed 30 ft., Climb 15 ft.
  Melee +1 boarding axe +20/+15/+10 (1d6+4/x3)
  Ranged mwk pistol +20/+15/+10 (18+4/x4)
  Special Attacks dual strike, weapon training (firearms +1)
  TacTics
  The captain will use dual strike with his boarding axe and pistol, 
  reloading each round and working his way through the enemy 
  at close range with things such as his Mixed Assault talent. 
  However, he is at his strongest when his crew is with him, us-
  ing his aeronaut captain prestige class powers to strength and 
  adapt his crew to fit any situation.
  sTaTisTics
  Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 10
  Base Atk +12; CMB +12; CMD 26
  Martial Tradition none; PAM Wis
  Talents Athletics (climb, leap, run packages, Expanded Train-
  ing, Moving Target), Dual Wielding (Drum Roll, Impossible 
  Reload, Mixed Assault, Paired Proficiency), Equipment (Fast 
  Draw, Finesse Fighting, Firearm Proficiency, Pirate Training)
  Feats Dodge, Extra Combat Talent x6, Gunsmithing, Im-
  proved Vital Strike, Toughness, Vital Strike, Weapon Special-
  ization (pistol), Weapon Focus (pistol), Siege Engineer
  Skills Acrobatics +23, Climb +13, Diplomacy +13 (+18 while 
  aboard his ship), Perception +14, Profession (sailor) +24 (+28 
  while driving a ship), Profession (siege engineer) +24, Profes-
  sion (soldier) +24, Profession (navigator) +24, Sense Motive +14
  Languages Common, Goblin
  SQ Air of command, inspire crew (5/day), master commander
  Combat Gear potion of disguise self, potion of spider climb; Other 
  Gear +1 chain shirt, +1 boarding axe (2), masterwork pistol (6), 
  30 bullets and powder, +1 whip, belt of incredible dexterity +2, 
  spyglass, 1,231 gp in assorted gemstones and coins
  speciaL aBiLiTies
  Air of Command: Gain a +5 bonus on all Charisma-based skill 
  checks made aboard any vessel of which he is currently acting 
  captain, as well as any loyalty checks he makes.
  Inspire Crew: As a swift action, grant 2 perks to two 
  large crews, four medium crews, or eight small 
  crews. The bonus perks last up to 5 minutes.
  Master Commander: As a standard ac-
  tion, grant all allies within 60 feet an ad-
  ditional saving throw against any one spell or effect targeting 
  them. Spells that do not allow saving throws are unaffected by 
  this ability. An individual ally may not benefit from this more 
  than once per day.
  
  83
  Officer, Caretaker
  A caretaker officer is an example of an officer who overseen 
  some aspect of ship like; healing, cooking, entertaining, etc.. 
  Any given caretaker could fulfill any or all of these roles, as ne-
  cessity dictates.
  officer, careTaker 
   
   
       cr 3
  XP 800
  Half-elf bard 4
  NG Medium huanoid (elf, human)
  Init +3; Senses low-light vision, Perception +8
  defeNse
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 21 (4d8)
  Fort +2, Ref +7, Will +4; +2 vs enchantments, +4 vs bardic per-
  formance, language-dependent, and sonic
  offeNse
  Speed 30 ft.
  Melee mwk rapier +7 (1d6/18-20)
  Ranged dagger +6 (1d4/19-20)
  Special Attacks bardic performance 13 rounds/day (counter-
  song, distraction, fascinate, inpsire competence +2, inpsire 
  courage+1)
  Bard Spells Known (CL 4th; concentration +7)
    2nd (2/day)—heroism, rage (DC 15)
    1st (4/day)—charm person (DC 14), comprehend languages, 
  cure light wounds, vanish
    0th (at will)—daze (DC 13), detect magic, know direction, 
  message, read magic, resistance
  TacTics
  Caretaker officers are at their best when they are empowering 
  their crewmates through magic, bardic music, healing, and en-
  couragement.
  sTaTisTics
  Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 16
  Base Atk +3; CMB +6; CMD 16
  Feats Agile Maneuvers, Skill Focus (Perofrm (string)), Weapon 
  Finesse
  Skills Bluff +10, Diplomacy +10, Heal +7, Perception +9, Per-
  form (string) +13, Profession (chef) +7, Sense Motive +7, Use 
  Magic Device +10; Racial Modifiers +2 Perception
  Languages Common, Elven, Goblin
  SQ bardic knowledge +2, elf blood, versatile performance 
  (string)
  Combat Gear potion of cure moderate wounds, potion of invisibil-
  ity; Other Gear +1 studded leather, masterwork rapier, dagger 
  (2), lute, 14 gp
  Officer, Engineer
  An engineer oversees a ship’s engine, keeping it running and 
  making engineering checks during combat to aid the helm. 
  While some engineers may specialize in only one type of en-
  gine, the engineer depicted here is a professional, skilled in han-
  dling steam engines, alchemical engines, and magical engines.
  officer, eNGiNeer 
   
   
       cr 4
  XP 1,200
  Male human expert 6
  N Medium humanoid (human)
  Init -1; Perception +1
  defeNse
  AC 9, touch 9, flat-footed 9 (-1 Dex)
  hp 27 (6d8)
  Fort +2, Ref +1, Will +6
  offeNse
  Speed 30 ft.
  Melee dagger +3 (1d4-1/19-20)
  Ranged dagger +3 (1d4-1/19-20)
  TacTics
  An engineer officer never fights himself if he can avoid it, but if 
  the ship is in danger will rise to the occassion through the use 
  of his many scrolls and magic items.
  sTaTisTics
  Str 8, Dex 9, Con 10, Int 15, Wis 12, Cha 12
  Base Atk +4; CMB +3; CMD 12
  Feats Skill Focus (Use Magic Device), Skill Focus (Craft (alche-
  my)), Skill Focus (Knowledge (engineering))
  Skills Craft (alchemy) +14, Diplomacy +10, Fly + 5, Handle Ani-
  mal +10, Intimidate +7, Knowledge (engineering) +14, Sense Mo-
  tive +7, Profession (sailor) +10, Use Magic Device +13
  Languages Common, Gnomish, Cheru
  Combat Gear scroll of scorching ray (2), potion of cure moderate 
  wounds, potion of invisibility, potion of fly, potion of spider climb, wand 
  of shocking grasp (45 charges); Other Gear dagger 
  Officer, Executive
  An executive officer, also known as an ‘XO’, is the captain’s 
  right-hand man. The executive officer oversees the running of 
  the ship when the captain is not on deck, as well as most of the 
  low-level, day-to-day running of the ship so that the captain is 
  free to worry about the more important matters of navigation, 
  combat, and other decisions that affect the entire crew.
  officer, execuTiVe 
   
   
        cr 5
  XP 1,600  
  Human fighter (sky sailor) 5/rogue 1
  LN Medium humanoid (human) 
  Init +5; Perception -1
  defeNse
  AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
  hp 41 (6 HD; 5d10+1d8+5)
  Fort +4, Ref +4, Will +0
  offeNse
  Speed 30 ft.
  Melee +1 rapier +10 (1d6+6/18-20)
  Ranged mwk longbow +7 (1d8/x3)
  Special Attacks weapon training (light blades +1), sneak at-
  tack +1d6
  
  84
  TacTics
  An executive officer is a straight-forward fighter, commanding 
  crews and doing battle with his rapier and longbow.
  sTaTisTics
  Str 15, Dex 13, Con 10, Int 13, Wis 8, Cha 16
  Base Atk +5; CMB +7; CMD 19
  Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency 
  (catapult), Improved Initiative, Power Attack, Siege Engineer, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Bluff +11, Climb +10, Diplomacy +11, Intimidate +11, Pro-
  fession (siege engineer) +8, Profession (sailor) +8, Profession 
  (soldier) +8, Profession (navigator) +8
  Languages Common, Elvish
  SQ armor training 1, trapfinding +1
  Combat Gear potions of cure moderate wounds (2); Other Gear 
  +1 chain shirt, +1 rapier, masterwork longbow with 20 arrows, 24 
  gp
  Officer, Junior
  Junior officers are the eyes and hands of the captain, and rarely 
  act independently; their job is to oversee the crew and afollow 
  the captain’s orders. Many junior officers are budding delvers, 
  hoping to learn from their superiors before striking out on 
  their own one day.
  officer, JuNior 
   
   
   
     cr 1/2
  XP 200
  Human fighter (sky sailor) 1
  LN Medium humanoid
  Init +2; Perception +5
  defeNse
  AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
  hp 7 (1d10+2)
  Fort +4, Ref +2, Will +1 
  offeNse
  Speed 30 ft.
  Melee longsword +4 (1d8+2/19-20)
  Ranged longbow +2 (1d8/x3)
  TacTics
  Junior officers rarely attack along, preferring instead to lead sol-
  dier and sailor crews and handle siege engines.
  sTaTisTics
  Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 15
  Feats Exotic Weapon Proficiency (ballista), Weapon Focus 
  (longsword)
  Skills Climb +6, Profession (siege engineer) +5, Profession 
  (sailor) +5, Profession (soldier) +5
  Languages Common
  Other Gear longbow, leather armor, buckler, longbow 20 ar-
  rows, belt pouch, 8 gp.
  Officer, Merchant
  A merchant is not an officer, but is rather a captain of a small 
  vessel, hoping to earn back his investment through trade and 
  travel.
  officer, MerchaNT 
   
   
       cr 2
  XP 600
  Human unchained rogue 3
  LN Medium humanoid (human)
  Init +7; Perception +7
  defeNse
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex), +1 vs traps
  hp 20 (3d8+3)
  Fort +0, Ref +6, Will +2; +1 vs traps
  Defensive Abilities evasion
  offeNse
  Speed 30 ft.
  Melee mwk rapier +6 (1d6+3/18-20), sap +5 (1d6 nonlethal)
  Ranged shortbow +5 (1d6/x3)
  Special Attacks sneak attack +2d6
  TacTics
  Merchants rarely fight themselves, as they have subordinates to 
  do such work for them. If pressed into combat, merchants will 
  run, using contingency plans such as their Fast Stealth rogue 
  talent or a potion of invisibility to escape quickly. If such is not 
  possible, they will press the attack, flanking with their subordi-
  nates for maximum effect.
  sTaTisTics
  Str 10, Dex 17, Con 8, Int 12, Wis 13, Cha 14
  Base Atk +2; CMB +2; CMD 14
  Feats Improved Initiative, Toughness, Weapon Finesse
  Skills Bluff +7, Climb +6, Diplomacy +7, Intimidate +7, Knowl-
  edge (local) +7, Perception +7, Profession (merchant) +7, Profes-
  sion (soldier) +7, Sense Motive +7, Stealth +9
  Languages Common, Gnomish
  SQ finesse training (rapier), trapfinding, danger sense (+1), 
  rogue talents (fast stealth)
  Combat Gear potion of cat’s grace, potions of invisibility (2), Oth-
  er Gear masterwork studded leather, sap, masterwork rapier, 
  shortbow with 20 arrows
  Officer, Sky Gnome Engineer
  The gnomes that escaped the Forest and its transformation 
  of their people became known as ‘sky gnomes’, and are a very 
  common sight among the airships of Khrone. By bringing their 
  natural magic to bear, a sky gnome engineer can operate any 
  magical engine. Sky gnomes engineers are particularly versed 
  in the handling of spell engines and sought after by crews who 
  possess one.
  officer, sky GNoMe eNGiNeer  
      cr 8
  XP 1,600
  Sky gnome sphere sorcerer 10
  LN Small humanoid (gnome)
  Init +1; Senses low-light vision, Perception +2
  
  85
  defeNse
  AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size)
  hp 78 (10d6+30+10 toughness)
  Fort +6, Ref +4, Will +7; +2 vs illusion spells and effects
  offeNse
  Speed 20 ft.
  Melee +1 dagger +5 (1d4)
  Ranged +1 dagger +6 (1d4)
  Racial Spell-Like Abilities (CL 10th; con-
  centration +15)
    1/day—dancing lights, ghost sound, presti-
  digitation, speak with animals
  Bloodline Spell-Like Abilities (CL 10th; 
  concentration +15)
    8/day—laughing touch
    Fleeting glance (10 rounds/day)
  Bloodline fey
  TacTics
  Sky gnome engineers can attack targets a 
  great distance away with their destructive 
  blasts, but are at their greatest when manip-
  ulating the minds of their enemies. When 
  needed, they can also summon winds to air 
  their own ship or impede the ships of enemies.
  MaGic
  Caster Level 2nd; MSB +2, MSD 13, Con-
  centration +5
  Tradition Sorcerous Blood (Somatic Casting 
  (2), Verbal Casting); CAB Cha
  Spell Points 30
  Destruction Sphere – DC 20, Range long 
  (800 ft.); touch, Target 1 or 1 sp 20 ft. radius (w/ 1 
  sp), Talents Acid Blast, Explosive Orb, Extended 
  Range (2)
    Destructive blast (5d6, 10d6 w/ 1 sp)
  Divination Sphere – DC 20, Duration 
  c o n -
  centration (divine) or 10 hours (sense), Range medium (200 
  ft.); touch, Talents none
    divine (magic)
    sense (read magic)
  Mind Sphere – DC 20 (22 compulsion) Range close (50 
  ft.); Target 1 or 6 (w/1 sp), Talents Expanded Charm, Group 
  Charm, Powerful Charm, Courage, Paralyze
    charm (suggestion, courage, paralyze)
  Weather Sphere – DC 20, Range medium (200 ft.), Talents 
  Severe Weather
    control weather (severity level 4, 5 w/ 1 sp)
  sTaTisTics
  Str 8, Dex 12, Con 16, Int 13, Wis 10, Cha 20
  Base Atk +5; CMB +3; CMD 14
  Feats Dodge, Extra Magic Talent (2), Point-Blank Shot, Pre-
  cise Shot, Toughness
  Skills Bluff +10, Craft (alchemy) +16, Diplomacy +8, Intimidate 
  +10, Knowledge (arcana) +8, Spellcraft +5, Use Magic Device +18
  Languages Common, Elvish, Gnomish, Goblin
  SQ woodland stride
  Combat Gear potion of cure moderate wounds (2), Other Gear 
  +1 dagger, 25 gp
  Officer, Weatherworker
  A weatherworker is a master of skies, manipulating winds, 
  rains, and lightning to speed up his own ship as well as destroy 
  the ships of his enemies.
  officer, WeaTherWorker 
   
        cr 7
  XP 3,200
  Human incanter 5, tempestarii 3
  N Medium humanoid
  Init +2; Perception +12
  defeNse
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 nat-
  ural)
  hp 48 (8d6+16)
  Fort +6, Ref +5, Will +9
  Defensive Abilities Untouched
  offeNse
  Speed 30 ft.
  Melee destructive blast +5 touch (4d6 or 8d6 w/ 1 sp)
  Ranged destructive blast +5 ranged touch (4d6 or 8d6 
  w/ 1 sp)
  Special Attack Wind Servant +5 ranged touch (8/
  day)
  TacTics
  A weatherworker can and will attack with his 
  destructive blasts, but if he has the chance to 
  bring weather to bear, that is where his greatest 
  strength lies. By striking enemies with a lightning 
  bolt every round and battering them with rain 
  a n d 
  winds, the weatherworker is as dangerous as 
  any 
  siege engine and twice as versatile.
  MaGic
  Caster Level 8 (10 w/ Weather); MSB +8, 
  MSD 19, Concentration +13
  Tradition Traditional Magic (Verbal Casting, Somatic Casting 
  (2), Material Casting, Prepared caster; CAB Int
  Spell Points 21
  Destruction Sphere – DC 19, Range melee or long (720 ft.), 
  Talents Air Blast, Extended Range x2, Gale Blast, Hurricane 
  Blast
    destructive blast (4d6, 8d6 w/ 1 sp, air blast, gale blast, hur-
  ricane blast)
  Weather Sphere – DC 21, Duration concentration or 10 
  hours (w/ 1 sp), Range Extreme (2,000 ft.), Target 25 ft. ra-
  dius to 800 ft. radius, Talents Focused Weather, Greater Size, 
  Greater Weather, Lengthened Weather, Rain Lord, Severe 
  Weather, Snow Lord, Storm Lord (2), Wind Lord
    control weather severity 4, 5 precipitation or wind, +1 w/ 1 
  sp (Rain Lord, Wind Lord)
    storm lord 1 per round
  
  86
  sTaTisTics
  Str 10, Dex 15, Con 14, Int 20, Wis 12, Cha 10
  Base Atk +3; CMB +3; CMD 15
  Feats Atmospheric Imbuement, Counterspell, Extra Magical 
  Talent x3, Sphere Focus (Weather)
  Skills Appraise +10, Heal +9, Knowledge (arcana) +16, Knowl-
  edge (geography) +13, Knowledge (nature) +16, Perception +12, 
  Profession (sailor) +9, Profession (navigator) +9, Spellcraft +16, 
  Survival +9
  Languages Common, Cheru, Draconic, Gnomish, Giant, 
  Goblin
  SQ rapid weather, ship smasher, specializations (Weather), un-
  touched
  Combat Gear wand of weather (CL 2), Other Gear +1 staff of 
  weather cloak of resistance +2, headband of inspired wisdom +2, amulet 
  of natural armor +2.
  speciaL aBiLiTies
  Rapid Weather: When using control weather to change a 
  weather’s severity, the change happens by an additional 3 levels 
  each round (4 severity levels each round).
  Ship Smasher: When damaging objects (including airships 
  and other vehicles) with weather effects (including cold, heat, 
  and lightning), the damage is not divided in half, as would be 
  normal for energy effects.
  Untouched: Treat weather effects as being 1 level less severe 
  than normal.
  Officer, Windworker
  To ships powered by sails, a windworker is worth their weight 
  in gold. A good windworker can mean the difference between a 
  slow journey dependent on the winds and a fast journey with-
  out having to pay the cost of an engine and fuel. 
  officer, WiNdWorker 
   
   
        cr 1
  XP 400
  Human incantor 2
  LN Medium humanoid
  Init +1; Perception +5
  defeNse
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 17 (2d6+4)
  Fort +3, Ref +2, Will +8
  Defensive Abilities untouched
  offeNse
  Speed 30 ft.
  Melee longspear +1 (1d8/x3)
  Ranged wand of destruction +2 ranged touch (1d6 or 2d6 w/ 
  1 sp)
  MaGic
  Caster Level 2nd (3 w/ Weather); MSB +2, MSD 13, Concen-
  tration +6
  Tradition Druidic (Verbal Casting, Prepared caster, Animal 
  Shaman (Mind)); CAB Wis
  Spell Points 7
  Weather Sphere – DC 16, Duration concentration or 4 
  hours (w/ 1 sp), Range long (560 ft.), Target 25 ft. radius to 560 
  ft. radius, Talents Focused Weather, Greater Size, Lengthened 
  Weather, Rain Lord, Severe Weather, Storm Lord, Wind Lord
    control weather severity 3, 4 precipitation or wind, +1 w/ 1 
  sp (Rain Lord, Wind Lord)
    storm lord 1 per minute
  TacTics
  A windworker will rarely engage in personal combat, but from 
  their ship they can call down lightning and rain on enemy ships, 
  or simply speed up their own ship to let them escape a threat.
  sTaTisTics
  Str 10, Dex 13, Con 14, Int 12, Wis 18, Cha 10
  Base Atk +1; CMB +2; CMD 13
  Feats Extra Magic Talent (2)
  Skills Knowledge (Nature) +6, Perception +6, Spellcraft +6, 
  Survival +6
  Languages Common, Druidic, Elven
  SQ Specializations (Weather)
  Combat Gear wand of destruction (CL 2), acid flask, alchemist 
  fire, Other Gear longspear, hide armor, 29 gp
  speciaL aBiLiTies
  Untouched: Treat weather effects as one severity level lower 
  than they actually are.
  
  87
  Chapter 8
  MaGic
  Caster Level 11th, 15 w/ forbidden lore (Enhancement 16 w/ 
  staff, 21 w/ forbidden lore); MSB +11, MSD 22, Concentration 
  +16
  Tradition Mind (Emotional Casting, Rigorous Concentra-
  tion); CAB Cha
  Spell Points 20
  Enhancement Sphere – DC 23, Range close (65 ft., 75 w/ 
  forbidden lore), Talents Animate Object, Bestow Intelligence, 
  Bestow Life, Deep Enhancement,
    animate object (standard, Bestow Intelligence)
    enhance equipment (standard, +4 (+5 w/ forbidden lore) for 
  160 minutes (200 w/ forbidden lore)
  Warp Sphere - DC 20, Range close (50 ft.), long (620 ft.) w/ 1 
  sp, 1,100 miles w/ 2 sp Talents Distant Teleport, True Teleport, 
  Unseeing Teleport
    teleport (distant teleport, true teleport, unseeing teleport 
  (1 sp))
  TacTics
  Quincy always has a contingency set to teleport him away to his 
  hideout if he is reduced below half hit points,  dazed, paralyzed, 
  or stunned.
  Quincy spends most of his time in combat supporting his fol-
  lowers and creating and commanding animated objects, prefer-
  ring indirect combat to risking his own life.
  sTaTisTics
  Str 11, Dex 14, Con 12, Int 8, Wis 10, Cha 21
  Base Atk +5; CMB +5; CMD 17
  Feats Contingency, Counterspell, Extra Magic Talent (2), Im-
  proved Counterspell, Improved Initiative, Ritual Caster
  Skills Diplomacy +22, Knowledge (any) +2, Perception +11, Per-
  form (oratory) +22, Spellcraft +2, Use Magic Device +25 
  Languages Common
  SQ Invocations (5/day, DC 20), created (legs 1, wings 3)
  Combat Gear mwk dagger Other Gear chain shirt +2, circlet 
  of persuasion, cloak of resistance +2, headband of alluring cha-
  risma +2, ring of protection +2, staff of Enhancement +5,
  Special NPCs
  Unlike the officers mentioned in the previous chapter, 
  special NPCs are never generic. These are the allies, enemies, 
  mentors, and rivals that the PCs might encounter in the air, in 
  port, or in any number of other situations. 
  Admiral Quincy
  This four-winged, angelic created cuts a striking figure 
  aboard the deck of Sylph, his intelligent, animate airship. A 
  firebrand leader of a small but growing fleet of intelligent air-
  ships, Captain Quincy is bent on freeing the created from ser-
  vitude and punishing their oppressors. Quincy has attracted a 
  throng of followers that hang on his every word and help crew 
  his ships. 
  Made as a decorative lab assistant to a powerful wizard, 
  his master disappeared under unknown circumstances and the 
  formal menial servant went out into the world with powers, 
  the source of which are unknown.Quincy quickly made a name 
  for himself by hijacking (liberating, in his words) ships, animat-
  ing them to follow his commands and using the stolen cargo to 
  fund his operation, leading raids to free other created. 
  As his fame has grown, his rhetoric has taken on darker 
  tones, leaving a growing concern among other races that his 
  activities may find broader targets. 
  adMiraL quiNcy 
   
   
   
      cr 10
  XP 19,200
  Male Created Thaumaturge 11
  NE Medium Humanoid (construct)
  Init +6; Perception +11
  defeNse
  AC 20, touch 14, flat-footed 18 (+6 armor, +2 deflection)
  hp 60 (11d8+11)
  Fort +6, Ref +7, Will +9
  Defensive Abilities 15% chance to negate criticals and pre-
  cision damage
  offeNse
  Speed 30 ft., fly 30ft. (good)
  Melee mwk dagger +6 (1d4 x2)
  
  88
  caMpaiGN roLe
  Admiral Quincy is a friend to few and will raid other ships 
  whenever he has the chance, meaning he is most likely to ap-
  pear as an antagonist to the PCs. However, Admiral Quincy’s 
  wrath is only truly turned against those who harm the created; 
  against such he will show no mercy.
  syLph
  Female Animated Object
  N Colossal Construct
  Init +2; Senses Perception +11
  defeNse
  AC 18, Touch 0, Flat-footed 18,  (-2 Dex, -8 Size, +18 Natural)
  hp 164 (13d10+93)
  Fort +4, Ref +2, Will +4
  Defensive Abilities construct traits, Hardness 5
  offeNse
  Speed 30 ft., fly 180 ft. (clumsy)
  Melee Slam  +23 (2d8+27, x2)
  sTaTisTics
  Str 46, Dex 8 Con -, Int 18, Wis 18, Cha 18
  Base Atk +13; CMB +39 (overrun +43); CMD 47
  Feats Flyby Attack, Improved Initiative, Greater Overrun, 
  Hover, Improved Overrun, Power Attack, Toughness, 
  Skills Fly +4, Intimidate +17, Know (geography) +17, Percep-
  tion +17, Sense Motive +17, Use Magic Device +25
  Languages Aklo, Common, Draconic, Elvish, Sylvan
  Captain Ruddick  
  Holdcleaver
  Captain Ruddick Holdcleaver was never over-
  ly fond of people and especially not of cities or 
  crowds. He always prefers his own company 
  and the freedom of an airship’s deck. His own 
  airship, Thundercloud, has been his best way of 
  achieving some small sense of happiness in this 
  dangerous world.
  Still, work must be done and a livelihood 
  maintained; a minimum number of trusted 
  crew tolerated, a select clientele of shifty mer-
  chants and shady businessmen appeased, plus a 
  rare and specialised trade in lovingly handcraft-
  ed firearms (mostly pistols and muskets) has to 
  be promoted in order to be sold.
  Ruddick’s prized (if not so pretty) airship 
  is effectively a gunsmith’s workshop, alche-
  my lab, retail store, cargo transport and rus-
  tic-but-staunchly-defended home all in one. 
  That’s the way Ruddick likes it and so that’s not 
  likely to change anytime soon, but because he’s 
  unwilling to compromise his preferred way of 
  life (such as it is), Ruddick is often reluctantly 
  forced to find other ways to afford the upkeep 
  on his precious, flying home. The quote writ 
  large along the side of the airship reads: 
  “This Thundercloud brings the Rain!”
  capTaiN ruddick hoLdcLeaVer  
      cr 14
  XP 38,400
  Male exiled dwarf alchemist 5/gunslinger 5/rogue 5
  TN Medium humanoid (dwarf)
  Init +5; Senses darkvision 60 ft.; Perception +10
  defeNse
  AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 dodge, +1 
  shield)
  hp 133 (15 HD; 10d8+5d10+50)
  Fort +12, Ref +15, Will +5 (+2 bonus vs. spells and spell-like abil-
  ities of the enchantment (charm) school, +2 bonus vs. spells and 
  spell-like abilities of the enchantment (compulsion) school); +4 
  bonus vs. poison
  Defensive Abilities evasion, nimble +1, trap sense +1, uncan-
  ny dodge; Resist poison resistance, stubborn
  offeNse
  Speed 20 ft.
  Melee battleaxe +13/+8/+3 (1d8+2/×3) or bayonet +13/+8/+3 (1d6+3) 
  or dagger +14/+9/+4 (1d4+2/19-20) or short sword +14/+9/+4 
  (1d6+2/19-20) or
  Ranged bomb +15 (3d6+3 Fire) or defoliant bomb +11 (3d8+3 vs. 
  Plants) or double-barreled musket +14/+9/+4 (1d12/×4) or dou-
  ble-barreled pistol +14/+9/+4 (1d8/×4) or musket +14 (1d12/×4) or 
  pepperbox +10 (1d8/×4) or pistol +14 (1d8+3/×4)
  Special Attacks bomb 8/day (3d6+3 fire, DC 15), deeds (dead-
  eye, gunslinger initiative, gunslinger’s dodge, pistol-whip, quick 
  clear, utility shot), grit (2), gun training +3 (pistol), relentless, 
  sneak attack +3d6
  
  89
  Alchemist Extracts Prepared (CL 5th; concentration +8)
    2nd—bull’s strength, cure moderate wounds, levitate
    1st—bomber’s eye, cure light wounds, endure elements, jump, 
  longshot
  TacTics
  Ruddick attacks quickly and efficiently, carpeting enemies with 
  bombs, drinking his extracts as needed, then dispatching ene-
  mies with his firearms. 
  sTaTisTics
  Str 14, Dex 16, Con 16, Int 16, Wis 14, Cha 14
  Base Atk +11; CMB +13; CMD 27
  Feats Brew Potion, Bullseye Shot, Deadly Aim, Gunsmithin-
  gUC, Leadership, Point-Blank Shot, Precise Shot, Quick 
  Draw, Rapid Reload, Throw Anything, Two-weapon Defense, 
  Two-weapon Fighting, Weapon Finesse
  Skills Acrobatics +4 (+0 to jump), Appraise +10, Bluff +10, 
  Climb +4, Craft (alchemy) +10 (+15 to create alchemical items), 
  Craft (armor) +6, Craft (blacksmith) +6, Craft (firearms) +10, 
  Craft (mapmaking) +6, Craft (mechanical) +8, Craft (ships) +6 
  Craft (weapons) +6, Diplomacy +6, Disable Device +4, Disguise 
  +6, Escape Artist +4, Fly +4, Handle Animal +6, Heal +10, In-
  timidate +10, Knowledge (dungeoneering) +10, Knowledge (en-
  gineering) +10, Knowledge (geography) +4, Knowledge (history) 
  +4, Knowledge (local) +8, Knowledge (nature) +8, Linguistics +8, 
  Perception +10 (+12 vs. flying creatures), Profession (engineer) 
  +10, Profession (gambler) +10, Profession (sailor) +10, Ride +1, 
  Sense Motive +10, Sleight of Hand +4, Spellcraft +7, Stealth +4, 
  Survival +10, Swim +0, Use Magic Device +6; Racial Modifiers 
  craftsman (+2 on checks related to metal or stone)
  Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, 
  Undercommon
  SQ alchemy (alchemy crafting +5), discoveries (defoliant bomb, 
  explosive missile), gunsmith, mutagen (+4/-2, +2 natural armor, 
  50 minutes), poison use, rogue talents (finesse rogue, firearm 
  training), sky sentinel, swift alchemy, trapfinding +2
  Combat Gear caltrops; Other Gear leather armor, battle-
  axe, bayonet, dagger, dagger, double-barreled musket, dou-
  ble-barreled pistol, double-barreled pistol, musket, pepperbox, 
  pistol, pistol, short sword, short sword, alchemy crafting kit, 
  bandolier, bandolier, bedroll, belt pouch, belt pouch, chalk (10), 
  fishhook (2), flint and steel, grappling hook, gunsmith’s kit, 
  hemp rope (50 ft.), hemp rope (50 ft.), ink, inkpen, masterwork 
  backpack, mess kit, mirror, mug/tankard, piton (10), pot, pow-
  der horn, sewing needle, signal whistle, soap, string or twine, 
  thieves’ tools, thread (50 ft.), torch (10), trail rations (7), water-
  skin, whetstone, 300 gp
  caMpaiGN roLe
  Ruddick is most likely to appear as a merchant selling things to 
  the PCs, but when hard times do crop up he has been known 
  to transport passengers instead of cargo; in his more desper-
  ate times he has even been known to give support to delvers, 
  although he demands all payment up front. Ruddick will do 
  whatever it takes to keep the Thundercloud aloft, so he very well 
  might appear in any number of situations during a campaign so 
  long as there’s enough profit in it.
  ThuNdercLoud
  Colossal Wood Air Vehicle
  Space 1 vehicle space; Cost 97,650 gp
  Size 5 Decks; Hull 5 Decks
  defeNse
  Hull 0 (+3 Dodge, -8 Size); 1,350 hp, Hardness 5
  offeNse
  Attack ram (8d8), 3 great ballista w/ swivel (2 round reload, 
  6d8/19-20, range 180 ft.)
  CMB +8; CMD 18
  Speed 8 (11 pushed, 14 overload)
  Acceleration 4
  Maneuverability Poor
  driVe
  Propulsion fire elemental engine (2 Decks, 1,440 hp); Power 
  50 (75 pushed, 100 overload).
  Mass 5 Decks; Weight 10
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 2 (1 pilot, 1 engineer) 
  Load
  Equipment Weight 61 tons
  Light Load less than 90 tons
  Medium Load 90 to 224.9 tons
  Heavy Load 225 - 450 tons
  rooMs 
  Alchemist Lab (1 Hardpoint), Captain’s Quarters (2 Hard-
  points); Cargo Bay (1 Deck, 90 tons); Fire Elemental En-
  gine (2 Decks); Gunport (1 Deck, uncovered); Kitchen (1 
  Hardpoint); Workshop (1 Hardpoint), Personal Rooms (4 
  rooms, 4 Hardpoints)
  equipMeNT
  3 24 lbs. cannons w/ swivel, automation (5), 40 shots
  creW
  1 sky gnome engineer
  2 executive officers
  
  90
  Dannas Von Oostmeeren
  Dannas comes from “Elsewhere” as he recalls, though he 
  cannot remember much before the moment he was suddenly 
  falling through the sky, screaming and tumbling end over end 
  towards the Forest below. What should have been a fatal fall 
  miraculously left Dannas alive, as the elegant ship, the Mithral 
  Maiden, reached out and caught him in its liquid core. It was 
  here that Dannas came into contact with the sublime intelli-
  gence at the core of the mithral ship; not the intelligence of a 
  construct, but a more subtle, spiritual presence, which for some 
  reason Dannas was able to speak with, hear, and understand.
  Despite her size and immense power, the ship had lost those 
  close to her in a tragedy she could not recall and had fled to this 
  place awaiting a captain whom would never return to her. After 
  a great while a dark presence found her and consumed her, until 
  Dannas managed to awaken her from her sleep.
  Understanding her plight and her loneliness, Dannas ac-
  cepted his new duty as ‘Captain’ and struggled for weeks to re-
  pair her immense form while fighting off the strange and dark 
  forces the Mithril Maiden feared. Eventually his efforts succeed-
  ed, and the ship and her new captain escaped the chasm where 
  they had first met for the open blue sky.
  Since that fateful night the Mithril Maiden and her captain 
  have drifted from port to port, taking whatever cargo and work 
  rouses their fancy as long as it is honest work, leads them on 
  a just cause or to another clue as to what unremembered 
  place they are searching for. Their unique relation-
  ship and goals have drawn more than a few to the 
  Mithril Maiden’s banner, as word of the self-
  less deeds of the ship and its crew’s reach 
  the ears of all, fuelling the growth 
  of their unusual but tightly 
  bonded crew.
  daNNas VoN oosTMeereN 
   
     cr 12
  XP 19,200
  Male human bard (faith singer, buccaneer) 6/shadowdancer 7
  LG Medium humanoid (human)
  Init +7; Senses darkvision 60 ft.; Perception +4
  defeNse
  AC 25, touch 16, flat-footed 21 (+6 armor, +2 deflection, +3 Dex, 
  +1 dodge, +3 shield)
  hp 100 (13d8+32)
  Fort +9, Ref +19, Will +10; +4 vs. bardic performance, lan-
  guage-dependent, and sonic
  Defensive Abilities defensive roll, evasion, improved uncan-
  ny dodge
  offeNse
  Speed 40 ft. (30 ft. in armor)
  Melee naiad’s delight +19/+14 (1d6+9/18-20)
  Special Attacks bardic performance 17 rounds/day (counter-
  song, distraction, fascinate [DC 16], inspire competence +2, in-
  spire courage +2), hilt bash, knock out
  Bard Spell-Like Abilities (CL 6th; concentration +9)
    1/day—charm person (DC 14), enthrall (DC 15)
  Shadowdancer Spell-Like Abilities (CL 7th; concentra-
  tion +10)
    3/day—shadow illusion (DC 14)
    2/day—shadow call (DC 17)
  Bard (Faith Singer, Buccaneer) Spells Known (CL 6th; 
  concentration +9)
    1st (5/day)—comprehend languages, cure light wounds, iden-
  tify, read weather
    0 (at will)—dancing lights, ghost sound (DC 13), mage hand, 
  mending, message, spark (DC 13)
  TacTics
  Dannas usually begins any combat with stealth or a feint; while 
  he is an honorable man he knows that ‘fair’ is not always the 
  best approach towards life or death struggles. When in 
  danger he will use every asset available to him to enable 
  his stealth attempts, performing hit and run maneu-
  vers whenever able. 
  Dannas is completely loyal to his friends, his crew 
  and the beautiful Mithril Maiden, unwilling to aban-
  don any of them and prepared to fight to the death to 
  protect them. Alone, however, Dannas is more then ac-
  cepting of flight over fight, fleeing a struggle that serves no 
  purpose but bloodlust so that he can plan out a better strategy 
  for a future engagement.
  sTaTisTics
  Str 12, Dex 24, Con 14, Int 13, Wis 10, Cha 16
  Base Atk +9; CMB +10 (+14 dirty trick, +14 disarm, +14 repo-
  sition, +14 trip); CMD 30 (34 vs. dirty trick, 34 vs. disarm, 34
  vs. reposition, 34 vs. trip)
  Feats Combat Reflexes, Dodge, Fencing Grace, Improved 
  Spring Attack, Jaguar Pounce, Mobility, Nimble Moves, Spring 
  Attack, Spring-heeled Style, Weapon Finesse, Weapon Focus 
  (rapier)
  Skills Bluff +16, Climb +7, Diplomacy +16, Disguise +11, Knowl-
  edge (geography) +9, Linguistics +6, Perception +4, Perform
  
  91
  (dance) +19, Perform (sing) +16, Profession (sailor) +13, Sense 
  Motive +9, Spellcraft +10, Stealth +22, Swim +12, Use Magic
  Device +11
  Languages Common, Elven, Naval Code, Thieves’ Cant
  SQ hide in plain sight, masterpieces (dirge of the torn sail, mel-
  ody of surrender, the dance of 23 steps[UM], the dance of
  kindled desires), rogue talents (finesse rogue, weapon training), 
  shadow jump, slippery mind, song of surrender, summon
  shadow
  Combat Gear charm of fate; Other Gear +2 calming shadow mi-
  thral chain shirt, +2 mithral buckler, naiad’s delight, bag of
  holding i, belt of incredible dexterity +4, boots of striding and springing, 
  cloak of resistance +3, glove of storing, headband of
  mental prowess +2 (Wis, Cha), ring of protection +2, ring of swim-
  ming, shadow jumper’s tunic, backpack, bedroll, belt pouch, flint 
  and steel, hemp rope (50 ft.), ink, inkpen, journal, longship 
  (skull & shackles), mess kit, mirror, pot, soap, torch (10), trail 
  rations (5), waterskin, 2,829 gp
  caMpaiGN roLe
  Dannas could easily serve as a sincere and loyal benefactor to 
  heroes whose purpose helps the unfortunate and those often 
  neglected by others. To those who likewise perform selfless acts 
  (but are not struck blind by self-righteousness), he will be a stal-
  wart ally offering what aid and sanctuary he can without risking 
  his ship and crew unless it is for a truly great cause.
   To the evil, Dannas is a relentless foe, stubborn and re-
  morseless about ending their agenda whatever it may be espe-
  cially if others are suffering for it. Villains soon find even the 
  shadows are his allies and dreams his preferred battlefield, but 
  as he commonly says “No matter how far your fear carries you, 
  there is no escape from me.”
  MiThraL MaideN
  Colossal+ Iron Air Vehicle (covered, aerodynamic)
  Space 3 vehicle spaces; Cost 67,788,525 gp
  Size 15 Decks; Hull 5 Decks
  defeNse
  Hull 2 AC (+5 Dodge, -8 Size); 4,050 hp, Hardness 15
  Sails 2 Locations, 2 AC (+5 Dodge, -8 Size); 1,350 hp, Hardness 
  0
  offeNse
  Attack ram (8d8), 26 light ballista (4 w/ swivel, 2 bottom-mount-
  ed w/ swivel, 10 left-facing, 10 right-facing, 1 round reload, 2d8 
  19-20/x2, range 120 ft.)
  CMB +8; CMD 18
  Speed 10 (w/wind: +1/2 per severity level)
  Acceleration 5
  Maneuverability Average
  driVe
  Propulsion enchantment engine (5 Decks), Silk Sails (10 
  Decks, 1,350 hp); Power 50 (w/wind: +5 per severity level).
  Mass 5 Decks; Weight 15
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 12 (1 pilot, 10 sailors); 32 gunmen
  Load
  Equipment Weight 15.4 tons
  Light Load less than 45 tons
  Medium Load 45 to 112.4 tons
  Heavy Load 112.5 - 225 tons
  rooMs 
  Brig (1 Hardpoint); Bunks (1 Deck, 54 crewmen); Captain’s 
  Quarters (2 Hardpoints); Cargo Bay (9 Hardpoints, 90 tons); 
  Gunport (15 Hardpoints); Kitchen (1 Hardpoint); Personal 
  Rooms (8 rooms, 8 Hardpoints)
  equipMeNT
  26 light ballista (4 w/ swivel, 2 bottom-mounted w/ swivel, 10 
  port, 10 starboard), 100 bolts
  creW
  2 veteran sailor crews
  2 executive officers
  Elsha Stormbreeze
  Elsha Stormbreeze is a woman on a mission; to enjoy her-
  self immensely. Whether it be in combat, in a tavern, or whever 
  else sport may be found, she has taken up the life of a pirate 
  because there is little else that can give her the thrill she seeks.
  Elsha doesn’t talk about her past, although when she is 
  drunk enough she is known to mention a sister in the Elfwood 
  and there is a rumor that she once mentioned a fiance, but no 
  one has the courage to ask her to elaborate. Like many of the 
  members of her crew, she took up her life of piracy in defiance 
  of a previous life she did not care for, and she does not press her 
  crew for details on their situations just as she expects to keep 
  hers a secret. 
  Elsha is a driven captain, and doesn’t accept people into 
  her crew who are not already veterans of some sort. Her vessel, 
  the Queen’s Cloud, is not yet an infamous ship, but that is quickly 
  changing.
  Elsha has her ephemeral white hair fashioned into a fishnet 
  braid, which complements her ram horns. The pirate captain 
  is dressed in a conservative swashbuckler’s outfit, preferring to 
  not draw attention to herself with fancy officer overcoats and 
  headwear.
  eLsha sTorMBreeZe 
   
   
        cr 7
  XP 3,200
  Female sidhier swashbuckler (dancing blade, skyscourge) 8
  LE medium humanoid (fey)
  Init +7; Senses low-light vision, Perception +11
  defeNse
  AC 22, touch 21, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, 
  +1 natural)
  hp 54 (8d10+8)
  Fort +6, Ref +14, Will +5
  Defensive Abilities charmed life 4/day
  offeNse
  Speed 55 ft. (70 ft. when jumping), Climb 25 ft.
  Melee +1 boarding pike +15/+10 (1d8+3/19-20x3)
  Ranged +1 pistol +14/+9 (1d8/x4)
  
  92
  Space 5 ft.; Reach 5 ft. (10 ft. w/ boarding pike)
  Special Attacks dual strike, sphere of desire (DC 15)
  TacTics
  Elsha will move about airships utilizing Rope Swing in addition 
  to her improved movement speeds. When she comes across a 
  foe, she prefers to begin with a feint, which she follows up by 
  impaling her boarding pike with a fatal thrust. The sidhier then 
  finishes off the enemy with pistol shots.
  sTaTisTics
  Str 12, Dex 20, Con 13, Int 10, Wis 10, Cha 18
  Base Atk +8; CMB +9; CMD 24
  Tradition Pirate; PAM Cha
  Talents Athletics (cimb, leap, run package, Expanded Train-
  ing, Rope Swing, Swift Movement), Dual Wielding (Impossible 
  Reload), Equipment (Pirate Training, Spear Dancer, Unarmed 
  Training, Unarmored Training), Fencing (Fast Feint), Lancer
  Feats Extra Combat Talent x3, Planar Swing, Skill Focus (Acro-
  batics); Associate Feats Run
  Traits Soaring Sprinter, The Wagon
  Skills Perception +11, Profession (sailor) +11 (+13 when sailing a 
  ship), Sense Motive +11, Swim +12; Associated Skills Acrobatics 
  +28 (+44 when jumping), Bluff +15, Climb +12
  Languages Common, Sylvan
  SQ deeds (derring-do, opportune parry and riposte, kip-up, 
  precise strike, swashbuckler initiative, swashbuckler’s grace, 
  targeted strike), entropic hope, feystepper, panache (4 points), 
  planar balancer (DC 19, 4 rounds, 10 ft.), swashbuckler weapon 
  training
  Other Gear +1 boarding pike, +1 pistol (w/ 30 bullets and pow-
  der), amulet of natural armor +1, belt of incredible dexterity +2, 
  boots of striding and springing, cloak of resistance +2, head-
  band of alluring charisma +2, ring of protection +1. 
  speciaL aBiLiTies
  Aerobatic Attack (Ex): While airborne or riding a vehicle 
  using a flight speed, Elsha gains a +2 dodge bonus to AC and a 
  +2 competence bonus to attack rolls.
  Entropic Hope: Once per day, after a natural roll of 1 on a d20 
  roll, Elsha may reroll and use the second result.
  Feystepper: Elsha is always considered to have a running start 
  when making Acrobatics checks to jump, and gains a +2 racial 
  bonus to Acrobatics checks.
  Focused Charm (Ex): When Elsha uses her charmed life 
  ability while she has martial focus, she may choose to expend 
  her martial focus to use charmed life as a free action that can 
  be taken even when it’s not her turn, instead of as an immediate 
  action.
  Planar Balancer: As a free action, Elsha may prevent any at-
  tempt to teleport or cross planes by creatures within 10 feet of 
  her unless they succeed a MSB check, DC 19. Elsha may use 
  planar balancer upto 4 rounds per day, these rounds need not 
  be consecutive.
  Scourge of the Skies (Ex): Once per week, Elsha may call in 
  a favor to gain one of three different benefits: +5 competence 
  bonus to a Bluff, Diplomacy, or Intimidate check; a 5% discount 
  in price from a merchant for the sale of a single magical item 
  or vehicle; or the opportunity to retry a failed Bluff, Diplomacy, 
  or Intimidate check.
  Sphere of Desire (Sp): Elsha may use the lesser Enthrall 
  charm as if she possessed a CL of 3.
  caMpaiGN roLe
  Elsha is most likely to appear as a villain in a campaign; as a 
  pirate she cares little for the lives of her targets, only the wealth 
  she can extract from them, no matter who she must hurt in the 
  process. She never forgets a sleight, but seeks enjoyment more 
  than anything; if the PCs can supply her with an entertaining 
  combat and escape to see another day, they very well might 
  have earned themselves a friendly rival.
  queeN’s cLoud
  Colossal+ Wood Air Vehicle
  Space 1 vehicle space; Cost 10,510 gp
  Size 15 Decks; Hull 27 Hardpoints
  defeNse
  Hull 0 AC (+3 Dodge, -8 Size); 810 hp, Hardness 5
  Sails 2 Locations, 0 AC (+3 Dodge, -8 Size); 540 hp, Hardness 0
  Dirigible 2 Locations, 0 AC (+3 Dodge, -8 Size); 540 hp, Hard-
  ness 3
  offeNse
  Attack ram (8d8), 2 gatebreaker ballista w/ swivel (3 round re-
  load, 8d8/19-20, range 210 ft.)
  CMB 20; CMD 20
  Speed 5 (5 pushed, 6 overload, w/ wind, +1 per severity level)
  Acceleration 1
  Maneuverability Poor
  driVe
  Propulsion sails (54 Hardpoints, 1,080 hp), alchemical engine 
  (2 Hardpoints, 160 hp); Power 84 (99 pushed, 114 overload, w/ 
  wind: +27 per severity level).
  Mass 27 Hardpoints; Weight 0
  Controlling Device steering wheel
  Driving Space 1 space in the aft of the airship
  Required Crew 8 (1 pilot, 6 sailors, 1 engineer)
  Load
  Equipment Weight 27.3 tons
  Light Load less than 54 tons
  Medium Load 54 to 134.9 tons
  Heavy Load 135 - 270 tons
  rooMs 
  Alchemical Engine (2 Hardpoints), Bunks (1 Deck, 54 crew-
  men), Cargo Bay (5 Hardpoints, 50 tons), Gunport (1 Deck, 
  uncovered), Personal Rooms (4 Hardpoints, 4 rooms)
  equipMeNT
  Rigid Dirigible (6 Decks)
  2 gatebreaker ballista w/ swivel, 30 bolts
  creW
  2 sailor crews
  1 engineer
  1 windworker
  2 junior officers
  
  93
  Icirus Loreth
  Icirus Loreth is a warpriest of Tellium, dedicated to his god 
  and starry-eyed about the good he can do in the world. 
  While the insistance is unproven, Icirus’s family claims they 
  can trace their lineage directly to Tellium himself, and while his 
  family is generally human, Icirus manifests strong aasimar traits 
  including shining blue eyes, golden skin, and bright white hair. 
  This aasimar blood is what drove him to join Telliums priest-
  hood, as he follows in the footsteps of his great ancestor.
  Icirus does not own his own ship and indeed much prefers 
  traveling on the ships of others, where he can lend his services 
  as a healer and chaplain in exchange for a chance to see the 
  world and learn of its people. Indeed, Icirus has no destination 
  when he travels, as it is the journey and the companions he is 
  most intersted in.
  icirus LoreTh 
   
   
   
        cr 5
  XP 1,600
  male aasimar warpriest (Telium) 6
  NG Medium outsider (native)
  Init +0; Senses Darkvision 60 ft., Perception +9
  defeNse
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 42 (6d8+12)
  Fort +6, Ref +1, Will +9
  Resistance acid 5, cold 5, electricity 5
  offeNse
  Speed 30 ft.
  Melee +1 quarterstaff +7 (1d8+4)
  Ranged +1 comp. longbow +6 (1d8+3)
  Special Attacks blessings (6/day, DC 18, charm, luck), channel 
  energy (DC 18), fervor (2d6, 8/day), sacred weapon (6 rounds)
  Aasimar Spell-Like Abilities (CL 6th; concentration +11)
    1/day—daylight
  Warpriest Spells Prepared (CL 6th; concentration +11)
    2nd—aid, bull’s strength, find traps, summon monster II
    1st—bless, divine favor, obscuring mist, protection from evil (2), 
  read weather
    0th (at will)—detect magic, detect poison, light, purify food 
  and drink, read magic
  TacTics
  Icirus is an adept fighter with his staff and bow, but prefers the 
  supporting role as much as possible, empowering his allies with 
  magic and healing so that victory can be found without any fa-
  talities. Icirus always carries multiple potions of both invisibili-
  ty and fly so that not only he but also his comrades can escape if 
  they ever find themselves in need of a quick getaway.
  sTaTisTics
  Str 14, Dex 10, Con 14, Int 10, Wis 21, Cha 12
  Base Atk +4; CMB +6; CMD 16
  Feats Deadly Aim, Dodge, Far Shot, Power Attack, Point 
  Blank Shot, Weapon Focus (longbow)
  Skills Climb +6, Diplomacy +10, Knowledge (religion) +4, Per-
  ception +9, Sense Motive +9, Spellcraft +4
  Languages Common, Celestial
  SQ aura
  Combat Gear potion of invisibility (3), potion of fly (3); Other 
  Gear +1 mithril breastplate, headband of inspired wisdom +2, 
  +1 quarterstaff, +1 composite longbow (+2 draw), 950 gp
  caMpaiGN roLe
  Icirus is most likely to encounter the PCs by booking passage 
  on their ship during one of his many travels. Depending on the 
  needs of the PCs and the circumstances around them, Icirus 
  could journey with them for only a few days or become a per-
  manent part of their ship’s crew, supplying them with healing 
  and magic as necessary to survive their many adventures.
  
  94
  Morning Dawn
  Even creatures of Old-World nature were threatened by 
  the Forest, and unicorns were no exception. Morning Dawn’s 
  herd, frightened and dying to predators, traveled the world 
  looking for safety, only to stumble upon the lair of a powerful 
  wizard who was aggressively using magic to carve a territory 
  out of the forest and fight against the creatures who would re-
  claim it. This wizard offered the unicorns protection within his 
  domain if they would bind themselves absolutely to his service. 
  After some internal debate, the herd agreed.
  However, despite attempting to follow their old ways to 
  the best possible extent, an occurrence that had once been rare 
  began to happen with much greater frequency; foals were born 
  with a black coat. These black unicorns, the inverse of most 
  unicorns not only in appearance but also magic and disposition 
  were traditionally killed or abandoned, but as more and more 
  were born the death or expulsion of the black unicorns was 
  beginning to threaten the entire future of the herd. Some be-
  lieved that the very act of killing the black unicorns was giving 
  rise to more. If the herd wished to survive, they argued, the 
  black-coated foals needed to be spared.
  Among those believers of unshackled fate were Morning 
  Dawn’s parents, whose life went into upheaval when their 
  daughter was born both black and winged. The herd was divid-
  ed over whether her birth was a sign of destiny. Some saw it as 
  a sign of their doom, others as one of salvation. While possess-
  ing the same evil disposition of other black unicorns, Morning 
  Dawn made an effort to battle her nature and prove her value 
  to the herd, understanding that the debate over her fate held 
  not only her own life, but also that of her family and the other 
  black unicorns in the balance.
  Throughout her battles with her nature, Morning Dawn 
  has become convinced that the shadow over herself and her 
  herd is a result of their agreement with the wizard. Whether 
  he is trafficking in unholy powers or simply engaging in dan-
  gerous research, the rise of the black unicorns did not come 
  until after the agreement, and Morning Dawn has dedicated 
  her life to finding a way to overthrow him, or at least release her 
  herd from their bond. To this end, Morning Dawn has become 
  a merchant in the city of Andrus, enriching her patron while se-
  cretly getting in touch with many adventurers to seek out those 
  who could help her vanquish the wizard and provide protection 
  without becoming a new oppressor.
  MorNiNG daWN 
   
   
   
     cr 10
  XP 10,200
  Female half-celestial unicorn symbiat 5
  CG Large outsider (native) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; Per-
  ception +19 ; Aura magic circle against evil
  defeNse
  AC 23, touch 16, flat-footed 19 (+2 armor, +4 Dex, +2 Int, +5 
  natural, –1 size, +1 symbiat; +2 deflection vs. evil)
  hp 89 (4d10+5d8+45)
  Fort +13, Ref +15, Will +15; +4 vs poison
  DR 5/magic; Immune charm, compulsion, disease, poison; 
  Resist acid 10, cold 10, electricity 10; SR 21
  offeNse
  Speed 60 ft., fly 120 ft. (good) 
  Melee gore +14 (1d8+7), 2 hooves +11 (1d3+3) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks bleed (2), impale, smite evil 1/day (+9 attack, 
  +9 damage), powerful charge (gore, 2d8+14) 
  MaGic
  Caster Level 5th (7th w/ Fate); MSB +9, MSD 20, Concen-
  tration +18
  Tradition Unicorn Magic (Easy Focus, Focused Casting 
  (horn), Limited Warp (trees, Warp), Magical Signs); CAB Cha
  Spell Points 18
  Divination Sphere - DC 21; Duration concentration or 5 
  hours (sense); Range medium (150 ft.)
    divine (alignment, charm, force, illusions, life, magic, 
  warp)
    sense (1 sp, read magic)
  Fate Sphere - DC 22, Range close (40 ft.) or personal w/ 20 
  ft. radius; Talents Bless, Judgement
    bless (1sp; ally may reroll and take better result)
    hallow (1sp; protection vs. evil)
    judgment all follow command (consecration, concentra-
  tion or 7 rounds w/ 1sp)
    serendipity +1 allies (consecration, concentration or 7 
  rounds w/ 1sp)
  Life Sphere - DC 21, Range touch; Talents Break Enchant-
  ment, Restore Health, Restore Soul, Revitalize
    cure 3d8+5 (1sp) or fast healing 1 for 
    invigorate +5 temp hp (1 hour)
    restore heal 1d4 ability damage, dazzled, disease, fatigue, 
  poison, sickened, shaken, staggered, all ability drain and 
  temporary negative levels (1sp)
  Illusion Sphere - DC 21, Duration concentration, Range 
  close (35 ft.)
    illusion (1 sp, sight)
    trick (5 minutes, sight)
  Mind Sphere - DC 21, Range close (35 ft.)
    charm (suggestion)
  Telekinesis Sphere - DC 21, Range close (35 ft.), Talents 
  Finesse
    bludgeon +16
    catch 
    telekinesis 25 ft., 19 AC, 24 CMD (1sp: hostile lift, sustained 
  force)
  Warp Sphere - DC 21, Range close (35 ft.) or medium (150 ft.) 
  w/ 1 sp, Talents Extradimensional Storage
    bend space (extradimensional storage)
    teleport
  *Instead of spell-like abilities, the half-celestial template grants Morn-
  ing Dawn 1 magical talent from the Fate or Life spheres for every odd 
  HD she has.
  
  95
  TacTics
  Morning Dawn is maticulous and cautious. Even when sell-
  ing merchandise she will combine magical suggestions not to 
  steal with illusionary goods (the real good only being pulled 
  from her extradimensional storage at the tie of purchase). The 
  goods themselves are carefully catalogued and usually magically 
  marked to prove ownership and authenticity.
  Morning Dawn does not like combat, but when pressed will use 
  her magic as well as her horn in conjunction with her Duelist 
  and Lancer spheres to take down enemies.
  sTaTisTics
  Str 24, Dex 19, Con 20, Int 14, Wis 25, Cha 28
  Base Atk +7; CMB +15; CMD 32 (36 vs trip)
  Tradition Assassin; PAM Cha
  Talents Athletics (run package, Mobile Striker), Duelist (De-
  fensive Slice, Perforating Wounds), Lancer
  Feats Multiattack, Spell Dabbler, Spell Adept, Weapon Focus 
  (horn)
  Skills Acrobatics +16, Appraise +10, Diplomacy +20, Fly +18, 
  Knowledge (planes) +5, Linguistics +14, Perception +19, Sense 
  Motive +19, Stealth +11, Survival +14 (+17 forests); Racial Mod-
  ifiers +3 Survival in forests, +4 Stealth 
  Languages Aklo, Celestial, Common, Draconic, Dwarven, 
  Elven, Giant, Gnomish, Orc, Infernal, Sylvan, Undercommon
  SQ magical strike, wild empathy +19
  Other Gear bracers of armor +2, cloak of resistance +3, staff 
  of Fate +2, amulet of natural armor +1, headband of charisma 
  +2, belt of strength +2, Ritual book (2nd—object reading 1st—
  alarm, charge object, comprehend languages, endure elements, identify; 
  0th—arcane mark, detect magic, detect psychic significance, read mag-
  ic), 6,500 gp in various merchandise
  speciaL aBiLiTies
  Magic Circle against Evil (Su): This ability continually du-
  plicates the effect of the spell. Morning Dawn cannot suppress 
  this ability.
  Magical Strike (Ex): Morning Dawn’s gore attack is treated 
  as a magic good weapon for the purposes of damage reduction.
  Wild Empathy (Su): This works like the druid’s wild empa-
  thy class feature, except Morning Dawn has a +6 racial bonus 
  on the check. Unicorns with druid levels add this racial modifi-
  er to their wild empathy checks.
  caMpaiGN roLe
  Morning Dawn is most likely to appear in a campaign as an 
  aid, mentor, and source of missions. She works tirelessly to earn 
  wealth as a trader and apply that wealth to achieving her goals, 
  and any being that can help her increase her wealth or achieve 
  her goals is a being she will attempt to use to her own ends, 
  hopefully in a mutually-benefitial way.
  Varthras
  Varthras was a powerful creature in the Old World; a green 
  great wyrm who commanded the plants of the world to do 
  his bidding. However, not even Varthras was able to fight the 
  Forest, and when Varthras fell to Forest corruption, he became 
  one of the Forest’s most powerful servants.
  Those who believe in the sentience of the Forest will point 
  to Varthras as one of their greatest evidences. Like a demon in 
  the night Varthras will appear to demolish entire settlements, 
  then disappear just as quickly as she came. Whatever malevo-
  lent force controls the dragon’s movements, Varthras is one of 
  its most powerful slaves, and does not hesitate to use her.
  VarThras 
   
   
   
   
     cr 22
  XP 614,400
  Female forest-corrupted great wyrm green dragon
  CN Colossal plant (air, augmented dragon)
  Init +2; Senses dragon senses, greensight 60 ft., low-light vi-
  sion; Perception +36, Aura frightful presence (260 ft., DC 30)
  defeNse
  AC 41, touch 0, flat-footed 41 (-2 Dex, +41 natural, -8 size)
  hp 445 (27d12+270)
  Fort +25, Ref +13, Will +23
  Defensive Abilities Improved Uncanny Dodge, DR 20/mag-
  ic; Immune acid, paralysis, plant traits, sleep, SR 31
  offeNse
  Speed 40 ft., fly 285 ft. (clumsy), swim 40 ft.
  Melee bite +36 (4d8+25), 2 claws +36 (4d6+17), 2 slams +34 
  (2d8+17), 2 wings +34 (2d8+8), tail slap +34 (4d6+25)
  Space 30 ft.; Reach 20 ft. (30 ft. w/ bite)
  Special Attacks awaken treants, breath weapon (70-ft. Cone, 
  DC 33, 24d6 acid plus disease), crush (Large creatures, DC 33, 
  4d8+25), miasma, scout (+31), shove +44 touch (30), tail sweep 
  (Medium creatures, DC 33, 2d8+25)
  TacTics
  Varthras travels to wherever she is needed, animates forest-cor-
  rupted treants to fight for her, then aids them in combat by 
  use of the Brute sphere, throwing enemeis around and invoking 
  attacks of opportunities from her treant servants. 
  sTaTisTics
  Str 45, Dex 6, Con 31, Int -, Wis 23, Cha 24
  Base Atk +27; CMB +52 (+53 sunder; +59 bull rush, drag, over-
  run, and reposition); CMD 60 (62 vs sunder, 64 vs trip, 67 vs 
  bull rush, drag, overrun, and reposition)
  Tradition Dragon; PAM Con
  Talents Athletics (fly package, Diving Strike, Mobile Strik-
  er, Moving Target, Powerful Wings, Swift Movement), Brute 
  (Break Defenses, Brutal Manhandle, Dominoes, Drop, Fol-
  low-Through, Greater Brute, Greater Shove, Hammer, Quick 
  Force, Smash, Takedown, Terrain Trasher, Throw, Unstoppable, 
  Wing Buffet) Scout (Great Senses, Sight Beyond Sight, Uncan-
  ny Dodge (2), Piercing Eye, Sense and Resist Scrying)
  Feats Flyby Attack, Hover
  Skills Fly +11, Perception +36, Stealth +12
  SQ camouflage, fungal rejuvenation, trackless step, wa-
  ter breathing, woodland stride
  
  96
  speciaL aBiLiTies
  Awaken Forest Corrupted Treants: A great wyrm dragon 
  can call on the forest itself to aid it, animating a number of 
  smaller trees to serve as forest corrupted treants to protect it. 
  These forest corrupted treants can be called from any Huge-
  sized living tree. A green dragon can create a single treant as a 
  standard action, up to a total of 4 treants per day. These treants 
  remain animated for up to 1 hour, at which time they revert to 
  being ordinary trees.
  Camouflage (Ex): An old or older green dragon can use 
  Stealth to hide in any sort of natural terrain, even if the terrain 
  does not grant cover or concealment.
  Disease (Ex): Forest spores: Breath weapon—inhale; save Fort 
  DC 33; onset 1d4 days; frequency 1/day; effect 1d2 Int damage 
  (this damage cannot be healed while the creature is infected); 
  cure 2 consecutive saves. The save DC is Constitution-based. 
  Anyone who has their Intelligence reduced to 0 while infected 
  becomes mindless and acquires the forest corrupted template 
  in 2d6 hours.
  Fungal Rejuvenation (Su): So long as the creature remains 
  within an area of Forest (temperate forest, jungle, or marsh) and 
  remains standing on moist earth, the forest corrupted gains fast 
  healing 5.
  Miasma (Su): An ancient or older green dragon can use its 
  breath weapon to create a cloud of acid as a standard action 
  that deals damage to any creature inside it. The cloud moves 
  with the dragon and has a radius of 20 feet. When it’s created, 
  anyone inside this area takes an amount of damage equal to half 
  the dragon’s breath weapon, with a Reflex save for half damage. 
  The number of damage dice rolled is halved each round until 
  the result would be less than 1d6. Any creature that starts its 
  turn inside the cloud takes damage, but can make a Reflex save 
  for half. A strong wind, such as that created by a gust of wind, 
  disperses the cloud in 1 round.
  Trackless Step (Ex): An adult or older green dragon does not 
  leave a trail in natural surroundings and cannot be tracked. A 
  green dragon can choose to leave a trail, if it so desires.
  Water Breathing (Ex): A green dragon can breathe underwater 
  indefinitely and can freely use its breath weapon, spells, and 
  other abilities while submerged.
  Woodland Stride (Ex): A very young or older green dragon 
  can move through any sort of foliage at full speed without tak-
  ing damage or suffering impairment. Areas of foliage that have 
  been magically manipulated affect it normally.
  caMpaiGN roLe
  Varthras knows nothing but destruction, and can have no other 
  role. She cannot be reasoned with or fooled. The will of the 
  Forest guides her, and wherever she goes, death quicklly fol-
  lows.
  
  97
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  more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not 
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc., authors: 
  James Jacobs and Russ Taylor
  Spheres of Power, Copyright 2014, Drop Dead Studios LLC, authors: Adam 
  Meyers
  The Player’s Guide to Skybourne, Copyright 2016, Drop Dead Studios LLC, 
  authors: Adam Meyers, Mike Myler, David Silver
  Ships of Skybourne, Copyright 2016, Drop Dead Studios LLC, authors: Adam 
  Meyers
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean 
  K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5, © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe 
  Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, 
  Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, 
  David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Bestiary 6, © 2017, Paizo Inc.; Authors: Robert 
  Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, 
  James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle 
  Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, 
  Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
  Spheres of Might Copyright 2017, Drop Dead Studios LLC, authors: Adam 
  Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly
  Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, 
  Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Horror Adventures, © 2010, Paizo Publishing, 
  LLC; Author: John Bennet, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason 
  Bulmahn, Ross Beyers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon 
  Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistir 
  Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and 
  Linda ZayasPalmer.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; 
  Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, 
  Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, 
  Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, 
  Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
  Path of War, © 2014, Dreamscarred Press.
  
  Woodfaring Adventures
  Woodfarers are a breed apart from normal men and women; they journey to the dark parts of 
  the great Forest and come back with riches, knowledge, and lost relics, only to return again the 
  moment their purses grow light.
  Designed for the Skybourne campaign setting, Woodfaring Adventures is filled with the aids 
  and tools a GM needs to run sandbox woodfaring adventures, and the information players need 
  to take to the skies like a veteran. Within these pages you’ll find encounter tables, an extended 
  bestiary, new player options, information on the world of Khrone, and even a lexicon of aeronaut 
  slang so your characters can play the part as they take to the skies in style.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Woodfaring Adventures.pdf