TEXT:  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Markelis 
  City in the Mists 
  By JP Chapleau 
   
   
  Art: Anonamos, Fernand0 BC, Emmanuel Loma, Aldo Ojeda, Mizu Sasori, JE Shield, 
  Taco Sauce Ninja 
  Graphic Design, Layout, and Logo JP Chapleau 
   
   
  
   
   
  Page 1 
  LEGAL NOTICES 
  First Ones Entertainment, FOE, Legacies campaign, Tyrants of 
  Saggakar & logos are a trademark owned by First Ones Entertainment. All 
  rights reserved. All other content is copyright 2015 First Ones Entertainment 
  Inc. The mention of or reference to any company or product in these pages 
  is not a challenge to the trademark or copyright concerned. This book is 
  compatible with 3rd Edition and Revised 3rd Edition rules. This Tyrants of 
  Saggakar is produced under version 1.0a and/or draft versions of the Open 
  Game License and the System. Reference Document by permission of 
  Wizards of the Coast. Subsequent versions of this product will incorporate 
  later versions of the license and document. 
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity in accordance with Section 1(e) of the Open 
  Game License, version 1.0a: Any and all Tyrant of Saggakar, First Ones 
  Entertainment, and FOE logoes and identifying marks and trade dress, such 
  as all First Ones Entertainment product and product line names including 
  but not limited to Tyrants of Saggakar Campaign Setting, the Legacies 
  organized play campaign; any specific characters and places; capitalized 
  names and original names of places, artifacts, characters, races, countries, 
  geographic locations, gods, historic events, and organizations; any and all 
  stories, storylines, histories, plots, thematic elements, and dialogue; and all 
  artwork, symbols, designs, depictions, illustrations, maps, and cartography, 
  likenesses, poses, logos, or graphic designs, except such elements that 
  already appear in final or draft versions of the d20 System Reference 
  Document or as Open Game Content below and are already open by virtue 
  of appearing there. The above Product Identity is not Open Game Content. 
  Open Gaming License 
  Version 1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark 
  owners 
  who 
  have 
  contributed 
  Open 
  Game 
  Content; 
  (b)”Derivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing are 
  Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
  15. COPYRIGHT NOTICE 
  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, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document © 2013, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  Tyrants of Saggakar: Player’s Guide © 2015, First Ones 
  Entertainment; Author: JP Chapleau 
  Tyrants of Saggakar: Player’s Guide 5e © 2016, First Ones 
  Entertainment; Author: JP Chapleau 
  Tyrants of Saggakar: Markelis City in the Mists © 2017, First 
  Ones Entertainment; Author: JP Chapleau 
   
   
  
   
   
  Markelis 
  CONTENTS 
  Legal Notices ................................................... 1 
  Open Gaming License Version 1.0A ..... 1 
  Contents ........................................................... 2 
  Markelis ............................................................ 4 
  History .......................................................... 4 
  Saggakar ................................................... 4 
  Emperor Kuzal ........................................ 4 
  The Wave of Mists................................... 5 
  The Mists Part .......................................... 5 
  Why the Mists came? .................................. 5 
  Adventuring in Markelis............................ 5 
  Recommended Creatures ....................... 5 
  Why Come to Markelis? ......................... 6 
  Using Markelis  ........................................... 6 
  Rhym ......................................................... 6 
  The Wave of Mist .................................... 6 
  Map of Markelis .............................................. 7 
  Locations ...................................................... 8 
  The Valley ................................................ 8 
  Bloodsport Arena .................................... 8 
  Common Areas ........................................ 8 
  Cathedral of the Warrior ........................ 9 
  City Walls ................................................. 9 
  Cemetery  ............................................... 10 
  Hajit Temple .......................................... 11 
  Hall of the Cursebinders ...................... 11 
  Palace ...................................................... 11 
  Sewers ..................................................... 14 
  Temple of the Five ................................ 14 
  Temple of the Zeal ................................ 15 
  Artefacts ..................................................... 16 
  Ancient Horned Helmet ....................... 16 
  Clayrian’s Cloak .................................... 16 
  Infinite Codex ........................................ 17 
  Monocle of the Golemmaker ............... 17 
  Runestone............................................... 18 
  Runestone, Greater ............................... 18 
  Bestiary ........................................................... 19 
  Pathfinder RPG ......................................... 19 
  Ethereal worms ..................................... 19 
  King-of-Mists ......................................... 19 
  Rodwenza .............................................. 20 
  Tar Mummy ........................................... 20 
  Warrior Daemon ................................... 21 
  5th Edition ................................................... 22 
  Ethereal worms ..................................... 22 
  King-of-Mists ......................................... 22 
  Rodwenza .............................................. 23 
  Tar Mummy ........................................... 24 
  Warrior Daemon ................................... 24 
   
   
   
  
   
   
  Page 3 
   
   
  
   
   
  Markelis 
  MARKELIS 
  HISTORY 
  The earliest records of the Valley dated from 
  the early days of the Counsilarchy. Kaliban 
  explorers described it as covered with tall cedar 
  trees and spring-fed creeks aplenty. 
  The city earned its name from Markel of 
  House Faremhi who brought his slaves to the 
  area and had them built a fortress he named 
  after himself, Markelis. 
  The small fortress took advantage of the 
  lumber, plentiful fur trapping and the presence 
  of the Pink Mists signaling the opening of the 
  Mists. It soon grew into a major hub for the 
  slave trade. Slaves were triaged here before 
  leaving in huge caravans for slave markets 
  across the world. The best fighters plied their 
  trade in the arena, drawing both funds, trainers 
  and tradesmen to the growing town.  
  Markelis became known as the City by the 
  Mists because of its proximity to the Wall of 
  Mists. While its people boasted their lack of fear 
  of the Mists, the rulers of House Faremhi spent 
  lavish sums in secret, creating runestones to 
  keep the Mists at bay.  
  Saggakar  
  Legend says Saggakar himself was brought 
  here when he first came through the Mists. He 
  made a name for himself as an unstoppable 
  juggernaut in the arena. Tales of him defeating 
  griffins, owlbears, and dozens of opponents 
  with a simple rock or chopsticks may be 
  exaggerated, but they add much local flavor.  
  A local hero, he took over the settlement, 
  executing the despots of House Faremhi and 
  taking the slaves with him north on his first 
  wave of conquest. 
  No sooner had he left that House Faremhi 
  re-established its control of the city, under the 
  guise of maintaining control in the name of the 
  Emperor. 
  Later, Princess Saggarah rewarded the 
  rulers of House Faremhi for their continued 
  support by sending vast sums to fortify their 
  holdings. The despots spent their money on 
  massive projects that included their capital of 
  Akafaremh and the fortress of Markelis. The 
  City by the Mists grew around the slave trade as 
  its lumber industry dwindled.  
  The destruction of Akafaremh during the 
  Red Night led to instability and the subjugation 
  of Faremh by imperial forces. In the aftermath, 
  the despots knelt to the Red Empress and sent 
  warriors for her armies. With the conqueror 
  turning her attentions to the north and east, the 
  despots of Farelis and Markelis fought a brief 
  civil war. House Ougozar's forces were weaker 
  than the more stable and better-established 
  House Faremhi.  
  Farelis was conquered by new ArchDespot 
  Drians of House Faremhi who made Markelis 
  his capital. He imposed peace on the land by 
  taking hostages and relocating them to his 
  capital. Using the chaos following the death of 
  the Red Empress, he increased his power by 
  conquering 
  neighboring 
  nations 
  creating 
  Greater Faremh. Pretending submission to 
  imperial authority, he defeated rebels for his 
  master, while extending his own domain.  
  During the Three Kingdoms era, Markelis 
  ruled a vast empire whose armies fought those 
  of Ptoram and Nooraka to a standstill. During 
  that time, the ArchDespots ruled as autocrats 
  vying for the Imperial crown. 
  It was not until Empress Seral that Markelis 
  became a provincial capital again. She used a 
  flight of dragons and flying birds to carry her 
  troops over the walls and into the city itself. The 
  fighting in the streets was bloody and brutal. 
  The Empress walked into the palace and 
  executed the ArchDespot herself, ordering his 
  body turned into a zombie and dressed as a 
  jester. His young daughter, Polyopna, was 
  placed on the throne and surrounded by a cadre 
  of imperial generals loyal to the Empress.  
  Faremh was reduced to a fraction of its size. 
  Emperor Kuzal  
  Emperor Kuzal bought the Imperial crown 
  by giving the ArchDespot rights to neighboring 
  provinces, a right they asserted for almost a 
  
   
   
  Page 5 
  century. The money that flooded the treasury 
  funded an expansion of the fortifications and 
  the irrigation of the Valley.  
  For the next fifty years, scaffoldings covered 
  the city and its environs. 
  The Wave of Mists 
  In 766IC, the Mists appeared without 
  warning. Where they first appeared is the topic 
  of hot debate. The Mists rolled in from the Wall 
  of Mists to a city in panic. People dropped what 
  they were doing and fled. Many vanished 
  without a chance to flee.  
  ArchDespot Kazal of House Faremhi stayed, 
  trusting in the wards placed in and around the 
  palace. His faith seemed well-placed as the 
  palace was not hit by the initial wave. He 
  sacrificed thousands of slaves to power the 
  runestones and keep the Mists away. His 
  gamble paid off at first. But his access to slaves 
  ran out quickly and the Mists flowed into the 
  palace like a tsunami delayed by a dam. The 
  ArchDespot and his entourage vanished in one 
  swoop.  
  About half the population vanished into the 
  Mists on the first day, and half of the rest 
  vanished 
  in 
  the 
  following 
  days. 
  House 
  Faremhi's reliance on the runestones proved 
  their uselessness and the inevitability of the 
  Mists. 
  From the time the palace was swallowed, 
  the city was abandoned. House Faremhi sent 
  expeditions in the city, but few ever returned, its 
  members swallowed by the Mists. 
  The Mists Part 
  In the last days of 785IC, the Mists receded 
  in places, revealing areas of the city that had 
  been lost since the fall of the palace. There is no 
  clear reason for this sudden shift in their 
  positions. 
  WHY THE MISTS CAME? 
  The answer is part of the mystery not 
  covered on purpose. Common belief is that the 
  Curse of the Faremh struck the nation once 
  again. Some scholars suspect either involvement 
  by divine powers or mundane forces using 
  powers they did not understand. This document 
  assumes all are true, along with many other 
  theories. 
  ADVENTURING 
  IN 
  MARKELIS 
  While 
  adventuring 
  in 
  Markelis, 
  the 
  following unique dangers apply. These dangers 
  are unknown and their effects are to be 
  investigated.  
   
  The Mists stay fixed - or move so slowly as 
  to be considered stationary - during the day. 
  They move at night and ignore the presence 
  of buildings, with few exceptions, such as 
  the top of the Spire of Skulls or the 
  Cathedral of the Warrior. Each night spent 
  above ground in Markelis, a person has a 
  25% chance of disappearing in the Mists. 
   
  There are no bodies to be found anywhere. 
  Either they vanished in the Mists of the 
  ghouls took them. 
   
  Most valuable within easy reach were taken 
  when everyone fled the city. However, 
  hidden vaults and riches difficult to access 
  remain.  
   
  The chance of the Mists of Saggakar (see the 
  Tyrants of Saggakar Player’s Guide for 
  Pathfinder RPG or D&D 5e) manifesting 
  while within the confines of Markelis is 
  multiplied by ten. 
   
  Scavengers avoid the city because of its 
  many dangers. 
  Recommended Creatures 
  There are many creatures one can find in 
  Markelis.  
  Mindless constructs, such as animated 
  objects and golems are common. Intelligent 
  constructs would have vanished in the Mists.  
  Oozes of many types thrive in the city, with 
  gelatinous cubes infesting the sewers. 
  Undead are the second most common 
  group. The ghouls and ghasts are numerous. 
  They avoid the Mists by staying in their 
  warrens. 
  
   
   
  Markelis 
  Ethereal worms can infest any place in 
  Markelis. These creatures appear in the Bestiary 
  section of this book. Ethereal Horrors have been 
  sighted occasionally in the city. But their 
  numbers are small and they are rare here. These 
  creatures are fully details in Gostor: Ethereal 
  Horrors. 
  Why Come to Markelis? 
  The PCs come to explore a specific location. 
  Because 
  the 
  city 
  was 
  abandoned, 
  many 
  treasures 
  and 
  valuables 
  were 
  simply 
  abandoned, same with larger works of art: wall 
  paintings and statues. Tomes and libraries still 
  hold entire collections of lore. 
  Since the city is abandoned, whatever is 
  recovered that does not clearly belong to 
  someone may be claimed by another explorer. 
  “Clearly belongs” is a hazy distinction, generally 
  limited to “as long as no one more powerful claims 
  it from you.” 
  The Cursebinders, the clergy of Keron and 
  the Underley Network seek to discover what 
  happened with the Wave of Mists whether to 
  avoid or control such future event. The 
  recurrence of such an event terrifies everyone in 
  Saggakar. Scholars postulate the ruins hold the 
  secret of Wave of Mists.  
  USING MARKELIS  
  Markelis is deeply tied to the world of the 
  Tyrants of Saggakar. However, by its nature as a 
  city half-buried in the Mists, this means the 
  other half may exist anywhere you wish or need 
  to use it. Its location could even move. 
  Rhym 
  In the Rhym Campaign Setting, rumors of 
  vanishing cities exist in the Farashi Desert and 
  the Western Grasslands. Of course, people who 
  enter the Mists disappear, gone forever as the 
  people do not know of the Mists’ threat. 
  The Wave of Mist 
  An interesting on the events of Markelis 
  would be to use the events of the Wave of Mists 
  hit a city in another campaign world. Part of a 
  populous city disappears in the Mists. The panic 
  of the early days, rescuing slaves, and stranded 
  friends make for great adventure material.  
  
   
   
  Page 7 
  MAP OF MARKELIS
  To Spiderfen 
  To Farelis 
  To Markem 
  To Markem 
  Palace 
  Temple of  
  the Zeal 
  Cemetery 
  Cathedral of  
  the Warrior 
  Bloodsport 
  Arena 
  Spire of Skulls 
  Hall of the 
  Cursebinders 
  Temple of  
  the Zeal 
  Hajit Temple 
  
   
   
  Markelis 
  LOCATIONS 
  The 
  Mists 
  occupy 
  entire 
  sections 
  of 
  Markelis. They do not follow the streets or the 
  buildings. Rather, they crisscross these areas 
  and moving through Markelis requires going 
  through buildings, climbing through windows, 
  down stairs, through doors or man-made holes 
  in the walls. This makes progress difficult, slow 
  and safe locations hard to map. To complicate 
  things, the Mists move and shift at random 
  (though rarely when watched).  
  The Mists create a winding and twisting 
  maze where vision is limited to between forty 
  and fifty feet. Only rarely can one travel directly 
  from one location to another.  
  The winding passages created by the Mists 
  range from a few inches to twenty feet wide. 
  The Valley 
  The valley surrounding Markelis, simply 
  called "The Valley", was once a fertile, well-
  irrigated place with extensive fortifications 
  made up of barbicans covering bridges leading 
  to the city. This complex network prevented an 
  army from laying siege close to the walls and 
  kept the city safe. The irrigation channels grew 
  rice and raised trout to feed the inhabitants. 
  Artificial islands had watchtowers and other 
  defenses.  
  Now the waterways are stagnant and foul; 
  the bridges rotten; and the barbicans doors open 
  and abandoned. No living creature lives here. 
  Gibbets, stocks, and rusted cages held zombies 
  or criminals. Most escaped and now roam the 
  valley.  
  From afar, the Mists appear as an enormous 
  kraken that pulses and moves its tentacles 
  within. The Mists do not spill out beyond the 
  city walls. Looking at the city gives a sensation 
  of unease and one holds his breath without 
  knowing why. Even those immune to fear 
  dislike looking at the city.  
  Bloodsport Arena 
  The Bloodsport Arena was one of the first 
  major construction buildings the despots of 
  Markelis commanded. This massive building 
  saw thousands of men and women die in 
  bloody battles. In its heyday, it could seat up to 
  twenty thousand screaming fans. It is part above 
  and part below ground, the highest stands rose 
  over a hundred feet above the surrounding 
  street, but are damaged and crumbled in 
  places.The arena floor is forty feet below the 
  street.  
  The 
  ArchDespot’s 
  box 
  dominates 
  the 
  fighting circle. The walls around the fighting 
  have black and white spider motifs. Four 
  entrances, one at each of the cardinal points, 
  allowed the spectators in. Gladiators entered as 
  spectators 
  and 
  used 
  tight 
  stairs 
  down. 
  Portcullises led to the cells where they lived.  
  Today, many restless spirits haunt the 
  arena, because the overseer locked the slaves in 
  while he escaped. Most spirits either seek to 
  destroy all the living, though a few want help 
  from outsiders. Every spirit is bound and cannot 
  leave the slave pens. 
  Common Areas 
  Fountains 
  Markelis is dotted with fountains and 
  plazas. The fountains and basins are filled with 
  clean water coming from underground springs. 
  Most are cold, but a few are hot. The waters 
  drain into the sewers. A few fountains are 
  choked with moss or other plants.  
  Statues 
  promoting 
  the 
  continuance 
  of 
  slavery and the primacy of the First Ones leer 
  down at the passers below. Chained angels, 
  defeated warriors, and benevolent First Ones 
  are common theme. "Obedience ensures rewards" 
  and “Service is Eternal” are commonly found on 
  plaques.  
  Its location determines how elaborate the 
  fountain will be. In poorer areas, simple statues 
  have slogans etched on the walls. In richer areas, 
  these fountains can have multiple statues with 
  water sprinkling over the bronze. 
  Open Areas 
  Markelis has few open areas. Open areas are 
  tight and cramped surrounded by tall and 
  imposing 
  buildiong. 
  When 
  the 
  city 
  was 
  
   
   
  Page 9 
  abandoned, wagons and chariots were left 
  behind, with their beasts of burden still 
  attached. The wood rotted and breaks when 
  weight is added (such as when someone climbs 
  over them).  
  Few public parks and gardens exist inside 
  the walls, but in the nobles’ estates had 
  extensive gardens and green areas. The ordered 
  arboretums have turned to wild bushy gardens 
  or wilted and died from lack of care. The former 
  has many plant creatures living within while the 
  latter are muddy, vile mires.  
  Streets 
  Like many cities in the ArchDespotate, there 
  are two networks of roads: the slave and the 
  noble roads.  
  The tight and cramped slave roads were 
  designed for slaves to travel out of sight of the 
  First Ones. They are surfaced with river rocks 
  creating a bumpy surface that is hard to 
  navigate. These streets are lined with two-story 
  buildings that make them feel like narrow 
  canyons. Shops occupied many of the ground 
  floors 
  with 
  the 
  second 
  story 
  used 
  for 
  apartments. 
  The noble roads are a little wider, straighter 
  and better kept were reserved for the nobility. 
  The avenues of the noble districts are wider but 
  not much than the slave road network. The 
  noble roads used flag stones making them 
  comfortable to walk on. The streets were lined 
  with a mixture of high quality shops and walls 
  of estates.  
  Trash litters the roads as people dropped 
  whatever they held as the Mists appeared over 
  the city. 
  Cathedral of the Warrior 
  This massive temple doubles as a fortified 
  strongpoint in the city. Its towers are buttressed 
  and the construction is sturdy. In the central 
  nave, braziers that burnt strong incense now lay 
  cold and dark. Alcoves along the walls display 
  the armors and weapons, that are more 
  decorative than functional, taken from enemies 
  and rebels.  
  The floor is made of blood red stones. 
  Anyone 
  fighting 
  on 
  these 
  stones 
  inflicts 
  grievous wounds to their enemy. (PF: all 
  weapon damage dealt to non-First Ones 
  creatures benefit from the Vital Strike feat); 5e: 
  weapons deal an additional 1d8 point of 
  damage)  
  The back wall is dominated by a statue of a 
  First One with angel wings wearing a martial 
  helmet and a sword ready to strike. Whenever a 
  non-First One approaches, a magic mouth says: 
  "Freedom is a lie. Submission is a choice, bow now." 
  If anyone does not bow or kneel to the statue, a 
  pair of warrior daemon is summoned. The 
  statistics for these creatures appear in the 
  Bestiary section at the end of this book. 
  There are no Mists in the temple. The Mists 
  come up to the outer walls, but not within. This 
  is due to the presence of a greater runestone in the 
  priests’ private chambers, hidden under the 
  altar of black marble.  
  City Walls 
  The massive city walls of Markelis rise forty 
  feet above the Valley with square towers and 
  heavily fortified gates. The walls themselves are 
  of white, grey, and black stones forming spider 
  patterns between the towers. Ivy crept up and 
  over the walls in places, to the point that it is 
  easy to scale them.  
  
   
   
  Markelis 
  The city gates are open, almost daring 
  anyone to enter. None of the defenses are set or 
  active. 
  Cemetery  
  The largest cemetery of Markelis rises to the 
  west of the city, surrounded by a ten-foot stone 
  wall between itself and the city proper. The 
  mortar in the wall has glass shards, both on the 
  inside and the outside, to make scaling difficult.  
  Wide stone paths allowed visitors through 
  the cramped mausoleums and tombs of passed 
  greats. Mausoleums are typically five by ten 
  with one to six bodies within. They are packed 
  tightly with statues of their creators looking 
  down at the visitors. Walking through this area 
  makes one feel claustrophobic and tiny. The 
  entrances to the mausoleums are broken in or 
  out, and whatever riches they contained has 
  been plundered. No bones are to be found here.  
  A clan of gargoyles lived here, protecting 
  visitors, 
  preventing 
  tomb 
  robbing, 
  and 
  defended the city from the undead. With the 
  coming of the Mists, the gargoyles dispersed 
  and left. 
  Ghoul Warren 
  Below ground, a network of tunnels and 
  galleries houses a large colony of ghouls. Sickly 
  or aging servants the First Ones wished to 
  reward would be offered to the ghouls to 
  reward them with some form immortality. 
  Many ghouls fled with their masters, but many 
  still dwell under the cemetery. They broke into 
  every mausoleum, stole the treasures, and made 
  off with the bodies of the dead.  
  Three years ago, a foul and powerful anuka-
  ghast called King-Of-Mists rose to power. He 
  commanded the other ghouls to dig new tunnels 
  around the Mists and to expand his domain to 
  every part of the city. Progress has been slow, 
  but the ghouls are patient and work tirelessly. 
  They can now reach most areas of the city 
  without setting foot outside. The ghouls gather 
  any valuables and bring it to King-Of-Mists. 
  Under his brutal leadership, the ghouls amassed 
  a sizeable treasure.  
  The mass presence of the ghouls is 
  unknown to the outside world, but King-Of-
  Mists sees himself as a despot. He would be 
  willing to ally himself and his undead horde to 
  any major house in return for recognition of his 
  sovereignty.  
  Hall of a Fallen Tyrants 
  Located on a rise, this squat brick building 
  has a dozen statues of First Ones nobles in 
  imperious poses in alcoves all around it. Inside 
  is a long stairway that leads into a room Along 
  the walls are a thousand tiny alcoves dug in the 
  limestone walls. Within each alcove is the 
  mummified head of a First One sitting on a 
  platinum tray.  
  Anyone approaching within five feet of an 
  alcove, receives a mental command to pick up a 
  head. This is a necromantic effect like a dominate 
  person spell. PF: DC 20 Will save; 5e: DC 15 
  Wisdom saving throw. Anyone who succeeds 
  may telepathically consult the Tyrants, by 
  asking a question of them. This acts like a 
  
   
   
  Page 11 
  commune spell. To ask a follow-up question, one 
  must make another saving throw. 
  Those who fail, pick up the head and for the 
  next 
  fifteen 
  minutes, 
  the 
  Tyrants 
  learn 
  everything the person knows, there is no way to 
  block this effect. After that time, the person is 
  released, feeling like all their secrets have been 
  forcibly taken from them but otherwise have no 
  memory of what happened during that time.  
  Hajit Temple 
  Designed on the great temples of Seher, the 
  temple joins together private homes, public 
  worship halls, and secret underground rooms 
  through a series of series passages, tunnels, and 
  hidden 
  doors, 
  designed 
  for 
  halfling-sized 
  people. From the outside, the temple is 
  decorated with small statues of hajit and angels 
  in regal dress and jewelry. 
  Animated creatures and golems built by the 
  clergy of Mohanna roam many of the larger 
  halls, attacking anyone or anything they find. 
  These creatures were sanctified and naturally 
  repel undead. (PF: Their attacks bypass the DR 
  of any undead and may strike at incorporeal 
  undead normally. 5e: Their attacks deal radiant 
  damage instead of physical damage.) 
  Ghouls moved in and occupy the many 
  passages, making the temple, the second biggest 
  ghoul warren in town. The ghouls locked the 
  many golems in halls where they never go. The 
  ghouls here hate and resist the growing empire 
  of King-Of-Mists. 
  The monocle of the golemmaker was kept in a 
  chapel under an unbreakable glass case in the 
  shrine of Mohanna. Divinations point to the 
  monocle still being in its glass case, hidden in 
  the Mists. 
  Hall of the Cursebinders 
  The Cursebinders are a group dedicated to 
  studying and understanding the workings of the 
  Mists. This group of spell casters sought to 
  control, or at least repel, the Mists. They 
  sponsored expeditions and collected artifacts 
  and 
  writings 
  from 
  beyond, 
  a 
  role 
  the 
  Treeshadow Institute in Farelis has taken since 
  the Wave of Mists. 
  Stories of magical treasures in hidden vaults 
  run rampant.  
  Tannen O’Shea last Master of the Order 
  disappeared with every Cursebinder in Markelis 
  when the Mists came. Earlier explorers reported 
  seeing a specter resembling the old master. The 
  spirit wanders the hall, holding its eyes in its 
  hands. It bemoans in a variety of languages that 
  it saw everything and that it wants to show 
  others. Anyone taking him up on his offer has 
  died horrible deaths. 
  Shadows and specters haunt the halls 
  waiting for living explorers. They spend the day 
  hidden inside and prowl around the hall and its 
  surroundings during the night. Their presence is 
  unaffected by the Mists.  
  Palace 
  The grand palace of Markelis was a tall, 
  marvelous sprawling, multi-wing palace. A 
  microcosm of the ArchDespotate, the palace has 
  two different zones: one for the First One rulers, 
  and one for their slaves.  
  
   
   
  Markelis 
  The outer walls were decorated with 
  hundreds of onyx statues of notable First Ones, 
  smaller white limestone ones depicted favored 
  slaves dressed as soldiers, scholars or priests, 
  while rose or blue ones depicted enslaved 
  angels and demons.  
  The areas reserved for the First Ones 
  featured large open rooms with grand windows 
  and 
  prominent 
  fireplaces. 
  Elaborate 
  wall 
  paneling decorations, statues, and paintings 
  adorned every walls and ceilings. The ceilings 
  rose fifteen feet high. The furniture was of 
  superior quality and craftsmanship. Its quantity 
  ranging from sparse to cramped, depending on 
  the preference of its inhabitants. 
  The slave quarters are tight and cramped, 
  hidden from view often between walls. They are 
  stuffy, damp, and poorly ventilated. The few 
  large rooms therein are for common usage and 
  locates in the lower levels or the attic. The 
  kitchens in the basement were the biggest rooms 
  where an army of servants fed the many masters 
  day or night. 
  Today, the palace is overrun by the Mists 
  with few areas available to visit. Traveling 
  between these areas is a long process of 
  navigating between master and slave sections. 
  Foreigners' Wing  
  The 
  Foreigners' 
  Wing 
  housed 
  foreign 
  dignitaries the ArchDespots did not consider 
  overly important or worthy of their time. It is far 
  from the central wings and required a visitor to 
  pass through several guarded doors to reach the 
  throne rooms. This circuitous route made the 
  palace appear bigger than it is. 
  The rooms are elegant but sparse and small 
  compared to other wings. Secret passages 
  allowed for private communications through 
  intermediaries between the main palace and the 
  visitors. Many a treaty and secret affairs were 
  made through these secret ways.  
  Hall of Peace 
  This grand hall was once where the slaves 
  were 
  brought 
  into 
  the 
  service 
  of 
  the 
  ArchDespots of House Faremhi and explained 
  their new roles and place in the world. A great 
  floor mosaic dominates this room: all around a 
  
   
   
  Page 13 
  trio of First Ones, hundreds of humanoids 
  killing and devouring each other. The trio in the 
  center is at peace among the chaos around them.  
  Glowing runes in Exodite read "Praise your 
  masters, for servitude brought you peace and 
  purpose". Slaves brought in and had to praise 
  their masters out loud each day. The first non-
  First One praised his masters out loud would be 
  blessed by them (PF: +5 to next saving throw; 
  5e: advantage on next saving throw). Those who 
  do not praise their master are the target of a 
  modified confusion spell (PF: DC 18 Will save; 
  5e: DC 14 Wisdom saving throw) where the 
  person hurts the closest non-First One not 
  praising his master out loud. The runes must be 
  read aloud to trigger. First Ones and those 
  without a minion mark are unaffected by the 
  runes. 
  Grand Chapel of the Law 
  Enormous statues of ancient ArchDespots 
  crowned with majestic eagles whose wings 
  entangle on the ceiling dominate this dark grey 
  stone temple. Iron cages with zombies of 
  defeated rebels and political enemies dangle at 
  various heights, reach for anyone below. The 
  floor mosaic depicts prostrated slaves, giving 
  the impression once steps on their back. The 
  pulpit of darkwood depicts a flight of eagles in 
  flight. Behind the altar, a huge painting on stone 
  shows Greater Faremh at it greatest extent. 
  Flanking both sides of the altar are stern 
  masculine faces decorated with jewels glare at 
  each other. Whenever someone who is not a 
  devoted of the Law passes between them, a 
  magic mouth says in Exodite: "Throw yourself on 
  your knees, and swear your soul to the Law for I have 
  dominion of you. Kneel before me, or offer everything 
  of yourself to me, then offer me your soul." Anyone 
  who does not kneel, is the target of a modified 
  confusion spell (PF: DC 18 Will save; 5e: DC 14 
  Wisdom saving throw) where the person hurts 
  himself every round until they kneel or pass 
  out. 
  In the center of the nave is a ten by ten feet 
  black stone. Upon it, gold-colored runes read 
  "This stone covers those who took on the burden of 
  rulership into the darkness beyond". Beyond the 
  stone are the Great Catacombs. The thick stone 
  weighs over a thousand pounds.  
  Great Catacombs 
  Deep under the palace are the great 
  catacombs. The stairs lead down into a maze. 
  Large, 
  fully-furnished 
  rooms 
  house 
  dead 
  ArchDespots. The burial rites turned them into 
  tar mummies. Only those loved by the 
  populace, clergy, or their descendants are 
  buried here. Tar mummies appear in the 
  Bestiary section at the end of this book. 
  The tar mummies spend most of their time 
  here alone thinking in the dark. If visitors show 
  proper deference, the tar mummies may be 
  consulted and asked a series of questions. First 
  Ones used their shadowjump abilities to bypass 
  the entrance and head below. The mummies 
  require offerings in the form of gifts or service 
  before they answer anything. In time, they 
  accumulated a massive collection of tomes of 
  lore and magic items.  
  Spire of Skulls 
  The Spire of Skulls describes exactly what it 
  is: a spire made with skulls taken from defeated 
  enemies and cemented together rising over two 
  hundred feet above the palace. Skulls leer both 
  inside and out. Even the staircase inside is made 
  of skulls with flattened top.  
  At the top of the spire is the lighthouse 
  room. It protected the city by preventing 
  unwanted teleportation within the city and 
  warning the ArchDespot of any attempt. The 
  ArchDespot 
  could 
  allow 
  or 
  refuse 
  any 
  teleportation. Refused attempts sent the traveler 
  outside the valley (if the attempt came from 
  outside the walls) or to the Grand Chapel of the 
  Law (if the attempt came from within the walls), 
  leading to the common belief that teleportation 
  is unreliable anywhere within the valley. 
  The lighthouse mechanism has completely 
  rusted and is now broken and useless. A bound 
  erinyes pushes the heavy wheel, despite it being 
  broken. Her eyes have silver nails in them and 
  she is chained to the wheel by the check and 
  
   
   
  Markelis 
  wrists. Rodwenza was bound here long ago, her 
  wings clipped and her eyes removed.  
  Despite the lighthouse being broken, its 
  effects are still fully active. All teleportation is 
  blocked within or into the valley.  
  Sewers 
  A few feet below the streets are the sewers 
  of Markelis. This system of tunnels spans most 
  of the city, keeping streets clear of debris and 
  trash. The tunnels smell dank.  
  Like most great cities, the sewers were home 
  to rebels, conspirators and a variety of 
  researchers who wanted to pursue their work 
  away from watchful eyes.  
  The sewers of the city are clean and clear 
  because they are home to an infestation of 
  gelatinous cubes. The cubes roam the tunnels, 
  eating anything they find. The ghouls avoid the 
  sewers except to dispose of trash or escape 
  pursuit from above. Because of them and the 
  lack of trash generated by the city, the water is 
  clear.  
  The Mists fill certain places of the sewers. 
  Most places are free of them making them one 
  of the safest and easiest ways to travel.  
  Temple of the Five 
  Located a stone throw from the Bloodsport 
  Arena near the center of town, this large and 
  imposing temple was the most visited in Farelis. 
  Made of dull grey stones hand hewed into 
  shape thousands of volunteer worshippers, the 
  temple had the largest congregation.  
  The public halls have high vaulted ceilings 
  and are decorated with tall statues of the Five 
  looking down at the visitors. The decorations 
  once sported vibrant colors, but the frescoes and 
  paintings are peeling and cracking. 
  Daily, its halls filled with faithful seeking to 
  have their prayers answered by the gods. The 
  priests were more agreeable and compassionate 
  to the dangers and problems of slaves than their 
  colleagues at the temple of the Dark Gods or the 
  Hajit Temple. 
  The temple secretly housed different rebel 
  groups and factions, many of which scattered or 
  vanished with the coming of the Mists. Written 
  records of members and allies could serve as 
  blackmail 
  against 
  members 
  or 
  their 
  descendants. 
  Braggart Hall 
  The temple was defended by a small order 
  of knights dedicated to Clayrian, colloquially 
  called Braggart Knights. The hall where they 
  gathered, drank, and engaged in friendly 
  physical 
  competition 
  was 
  decorated 
  with 
  hundreds of stuffed heads of men and beasts 
  and captured weapons. Story goes that the 
  knights stayed in a zeal-fueled game of chicken, 
  daring each other to flee. 
  Because they left at last moment, their most 
  powerful and valuable possessions are believed 
  to still be in the Hall. Clayrian’s Cloak and a 
  reliquary filled with knuckle bones of the god 
  are still in this hall. 
  Great Library 
  In the section dedicated to Keron the Sage, 
  was the Great Library, the greatest and largest 
  collection of books and tomes of knowledge in 
  the ArchDespotate. For a small fee, anyone 
  could consult its tomes. The Church of Keron 
  used powerful wards to protect its tomes. The 
  oldest documents date back to the early days of 
  the Counsilarchy when Faremh was but a minor 
  distant kingdom. 
  By law, First Ones could consult any tome 
  in the Great Library. Many gave books to the 
  Library in return for favors or payment for 
  spellcasting services. Gifts to the Great Library 
  were often a way to spite relatives by giving 
  away rare tomes. 
  The story goes that an acolyte dropped a 
  book of great power, the Infinite Codex, as he ran 
  to escape the Mists. He was trampled by his 
  peers in the stampede, and the Codex has been 
  missing since. 
  Seminary 
  One of the wings served as a seminary 
  where young priests learned of the gods, 
  philosophy, calligraphy, and religious crafts, 
  such as stained-glass artistry, book binding, and 
  sculpture. The cavernous lecture halls are lost to 
  
   
   
  Page 15 
  the Mists with their row upon row of writing 
  tables.  
  The First Ones Houses sent their younger 
  scions to learn of the ways and thinking of those 
  they would one day rule over.  
  Temple of the Zeal 
  The ramblings of an insane mind cover the 
  walls of this small brick-and-mortar temple 
  buried in a commoner’s ward. Every wall is 
  covered with scratched words in Common or 
  Exodite. Words like "Ambition", "Domination", 
  "Obedience", 
  "Service", 
  and 
  "Mastery" 
  are 
  repeated at random intervals using varying 
  methods: paint, ink, blood, and other, less 
  savory mediums. The floors and ceilings are 
  clear of the ramblings.  
  In the center of the main worship hall two 
  mosaics of female First Ones stare each other 
  with malice in their eyes as if they shared a 
  secret together. Whenever a new person enters, 
  both mosaics ask, "Where is our rule most 
  needed?" The one on the ceiling adds "In 
  Heaven?" while the one on the bottom says, "Or 
  in the Hells?" There is no answer to this riddle, 
  only silence does not activate the trap. If the PCs 
  answer "Heavens", then a wall of fire appears 
  dealing cold damage to those within. If they 
  answer "Hells", then a wall of fire deals fire 
  damage to those within. If they answer both 
  then both walls appear.  
   
   
  
   
   
  Markelis 
  ARTEFACTS 
  The following items are unique magical 
  items rumored to be somewhere in Markelis. 
  While the Locations section details their last 
  known whereabouts, they may be located 
  anywhere. 
  Ancient Horned Helmet 
  This ancient bronze helmet comes from 
  beyond the Mists. It features two large metallic 
  horns and extensive filigree designs of flowers. 
  Pathfinder 
  Aura moderate transmutation; CL 6th 
  Slot head; Price -; Weight 1 lb. 
  DESCRIPTION 
  The ancient horned helmet grants the wearer a +1 
  insight bonus to AC and Reflex saving throws 
  against effects dealing electrical damage. 
  However, the helmet is cursed and once worn, 
  anytime you roll a natural ‘1’ on an initiative roll, 
  you transform into a wolf, as if you cast beast shape 
  I on yourself and remain in that shape for one 
  hour. You also take a -2 penalty to all saving 
  throws against lycanthropy. 
  5th Edition 
  Wondrous item, Rare (Requires Attunement) 
  The ancient horned helmet gives you resistance against 
  lightning damage.  
  However, the helmet is cursed and once worn, 
  anytime you roll a natural ‘1’ on an initiative roll, 
  you transform into a wolf and remain in that shape 
  until you complete a short or long rest. You cannot 
  speak or cast spell but retain your Charisma, 
  Intelligence and Wisdom. You have disadvantage 
  on all saving throws against lycanthropy. 
  Clayrian’s Cloak 
  This bear fur cloak is made to cover the 
  shoulders. Story goes Clayrian took it from a 
  devil-bear that could not be cut by any blade, so 
  the Warrior Lord strangled the beast and made 
  its skin into a cloak. 
  The cloak is partially intelligent and is said 
  to represent the will of Clayrian himself. 
  Clayrian’s cloak seeks to return into the 
  possession of the clergy of Clayrian, and 
  whenever the non-clergy wearer meets a 
  member of the clergy, the cloak tells its wearer 
  when it should be handed over to another. If 
  refused, the wearer suffers misfortunes. 
  Clayrian’s Cloak counts as a holy symbol and 
  divine focus of Clayrian. 
  Pathfinder 
  Aura moderate abjuration; CL 10th 
  Slot shoulders; Price -; Weight 1 lb. 
  DESCRIPTION 
  Activating Clayrian’s cloak grants Damage Resistance 
  5/bludgeoning for 5 minutes per day.   
  Devoted: When a worshipper of Clayrian wears 
  Clayrian’s cloak, he may activate it to gain Damage 
  Resistance 10/bludgeoning. However, if he does 
  not engage in meaningful competition (such as 
  combat or a competition you can realistically lose), 
  Clayrian’s cloak will make it known he must give it 
  up or suffer its misfortune. 
  Misfortune: The wearer takes a -4 sacred penalty to 
  AC until the cloak is handed over or a full day has 
  passed. 
  5th Edition 
  Wondrous item, Legendary (Requires Attunement) 
  When worn, this cloak grants resistance to piercing 
  and slashing damage for 10 minutes. It cannot be 
  used until you complete a long rest. 
  
   
   
  Page 17 
  Devoted: If you are a devoted of Clayrian, the cloak 
  grants you resistance to piercing and slashing 
  damage until you complete a long rest. However, 
  if you do not engage in meaningful competition 
  (such as combat or a competition you can 
  realistically lose), Clayrian’s cloak will make it 
  known you must give it up or suffer its misfortune. 
  Misfortune: The wearer grants advantage to all 
  attacks made against him until the cloak is handed 
  over or he finishes a long rest. 
  Infinite Codex 
  This enormous tome is bound in a slimy 
  leather-like substance. The cover depicts a silver 
  humanoid with its arms open. The Infinite Codex 
  is believed to have been created by a now-dead 
  god of magic. The book contains answers to any 
  and all subjects. The only two subjects it does 
  not provide answer or insight about are its own 
  origin and how to destroy it. However, for every 
  question it answers, it steals the user’s secrets.  
  The Infinite Codex is a cursed treasure the 
  Churches of both Amaretat and Keron want 
  destroyed but divinations have not found a way 
  to do so.  
  Pathfinder 
  Aura strong divination; CL 16th 
  Slot -; Price -; Weight 25 lbs. 
  DESCRIPTION 
  By spending fifteen minutes, you may consult this 
  book and gain the benefit of a legend lore spell. 
  After receiving information, you must make a DC 
  22 Will save or take two negative levels that cannot 
  be prevented in any way and look up more 
  information. After a failed save, you must be 
  physically separated from the Infinite Codex to stop 
  reading from it. 
  5th Edition 
  Wondrous Item, Legendary (Requires Attunement) 
  When attuned to the Infinite Codex, you may spend 
  fifteen minutes scanning its pages and benefit from 
  a legends lore spell. After obtaining information 
  from the Infinite Codex, you must make a DC 15 
  Intelligence saving throw to avoid gain a level of 
  exhaustion that cannot be prevented and ask 
  another question. On a failed saving throw, you 
  must look up another question of the Infinite Codex. 
  After a failed saving throw, you must be forcibly 
  removed from the book to stop using it. 
  Monocle of the 
  Golemmaker 
  This simple monocle is made of dark green 
  class with a frame made of a dark emerald metal 
  with a cracked leather strap to tie it. The story 
  goes that Mohanna the Golemmaker had 
  difficulty working on a minuscule construct. 
  Stuck and unable to do continue her work, she 
  took a star and compressed it in her hands, 
  fusing its light into a piece of glass. Needing her 
  two hands, she made a monocle. Then one day, 
  as she visited some of her great wards, she 
  forgot it. Thus, the monocle of the Golemmaker 
  vanished from Dur’Indira, the celestial home of 
  the Halfling Gods. 
  The monocle of the Golemmaker counts as a 
  holy symbol and divine focus of Mohanna. 
  Pathfinder 
  Aura strong divination; CL 8th 
  Slow eyes; Price -; Weight - 
  DESCRIPTION 
  When worn in the eyes slot, the wearer may use the 
  following abilities. At-will cast detect magic and 
  read magic. 1/week cast animate object on an object 
  of up to large size. The creature remains under 
  your control until you animate a new one. You 
  may only have a single animated creature under 
  your control through the monocle, if you animate 
  another object, the previous one returns to its 
  original shape. 
  Devoted: Constructs only attack you if there is no 
  other valid target within range. Any such attack 
  takes a -4 sacred penalty to the roll. The effect of 
  the creation is affected by a permanency effect, and 
  you may animate an object of up to Huge size.  
  
   
   
  Markelis 
  5th Edition 
  Wondrous Item, Legendary (requires attunement) 
  At-will, you may read any arcane mark, minion mark 
  and any similar magic. Once per short rest, you 
  may cast detect magic. Once per week, you may cast 
  animate object on a single object of up to large size. 
  The creature remains under your control until you 
  animate a new one. You may only have a single 
  animated creature under your control through the 
  monocle, if you animate another object, the 
  previous one returns to its original shape. 
  Devoted: Constructs only attack you if there is no 
  other valid target within range. Any attack is made 
  with disadvantage unless it succeeds at a DC 15 
  Wisdom saving throw. The creation is permanent 
  and you may animate a creature of up to Huge 
  size. 
  Runestone 
  Runestones were one of the many attempts 
  by the First Ones to keep the Mists at bay. They 
  function as expected, but they require a constant 
  supply of living slaves. Since the effect was 
  highly 
  localized, 
  they 
  were 
  deemed 
  too 
  expensive for continuous use, and abandoned. 
  Pathfinder 
  Aura strong abjuration; CL 19th 
  Slow shoulders; Price -; Weight 1 lb. 
  DESCRIPTION 
  When activated, a runestone repels the Mists by 100 
  feet for an hour, placing the area under the effects 
  of a dimensional lock. The effect loses is efficiency at 
  a rate of 15 feet every hour. 
  Activating the runestone bestows one negative level 
  (DC 15) per hour. Anyone touching the stone and 
  suffering that damage now sleeps an additional 
  two hours per night during which they cannot be 
  roused. The user becomes immune to dream 
  magic. Anyone protected from taking negative 
  levels (such as a death ward spell) cannot activate 
  the runestone. 
  5th Edition 
  Wondrous Item, Very Rare 
  When activated, a runestone repels the Mists by 100 
  feet for an hour, preventing all dimensional travel 
  and all summoning. The Mists return at a rate of 15 
  feet every hour. 
  Activating the runestone takes 5 hit points from the 
  user's total once every fifteen minutes of contact. 
  Anyone touching the stone and suffering that 
  damage now sleeps an additional two hours per 
  night during which they cannot be roused. The 
  user becomes immune to dream magic. Undead 
  and anyone resistant or immune to necrotic 
  damage or protected from death (such as death 
  ward spell) cannot activate the runestone. 
  Runestone, Greater 
  Greater runestones function like runestone, 
  but their areas of effect reach up to 500 feet. 
   
   
  
   
   
  Page 19 
  BESTIARY 
  PATHFINDER RPG 
  Ethereal worms 
  These grey worms an inch long with toothed 
  maws fly in the air close to the Mists.  
  ETHEREAL WORMS SWARM 
  CR 4 
  N Diminutive vermin (swarm) 
  Init +2; Senses darkvision 60 ft.; Perception +0 
  DEFENSE 
  AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 
  size) 
  hp 38 (7d8+7) 
  Fort +6, Ref +4, Will +2 
  Immune mind-affecting effects, swarm traits, weapon 
  damage 
  OFFENSE 
  Speed 5 ft., fly 30 ft. (perfect) 
  Melee swarm (2d6 plus poison) 
  Space 10 ft.; Reach 0 ft. 
  Special Attacks distraction (DC 14) 
  STATISTICS 
  Str 1, Dex 14, Con 13, Int —, Wis 10, Cha 2 
  Base Atk +5; CMB —; CMD — 
  Skills Fly +14 
  ECOLOGY 
  Environment Any near the Mists 
  Organization solitary, pair, or infestation (3-12) 
  Treasure none 
  SPECIAL ABILITIES 
  Poison (Ex) Psychic venom: Bite – injury; save Fort DC 
  13; frequency 1/round for 4 rounds; effect 1d3 Cha; 
  cure 1 save. 
  Ethereal worms float on unfelt air currents. 
  These worms thrive in areas close to the Mists. 
  These mindless creatures feast on anything that 
  comes nearby.  
  The exact nature of their relation with the 
  Mists is unclear.  They are immune to them or 
  whether they feed off them.  
  King-of-Mists 
  This vile, rotting hunched anuka has long sharp 
  teeth, its pallid flesh stretched over its frame. 
  KING-OF-MISTS 
  CR 8 
  Anuka ghast fighter 8 
  CE Medium undead 
  Init +4; Senses low-light vision; Perception +2 
  Aura stench (10ft.; DC 15; sickened for 1d6+4 
  minutes) 
  DEFENSE 
  AC 24, touch 12, flat-footed 22 (+8 armor, +2 Dex, +4 
  natural) 
  hp 92 (8d10+40) 
  Fort +5, Ref +6, Will +4 
  Defensive abilities channel resistance +2 
  OFFENSE 
  Speed 30 ft., burrow 15ft., climb 15ft. 
  Melee bite +15 (1d6+7 plus 1d6 acid plus disease plus 
  paralysis) and 2 claws +15 (1d6+9 plus 1d6 acid 
  plus paralysis) and horns +10 (1d6+3 plus 1d6 
  acid) 
  Special Attacks weapon training (natural +1) 
  STATISTICS 
  Str 22, Dex 18, Con -, Int 12, Wis 14, Cha 18 
  Base Atk +8; CMB +14; CMD 28 
  Feats Additional mutation (climbing spurs), Lunge, 
  Power Attack, Step Up, Toughness, Vital Strike, 
  Weapon Focus (bite), Weapon Focus (claw), 
  Weapon Specialization (claw) 
  Skills Survival +11 
  Languages Anukan, Common, Common 
  SQ armor training 2 mutations (digging claws, horns) 
  Other Gear +2 breastplate, corrosive amulet of mighty 
  fists, headband of alluring charisma +2 
  SPECIAL ABILITIES 
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 
  15; onset 1 day; frequency 1/day; effect 1d3 Con and 
  1d3 Dex damage; cure 2 consecutive saves. The 
  save DC is Charisma-based. A humanoid who dies 
  of ghoul fever rises as a ghoul at the next midnight. 
  A humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It is 
  not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like 
  a normal ghoul in all respects. A humanoid of 4 
  Hit Dice or more rises as a ghast. 
  
   
   
  Markelis 
  Rodwenza 
  The horned woman has cold iron nails in her eye sockets. 
  Bloody stubs grow out of her back.  
  RODWENZA 
  CR 9 
  Advanced erinyes  
  LE Medium outsider (devil, evil, extraplanar, lawful) 
  Init +8; Senses blind; Perception +18 
  DEFENSE 
  AC 27, touch 19, flat-footed 18 (+8 Dex, +1 dodge, +8 
  natural) 
  hp 112 (9d10+63) 
  Fort +13, Ref +14, Will +9 
  DR 5/good; Immune fire, poison; Resist acid 10, cold 
  10; SR 19 
  OFFENSE 
  Speed 30 ft. 
  Melee two claws +16 (1d4+7) 
  Spell-Like Abilities (CL 12th; concentration +19) 
  At will—fear (single target) (DC 21), greater teleport 
  (self plus 50 lbs. of objects only), minor image 
  (DC 19), unholy blight (DC 21) 
  1/day—summon (level 3, 2 bearded devils, 50%) 
  1/week-Mists mastery 
  STATISTICS 
  Str 24, Dex 27, Con 25, Int 18, Wis 22, Cha 25 
  Base Atk +9; CMB +16; CMD 35 
  Feats Combat Reflexes, Dodge, Mobility, Point-Blank 
  Shot, Precise Shot, Rapid Shot, Shot-On-The-Run 
  Skills Acrobatics +20, Bluff +19, Diplomacy +16, 
  Escape Artist +20, Fly +24, Intimidate +19, 
  Knowledge (planes) +10, Knowledge (religion) 
  +10, Perception +18, Sense Motive +18, Stealth +20 
  Languages Celestial, Common, Draconic, Exodite, 
  Hajit, Infernal; telepathy 100 ft. 
  SPECIAL ABILITIES 
  Blinded (Ex) Rodwenza was blinded by First Ones 
  long ago and her vision can only be brought back 
  by a miracle, regenerate, or wish spell. 
  Mists Mastery (Su) Once per week, Rodwenza can 
  command the Mists to move away from her or 
  surround her. Whatever she does, she is immune 
  to any cloud, fog, mist or Mists effect. Yes, she is 
  immune to the Mists. 
  Tar Mummy 
  This creature resembles a First One covered in 
  black tar. Rivulets flow down in long sticky tendrils. 
  TAR MUMMY 
  CR 6 
  LE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +18 
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will 
  DC 18 negates) 
  DEFENSE 
  AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural) 
  hp 76 (8d8+40) 
  Fort +6, Ref +4, Will +12 
  DR 5/—; Immune undead traits 
  Weaknesses vulnerable to acid 
  OFFENSE 
  Speed 20 ft. 
  Melee slam +16 (1d8+12 plus mummy rot) 
  STATISTICS 
  Str 28, Dex 14, Con —, Int 10, Wis 19, Cha 19 
  Base Atk +6; CMB +15; CMD 27 
  Feats Iron Will, Power Attack, Toughness, Weapon 
  Focus (slam) 
  Skills Acrobatics +10, Perception +15, Sense Motive 
  +12, Stealth +13 
  Languages Common, Exodite 
  SPECIAL ABILITIES 
  Despair (Su) DC18, per mummy. 
  Ichor (Su) Curse and disease—slam; save Fort DC 18; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 
  1d6 Wis; cure —.The eyes, mouth, nose and ears of 
  a victim constant flow with a thick tar-like 
  substance. Otherwise, the ichor functions as 
  mummy rot. 
  Early records detail how these creatures can 
  be created. This form of undead is one that is 
  part servitude, part immortality. These rites are 
  imparted on those who are either well-loved or 
  who have knowledge deemed too valuable to 
  lose. 
  Tar mummies lose the ambition typically 
  found in First Ones, instead continuing their 
  own works. Tar mummies are the first targets of 
  rebels because of their vast stores of knowledge.  
   
  
   
   
  Page 21 
  Warrior Daemon 
  This tiny helmeted First One with angelic wings 
  flies changes its arms into a variety of weapons. 
  WARRIOR DAEMON 
  CR 2 
  NE Small outsider (daemon, evil, extraplanar, First 
  One) 
  Init +4; Senses darkvision 60 ft., detect magic; 
  Perception +7 
  DEFENSE 
  AC 15, touch 11, flat-footed 15 (+4 natural, +1 size) 
  hp 19 (3d10+3); fast healing 2 
  Fort +2, Ref +5, Will +4 
  DR 5/good; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10 
  OFFENSE 
  Speed 5 ft., fly 40 ft. (perfect) 
  Melee multiweapon +6/+6 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Special Attacks multiweapon 
  Spell-Like Abilities (CL 6th; concentration +7) 
  Constant—detect magic 
  At will—invisibility (self only) 
  3/day—divine favor 
  1/day—unholy blight 
  STATISTICS 
  Str 12, Dex 11, Con 13, Int 8, Wis 13, Cha 12 
  Base Atk +3; CMB +1; CMD 12 
  Feats Improved Initiative, Lightning Reflexes 
  Skills Bluff +7, Fly +18, Knowledge (planes) +5, 
  Perception +7, Stealth +14 
  Languages Abyssal, Common, Exodite, Infernal; 
  telepathy 100 ft. 
  ECOLOGY 
  Environment Lower planes 
  Organization solitary, pair, or flight (3-6) 
  Treasure standard 
  SPECIAL ABILITIES 
  Multiweapon (Ex) A warrior daemon may inflict 
  bludgeoning, 
  piercing, 
  or 
  slashing, 
  or 
  any 
  combination at-will as a free action. This does not 
  change the amount of damage. 
  These creatures exist only to spread warfare 
  and mayhem. They are often bound to temples 
  where they battle infidels. They are akin to 
  cherub with an evil twist. 
   
  
   
   
  Markelis 
  5TH EDITION 
  Ethereal worms 
  These grey worms an inch long with toothed 
  maws fly in the air close to the Mists.  
  ETHEREAL WORM SWARM 
  Medium swarm of tiny monstruosity, unaligned 
  Armor Class 14 
  Hit Points 44 (8d8+8) 
  Speed 5ft.; fly 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  20 (+5) 13 (+1) 1 (-5) 
  12 (+1) 4 (-3) 
  Damage Resistances bludgeoning, piercing, psychic, 
  slashing 
  Condition 
  Immunities 
  charmed, 
  frightened, 
  grappled, paralyzed, petrified, prone, restrained, 
  stunned 
  Senses passive Perception 11 
  Languages - 
  Challenge 2 (450 xp) 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny 
  worm. The swarm can’t regain hit points of gain 
  temporary hit points. 
  Infestation. If an ethereal worm swarm attacks a 
  target sharing its space and fails to hit, the swarm 
  may make another attack against a different target 
  within its space as a bonus action. 
  ACTIONS 
  Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature within the swarm’s space. Hit: 7 (2d6) 
  piercing damage, or 3 (1d6) piercing damage if the 
  swarm has half of its hit points or fewer. The target 
  must make a DC 12 Charisma saving throw, taking 
  10 (3d6) psychic damage on a failed save, or half as 
  much on a successful one. 
  Ethereal worms float on unfelt air currents. 
  These worms thrive in areas close to the Mists. 
  These mindless creatures feast on anything that 
  comes nearby.  
  The exact nature of their relation with the 
  Mists is unclear.  They are immune to them or 
  whether they feed off them.  
  King-of-Mists 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 135 (18d8+54) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 17 (+3) 16 (+3) 9 (-1) 
  10 (+0) 7 (-2) 
  Saving Throws Strength +9 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition 
  Immunities 
  charmed, 
  exhaustion, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Anukan, Common 
  Challenge 5 (1,800 XP) 
  Stench. Any creature that starts its turn within 5 feet 
  of the ghast must succeed on a DC 13 Constitution 
  saving throw or be poisoned until the start of its 
  next turn. On a successful saving throw, the 
  creature is immune to the ghast’s Stench for 24 
  hours. 
  Turning Defiance. The ghast and any ghouls within 
  30 feet of it have advantage on saving throws 
  against effects that turn undead. 
  ACTIONS 
  Multiattack. King-Of-Mists can make three attacks: 
  bite, claws, and horns. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d8 + 4) piercing damage. If the 
  target is a creature other than an undead, it must 
  succeed on a DC 14 Constitution saving throw or 
  take 14 (4d6) poison damage or half as much on a 
  successful one.  
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. If the 
  target is a creature other than an undead, it must 
  succeed on a DC 14 Constitution saving throw or 
  be paralyzed for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage. The 
  target must make a DC 14 Strength saving throw 
  or be knocked prone. 
  LEGENDARY ACTIONS 
  King-of-Mists can take three legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and only at 
  
   
   
  Page 23 
  the end of another creature's turn. King-of-Mists 
  regains his legendary actions at the start of its turn. 
  Consume (Costs 2 actions). Kill an adjacent ghoul 
  and gain half its hit points as temporary hit points. 
  Gore. Make a horns attack. 
  Lord of the Ghouls. Switch position with any ghoul 
  or ghast within 30 feet. 
  Summon. Summon one ghoul. This action can only 
  be done a total of four times. 
  Rodwenza 
  The horned woman has cold iron nails in her eye sockets. 
  Bloody stubs grow out of her back.  
  RODWENZA THE ERINYES 
  Medium fiend (devil), lawful evil 
  Armor Class 17 
  Hit Points 153 (18d8+72) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8 
  Damage Resistances cold; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities blinded, poisoned 
  Senses blind, passive Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 12 (8,400 XP) 
  Blind. Rodwenza was blinded by First Ones long ago 
  and her vision can only be brought back by a 
  miracle, regenerate, or wish spell. 
  Hellish Weapons. The erinyes’s weapon attacks are 
  magical and deal an extra 13 (3d8) poison damage 
  on a hit (included in the attacks). 
  Magic Resistance. The erinyes has advantage on 
  saving throws against spells and other magical 
  effects. 
  Mists Mastery. Once per week, Rodwenza can 
  command the Mists to move away from her or 
  surround her. Whatever she does, she is immune 
  to any cloud, fog, mist or Mists effect. Yes, she is 
  immune to the Mists. 
  ACTIONS 
  Multiattack. The erinyes makes three claw attacks. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d4 + 4) slashing damage, plus 13 
  (3d8) poison damage. 
   
   
  
   
   
  Markelis 
  Tar Mummy 
  This creature resembles a First One covered in 
  black tar. Rivulets flow down in long sticky tendrils. 
  TAR MUMMY 
  Medium undead (daemon, First One), neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 58 (9d8+18) 
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 8 (-1) 
  15 (+2) 9 (-2) 
  10 (+1) 15 (+2) 
  Saving Throws Wis +3 
  Skills Intimidation +5, Stealth +2 
  Damage Vulnerabilities acid 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition 
  Immunities 
  charmed, 
  exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  ACTIONS 
  Multiattack. The tar mummy can use its tarry 
  tentacles and makes one attack with its slimy fist. 
  Slimy Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage 
  plus 10 (3d6) necrotic damage. If the target is a 
  creature, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with tar mummy rot. 
  The cursed target can’t regain hit points, and its hit 
  point maximum decreases by 10 (3d6) for every 24 
  hours that elapse. If the curse reduces the target’s 
  hit point maximum to 0, the target dies, and its 
  body turns to a foul puddle of tar. The curse lasts 
  until removed by the remove curse spell or other 
  magic. 
  Tarry tentacles. The tar mummy targets one creature 
  it can see within 60 feet of it. The target must make 
  a DC 11 Strength saving throw or be immobilized 
  by a slimy tentacle. Every subsequent round the 
  target remains immobilized, it takes 14 (4d6) 
  necrotic damage. A target can make a new saving 
  throw at the end of his turn. 
  These creatures exist only to spread warfare 
  and mayhem. They are often bound to temples 
  where they battle infidels. They are akin to 
  cherub with an evil twist. 
   
  Warrior Daemon 
  This tiny helmeted First One with angelic wings 
  flies changes its arms into a variety of weapons. 
  WARRIOR DAEMON 
  Small fiend (daemon, First One), neutral evil 
  Armor Class 14 
  Hit Points 13 (3d6+3) 
  Speed 30ft. fly 40ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  19 (+4) 12 (+1) 7 (-2) 
  12 (+1) 10 (+0) 
  Skills Acrobatics +6, Stealth +6 
  Damage 
  Resistances 
  cold, 
  fire, 
  lightning, 
  bludgeoning, piercing, psychic, slashing from 
  nonmagical attacks 
  Damage Immunities acid, disease, poison 
  Condition Immunities poisoned 
  Senses darkvision 120ft., passive Perception 11 
  Languages Abyssal, Common, Exodite, Infernal  
  Challenge 2 (450 xp) 
  Magic 
  Resistance. 
  The 
  warrior 
  daemon 
  has 
  advantage on saving throws against spells and 
  other magical effects not cast by fiends or First 
  Ones with more hit dice than itself. 
  ACTIONS 
  Multiattack. The warrior daemon makes two 
  multiweapon attacks. 
  Multiweapon. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 9 (2d4+4) bludgeoning, piercing, 
  or slashing damage. A warrior daemon may inflict 
  bludgeoning, 
  piercing, 
  or 
  slashing, 
  or 
  any 
  combination at-will. This does not change the 
  amount of damage. 
  Invisibility. The warrior daemon turns invisible until 
  it attacks or its concentration ends. Any equipment 
  the warrior daemon wears or carries becomes 
  invisible with it. 
  These creatures exist only to spread warfare 
  and mayhem. They are often bound to temples 
  where they battle infidels. They are akin to 
  cherub with an evil twist. 
   
   
   
   
  
   
   
   
  Join Legacies, our Organized Play supporting the 
  Tyrants of Saggakar and Rhym Campaign 
  Settings! 
  Check out these other great titles by First Ones 
  Entertainment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  First Ones Entertainment now offers adventure material 
  for the 5th Edition of the world oldest Role-Playing 
  Game! 
  Play using the Pathfinder RPG or 5th Edition! 
   
  Look for the logo on our 5e-compatible products! 
   
  
   
   
   
  Discover the world of Rhym, a fantasy setting for the 
  5th Edition of the world oldest Role-Playing Game! 
   
  Rhym is a land of conflicts, both internal and external 
  where heroes can have significant impact 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/First Ones Ent/Tyrants of Saggakar - Markelis.pdf