TEXT: 1
  
  2
  Outskirts Of the POny emPire
  POnyfinder
  Credits
  Authors David Silver and Byron Mulvogue
  AssistAnt Producers
  A big shout and thanks to our Patreon backers who helped make this possible:
  Brian Shanks, Freewing Alchemist, Blais Callies, Rome Silvanus, Steel Prism, Tida, Fox Cutter, Wolf, Kayila, 
  ShiningArrow, Specs AK, Justin Dugas, and Autocharth
  http://patreon.com/ponyfinder
  editor Byron Mulvogue
  Art Sita Duncan
  LAyout Rick Hershey
  deClaratiOn Of OPen Game COntent
  All texts pertaining to game mechanics and statistics are declared Open Game Content. All items subject 
  to the deﬁnition of Product Identity are the property of Silver Games, LLC, and cannot be used without 
  written permission.
  PrOduCt identit y
   The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: all trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included 
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  3
  COntents
  The Outskirts 
  4
  Regional Traits 
  7
  Regional Feats 
  8
  Frontier Magic 
  9
  
  4
  the Outskirts
  These brave towns do not have the 
  benefit of the empire’s comfortable innards. 
  No trains, few patrols of soldiers, ready to 
  turn aside hostile nations or monsters. They 
  were forged by brave ponies, willing to go 
  where the profit was, or hoping to bring the 
  empire forward. It takes a special kind of 
  pioneer to take the risk, but the rewards can 
  be immense when they pull it off.
  Some of these towns came to be 
  specifically to protect the inner cities from 
  danger. Military forts against hostile forces, 
  they sometimes grew to more than that, 
  if the military was large enough to need 
  a sizable supporting population. All the 
  better if there was a valuable resource 
  nearby, even as simple as ample game or 
  strong wood. Ponies feel safe operating out 
  of a town assured to have a strong military 
  presence. Sure, the Taxes were likely higher. 
  Safety is worth the price, or so some say...
  These causes blend together at places. 
  When a race has things of value, but 
  ponies cannot bring themselves to trust 
  them entirely, a great fortress city is ideal 
  for trade and bargaining. Kadiston is the 
  largest of such cities, and is considered the 
  gateway to the human lands to the east. 
  Merchants became wealthy, exporting 
  pony goods to eager human traders, while 
  importing the exotic humanoid wares they 
  bring with them. Both sides benefit, and 
  trade continues.
  the shields
  The borderlands that ponykind share with 
  their neighbors to the west are guarded by 
  five shields. The first being Camp Nickelvee 
  and a system of forts and towers that keep 
  the orcs at bay, guarding the rich mines and 
  the city itself. In the hills south of Nickelvee, 
  lie two main forts, Hoof and Buck and built 
  on the shores to the north lies Horn. Each of 
  the might forts have a garrison and lies on 
  the three major passes over those hills with 
  a string of towers defending lesser paths.
  Kadiston takes an entirely different 
  approach to halting a possible invasion. It 
  welcomed the humans to the west, drew 
  them in with trade and flourished into a 
  major city. With merchants as it’s backbone, 
  the metropolis thrived and became rich, 
  rich enough to not only pay dues to both 
  the pony empire, but also the humans. As 
  a source of great income to each nation, 
  invading via Kadiston would be political 
  and economic suicide for either.
  The deserts of the purrsians are not 
  a kind place. A well-travelled merchant 
  or world-hardened military unit could 
  possibly make it through the desolate 
  lands that the mighty demon left to the 
  south of the pony lands, but both would 
  find their end in Murrage. Supply lines cut 
  thin by the desert would leave an army 
  dying outside the city walls.
  Blevik, a city that welcomes all who would 
  be willing to live at peace under their 
  own government, would likely be quite 
  welcoming of an attacking army. The canny 
  doppelgangers would let the army take 
  the city, only to insinuate their own into 
  positions of leadership. After all, it would be 
  good to have fresh troops to man the walls.
  The Scar of the Sun is the last shield, but it 
  guards against a different breed of attacker. 
  The blasted and glassed lands around the 
  Scar still occasionally tear, allowing demons 
  and worse through. The beasts of the Pit, 
  of the Abyss and of the outer planes find 
  hardened warriors, few in number but well 
  trained to dispatch unwanted outsiders.
  CamP niCkelvee
  demOGraPhiCs
  Population Metropolis - 35,280 (80% ponykind 
  [40% earth-bound, 30% leather wing, 30% 
  other], 20% other)
  Government Foreman
  Alignment Neutral Evil
  
  5
  The mines were always the reason for 
  the town. Long before the border needed 
  defending from orcs pushed out of their 
  regular haunts by humans, Nickelvee grew. 
  With the miners complaints of haunted 
  mines and worse, mercenaries and mages 
  were attracted to the town to attempt to 
  purge them, thankfully those same stuck 
  around.
  When the orcs attacked for the first time 
  many of the outer farms supporting the 
  town were destroyed and raided. A fort 
  of wooden palisades was erected while 
  the main city walls and keep were built. It 
  held long enough to establish those first 
  defenses.
  As more and more of Everglow’s riches 
  were extracted there, more ponies came 
  to the growing city. This just made all the 
  farm’s defense an even higher priority, so 
  plans were made, a great ‘pony’ would be 
  built. To the south her hooves would be 
  twin forts, to the north her horn would 
  be a garrison and a trade route both, 
  between them towers that could allow a 
  relatively few defenders to hold the key 
  passes into the farmlands to the east.
  Though Camp Nickelvee grew into a 
  city-state in its own right, it still stands in 
  defense of the pony-lands, long after the 
  Queen’s fall, if only to defend itself.
  The city itself is almost completely 
  devoted to mining or providing for the 
  mines. The bonded-miner’s section grew 
  rapidly after the fall of the empire, workers 
  who didn’t need to be paid were, by far, the 
  best you could “hire”. The rest of the city, 
  devoted to defense, trade and taking care of 
  the needs of the residents, grew slowly with 
  the free population of the city. Of course, 
  the owners of the great mines always had 
  the best of everything, Nicklevee was 
  nothing if not a way for them to show how 
  much better than everyone else they were.
  kadistOn 
  demOGraPhiCs
  Before Decline Population Large City - 12,502 
  (40% ponykind [27% earth-bound, 20% 
  pegasus, 15% unicorn, 38% other], 42% 
  human, 5% griffon, 13% other)
  After Decline Population Metropolis - 75,024 
  (6% ponykind[37% earth-bound, 20% 
  unicorn, 43% other], 82% human, 12% other)
  Government Monarchy
  Alignment Lawful Neutral
  A crown jewel of a sprawling city. 
  Kadiston lacks the heavier defenses that 
  Camp Nickelvee demands but defends 
  itself with a strong mercenary presence 
  
  6
  and by calling up militia if the need arrises. 
  And with such a huge city that is no small 
  amount of troops.
  Having grown from the coin of merchants 
  Kadiston maintains a balancing act during 
  the time of the Queen, paying dues to the 
  pony empire and the humans both. After 
  the fall, however, it got to keep half of 
  that coin for itself and the city grew rich 
  beyond measure, well, except tax collectors, 
  Kadiston’s can measure very, very well.
  Holding a major gate between the two 
  races, it holds it open but keeps guards on 
  each side. To consider attacking Kadiston 
  would require time to plan, to build 
  resources. Time that the merchants who ply 
  the roads would use to tip off their partners 
  in Kadiston.
  After the empire began to decline, the city 
  saw a steady increase in its population as the 
  human population began to expand. The 
  city grew to a thriving metropolis. The pony 
  population didn’t decrease, but it didn’t keep 
  up with the humanoid portion, causing them 
  to become more and more of a minority.
  The city of Kadiston, like most, is broken 
  up into districts, but unlike others they 
  do not reflect either social or monetary 
  standing, but rather professions. Wealthy, 
  established craftsmen want nothing to do 
  with poor up-and-coming merchants, and 
  each prefers the company of like-minded 
  individuals. Housing tends to pass down 
  from master to apprentice, with family 
  groups tending to be based around this 
  bond, rather than blood.
  aPeP’s fOlly
  demOGraPhiCs ( murraGe )
  Population Metropolis - 31,247 (60% purrsian, 
  35% ponykind [90% sun pony, 10% other], 5% 
  other)
  Government Monarchy
  Alignment Lawful Neutral
  Also known as The Great Thirst, or The Trail 
  of Apep; the desert around Murrage is not an 
  easy place to travel. Between the scorching 
  heat of the day, the icy cold of the night, no 
  travellers be they merchants or army, could 
  make it across the sands without stopping in 
  Murrage to gain supplies.
  The feline denizens of it’s only oasis guard 
  their trade partners to the north and east 
  fiercely, after all if an invading army got 
  passed them then all the treasures would 
  be taken back to the human lands and none 
  would be traded! Simply not acceptable. 
  Caravans are welcome, small squads of 
  troops are hired and made welcome, but 
  armies are to be ‘discouraged’ with rather a 
  lot of prejudice.
  Not all invasions require bloodshed to 
  solve, of course. Offering a crusading army 
  room and board is a very Purrsian thing to 
  do, particularly if such bleeds the war chests 
  so dry of coin that those same soldiers rebel 
  and turncoat because they aren’t paid.
  The regions of the great desert are not 
  nearly so stagnant as a city. The nomads 
  that ply the seas of sand respect each other 
  but know that home is where the tents rest. 
  On the few occasions these tribes meet on 
  the dunes, a small festival is held, bringing 
  together the people, a week for most, 
  but their whole lives for some younger 
  members. After all, the bond of blood is a 
  strong one, and the people of the sand are 
  few and have much ground to roam.
  Blevik
  demOGraPhiCs
  Population Metropolis - 35,501 (64% ponykind 
  [30% doppelganger, 70% other], 8% human, 
  5% griffon, 4 phoenix wolves, 20% other)
  Government Mayor
  Alignment Chaotic Neutral
  The citizens of Blevik know one thing, 
  their leaders are to be trusted. The city 
  is very welcoming to new ways, to new 
  people, but very little actually changes 
  in the city. Which of course is the most 
  amazing twist of irony.
  
  7
  When the Queen came to their city, to offer 
  it a place in the pony empire it was assumed 
  that she would install her own spies and 
  tax collectors. She wasn’t a stupid pony, of 
  course, she quickly worked out that Blevik 
  was the sort of city you learn from, that you 
  give a long leash to. She was rewarded with 
  yet another shining defense of her people.
  The leaders of Blevik were quite taken 
  with her offer of support, but when she not 
  only found their spies before they could 
  take their places at her court but that she 
  welcomed them in they were delighted. She 
  could play The Game.
  Blevik has city walls, it has gates and 
  guards, don’t doubt it, but the few times 
  an actual army worth the title approached 
  they found the city welcoming them. A 
  human warlord threw his troops at the 
  doppelganger fortress only to be hailed as 
  heroes, relieving the city of the oppressive 
  oversight of other ponies to the east. When 
  the leader claimed the city as his, sending 
  his son back home to govern his own lands 
  it was seen as a new age for Blevik. Of 
  course after two generations it was ponies 
  in control once more, or had control ever 
  actually left them?
  the sCar Of the sun
  demOGraPhiCs
  Population Hamlet - 7-20 (Varies)
  Government None
  Alignment Neutral
  Little is known by outsiders of this place. 
  It is guarded by a few but those few are 
  the most capable fighters, mages and 
  worshipers that have lived. Spending 
  each day as if it were their last, guarding 
  the whole plane from demons, devils, 
  abominations and worse, the Watchers 
  of the Scar brook no trade that doesn’t 
  further their defense. Woe betide any army 
  that would step foot or hoof in this place, 
  for they would find themselves as sheep 
  among wolves.
  reGiOnal traits
  All traits listed here are regional, and 
  belong to the city they’re named after, 
  if another location isn’t specified in 
  parenthesis. Characters should be raised in 
  or spend significant time in the location to 
  qualify for the trait.
  Blevik Guard
  You are no fool, you worked as a guard 
  for the ‘shifter city’. An excellent judge 
  of character and not an easy one to fool, 
  giving you a +1 trait bonus to Sense Motive 
  and Perception and one of these (your 
  choice) becomes a class skill.
  Kadiston Trader
  Goods, in your possession, might as well be 
  gold. Treat any settlement you are in to be 
  one size larger (Hamlet to Village, Small City 
  to Large City, etc).
  Nickelvee Strong
  Your time spent working as a free-miner in 
  Camp Nickelvee has left you with access 
  to a slightly better grade of steel! When in 
  Camp Nickelvee, you can purchase wootz 
  steel that has 5 better hardness than normal 
  steel. Cost difference is negligible.
  Outskirt Trained (Frontier)
  It’s a tough world, and sometimes a pony 
  can only trust another pony, and even 
  then… You gain a +1 bonus to sense motive 
  and it becomes a class skill. You may take 10 
  while using this skill even in combat.
  
  8
  reGiOnal feats
  Though not mechanically tied to a given 
  place, these feats fit most properly to those 
  raised in or living in the named community, 
  or another community similar to it.
  arCane multiCulturalism
  The arcane traditions of many races have been blended 
  together by your technique, allowing you to forge 
  tokens of powers others would find impossibly flexible 
  and potent.
  Prerequisite: Arcane bond with an 
  object, caster level 6+
  Benefit: Once per day, you may cast 
  a spell at least two levels below your 
  maximum spell level without the spell being 
  memorized or expending a spell slot. The 
  spell must be known and in a spellbook on 
  your person. This is in addition 
  to your usual ability to 
  cast a spell through your 
  arcane bond.
  demOniC awareness
  You have been trained to be alert to the machinations 
  of demons, lest another great lord tear Everglow 
  asunder in its rampage.
  Prerequisite: Knowledge (planar) 6 ranks, 
  Perception 6 ranks
  Benefit: You may attempt spellcraft 
  against evil outsiders so long as they are 
  within short (25’ + 5’/2 levels) range, even 
  if their effect would normally be shrouded 
  from detection. The GM should roll secretly 
  if you would be unaware of the effect, 
  though success reveals the source as well 
  as the nature of the effect being used to 
  you. You have a +3 insight bonus to saving 
  throws against effects you identify through 
  this ability.
  human traveler
  You have had experience in the human lands. You 
  may not even visit Everglow as often as others 
  would think wise. Where there is adversity, there 
  is opportunity, and you mean to explore it while 
  avoiding the ire of the natives.
  Prerequisite: Knowledge (local) 5 ranks
  Benefit: You gain humanoids as a 
  favored enemy, as per a ranger, with 
  a +1 bonus. If you have a favored 
  enemy that overlaps, this +1 stacks.
  survivinG the dust
  Your time spent in Apep’s Folly with natives 
  has given you great insight into ways to 
  survive the great desert.
  Benefit: By spending one hour in a 
  desert and using only basic camping 
  equipment, you may obtain up to 
  three gallons of potable drinking 
  water. Also, with a standard action, you 
  know how to adjust clothing to give 5 
  energy resist to fire or cold, making dealing 
  with desert conditions much easier.
  
  9
  frOntier maGiC
  Ponify Self
  First cast by mages when Kadiston was growing, to help 
  fit in with their four-legged neighbors, Ponify Self soon 
  spread to the nearby city-state of Blevik to help young 
  foals learn how to behave before their shape-changing 
  powers fully developed.
  School Transmutation (Polymorph); Level  
  sorcerer/wizard 1; alchemist 1; shaman 1; 
  bard 1; magus 1; summoner/unchained 
  summoner 1; witch 1
  Casting Time 1 standard Action
  Components V, S
  Range Personal
  Target Self
  Duration 1 day/level
  Save none; Spell Resistance yes(harmless)
  When first cast, roll on the Ponyfinder 
  reincarnation table (see Tribes of Everglow), 
  rerolling any non-pony forms. Once a 
  form is selected, that is locked in as the 
  caster’s Ponified Self form and can never be 
  changed. The caster gets a +10 bonus to 
  disguise to prevent others from associating 
  their two forms. The spell otherwise works 
  as Alter Self, with the added options of 
  being able to gain flight 30’ (clumsy) and 
  Fingerless. The spell does not confer any 
  size or racial adjustments to stats.
  AlArm WArd
  Created by the mercenaries protecting Nickelvee, this 
  spell originally was intended to alert the border forts 
  to orc attacks. It was quickly traded and made its way 
  to the defenders of the Scar, where Evil Outsiders are 
  quickly discovered and dealt with. 
  School Abjuration; Level  druid/ranger 2; 
  shaman 2; psychic 2; spiritualist 2
  Casting Time 1 full-round Action
  Components V, S
  Range Touch
  Area 1 square mile/level
  Duration 1 week
  Save partial; Spell Resistance none
  Upon casting, a creature type (and 
  subtype for humanoid and outsider) is 
  chosen. For the next week, the caster knows 
  how many of the chosen creature types are 
  within the area. A rogue can detect (but 
  not disable) with a perception check vs the 
  spell’s DC + 5.
  Ponify
  An odd adaption in the line of spells that seemed to 
  begin in both Kadiston and Blevik. Simply put, mares 
  and women needed to keep their young hidden prior to 
  them being able to cast the spell themselves and so, as 
  is usually the case, necessity is the mother of invention.
  School Transmutation (Polymorph); Level  
  sorcerer/wizard 2; alchemist 2; shaman 2; 
  bard 2; magus 2; summoner/unchained 
  summoner 2; witch 2
  Casting Time 1 standard Action
  Components V, S
  Range Touch
  Target Living creature touched
  Duration 1 hour/level (D)
  Save will negates(harmless); Spell Resistance 
  yes(harmless)
  As per Ponify Self, but grants no racial 
  abilities at all except Fingerless.
  Ponify Self, GreAter
  Much greater in power than the basic spell, this version 
  actually spread the other way, the doppelgangers 
  having improved upon the early version so that they 
  could display the basic abilities that their new form 
  would possess. Few outside the city would know of it 
  and of those nearly all would reside in Kadiston, after 
  all, it is hard to disguise yourself as a unicorn unless you 
  can use horn-magic.
  School Transmutation (Polymorph); Level  
  sorcerer/wizard 3; alchemist 3; shaman 3; 
  bard 3; magus 3; summoner/unchained 
  summoner 3; witch 3
  Casting Time 1 standard Action
  Components V, S
  Range Personal
  Target Self
  Duration 1 day/level (D)
  Save none; Spell Resistance yes(harmless)
  
  10
  As per Ponify Self, but can be dispelled 
  early and grants all racial abilities for their 
  alternate form.
  AWAken element
  No one knows the particular origin of this all-terrain 
  offensive spell, but none can deny the effectiveness of 
  it. No matter if you are on the burning sands of Apep’s 
  Folly or the far reaches of Nickelvee’s Horn, you can 
  blast a target at range and leave them struggling to 
  defend against the creatures that are pulled through 
  the rift to the elemental planes.
  School conjuration [see spell text]; Level  cleric 
  4; druid 4; ranger 4; occultist 4
  Casting Time 1 standard Action
  Components V, S
  Range Long (400’ + 40’ per level)
  Area 20’ radius spread
  Duration Instantaneous; 1 round/level
  Save Reflex half/partial; Spell Resistance yes/
  partial
  You create an implosion of elemental 
  force in the target location dealing 1d6 
  crushing damage for every 2 caster levels, 
  reflex for half, and summoning 1d3 small 
  elementals. The elemental type (for the 
  summons and the spell) is dependant on 
  the terrain of the target.
  tyPe Of elemental
  Ground
  Earth
  Flying
  Air
  Swimming
  Water
  Within 10’ of a fire/lava
  Fire
  
  11
  OGl
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam 
  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Ponyfinder: Race Book © 2013, Silver Games, LLC; Authors: David Silver.
  Ponyfinder: Campaign Setting © 2013, Silver Games, LLC; Authors: David Silver, 
  Stephen Ritterbrush.
  Ponyfinder: Griffons of Everglow © 2015, Silver Games, LLC; Authors: David Silver
  Ponyfinder: Tribes of Everglow © 2015, Silver Games, LLC; Authors: David Silver
  Ponyfinder: Outskirts of the Pony Empire  © 2015, Silver Games, LLC; Authors: David 
  Silver
  disClaimer
  The Pathfinder Roleplaying game is owned and created by the awesome people of Paizo. Go check them out at 
  http://paizo.com
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  
  12
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/3 Locations/Ponyfinder - Outskirts of the Pony Empire.pdf