TEXT: Volume 1
  
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  Aden Wildlife Journal, Volume 1 is published by Kyoudai Games, LLC under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. © 2015 Kyoudai Games, LLC
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  The World of Aden originAlly creATed by ShAne lAcy henSley
  Aden Wildlife Journal
  Volume 1
  • • •
  Written by Rich Wulf, Chris Koch, & Shawn Carman
  1
  
  Credits
  Written by: Rich Wulf, Chris Koch, and 
  Shawn Carman
  Editing: Shawn Carman and Rich Wulf
  Cover art: Jeff Porter
  Interior Artwork: Shen Fei (p. 27),  
  Dan Moenster (p. 15), and Jeff Porter (p. 6, 
  7, 9, 10, 12, 13, 19)
  For Kyoudai Games
  Shawn Carman, Creative Direction
  Rich Wulf, Mechanical Design
  Ryan Carman, Brand Development
  Robert Dake, Logistics & Production
  Matthew Schenck, Art Director
  Mike Brodu, Graphic Design & Layout
  Butch Carman, CFO
  Table of Contents
  Aden Wildlife Journal - Volume 1
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  The Ruined Lands of Urbana  .  .  .  .  .  .  .  .  .  .  . 3
  Additional Resources  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  The Goreaux . . . . . . . . . . . . . . . . . . . . . . . . . 4
  The Salamanders  . . . . . . . . . . . . . . . . . . . . . 4
  Personages of Note . . . . . . . . . . . . . . . . . . . . 5
  Chapter 1 – Bestiary  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Floating Brain  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Mantis Warrior  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Ravenous  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Shadow Cat  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Fallen NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Thresher  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Chapter 2 – Races of Aden .  .  .  .  .  .  . 14
  The Goreaux  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  History . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Goblins and Goreaux . . . . . . . . . . . . . . . . . 16
  Culture and Behavior . . . . . . . . . . . . . . . . . 16
  Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Morality . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Alternate Goreaux Racial Traits . . . . . . . . . 17
  The Salamanders   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Physical Description and Life Cycle . . . . . 18
  Society . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Morality . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Adventurers  . . . . . . . . . . . . . . . . . . . . . . . . 21
  Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Salamander Titan  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Salamander Fiend . . . . . . . . . . . . . . . . . . . . 23
  Salamander Fiend Racial Traits   .  .  .  .  .  .  . 23
  Alternate Salamander Racial Traits . . . . . . 24
  New Spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Firespeech . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Firespeech, Communal . . . . . . . . . . . . . . . . 24
  New Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Goreaux Tinkerer . . . . . . . . . . . . . . . . . . . . 24
  Volcanic Grasp . . . . . . . . . . . . . . . . . . . . . . 24
  Chapter 3 – Personages of Note  .  .  . 25
  Eleuth Erian   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  Eleuth’s Rock Golem Minion . . . . . . . . . . . 26
  Searstone  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Tairis   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Thekk Stonewarden  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  2
  
  Greetings, readers!
  It is my exquisite pleasure to welcome you 
  to the first installment in what I sincerely hope 
  is going to be a long and extremely valuable 
  series of journals detailing the wonderful and 
  terrible creatures with whom we share our homes 
  here in the Known Lands. My name is Dander-
  fall Malcolm, scholar emeritus of the Celestial 
  College in Aramyst and current wildlife consul-
  tant for the august Iron Guard of Urbana, and 
  it will be my privilege to be your guide to the 
  fantastic and horrifying for this first installment 
  of Aden’s Wildlife Journal.
  This journal is intended as an educational 
  resource for anyone and everyone who has occa-
  sion to travel during these dark times. Even if the 
  Darkfall had not deposited a seemingly infinite 
  variety of nocturnals upon our land, there are a 
  multitude of dangerous creatures that precede 
  that cataclysm, and knowledge of them can save 
  one’s life even when nocturnals are nowhere to 
  be found. This is an endeavor I have considered 
  for some time, and collaboration with a former 
  colleague of mine from Aramyst, Professor 
  Atticus Caesar, currently of Refuge, has galva-
  nized the two of us in an effort to ensure this is 
  a reality. If I might be so brazen, I would caution 
  you about subsequent volumes; my colleague 
  Professor Caesar can be somewhat acerbic and 
  fatalistic in his demeanor. Personally I think 
  he resents the comfortable life I have made for 
  myself as a consultant to the military. I have 
  chosen to ply my trade in Urbana, where I am 
  handsomely repaid and my expertise aids in the 
  survival of thousands. Whereas Professor Caesar, 
  instructor at an obscure academy, has chosen a 
  harsher road where he gains little compensation 
  but sleeps soundly with the knowledge that his 
  noble efforts help probably dozens of survivors 
  throughout the forgotten lands of Aramyst. Such 
  is the life in which we find ourselves!
  As I mentioned, I was once affiliated with the 
  Celestial College in Aramyst. Not the ruling body, 
  of course, but rather the academy of learning that 
  bore the same name. I was a professor of biology 
  and zoology, ensuring that I am well suited to this 
  most ambitious task. Professor Caesar is not the 
  only one who has questioned my decision to sell 
  my knowledge to the military, but I prefer to think 
  that I am saving lives regardless of the politics 
  involved. It is not as if my homeland truly exists 
  any longer. If I make a handsome life for myself 
  in the process, it simply allows me to further my 
  studies, and that is worth the price of my so-called 
  “academic integrity.” I deeply mourn the loss of 
  the libraries in Aramyst, but as a great Arastinian 
  playwright wrote several hundred years ago, we 
  cannot return home. Literally, in my case. It’s on 
  fire! I’m joking, of course, but if you can’t laugh 
  at the immolation of a vast center of learning and 
  culture, what can you laugh at?
  Hmm, I think I should stop before this work 
  becomes too maudlin. Let us get to the heart of 
  the matter!
  The Ruined  
  Lands of Urbana
  A subject of much unpleasant debate between 
  my counterpart and I was how to focus our works. 
  We debated whether or not to base our examina-
  tions geographically or perhaps on the type of 
  creature being examined. After some months of 
  increasingly heated correspondence, we finally 
  settled on each journal taking its own measure of 
  how to examine our subject matter. Since I am the 
  author of our inaugural installment, I have chosen 
  the lands of my new home, Urbana.
  Urbana is a completely unique environment, 
  unlike anything that has existed anywhere in 
  Aden throughout history. Ten years of constant 
  predation by vast numbers of nocturnals, and 
  even more significantly, due to massive indus-
  trialization and the poisoning of the environ-
  ment that takes place when manite is refined 
  in vast quantities, Urbana is a land cursed by a 
  terrible blight. The creatures that have survived 
  here are especially hardy and as a result, far 
  more dangerous than the indigenous wildlife 
  found in many other regions. It is my hope that 
  the information you will find within this journal 
  will provide you with the knowledge you need in 
  order to survive what is an otherwise completely 
  inhospitable landscape.
  Introduction
  3
  
  The threats that one can encounter in Urbana 
  are born either of a reaction to the environment 
  or to the fears of the people who live in a thor-
  oughly inhospitable place. Prey is not abundant 
  by any measure, and the predators that have 
  survived have adapted to become among the most 
  dangerous creatures found anywhere [Ed . Note: 
  Except the Burning Coast, of course, where the 
  true enemies of the Darkfall wage their noble war 
  against evil . – AC]. Within the nation’s massive 
  cities, things are very dangerous. Outside the 
  cities, the wilderness is almost instantly lethal 
  to any but the most experienced and skilled 
  travelers. Even adhering to the most well-trav-
  eled routes, a random encounter with a pack of 
  shadow cats or, along the coastline, the occa-
  sional appearance of mantis warriors can result in 
  the deaths of dozens.
  Please, my friends. If you choose to travel 
  in Urbana, heed my words and study this tome 
  carefully [Ed . Note: And keep your coin-purse 
  safely tucked away out of the reach of its many 
  pickpockets, should you find yourselves in one of 
  its many filthy, overcrowded cities. – AC]. Take 
  every precaution that you can, and prepare for 
  the absolute worst even as you hope for the best. 
  These are exceptionally dangerous times, and 
  this is one of the most dangerous places in the 
  entire world. Your lives can be ended quickly and 
  without preamble, and we have already lost too 
  many. Every life is precious. Protect yours at all 
  costs.
  Additional 
  Resources
  No threat exists completely in a vacuum, and 
  there is no subject that can be discussed without 
  touching on a wide variety of other subjects. 
  Zoology is no different. In addition to my formal 
  training and extensive expertise in this area, I 
  take pleasure in my fledgling interest in anthro-
  pology. To accompany the stories of creatures 
  that exist here in the deadly outlands of Urbana, I 
  thought perhaps I would also include information 
  about some of the peoples that make this same 
  land their home. 
  The Goreaux
  An often maligned and misunderstood people, 
  the infinitely interesting goreaux have little 
  written history about their race, and perhaps even 
  less about their customs and society. Given that 
  so many of them make their home here in Urbana, 
  I felt it would be of interest to examine some of 
  their more well known traits in greater detail. 
  Toward this end, I have consulted numerous 
  academic tomes and spoken with several of my 
  closest goreaux associates. I hope that the infor-
  mation included will be of interest and use to 
  those of you who find yourselves in Urbana, or 
  simply who find yourselves in need of intriguing 
  scholarly material to take your minds off of the 
  present unpleasantness plaguing our world. [Ed . 
  Note: “Present unpleasantness .” How very 
  quaint . – AC]
  The Salamanders
  Aden is blessed with an incredible variety of 
  sapient races, not all of whom have chosen to take 
  part in our greater society, what some arrogantly 
  choose to call civilization. The naga are certainly 
  the most well known such race, but they are 
  hardly alone. There is a race of being that appears 
  native exclusively to the Charred Peaks here in 
  Urbana, more specifically the volcano near the 
  city of Smult, that are comparable in some ways 
  to the naga, and in many ways as large a threat 
  to our existence as the serpent men could ever 
  be. Fortunately for us, there are different layers 
  of their society that may make it possible for us 
  to yet establish relations or at least contact with 
  this highly alien people.
  Editorial Note
  I am Professor Atticus Caesar of the 
  Kixue Academy, the colleague to whom 
  Professor Malcolm has referred (with 
  his customary provincial charm) on 
  numerous occasions. Since he is the 
  author of this first installment (and my 
  apologies for that, but attempting to do 
  my part to save a fallen nation is quite 
  time consuming), the onerous task of 
  editing his work falls to me. I want 
  to make certain that, in the interests 
  of academic integrity, you know 
  that Professor Malcolm’s claims are 
  preposterous. He selected Urbana as the 
  subject for this journal, I am absolutely 
  convinced, because it will increase 
  sales in his new homeland. Professor 
  Malcolm values his affluent lifestyle 
  above the rigors of true academia.
  4
  
  Personages of Note
  Whenever I travel abroad in the wilderness to 
  conduct my studies, I make it a point to ensure 
  that I have suitable companions for travel. A 
  knowledgeable guide, a competent bodyguard, 
  a skilled arcanist… such things can be of use 
  no matter where one travels. In my time here 
  in Urbana, I have had the pleasure of meeting a 
  great many skilled individuals, and it is my great 
  pleasure to share their stories with you, that you 
  might offer them thanks or perhaps hire them for 
  an endeavor of your own. Be certain to mention 
  that Danderfall Malcolm thanks them and recom-
  mends them at every opportunity! Perhaps they 
  will give you a discount!
  Floating Brain
  CR7 - NE Medium Abberation
  Init +5; Senses Blindsight 60 ft; Perception +16
  Defense
  AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +6 Natural)
  hp 85 (10d8+40)
  Fort +6, Ref +7, Will +8
  Defensive Abilities Absorb Magic; Immune 
  mind-affecting effects; SR 20
  Offense
  Speed Fly 60 ft. (perfect)
  Melee Tentacles +12 (1d6+5) and 2 pincers +13 
  (1d8+5 and grab)
  Special Attacks grab, constrict (2d6+7), magic 
  eating
  Statistics
  Str 20, Dex 20, Con 19, Int 14, Wis 16, Cha 16
  Base Atk +7; CMB +12 (+16 grapple); CMD 30
  Feats Defensive Combat Training, Improved 
  Natural Attack (Tentacles), Improved Natural 
  Attack (Pincers), Improved Natural Armor, 
  Weapon Focus (Pincers)
  Skills Acrobatics +18, Fly +26, Intimidate +16, 
  Perception +16, Stealth +18, Survival +16
  Languages Telepathy 100ft
  SQ Magic Eating, Absorb Magic
  Special Abilities
  • Magic Eating (Su) Whenever a creature takes 
  damage from a floating brain’s constrict attack, 
  the creature must make a Will save (DC 18) or 
  have its magic eaten by the floating brain.  A 
  prepared spellcaster loses one of his highest-
  level prepared spells (determined randomly) 
  while a spontaneous spellcaster loses one of his 
  highest-level spell slots.
  • Absorb Magic (Su) Whenever a spell effect 
  fails to breach a floating brain’s spell resistance, 
  the floating brain gains a number of temporary 
  hitpoints equal to the spell effect’s level.  
  Temporary hitpoints gained from this ability 
  stack.
  Ecology
  Environment Underground
  Organization Solitary, Pair, or Clutch (4-8) 
  Treasure Standard
  There are many horrible things in the Known 
  Lands these days, many things that are so terri-
  fying that it becomes a struggle to maintain one’s 
  sanity in the face of such fear. There are many 
  things, however, that are equally disquieting but 
  for different reasons. The creatures that have 
  been rather unimaginatively named “floating 
  brains” are perhaps the most alien entities that I 
  have ever come across, either personally or in my 
  studies. 
  As one might imagine from the name, floating 
  brains take the appearance of a disembodied 
  brain that hovers through the air at roughly chest 
  Chapter One - Bestiary
  5
  
  height for a normal human male. The brains are 
  quite large, comparatively speaking, measuring 
  roughly two to three feet in length and half that 
  height and width. There are a number of tentacles 
  of varying length that hang beneath these brains, 
  up to dozens of them depending upon the spec-
  imen. Most are roughly the size and dimension of 
  seaweed with a pinkish-reddish hue and are used 
  for manipulation. However, these appendages 
  have remarkable strength that belies their appear-
  ance. In addition to these tentacles, most floating 
  brains have two additional, larger tentacles, one 
  on each side of its “body”, and each tipped with 
  a sharp pincer.
  Floating brains prey upon magical ability. 
  They tend to ignore and avoid most other beings 
  unless they come across someone with the ability 
  to manipulate magic. When this happens, they 
  attempt to grapple with the individual and use 
  their tentacles to invade the ears and nose of their 
  prey, attacking the brain directly. They absorb 
  knowledge of magic through a means that no one 
  understands, causing temporary loss of magical 
  ability. In extreme cases of feeding, this loss can 
  be permanent and even result in death. It is, from 
  everything I have been able to ascertain from my 
  limited studies, an excruciating way to die.
  Although there is little to determine the origin 
  of these bizarre entities, they are subterranean in 
  nature and I believe they predate the Darkfall. I 
  have not been able to confirm this, but second-
  hand accounts from several associates of mine, all 
  dwarves, have indicated that although there are 
  limited historical records available predating the 
  relocation of the dwarven people to the surface 
  world, mention of similar creatures appear the 
  racial lore. If true, then these creatures are an 
  ancient threat, thousands of years old, and we 
  should try and determine as soon as possible what 
  has driven them to appear near the surface now, 
  after the Darkfall. Are the two events related? I 
  feel that they must be.
  Addendum: I have recently received an 
  alarming report concerning an encounter with 
  a floating brain. For obvious reasons, the crea-
  tures are a much greater threat to arcanists of 
  all sorts rather than our more martially inclined 
  compatriots. A recent account, as yet unverified, 
  indicates that either there is more than one kind 
  of these creatures, or more concerning, that they 
  may be adapting to prey upon a wider range of 
  surface dwellers. I find neither of these alter-
  natives particularly comforting, if I am to be 
  completely honest.
  Floating  Brain
  6
  
  Mantis Warrior
  CR3 - N Medium Monstrous Humanoid
  Init +7; Senses Darkvision 60 ft; Perception +7
  Defense
  AC 17, touch 14, flat-footed 13 (+3 Dex, 
  +3 Natural, +1 Dodge)
  hp 30 (4d10+8)
  Fort +3, Ref +9, Will 4
  Defensive Abilities All-Around Vision Immune 
  mind-affecting
  Offense
  Speed 40 ft., Climb 30ft
  Melee 2 claws +7 (1d8+3/18-20)
  Special Attacks Vicious Claws, Pounce, 
  Surprise Attack
  Statistics
  Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 5
  Base Atk +4; CMB +7; CMD 20 (24 vs trip)
  Feats Improved Initiative, Dodge
  Skills Perception +7, Stealth +10 (+18 in jungle 
  or forest); Racial +8 Stealth in forests or jungles.
  Languages None
  Special Abilities
  • Vicious Claws (Ex) A mantis warrior’s claws 
  threaten a critical hit on a roll of 18-20.
  • Surprise Attack (Ex) A mantis warrior may 
  take a full round of actions during a surprise 
  round.
  • Pheromonal Communication (Ex) Mantis 
  Warriors can wordlessly communicate with 
  other creatures capable of communicating by 
  pheromones.
  Ecology
  Environment Jungle or Forest
  Organization Solitary, Pair, Swarm (3-5) 
  Treasure Standard
  Mantis  Warrior
  7
  
  Of all the disturbing things I have seen 
  before and after the Darkfall, the creatures we 
  call mantis warriors are among the most inher-
  ently disturbing; my sketch does little to convey 
  the sheer intensity of their inhuman nature and 
  appearance. Although the mantis did not appear 
  until after the Darkfall, there are many (myself 
  among them) who believe these creatures may not 
  in fact be nocturnals despite their horrific appear-
  ance and behavior. I personally believe that they 
  may be a previously unknown, subterranean race 
  that was driven above ground by the nocturnals. 
  Why would only those who dwell aboveground 
  be a target for their unmitigated evil?
  Mantis warriors are clearly insect-like in 
  nature, with a hardened chitin exterior and six 
  limbs, four of which are for locomotion and two 
  for combat or manipulation. They do not conduct 
  themselves in hives, as the ilithix do, but rather 
  seem to operate in smaller groups that, for lack 
  of a better term, have been named swarms. The 
  mantis are voracious carnivores, and much of 
  the reason that they are believed to be nocturnals 
  likely stems from their tendency to attack and 
  kill anyone they see, almost always consuming 
  them afterwards. That and their apparent inability 
  to communicate meaningfully with other intelli-
  gent races, whether deliberate or otherwise, has 
  prevented any successful diplomatic contact with 
  these creatures.
  Mantis warriors are most often found on the 
  southernmost coast of Kyan, particularly on the 
  islands in that region. They have also appeared in 
  some significant numbers in the Misland Repub-
  lics, the southern provinces of Yzeem, and even 
  on the coastline here in Urbana. Use extreme 
  caution when traveling in that area.
  Ravenous
  CR4 - CE Medium Fey
  Init +6; Senses low-light vision, scent; 
  Perception +10
  Defense
  AC 17, touch 12, flat-footed 15 (+2 Dex, 
  +5 Natural)
  hp 39 (6d6+18)
  Fort +5, Ref +7, Will +6
  Offense
  Speed 30 ft.
  Melee Bite +7 (1d6+3) and 2 hooves +7 (1d4+3)
  Special Attacks Pounce
  Statistics
  Str 17, Dex 15, Con 16, Int 5, Wis 12, Cha 10
  Base Atk +3; CMB +6; CMD 19
  Feats Weapon Focus (Hoof), Weapon Focus 
  (Bite), Improved Initiative
  Skills Acrobatics +11, Perception +10, 
  Stealth +11;
  Languages Sylvan
  SQ Feeding Frenzy
  Special Abilities
  • Feeding Frenzy (Ex) Upon consuming the 
  flesh of a slain sentient creature (any creature 
  with an Intelligence score of 3 or higher) a 
  ravenous becomes flush with strength and vigor, 
  gaining +4 to Strength and +4 to Constitution. 
  This effect lasts for 1 hour per hit die of the 
  creature consumed.
  Ecology
  Environment Any
  Organization Solitary, Pack (3-5)
  Treasure standard
  Given my previous status as a wealthy and 
  influential member of Aramystian society and 
  my affiliation with the Celestial College [Ed . 
  Note: By all means, mention this as frequently 
  as possible . –AC], I cannot completely discount 
  the possibility that I may be have some negative 
  predisposition against the ferran race due to their 
  history with my country of birth. I like to think 
  this is not the case, but frankly none of us can 
  know our own minds perfectly, can we? Regard-
  less, those who do suffer from a prejudice against 
  the ferrans could very well owe that opinion to 
  the existence of creatures like the ravenous.
  Mantis Warriors 
  & the Ilithix
  While both mantis warriors and illithix 
  possess the pheromonal communication 
  feature, their ‘languages’ for lack of a 
  better word are not the same.  They can 
  communicate some basic ideas (“fear”, 
  “food”, etc) but not hold conversations. 
  Were either species to take the time 
  however, they could learn the other’s 
  pheremonal language, following the 
  normal rules for learning a new language.
  8
  
  We cannot be entirely sure what the origins 
  of the ravenous are. Many believe that they are 
  simple ferrans who have completely surrendered 
  to their most base animal instincts, and certainly 
  the appearance of these creatures makes such 
  an assumption understandable. However, the 
  ravenous also bear a reasonable resemblance to 
  satyrs, so the possibility of a fey origin cannot 
  be dismissed. Given the incredible diversity of 
  the ferran race and the relatively limited range 
  of appearance of individual ravenous (they all 
  bear goat-like features, or so the most common 
  descriptions attest), I find the likelihood that 
  they bear anything but the most tenuous possible 
  connection to ferrans extremely low.
  Regardless of their origins, the ravenous are 
  incredibly dangerous. While perhaps not truly 
  intelligent, they are extremely cunning and can 
  adapt to hunting individually or in packs. The real 
  danger they pose, however, is in their incredible, 
  never-ending hunger. The ravenous consume any 
  prey they can catch and kill, up to and including 
  intelligent beings. In truly horrific fashion, they 
  seem to prefer intelligent beings above all other 
  prey. When they kill and consume a reasonable 
  portion of an intelligent being, they temporarily 
  increase their own physical abilities. They do not 
  appear to gain this benefit for consuming simple 
  animals, which presumably explains their predi-
  lection for intelligent prey.
  Ravenous are remarkable, if nightmarish, 
  creatures, and I long for the opportunity to study 
  one in greater detail. Unfortunately, it seems 
  to be their way to consume their own dead as 
  well as whatever they managed to kill, and for 
  that reason any that have fallen in battle have 
  been spirited away by their kin, either during 
  the battle or in the immediate aftermath. I have 
  financed two separate attempts to recover a 
  fallen ravenous (specifically not to capture a live 
  one, for I understand the enormity of such folly 
  and the dire consequences that would ensue for 
  bringing such a deadly creature into Mekanus 
  against the law of the Eye), but to date neither has 
  proven successful, much to my disappointment. I 
  have considered additional attempts, but previous 
  efforts have been failures of such magnitude that 
  I fear the already significant expense of such an 
  attempt has been increased the cost far beyond 
  the amount I consider an acceptable investment. 
  Still, should anyone familiar with my desires find 
  themselves in a position to fulfill them, I would 
  be most grateful and, if I may say, quite generous 
  as well.
  Ravenous
  9
  
  Shadow Cat
  • Shadow Cat (Regular) 
  CR2 - N Medium Animal
  Init +7; Senses Low-Light Vision, Scent; 
  Perception +6
  Defense
  AC 16, touch 3, flat-footed 13 (+3 Dex, 
  +3 Natural)
  hp 19 (3d8+6)
  Fort +5, Ref +6, Will +2
  Offense
  Speed 30 ft., Climb 20 ft.
  Melee Bite +4 (1d6+3) and 2 claws +4 (1d4+3)
  Special Attacks Pack Tactics
  Statistics
  Str 16, Dex 17, Con 14, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +4; CMD 17
  Feats Skill Focus: Stealth, Improved Initiative
  Skills Stealth +18, Perception +6; Racial Stealth +8
  Languages None
  Special Abilities
  • Pack Tactics (Ex) A shadow cat is considered 
  to be flanking a target that has at least one other 
  shadow cat threatening it.
  Ecology
  Environment Hills, Mountains
  Organization Solitary, Pair, Skulk (3-5)
  Treasure None
  • Nocturnal Shadow Cat
  CR3 - NE Large Animal
  Init +8; Senses Low-Light Vision, Scent; 
  Perception +7
  Defense
  AC 18, touch 3, flat-footed 13 (+4 Dex, 
  +5 Natural, -1 size)
  hp 30 (3d8+18)
  Fort +9, Ref +7, Will +3; +4 vs. poison, 
  disease, mind-affecting
  Defensive Abilities DR 5/magic
  Offense
  Speed 30 ft., Climb 20 ft.
  Melee Bite +9 (1d8+9) and 2 claws +9 (1d6+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks Pack Tactics
  Statistics
  Str 28, Dex 19, Con 22, Int 4, Wis 14, Cha 8
  Base Atk +1; CMB +11; CMD 22
  Feats Skill Focus: Stealth, Improved Initiative
  Skills Stealth +15, Perception +7; Racial Stealth +8
  Languages None
  SQ Titan
  Special Abilities
  • Pack Tactics (Ex) A shadow cat is considered 
  to be flanking a target that has at least one other 
  shadow cat threatening it.
  Shadow  Cat
  10
  
  Ecology
  Environment Hills, Mountains
  Organization Solitary, Hunt (1 nocturnal 
  shadow cat and 3-5 shadow cats)
  Treasure None
  The Nocturnal Shadow Cat is a shadow cat with 
  the Nocturnal template (see Thunderscape, p. 214).
  It is widely understood and accepted that an 
  entity cannot surrender to the Darkfall unless it 
  is intelligent enough to make that choice. In other 
  words, simple animals cannot become corrupted, 
  although nocturnal versions of normal crea-
  tures are not altogether uncommon, particularly 
  here in Urbana. This has caused some degree of 
  debate on the matter of Darkfall corruption, and 
  one point that contributes to the argument is the 
  strange behavior of the creatures called shadow 
  cats.
  Shadow cats are mundane creatures, if some-
  what preternaturally skilled. They hunted the 
  once-fertile plains of Columbey, but the pollu-
  tion and environmental changes in Urbana have 
  driven them mostly to the mountains and foot-
  hills around the Charred Peaks. They are preda-
  tory cats, black in coloration, and skilled hunters 
  that will pursue any prey that they perceive as 
  weaker than themselves, which can and often 
  has included incautious travelers. Some years 
  ago, I had a friend who had numerous merchant 
  interests throughout the region. Unfortunately, he 
  was traveling with a relatively small number of 
  defenders and they were attacked by a large pack 
  of shadow cats. Few survived, and unfortunately 
  my friend was not among them.
  Shadow cats possess uncanny skill at stealth 
  and ambush, and display remarkable pack tactics. 
  Since the Darkfall, a noticeable sub-group among 
  their ranks has emerged; these particular creatures 
  are slightly larger, more cunning, and noticeably 
  more vicious. The obvious explanation is that 
  these are nocturnals taking the form of shadow 
  cats since there are so many in the region who 
  fear them. These potential nocturnals often take 
  on the role of pack leader, and as a result, shadow 
  cats are a much greater problem now than they 
  ever were prior to the Darkfall.
  An interesting note to add with regard to 
  shadow cats: I have a compatriot here in Urbana, 
  a wizard of some significant skill. While he is 
  not a specialist in wildlife or even a specialized 
  summoner, he is fascinated with the notion of 
  using a shadow cat as a familiar. He is paying 
  handsomely for anyone who can bring him 
  kittens, the younger the better. I pass this infor-
  mation on because it may be of some interest to 
  some of you out there, but please take all neces-
  sary precautions and, if at all possible, do not kill 
  any shadow cats if it does not prove absolutely 
  necessary. We have lost enough as it is, I do not 
  wish to add any species to the list of those that 
  have disappeared entirely since the Darkfall.
  Smoke Demon
  CR 10 - CE Large Outsider (Demon)
  Init +8; Senses Darkvision 60, Smokesight; 
  Perception +18
  Aura choking miasma (Fort DC 19)
  Defense
  AC 24, touch 14, flat-footed 20 (+4 dex, +10 
  natural)
  hp 126 (11d10+55)
  Fort +11, Ref +11, Will +11
  DR 5/good and bludgeoning; Immune 
  electricity, fire, poison, disease; Resist acid 10, 
  cold 10; SR 21
  Offense
  Spd 30 ft.
  Melee 2 slams +19 (1d8+7 plus 1d6 acid and 
  choke) 
  Special Attacks choke
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 11th)
  • Constant - air walk 
  • At-will - obscuring mist 
  • 3/day - stinking cloud (DC 20), cloudkill (DC 22) 
  • 1/day - acid fog
  Statistics
  Str 24, Dex 18, Con 20, Int 10, Wis 18, Cha 24
  Base Atk +11; CMB +19; CMD 32
  Feats Improved Initiative, Toughness, Improved 
  Natural Attack (Slam), Weapon Focus: Slam, 
  Power Attack, Great Fortitude
  Skills Intimidate +20, Knowledge: Local +14, 
  Knowledge: The Planes + 14, Perception +18 
  Languages Abyssal
  SQ Choking Miasma
  Special Abilities
  • Choke (Su) When a smoke demon strikes 
  a creature with its slam, it attempts to force 
  the air from the creature’s lungs and replace it 
  with toxic smoke.  The creature must make a 
  11
  
  Fortitude save (DC 20) or become nauseated.  
  If a creature is already nauseated when it fails 
  this save, it instead becomes paralyzed and 
  begins taking 3d6 acid damage per round as 
  the toxic fumes burn its lungs. The creature can 
  make a new fortitude save each round to end 
  either effect. The save DC is Constitution-based.
  • Choking Miasma (Su) The space a smoke 
  demon occupies and all squares within 10 feet 
  are so thick with acrid smoke that even exposure 
  to it is toxic. This functions as a constant 
  stinking cloud effect (Fort DC 20 negates), 
  except creatures in the aura also take 1d6 
  acid damage per round. If choking miasma is 
  dispersed by wind, it resumes one round later.
  Smokesight (Ex) A smoke demon ignores all 
  concealment created by smoke or fog.
  Ecology
  Environment Any (primarily Urbana)
  Organization Solitary
  Treasure Standard
  Sometimes new creatures appear and they 
  are given bland, unimaginative names by the 
  common folk before a scholar can properly 
  identify and classify them in a manner suited to 
  scientific investigation. This has become much 
  more common since the Darkfall, I’m afraid, and 
  the so-called “smoke demons” that are known to 
  appear throughout Urbana are one such example. 
  These creatures are nocturnals born of the fears 
  endured by citizens throughout Urbana. These 
  beings appear as skeletons, typically larger 
  specimens like one might expect from a jurak 
  or perhaps even an ogre, wreathed in tendrils of 
  smoke. Some believe they are created from fear 
  of starvation, hence their skeletal appearance, 
  while others believe they are a result of fear of 
  the pollution that has ravaged Urbana since the 
  fall of Columbey. Personally, I believe that the 
  two are not mutually exclusive, and that these 
  ridiculously named creatures are created from, 
  or sustained by (and remind me some time to 
  share with you my theories of how nocturnals 
  are created and sustained by fear), both fears at 
  once. This might account for their level of power, 
  which is considerable indeed.
  Smoke demons are extremely dangerous 
  because of their offensive capabilities, certainly, 
  but they are made far more so by the array of 
  defensive abilities that they possess. Without 
  flesh to be torn by sword, they are resistant to 
  most edged weapons, although their skeletal 
  nature means that this particular advantage can be 
  overcome with a good hammer, mace, or similar 
  weapon. They are remarkably resistant to many 
  forms of damage, however, including fire, elec-
  tricity, and cold, with less resistance (although 
  still an impressive degree) to many other forms 
  as well. The smoke demons possess a limited 
  range of arcane abilities, and are quite resistant 
  to magic targeting them, which I myself learned 
  in a most calamitous fashion last year during an 
  outing to the ruins of Brisk Station. However, the 
  most significant threat posed by these strange 
  spirits is the one that gave them their name; 
  the miasma of smoke that surrounds these crea-
  tures is far more than a simple inconvenience. 
  It is cloying, choking, and deadly in sufficient 
  quantities. The demons use it as cover, blinding 
  their foes, although they appear to be completely 
  unimpeded by it regardless of its thickness. They 
  can force it into the lungs, choking and killing 
  those subjected to it for too long. It has been six 
  months since my encounter with one of these 
  damnable creatures, and I swear, there are some 
  days when I feel as if I can still smell the fetid 
  stench of its smoke upon my person.
  Smoke  Demon
  12
  
  Thresher
  CR 5 - CE Medium Construct (subtypes)
  Init +2; Senses Darkvision 60 ft, Low-Light 
  Vision, Scent; Perception +9
  Defense
  AC 18, touch 12, flat-footed 16 (+2 Dex, 
  +6 Natural)
  hp 59 (6d10+20)
  Fort +1, Ref +3, Will +3
  DR 5/adamantine Immune construct traits
  Offense
  Spd 40 ft.
  Melee Bite +12 (1d6+5 plus trip) and 
  2 claws +11 (1d4+5)
  Ranged Shrapnel +6 (3d8)
  Special Attacks Pounce, Shrapnel, Thresh
  Statistics
  Str 20, Dex 15, Con -, Int 3, Wis 14, Cha 11
  Base Atk +6; CMB +11; CMD 23
  Feats Weapon Focus: Bite, Toughness, Power Attack
  Skills Perception +9, Stealth +9 (+13 in urban); 
  Racial Perception +4, Stealth +4 (+8 in urban)
  Languages none
  SQ Here
  Special Abilities
  • Shrapnel (Ex) As a standard action, a thresher 
  can fling jagged metal from its body.  This is a 
  ranged attack with a 30 foot range increment 
  which deals 3d8 piercing and slashing damage.
  • Thresh (Ex) Against a prone target, a 
  thresher’s natural weapons deal an extra 1d6 
  points of damage as they come alive with deadly 
  whirling blades.
  Ecology
  Environment Urban
  Organization Solitary, Pair, Pack (3-5) 
  Treasure Standard
  It is an unfortunate reality of modern Urbana 
  that the nation’s massive cities have become 
  home to various infestations of nocturnals, the 
  most common and perhaps most insidious of 
  which are the dreaded shankers. Shankers are 
  born of man’s fear of sharp things, in my personal 
  opinion, but regardless of their origin, we have 
  recently come to understand that shankers are 
  but the least among a hierarchy of similar crea-
  tures, the larger versions of which are thankfully 
  much rarer. Still, once shanker infestations have 
  become commonplace, as they have in Mekanus, 
  it is only a matter of time before threshers begin 
  to appear.
  While shankers are roughly rodent sized or 
  thereabouts, threshers are significantly larger, 
  approximately the size of a large dog or perhaps 
  a wolf. They are less likely to operate in numbers 
  due to their scarcity, but even two or three of 
  these creatures can present a deadly threat to an 
  unprepared individual, and unfortunately many 
  city denizens believe that within the walls of their 
  home they are safe. A particularly large specimen 
  that recently plagued the poorer neighborhoods 
  of Urbana, a creature that the locals had taken to 
  calling Steelclaw, slew fourteen citizens before 
  agents of the Cogswheel Irregulars managed to 
  destroy it.
  There are theories (to which I do not subscribe 
  but which I have not entirely discounted either) 
  that there is some manner of progenitor to the 
  shankers somewhere in Urbana. Should this 
  prove to be the case, it seems that this mother/
  manufacturer is now creating larger specimens as 
  well. I worry that additional, larger creatures of 
  a similar type may be discovered in the not too 
  distant future, and if this proves to be the case, it 
  could result in significant loss of life for people 
  throughout Urbana’s population centers.
  I previously mentioned a compatriot of mine 
  who possesses an interest in the possibility of 
  strange familiars, most recently his interest 
  in the shadow cats. While odd, this particular 
  interest of his is far more palatable than his 
  previous endeavor, which was to somehow create 
  a smaller version of a shanker that might serve 
  as a familiar. Given the existence of threshers 
  and rumors of even larger specimens, I cannot 
  deny that such a thing might be possible, but the 
  danger inherent in such an attempt fills me with 
  dread. I believe my friend has abandoned this 
  particular attempt for now, but I fear that he may 
  revisit it at a later date, and disaster is the most 
  likely outcome of such a thing.
  Thresher
  13
  
  The Goreaux
  Since my arrival in Urbana, I have been 
  fortunate enough to make the acquaintance of a 
  number of prominent citizens, many of whom are 
  goreaux. Urbana is home to the largest popula-
  tion of goreaux anywhere in the Known Lands. 
  Having met relatively few of them during my 
  years in Aramyst, I have always been curious 
  about them as a people. Despite the fact that they 
  are among the most prominent and influential of 
  Aden’s civilized races, there is very little written 
  about them. I found this quite curious - not just 
  that there was so little information, but there was 
  so little curiosity regarding who, as a people, the 
  goreaux are. Most Adenites, it seems, merely take 
  them for granted. Like a custodian who cleans 
  and maintains a busy household, most seem 
  content to simply let the goreaux do what they 
  will and pay them no mind.
  At first, I felt that this was a rude disservice. 
  Many of Aden’s most brilliant poets, scientists, 
  mages, and statesman have been goreaux. To 
  so callously disregard their origins and culture 
  seemed inexplicable. Was this a product of man’s 
  cruelty, I wondered? [Ed . Note: My goodness, the 
  melodrama . –AC] I know that individuals can 
  be quite pitiless toward the goreaux, often due 
  to their physical resemblance to goblins. But the 
  more I investigated, the more I discovered such 
  specism to be a mere distraction - as most of my 
  inquiries were shut down by goreaux, not men, 
  elves, or dwarves. It seems that many goreaux 
  show an extraordinary indifference to their 
  history - sometimes bordering on hostility. 
  Further, the goreaux seem to have very little 
  culture of their own, nor do they display any 
  interest in developing any. The goreaux are social 
  chameleons, blending perfectly into the lands in 
  which they make their home. They do not cleave 
  to their own kind as rapacians, dwarves, and jurak 
  do, but live among other races, congregating only 
  in small family groups. 
  While such indifference may suit a compla-
  cent Refuge scholar, Mekanus has taught me to 
  forge my curiosity of sterner stuff. Like a shady 
  figure doing his best to fit in and avoid attention 
  in the corner of a darkened tavern, I suspected 
  there was much more to the goreaux than there 
  appeared.
  With years of persistent inquiries, my efforts 
  to find the truth eventually bore fruit. I discov-
  ered an elder goreaux historian who - after being 
  plied with copious gifts of manite, wine, and rare 
  Yzeemite chocolates - was willing to speak on the 
  origins of his people. This individual requested to 
  remain anonymous, for reasons that shall soon 
  become obvious. Though some may decry the 
  words to come as spurious, I trust my reputa-
  tion as a scholar speaks for itself adequately that 
  you can trust I would not brazenly transcribe the 
  claims of an untrustworthy source. [Ed . Note: 
  My personal differences with the author notwith-
  standing, I believe his academic record of publi-
  cation clearly supports that this is, in fact, quite 
  true . His account can be accepted without reser-
  vation . –AC]
  History 
  The word “goreaux” is a portmanteau of two 
  words, goblus and royeaux, both archaic terms 
  derived from one of the ancient languages that 
  became what we now know as Lowland. Their 
  meaning is simple: “goblin-king.” This is the 
  most startling secret of the goreaux - the rumors 
  are true. The goreaux are not merely related to 
  the goblin races, they are goblins. Or, rather, they 
  used to be.
  Long ago in Aden’s pre-history, races such as 
  giants, goblins, and orcs subjected the lands to 
  their savage rule. In time, dwarves, men, elves, 
  juraks, and rapacians united to cast down their 
  oppressors, breaking their once mighty empires 
  into scattered tribes and chasing them back into 
  the wastelands of the continent. 
  Though most ancient goblins were as petty, 
  savage, and stupid as their modern descendants, 
  one in perhaps every hundred goblins was born 
  goreaux. While a number of physical differ-
  ences distinguish goreaux and goblins, the most 
  obvious were their larger skulls and flat teeth 
  (more suitable for an omnivorous diet than the 
  sharp, pointed teeth of a goblin). Goreaux were, 
  as a rule, much more intelligent than goblins and 
  Chapter Two - Races of Aden
  14
  
  showed greater talent in the magical arts. Any 
  goblin that was born goreaux became a leader of 
  the goblin nations by birthright. 
  When the goblin nations fell, many goblins 
  blamed the goreaux but could do little to chal-
  lenge them. It is here, ironically, that the goblin’s 
  inherent stupidity gave them the advantage. 
  While goblins and goreaux were both well aware 
  of Infernus (or so we call the lower realms in 
  the modern age, for what goblinkind may have 
  called them we cannot know) and the demons 
  who resided there, the goreaux were far too intel-
  ligent to make pacts with them. Those goblins 
  who resented the goreaux, however, were easily 
  seduced by demonic promises of power and 
  became warlocks. Unprepared for the newfound 
  might of these rebels and their demonic benefac-
  tors, the goreaux were cast down.
  Desperate to escape the demons that now 
  ruled their people, goreaux fled toward territory 
  now ruled by their former enemies, the civi-
  lized races. The other races put the fate of the 
  goreaux to a vote. In their hour of desperation, 
  the goreaux flattered and cajoled. They promised 
  to serve as humble servants and share the secrets 
  of their fallen empire.
  Suspecting treachery, the dwarves denounced 
  these pathetic outcasts. The rapacians, defiant in 
  victory, refused to show mercy to their former 
  enemies. But the promise of knowledge stirred 
  the curiosity of elves. Their humble plight stirred 
  the heroic instincts of men. The vote was tied.
  In the end, it was the jurak who decided the 
  goreaux’s fate - and they chose to grant them 
  sanctuary. Perhaps they saw some symmetry 
  between the goreaux’s plight and their 
  own ancient ties to the orc race. Perhaps 
  they saw the value in such clever minions. 
  Perhaps they were simply merciful. None 
  now living can truly say. 
  While I am confident that the preceding 
  section is true, I understand that many will 
  discard it as hearsay. What follows, however, is 
  well-recorded and provable as fact. For centu-
  ries, the goreaux skulked in the shadows of 
  society, living as beggars, household servants, 
  and or village tinkers. While their cleverness and 
  skill with machinery was well known, they rarely 
  rose to positions of power. As a whole, the other 
  races tolerated and ignored them.
  It was not until the Age of Thunder that the 
  goreaux truly claimed an equal place among the 
  other races. Arcimus Thelby, a goreaux appren-
  tice serving at the Celestial College of Aramyst, 
  was the first to discover manite and harness its 
  power. As this new discovery spread throughout 
  Aden, goreaux demonstrated their natural talents 
  Goblins & the Darkfall
  Since Aden’s prehistory, goblins have 
  been ruled by the demons of Infernus, 
  using cruel goblin warlocks as their 
  proxies. In modern times, most of 
  these demons have sworn loyalty to the 
  sinister intelligence behind the Darkfall, 
  taking their goblins with them. As a 
  result, modern goblins work openly with 
  corrupted and nocturnals, either as allies 
  or cannon fodder minions.
  Goreaux
  15
  
  and quickly rose to prominence as the most 
  talented mechamages in Aden. [Ed . Note: We 
  Aramystians support the claim that Thelby was 
  first to discover manite, although there is some 
  dispute in this regard . We leave it to the reader to 
  educate themselves about such things if they are 
  so inclined . –AC]
  In recent years, their exploits have been 
  slightly overshadowed by those of mankind. For, 
  while the goreaux invented mechamagic, the 
  Thunder Trains and many other such weaponized 
  mechamagical wonders were created by humans.
  Goblins and Goreaux
  If the origins of the goreaux as I have presented 
  them are true, then what of modern goblins? Why 
  don’t we hear of goreaux born to goblin tribes, 
  or goblins born to goreaux? The latter is easily 
  answered. When goreaux mate, they breed true. 
  As for goreaux born to goblins, the answer is 
  more complex. Modern goblins are savage and 
  completely hostile to outsiders, making answers 
  difficult to obtain. Fortunately, I am not easily 
  deterred and my source was well-informed. He 
  pointed me toward a secret order of goreaux 
  known as the Lost Fathers. 
  According to the Fathers, the infernal demons 
  that now command the goblin tribes demand 
  constant tribute. I’m certain those of you well-
  versed in the nightmarish appetites of demons 
  already suspect where this is going. When a 
  goreaux is born among the goblins, it is presented 
  to the demons as a tribute. The typical goblin 
  does not even realize these are newborn goreaux, 
  only that they are born ‘marked.’ Most of these 
  infants are sacrificed in grotesque rituals. The 
  truly unfortunate are spirited away by the tribal 
  demons and never seen again.
  As terrible as this seems, this is where the 
  Lost Fathers enter the picture and bring a ray of 
  hope. These secretive heroes see themselves the 
  protectors of all goreaux born among goblinkind. 
  They maintain spies and informants within many 
  goblin tribes. Many of these are merely greedy 
  goblins, their loyalty bought with food and trin-
  kets. Some are Lost Fathers - daring goreaux who 
  file down their teeth and walk among the savages 
  in disguise. I cannot imagine the iron these heroes 
  possess, willing to live among demon-worship-
  pers and killers under constant risk of an unimag-
  inable fate should they ever be discovered.
  When the Lost Fathers learn of a newborn 
  goreaux, they spring into action. Sometimes they 
  are subtle, sneaking in to steal a potential sacri-
  fice or bribing a greedy goblin to surrender it. 
  Sometimes they are more overt, attacking a tribe 
  in force. Their ends, however, are always the 
  same - rescue any goreaux unfortunate enough to 
  be born in goblin territory, whatever the cost. Due 
  to their actions, many potential sacrifices have 
  been snatched from their untimely fate. 
  The goreaux call their rescues changelings, an 
  ironic statement upon old wives’ tales of goblins 
  stealing human babies and replacing them with 
  their own. While changelings are technically 
  goreaux, their goblin blood is much more promi-
  nent. Compared to modern goreaux, changelings 
  are somewhat less intelligent but bear greater 
  capacity for malevolent cunning. At the same 
  time, changelings bear little of the innate capacity 
  for cruelty that defines their parents, and many 
  grow up to become good and noble individuals. 
  Many, in fact, go on to join the Lost Fathers and 
  dedicate their life to rescuing their kin from evil. 
  Culture and Behavior
  As stated previously, goreaux do not endeavor 
  to maintain and develop a racial culture as many 
  other races do. Instead, they largely adopt the 
  cultural mores and traditions of wherever they 
  make their home. Most goreaux regard them-
  selves as citizens of their homelands first, 
  goreaux second. That being said, I have found 
  two consistent elements that could rightly be said 
  to define the goreaux. 
  First and foremost among these is a sense of 
  ambition. Goreaux define themselves by their 
  personal accomplishments and constantly seek to 
  improve. A goreaux who possesses great wealth 
  and influence may yet see himself as a failure 
  should he allow himself to stagnate for too long. 
  A goreaux is always looking for the next mile-
  stone, the next accomplishment, so that he may 
  prove his worth to others and to himself.
  Secondly, and most curiously, is a profound 
  sense of self-loathing. Compared to other races, 
  I find that goreaux have a greater propensity 
  for anger, bitterness, and depression. A goreaux 
  who meets with failure tends to complain loudly, 
  dramatically, and at length. Goreaux seem to tend 
  toward conspiracy theories, blaming their fail-
  ures and shortcomings on a single force of entity. 
  This might be a personal enemy, a rival organiza-
  tion, or simply fate itself. Goreaux have a strong 
  tendency toward jealousy, a jealousy which many 
  choose to focus upon the ‘larger’ races. (It due to 
  goreaux coincidence that the Lowland word for 
  ‘tall’ is the same as the word for ‘stupid.’)
  16
  
  The dichotomy of pride and self-loathing is, 
  to me, the most intriguing aspect of goreaux 
  behavior. I wonder if, on some level, all goreaux 
  are aware of their savage origins. Perhaps this 
  instinctive awareness eats them away on the 
  inside while simultaneously driving them to 
  prove themselves better than their origins. I 
  cannot say, for I am not a goreaux and have as of 
  yet been unable to find a delicate way to present 
  my theories to one for their opinion.
  The idea of marriage for love is alien to the 
  goreaux. Unlike their goblin forebears, goreaux 
  do not possess the drive to mate frequently and 
  indiscriminately. Instead, they see reproduc-
  tion as a grave responsibility that should be 
  approached with logic and caution. Mated pairs 
  are selected with great care and precision by 
  goreaux arrangers, so that the very best traits can 
  be passed onto offspring. For the goreaux, repro-
  duction is a craft. As we all know, goreaux are 
  peerless craftsmen.
  This is not to say that the goreaux cannot love. 
  They can and do, passionately and with their 
  entire being. On occasion, they do fall in love 
  with their mates. Unlike other civilized races, 
  however, the goreaux make no particular associa-
  tion between mating and love. Though they find 
  pleasure in sex as other races do, they do not seek 
  it out with the lusty joy one might find in a human 
  or dwarf. 
  For a goreaux reproduction and pleasure are 
  simply things one must do. Love, in contrast, is 
  a rare miracle that may or may not ever befall 
  a soul - and this miracle must be embraced. 
  Goreaux believe that though one might feel affec-
  tion for many creatures or things, each soul only 
  has one true love. A goreaux’s love might be his 
  work, it might be a possession, or it may even be 
  a trusted friend. 
  Relations 
  As with most aspects of goreaux behavior, 
  a goreaux’s prejudices and predilections tend 
  to reflect those of his homeland. In addition to 
  these, goreaux tend to have uneasy relations 
  with dwarves. In some cases this is merely due 
  to professional rivalry between two groups of 
  master craftsmen. In other instances, it is simple 
  specism due to the goreaux’s similarity to goblins. 
  If there is a single regret I have in publishing my 
  discoveries, it is that some feckless dwarves may 
  view this volume to justify their ignorant hatred 
  of goreaux, rather than recognize how much the 
  goreaux have accomplished.
  As master craftsmen and mechamages, the 
  goreaux have also earned the enmity of the tech-
  nophobic naga. This feeling is mutual, as the 
  goreaux have little regard for what they deem to 
  be backward savages.
  Likewise, goreaux and goblins get along 
  exceedingly poorly. Though few among them 
  know the truth of their mutual origins, there is an 
  innate hatred between these two races that neither 
  seem willing to remedy.
  Morality
  The ideas of good and evil seem rather simple 
  and puerile by the intellectual standards of most 
  goreaux. As with most civilized creatures, their 
  drives are a great deal more complex. In my 
  experience, I have seen goreaux capable of great 
  good. Among their number are counted talented 
  craftsmen who use their skills only to the benefit 
  of all, without thought of profit. I have also seen 
  goreaux capable of great evil, amoral geniuses 
  who care nothing for the means by which they 
  conduct their experiments, so long as they find 
  what they seek.
  Alternate Goreaux Racial Traits
  • Changeling: Some such goreaux were infants 
  rescued by the Lost Fathers; some are merely a 
  throwback to their goblin ancestors. Whatever 
  the reason, they possess a goblin’s speed and 
  cunning. Such individuals replace the normal 
  ability bonuses for goreaux with +2 Intelligence, 
  +2 Dexterity, -2 Strength. They also increase their 
  base speed from 20 feet to 30 feet and always 
  count Stealth as a class skill. This trait replaces 
  hardy and mechamagic mastery.
  • Cunning: Though all goreaux are clever, some 
  apply their learning to more specialized areas. 
  Select a number of skills equal to your Intelli-
  gence modifier. These skills count as class skills. 
  If your Intelligence modifier increases, you may 
  select another skill. This trait replaces keen mind.
  • Legacy of Cruelty: Some goreaux demon-
  strate eccentricities more appropriate to their 
  goblin ancestors than to their civilized modern 
  kin. These goreaux gain a +1 bonus to attack 
  any enemy that has inflicted damage upon them 
  during within the last day. This replaces keen 
  mind and mechamagical resistance.
  17
  
  The Salamanders
  Wherever the earth spits fire, there are sala-
  manders. Throughout Aden’s long history there 
  are countless legends of menacing rock creatures 
  rising from the volcanic depths. These beasts of 
  stone and fire are known as salamanders. Though 
  we have long been aware of their existence, sala-
  manders have only become a serious threat since 
  the beginning of the Age of Thunder. Manite 
  veins are notorious for attracting strange crea-
  tures of all sorts, and salamanders number among 
  the most deadly. 
  Salamanders dwell primarily in areas of great 
  heat and flame. Among the scientific community, 
  the matter of salamander sentience has been a 
  subject of some debate as these massive creatures 
  appear to operate according to rage and instinct 
  as much as intellect. Though most common in the 
  Charred Peaks of Urbana, they have also been 
  encountered in the Knuckles of Aramyst. There 
  have also been scattered but unconfirmed sight-
  ings in the Sundered Desert. Extreme heat seems 
  necessary for these beings to survive, or at the 
  very least to live a comfortable existence. Perhaps 
  entire cities of these creatures exist in regions 
  far too choked with heat for mortals to survive 
  without the aid of powerful magic. An expedi-
  tion to discover the truth would be thrilling, but 
  unfortunately the expense and danger of such a 
  journey, especially, in these troubled times makes 
  such a thing highly unlikely
  Fortunately, there are many ways to divine 
  the truth of a given subject. I am proud to say 
  that I and (in an uncharacteristic show of wit) my 
  colleague Atticus Caesar, were among the first to 
  propose that the salamanders were much more 
  than unthinking brutes. Much of this was due to 
  our encounter and subsequent interviews with a 
  lovely creature who wishes to be referred to as 
  Searstone. She is a salamander fiend living in the 
  wilderness outside of Smult, and without her aid 
  compiling the following information would have 
  been impossible.
  Physical Description  
  and Life Cycle
  Salamanders are easily distinguished by their 
  unique and highly volatile physical appearance. 
  A salamander’s physical body resembles nothing 
  as much as living magma (or lava, if you prefer; 
  I have never fully understood the distinction 
  between the two terms… I fear geology was 
  never my strong suit!). The shape of a salaman-
  der’s body is reptilian in appearance, like some 
  manner of hybrid of a man and a crocodile. There 
  is little variation between one salamander and 
  the next, at least to my eyes, though salamanders 
  have little trouble distinguishing between one 
  another. 
  Searstone attests that her people are highly 
  sensitive to heat fluctuations via sensory organs 
  within their snout. Apparently each salamander 
  is recognizable by the aura of heat patterns that 
  emanate from its body - as much as you might 
  recognize an Urbanan by his neatly manicured 
  beard or a Refuge scholar by the unwashed stench 
  of his robes. [Ed . Note: The man is an insuffer-
  able ass . –AC] Searstone also testifies that these 
  heat patterns can be controlled and sensed by 
  other salamanders, allowing them to communi-
  cate over short distances purely via fluctuations 
  of heat too minor for other creatures to detect. 
  If this is the case, it would certainly explain 
  reports wherein groups of salamanders were 
  said to display startling organization and tactics, 
  seemingly fighting as one without need for 
  words. The miners of Smult have come to greatly 
  fear these creatures for their tendency to ambush 
  without warning and fade just as quickly just as 
  reinforcements arrived.
  Salamanders can communicate via sound as 
  well as heat. Their throats contain a complex 
  system of stony organs that can grind against one 
  another to produce a variety of sounds - from a 
  stony, guttural roar to a high-pitched crystalline 
  scream. As a result, these creatures can learn to 
  speak. Many tribes speak a strange dialect of 
  Moltean, which is itself a dialect of Fundamental. 
  Some (such as Searstone) are fluent in a number 
  of languages.
  The flesh of a salamander is blazing hot, to the 
  point where they can light wood - or even flesh 
  - ablaze with a touch. A salamander’s joints are 
  largely composed of a rubbery red substance that 
  glows like burning magma while the rest of its 
  body is somewhat cooler and darker, resembling 
  obsidian. When wounded, this stony flesh breaks 
  and a releases a warm ooze similar in appear-
  ance to lava. This serves as blood. When this 
  substance cools upon contact with air, the flesh 
  becomes tough and solid once more. Such inju-
  ries often leave bumps and inconsistencies in the 
  surface of the skin. Vain salamanders sometimes 
  attempt to file these irregularities into aestheti-
  cally pleasing patterns, permanent mementoes of 
  their past battles. 
  18
  
  Scholars have long noted an extreme varia-
  tion in size among salamanders. The smallest are 
  roughly six feet in height while the largest are 
  up to twenty feet. The popular theory, that the 
  smaller salamanders are offspring of the larger 
  ones, is patently untrue according to our source. 
  Another theory, originally proposed by 
  Professor Manik ak’Halar of Yzeem, posited that 
  there were two varieties of salamanders. In his 
  observations, he noted the smaller salamanders 
  observing and directing attacks upon a caravan 
  while the larger ones took to the front lines and 
  dealt with foes. He suggested that the smaller 
  salamanders (which he dubbed fiends) were the 
  commanders while the larger salamanders (which 
  he dubbed titans) were the soldiers. 
  Though this theory was rejected by most (and 
  contributed to the untimely end of Professor 
  ak’Halar’s promising career), Searstone has 
  confirmed that it is truth. To her credit, she seems 
  to take little offense in the fact that she is, tech-
  nically, a ‘fiend.’ Either the word means little to 
  a mind disposed toward thermal communication 
  or she is so used to being misunderstood and 
  insulted by mankind that she no longer takes 
  offense.
  In truth, there are no salamander offspring as 
  we understand the term. Salamanders are born 
  of the earth. These creatures spring into being 
  deep within volcanic caverns. These locations 
  are sacred to salamander tribes and always rich 
  in manite veins. While newborn salamanders 
  are physically no different from adults, they 
  are born ignorant of the ways of the world and 
  require education from their fellows before they 
  are considered mature. This typically takes two 
  to three years.
  As they do not reproduce, salamanders have 
  no natural gender. I found this interesting, as 
  Searstone identified herself as female and had 
  distinctly feminine mannerisms. When I asked her 
  about this, Searstone became grim and silent for a 
  Salamander
  19
  
  time. At first I feared I had offended her, but when 
  she spoke again, her voice resonated with pride. 
  She said that, were it not for a human woman, she 
  would have died after her exile from the moun-
  tain. If it was now her fate to live as a human, then 
  she would live as a woman, to honor the one who 
  had saved her. Who am I to deny her?
  Salamanders draw sustenance from stone. 
  Though they prefer to ingest lava, they can also 
  ingest finely ground stone (and can break small 
  stones with their teeth). While they are perfectly 
  capable of ingesting meat and vegetable matter, 
  they draw little sustenance from it. Salamanders 
  do not need water to survive. Though they can 
  drink it without harm, many find the resulting 
  steam annoying and distasteful. That being said, 
  Searstone was quite fond of the taste of wine 
  (the alcohol seemed to affect her just as it does a 
  human) though she liked to mix it with fine sand. 
  Salamanders require rest, as most living 
  creatures do. When asleep, the glowing fires 
  between their joints dims. To a casual bystander, 
  a sleeping salamander might be overlooked as an 
  unusual rocky outcropping.
  As a salamander ages, his glowing joints 
  become brighter and his obsidian flesh takes a 
  gleaming, polished hue. As he proceeds toward 
  middle age, the glow becomes fainter and the 
  black stone becomes pitted and covered in fine 
  cracks. When a salamander dies, its glow fades 
  altogether and its body collapses into a pile of 
  obsidian rubble within hours. (Some enterprising 
  alchemists place great value on such remains, as 
  ghoulish as the idea may be.)
  Society
  Salamander society revolves around a central 
  tenet. They live to protect the mountain that 
  bore them. They are particularly protective of 
  any jewels or precious mineral reserves within 
  the caves that they call their home, particularly 
  manite, which is sacred to them. Salamander 
  society believes that the mountain is not only 
  their home, but a sentient benefactor creator, a 
  divine spirit that guides them in return for their 
  protection. 
  Fiends and titans have distinctly defined roles. 
  The fiends are the strategists, craftsmen, and 
  artists while the titans are warriors and laborers. 
  This generally leads to situations where the fiends 
  lead and the titans follow. As Titans seem natu-
  rally inclined toward obedience and devotion to 
  the mountain, few of them chafe at this arrange-
  ment so long as the fiends treat them fairly. 
  Among the salamander tribes, certain individ-
  uals are born with the ability to ‘hear’ the moun-
  tain. These oracles can only commune while 
  dreaming in areas rich in manite deposits. The 
  song of the mountain grants visions to its oracle, 
  hints of the past and future. Each tribe is led by 
  a council of such oracles. When one is granted a 
  dream, it confers with the others as to its meaning. 
  While most oracles are fiends, a rare few (perhaps 
  one in twenty) is a titan. These oracles frequently 
  possess magical talents as well, which they often 
  use to summon fire elementals to help defend 
  their territory.
  A salamander is expected to serve its tribe 
  without question. Most live their lives quietly 
  expanding their tunnels, searching for new 
  mineral veins so that they might better hear the 
  mountain’s song. The greatest honor is to give 
  one’s life in defense of the mountain. Most sala-
  manders fear those not of their kind. After all, 
  those who cannot hear the mountain are not to be 
  trusted. Unfortunately, their zealous loyalty and 
  territorial nature means that most incursions into 
  their domain are met with violence. 
  Given 
  the 
  modern 
  age’s 
  technological 
  advancements and our growing hunger for more 
  sources of manite ore, more confrontations with 
  these creatures seem inevitable. The Darkfall 
  frequently takes advantage of such situations, 
  offering its aid to the besieged salamanders for a 
  price. This has led to many desperate salamander 
  tribes becoming corrupted, yet another senseless 
  tragedy in the war against darkness.
  Though salamander society is complex and 
  inscrutable, in its way, there are three great 
  crimes that can result in what they consider the 
  greatest punishment - exile from the mountain. 
  These crimes are as follows: murder of a fellow 
  salamander, disobedience toward the oracles, 
  and stealing from the mountain. While the first 
  two crimes are rather self-explanatory, the latter 
  required some explanation, which my source 
  was happy to provide. Though salamanders 
  constantly labor to reveal the mountain’s bounty, 
  this is done only so that the oracles can better 
  understand the mountain. Treasures such as ore 
  and minerals might be moved so that they can 
  be better defended and accessed by the oracles, 
  but they belong to the mountain. To steal such 
  things for oneself - or worse yet, to give them 
  to outsiders - is the most heinous crime a sala-
  mander can commit.
  In regards to the third crime, I asked Sear-
  stone what the punishment might be for a sala-
  mander who used his people’s manite to perform 
  20
  
  mechamagic. She did not understand my question 
  at first and it took some time to communicate the 
  concepts. When she finally understood, she found 
  the very idea so abhorrent that she concluded the 
  day’s interviews, departed our camp in disgust, 
  and did not return for a month.
  For a titan, exile is tantamount to death, for 
  these creatures perish quickly outside the volcanic 
  embrace of their home. While fiends (such as 
  Searstone) have a better chance, it is most likely 
  a death sentence for them as well. Most citizens 
  of Aden consider salamanders mindless beasts, or 
  may mistake them for nocturnals. A salamander in 
  exile must be constantly on guard, always ready to 
  rapidly explain itself to the next angry mob. 
  Relations
  I have often been told over the years by both 
  students and clients that I would never use a 
  single word when ten would suffice. Despite 
  this charming personality trait [Ed . Note: I feel 
  ill . –AC], I find the salamanders an instance 
  where a single word can sum up the concept 
  of their racial relationships with other groups 
  quite easily: hostile. While individuals, such as 
  Searstone, might find a place outside their tribe, 
  there have been no successful interactions with 
  salamander tribes as a whole. This situation has 
  only degraded since the nation of Columbey gave 
  way to Urbana and its great hunger for manite. 
  The resource-gathering policies of Lord Urbane 
  - which I hasten to add are essential for the 
  survival of the Urbanan people and the welfare 
  of many nations - necessitate conflict with the 
  salamanders. And, since the salamanders are not 
  willing to negotiate, the Urbanans are forced to 
  resolve their need for manite in a more direct and 
  violent manner. 
  Morality
  It is difficult to gauge the ethics of any people 
  who exist in a society so alien to our own. Good 
  and evil are preposterously oversimplified terms, 
  after all. [Ed . Note: I humbly suggest anyone 
  embracing this notion come to Refuge and 
  struggle against the hordes hostile salaman-
  ders on our doorstep . Quite enlightening . – AC] 
  Regardless, in the eyes of those who encounter 
  them most often, the actions of the salamanders 
  paint them as unquestioningly hostile and, yes, 
  perhaps even evil.
  Adventurers
  Unfortunately, it is exceptionally rare to find 
  any fiend that has separated from his people, 
  rarer still to find one that survived the attempt to 
  integrate into Aden’s society. In fact, other than 
  Searstone, I have heard confirmed tales of only 
  two others. I have consistently heard rumors 
  of others, but there is no way to know if this is 
  merely gossip or if there is fact behind it. I have 
  never heard of any fiends who have survived exile 
  into Aden - or who wished to make the attempt.
  Of the aforementioned individuals I mentioned, 
  one is a mute warrior-for-hire and part-time 
  bandit that makes his home in the Rhanate, and 
  the other is a fixture in the port city of Balaquim 
  in Yzeem. The latter is also a habitual liar of 
  astonishing proportion, so essentially neither of 
  these individuals can offer any further informa-
  tion about the greater salamander society, which 
  is a tragedy that cannot be overstated. Perhaps if 
  the mute and Searstone could be united, he might 
  use their kind’s unique thermal language to share 
  his secrets, but in this dangerous age such an 
  ambitious undertaking seems impossible.
  Names
  Salamander names consist of two elements, 
  a pattern of heat and a pattern of syllables that, 
  when combined, describe the individual. Some 
  exiled fiends, aware that their fleshy allies cannot 
  reproduce thermal language, accept the purely 
  verbal component of their name as a sort of nick-
  name. Others (such as Searstone) find the sepa-
  ration of the two so unnerving that they invent 
  a new name altogether. The following examples 
  are of the former variety, as the latter sort could 
  be literally any name one could imagine. Many 
  involve some manner of fiery imagery.
  Male Names: Takk, Harg, Malk
  Female Names: Grel, Karella, Ferra
  21
  
  Salamander Titan
  A hulking figure stands before you, a reptilian 
  behemoth forged of black stone and pulsing 
  lava . Just as you struggle to comprehend 
  what sort of mad sculptor would create such a 
  horror… it moves .
  CR 6 - XP 2,400
  LE Large outsider (elemental, fire, native)
  Init +5; Senses darkvision 60 ft.; Perception +8
  Defense
  AC 20, touch 10, flat-footed 19 (+1 Dex, 
  +10 natural, -1 size)
  hp 77 (8d10+32)
  Fort +8, Ref +6, Will +5
  Special defenses smoke breather;  
  Immune elemental traits, fire; lava walk
  Weaknesses vulnerable to cold
  Offense
  Speed 30 ft. 
  Melee 2 slams +12 (1d8+5 plus burn), bite +7 
  (1d6+5 plus burn) or large masterwork trident 
  +13 (2d6+7 plus burn), bite +7 (1d6+5 plus 
  burn)
  Ranged masterwork trident +8 (1d8+5)
  Special Attacks burn (1d8 DC 18)
  Statistics
  Str 20, Dex 12, Con 18, Int 6, Wis 10, Cha 6
  Base Atk +8; CMB +14; CMD 25
  Feats Great Fortitude, Improved Initiative, 
  Power Attack, Vital Strike
  Skills Climb +13, Perception +8, Stealth 
  +5 (+9 in rocky environments), Survival +8 
  (+12 in rocky environments); Racial Modifiers 
  +4 Stealth, +4 Survival in rocky environments
  Languages Firespeech, Moltean
  SQ fire dependency, firespeech
  Special Abilities
  • Burn (Ex) A salamander titan deals fire 
  damage in addition to damage dealt on a 
  successful hit in melee. Those affected by the 
  burn ability must also succeed on a Reflex 
  save or catch fire, taking 1d8 damage for an 
  additional 1d4 rounds at the start of its turn.  
  A burning creature can attempt a new save as a 
  full round action. Dropping and rolling on the 
  ground grants a +4 to this save. Creatures that 
  hit a salamander titan with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the burning creature and must make a Reflex 
  save to avoid catching on fire. A salamander titan 
  can apply the burn effect to any metal weapons it 
  wields in melee.
  • Fire Dependency (Ex) A salamander titan 
  is dependent on extreme heat. When exposed 
  totemperatures below 80° F (26° C), it must make 
  a Fortitude save once per hour (DC 15+1 per 
  previous check) or take 2d8 points of nonlethal 
  damage. This damage increases to 3d8 (with 
  a save every 10 minutes) in conditions below 
  32° F (0° C). If this subdual damage exceeds 
  the salamander titan’s current hit points, any 
  additional damage done by this effect is lethal 
  damage. Spending ten minutes within a large 
  fire or huddled with at least six other salamander 
  titans will negate this effect for thirty minutes, 
  but only in temperatures above 32° F (0° C).
  Any damage inflicted by this effect cannot be 
  recovered until the salamander titan returns to 
  an environment of extreme heat (above 80° F). 
  Immersing oneself in lava will immediately heal 
  all damage done by this effect.
  Salamander titans may use the Survival skill to 
  gain bonuses to fire dependency saves as if they 
  were a severe weather effect.
  • Firespeech (Ex) A salamander titan may use 
  thermal fluctuations to communicate soundlessly 
  to all creatures with the firespeech ability within 
  100 feet. Areas of extreme cold (below 32° F / 0° 
  C) reduce this range by half.
  • Lava walk (Ex) A salamander titan can walk on 
  lava as if it were a solid surface, or pass through 
  lava as if it had the earthglide ability.
  • Smoke Breather (Ex) A salamander can 
  breathe normally in smoke or volcanic fumes. 
  Their vision is attuned to smoky environments, 
  allowing them to ignore concealment due to 
  smoke, fog, or similar effects within 30 feet. 
  Ecology
  Environment volcanic mountains
  Organization solitary or pack (3-8) led by 
  1-2 salamander fiends
  Treasure standard, plus masterwork trident
  22
  
  Salamander Fiend
  Salamander fiends are the thinkers, planners, 
  and spies of salamander society. As such, they 
  are better equipped than their titan brethren to 
  survive outside their natural habitat. Their greater 
  adaptability and smaller size makes them poten-
  tially suitable as player characters.
  • Physical Description: Salamander fiends are 
  noticeably smaller than their racial kin, but have 
  the same general proportions and appearance.
  • Society: Salamander fiends are extremely rare 
  outside of their reclusive and xenophobic tribes. 
  Those few encountered in Aden are either pris-
  oners of war, traitors to their tribe, or exiled crim-
  inals. Ironically, salamander fiends are likely to 
  regard another of their kind with disdain, as they 
  cannot help but wonder what failure or weakness 
  led their counterpart to be cast from his mountain.
  • Relations: As might be expected, salamander 
  fiends are very slow to trust others. However, the 
  loss of their home can also make them desperate 
  for acceptance, leading them to be extremely 
  loyal to those who accept them and show them 
  kindness. 
  • Alignment & Religion: Salamander fiends who 
  still serve a tribe do so with unfailing, unflinching 
  loyalty. Exiles, on the other hand, are more 
  inclined to selfish and erratic behavior. Naturally 
  this varies from individual to individual, and 
  those fiends who fall in with good company can 
  become quite selfless and heroic. 
  • Adventurers: Salamander fiends are relatively 
  rare. Most are exiles, guilty of some crime against 
  their tribe. Others might be prisoners, taken 
  after a tribe’s destruction and forced into a life 
  of slavery or mercenary work. Others still could 
  be former spies who found the world outside the 
  mountain too intriguing and never turned back. 
  Salamander Fiend Racial Traits
  +2 Intelligence, +2 Constitution, -2 Dexterity: 
  Fiends are cunning and hardy, but their stony 
  flesh limits their mobility.
  Type: Salamander fiends are outsiders with the 
  native subtype.
  Medium: Though fiends are thickly built, they 
  are still Medium-sized creatures and receive no 
  bonuses or penalties due to their size.
  Normal Speed: Fiends have a base speed of 
  20 feet, due to their mass and ungainly stature.
  Darkvision: Fiends can see in the dark up to 
  60 feet.
  Natural Attack: Salamander fiends possess a 
  natural bite attack that inflicts 1d4 damage. This 
  is a secondary weapon.
  Fire Resistance: Salamander fiends possess fire 
  resistance 5. 
  Firespeech (Ex) A salamander fiend may use 
  thermal fluctuations to communicate soundlessly 
  to all creatures with the firespeech ability within 
  100 feet. Areas of extreme cold (below 32° F / 
  0° C) reduce this range by half.
  Fire Sensitivity: While not as vulnerable to cold 
  as titans, salamander fiends are much more sensi-
  tive than other creatures. They are affected by 
  cold environments (see Pathfinder Core Rule-
  book, Chapter 13) as if the temperature was 40° 
  lower than normal. A fiend can negate this affect 
  with endure elements or by carrying at least one 
  torch-sized flame in contact with his body.
  Slow Burn: As a full round action, a fiend can 
  cause the heat within his body to intensify. After 
  doing so, the fiend’s body glows with the inten-
  sity of a torch for one hour and does 2 fire damage 
  to all objects the fiend touches (and adds this 
  damage to natural attacks, unarmed attacks, and 
  melee attacks with a light weapon). While this 
  ability is in effect, the fiend gains cold vulner-
  ability. A fiend can end this affect prematurely as 
  an additional full round action.
  Volcanic Link: A salamander fiend who has not 
  been exiled from his tribe possesses a salamander 
  titan’s fire immunity, smoke breather, and lava 
  walk abilities while within one mile of his home 
  volcano.
  Salamander Vital 
  Statistics
  Age
  Adulthood: 2 years
  Starting Age: +1d6 years
  Middle Age: 100 years
  Old: 200 years
  Venerable: 300 years
  Maximum Age: +10d10 years
  Height and Weight
  Base Height - 6 ft.
  Base Weight - 500 lbs.
  Modifier - 3d6 in.
  Weight Modifier - X 10 lbs.
  23
  
  Alternate Salamander 
  Racial Traits
  You may replace the default salamander fiend 
  racial traits with any of the following racial traits.
  • Shimmering: Your natural radiance is particu-
  larly bright. You continually shed light equal in 
  radiance to a torch, which can only be negated by 
  covering your entire body. When using the slow 
  burn ability, your light radius is doubled and you 
  inflict 1 additional fire damage (this stacks with 
  the benefits of the Volcanic Grasp feat). This trait 
  replaces darkvision.
  • Smokewalker: You have retained some of 
  your original ability to see through dense smoke. 
  You ignore concealment penalties due to smoke 
  and fog within 20 feet. This trait replaces slow 
  burn.
  • Obsidian Flesh: Your flesh is tougher than 
  normal, but your heat is lesser as well. You gain 
  a +1 natural armor bonus to AC, but the range 
  of your firespeech is halved. This trait replaces 
  slow burn.  
  New Spells
  Firespeech
  School transmutation; Level druid/entomancer 
  1, mechamage/sorcerer/wizard 1, ranger 1, 
  thunder scout 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes
  This spell confers a salamander’s firespeech 
  ability upon the recipient, allowing them to 
  communicate soundlessly using only thermal 
  energy. All creatures within 100 feet who also 
  possess firespeech can understand this communi-
  cation, and the recipient can understand any such 
  creatures. 
  If the target already possesses the firespeech 
  ability naturally, the range at which it can receive 
  and transmit messages is doubled.
  The range of this ability is halved in any envi-
  ronments of extreme cold (below 32° F / 0° C). 
  Firespeech, Communal
  School transmutation; Level druid/entomancer 2, 
  mechamage/sorcerer/wizard 2, ranger 2, thunder 
  scout 2
  Target creatures touched
  This spell functions as firespeech, except you 
  divide the duration in 10 minute intervals among 
  the creatures touched.
  New Feats
  Goreaux Tinkerer
  A goreaux never stops tinkering… not even on 
  himself.
  • Prerequisite goreaux
  • Benefit You gain one minor golemoid implant 
  of your choice. You are considered a true 
  golemoid, and gain a steam reserve equal to 
  your Intelligence modifier (if you have or gain 
  a steam reserve from another class ability, this 
  grants +1 steam point instead). The save DC of 
  any effects related to this implant is equal to 10 + 
  1/2 your level + your Intelligence modifier. Once 
  per day, you may spend two steam points and an 
  hour tinkering on this implant to exchange it for 
  another, as per the golemoid’s interchangeable 
  parts class ability. 
  Note: Due to their inherent affinity for 
  mechamagic, this implant does not affect the 
  goreaux’s lifespan.
  Volcanic Grasp
  Your flaming touch is deadly.
  • Prerequisite +9 base attack, salamander fiend, 
  slow burn racial ability
  • Benefit The damage inflicted by your slow burn 
  racial ability is increased to 1d4. Targets affected 
  by your slow burn must make a Reflex save (DC 
  10 + 1/2 your level + your Constitution modifier) 
  or burn for 1d4 damage for 1d3 rounds, as per the 
  burn monster ability.
  24
  
  Great things cannot be accomplished alone. 
  This may not have been true throughout recorded 
  history, and indeed many accounts of great men 
  and women who have shaped the world in the 
  past have indicated that they had very little in 
  the way of support, but in modern Aden, a man 
  must rely upon his comrades if he is to have any 
  hope of achieving his ends. I may have unearthed 
  a remarkable amount of lore in my day, true, but 
  none of it was accomplished alone, and I never 
  would have survived to any of the seventeen 
  published tomes accredited to me. [Ed Note: 
  While I find my colleague somewhat insufferable, 
  I will freely admit his body of published work is 
  both large in size and significant in its accom-
  plishments . –AC]
  Any endeavor in the wilderness, which 
  presumably is the purpose of your reading this 
  particular work, requires that an individual call 
  upon skilled comrades to aid in the process. Some 
  prefer to consider such individuals employees or 
  hirelings, but I myself have always preferred to 
  call them my comrades. I pay them, of course, but 
  I find that it fosters an excellent working relation-
  ship if you do not patronize or talk down to those 
  who are going to be watching your back while 
  you are at the mercy of all manner of terrible 
  monstrosities.
  Eleuth Erian
  CR 17 - Male goreaux mechamage 11 / oracle 
  (mystery of lore) 7
  CG small humanoid (goblin)
  Init +0; Senses; darkvision 60 ft. Perception +24
  Defense
  AC 33, touch 22, flat-footed 27 (+6 shield, 
  +6 Cha, +1 size, +5 deflection, +5 natural)
  hp 153 (11d6 + 7d8 + 72)
  Fort +14, Ref +16, Will +20
  Special defenses goreaux combat training, 
  mechamagic resistance
  Offense
  Speed 20 ft.
  Melee masterwork dagger +12 (1d4)
  Ranged +5 pistol +16 (1d8+6)
  Mechamage Spells Typically Prepared 
  (CL 11th, concentration +18)
  0-Level (at will) - dancing lights, everheat rune, 
  prestidigitation, read magic
  Chapter Three - Personages of Note
  The Cogswheel Irregulars
  As should be obvious from my writings, I spent the majority of my time within Mekanus, the largest 
  and most diverse city in the world of Aden. There is more than enough to keep me busy here most 
  of the time, I should say! I do still make expeditions from time to time, but only when the potential 
  for learning [Ed. Note: Or profit. –AC] is exceptional. When I am within Mekanus and have need of 
  skilled associates for hire, I often turn to the organization known as the Cogswheel Irregulars.
  The Irregulars were founded by a group of concerned citizens from all walks of life within Mekanus, 
  and they have special dispensation to train and employ agents who possess rudimentary status as law 
  enforcement officials. The leaders of the organization are principled men and women with the finest of 
  intentions, and they offer as much training and oversight as possible, ensuring that the vast majority 
  of their agents are skilled, competent individuals who work to fulfill their contracts to the best of their 
  ability. When I find myself in need of assistance, I have never been disappointed with the Irregulars, even 
  when the matters in question have been of a decidedly delicate nature. (If you ever meet me in person, 
  ask me about my experiences in miniaturized habitats for ursax and I will tell you quite the story!)
  25
  
  1st Level (6/day) - crafter’s fortune (x2), grease, 
  mend construct, protection from evil, unseen 
  servant
  2nd Level (6/day) - construct servant, extended 
  mage armor (x2), glitterdust (x2), make whole
  3rd Level (6/day) - dispel magic, fly, haste, 
  repair construct (x2), seek thoughts
  4th Level (4/day) - direct golem, empower 
  golem, false life, greater, stoneskin
  5th Level (3/day) - rapid repair (x2), teleport
  6th Level (2/day) - construct servant V, fluid 
  form
  Oracle Spells Known  
  (CL 9th; concentration +15)
  0-Level (at will) - create water, detect magic, 
  ghost sound, light, mage hand, read magic, 
  spark, stabilize, virtue
  1st Level (8/day) - bless, cure light wounds, 
  divine warning, entropic shield, identify, know 
  the enemy, sanctuary, shield of faith
  2nd Level (8/day) - aid, consecrate, cure 
  moderate wounds, levitate, make whole, minor 
  image, protection from evil, communal, tongues
  3rd Level (5/day) - cure serious wounds, dispel 
  magic, locate object, searing light
  Statistics
  Str 10, Dex 11, Con 18, Int 25, Wis 13, Cha 22
  Base Atk +10; CMB +9; CMD 19
  Feats Craft Construct, Craft Magic Arms and 
  Armor, Craft Wand, Craft Wondrous Item, 
  Empower Spell, Expanded Arcana, Extend 
  Spell, Extra Revelation, Scribe Scroll, Spell 
  Focus Transmutation, Spell Specialization 
  (Rapid Repair), Theurgy
  Traits Cosmopolitan Education (+1 Spellcraft 
  and counts as class skill), Magical Knack (+2 
  oracle caster level)
  Skills Appraise 5 (+15), Craft (machinery) 18 
  (+30), Craft (sculpting) 5 (+17), Disable 
  Device 18 (+30), Fly 5 (+8), Heal 10 (+14), 
  Knowledge (arcana) 18 (+28), Knowledge 
  (dungeoneering) 5 (+15), Knowledge 
  (engineering) 18 (+28), Knowledge (history) 18 
  (+28), Knowledge (local) 5 (+15), Knowledge 
  (nature) 5 (+15), Knowledge (planes) 5 (+15), 
  Knowledge (religion) 5 (+15), Perception 18 
  (+24), Use Magic Device 18 (+27),
  Languages Arcadian, Earthtongue, Eastern 
  Common, Fundamental, Giant, Lowland, 
  Sylfanic, Vanoran, Western Common
  SQ call minion (distress, intercede), golem 
  minion, hardy, keen mind, improved tinkering, 
  mechamagic mastery, oracle curse (haunted), 
  oracle revelations (focused trance, mental acuity, 
  sidestep secret, think on it), permanent arcane 
  sight
  Equipment +5 mithral buckler, +5 pistol, 
  amulet of natural armor +5, belt of mighty 
  constitution +6, cloak of resistance +5, 
  engineer’s workgloves, eyes of the eagle, handy 
  haversack, headband of mental prowess (Int 
  and Cha +6), mask of a thousand tomes, orb 
  of utter chaos, ring of arcane signets, ring of 
  protection +5, masterwork dagger, masterwork 
  crafting and thieves tools, countless scrolls 
  and wands, numerous golems, spellbook that 
  contains all 0-level mechamage spells as well 
  as the following spells: (1st level) comprehend 
  languages, crafter’s fortune, dancing lantern, 
  detect undead, enrage constructs, erase, 
  golemguard, golemspeak, grease, jury-rig, 
  mage armor, mend construct, protection from 
  evil, repair vehicle, see alignment, snapdragon 
  fireworks, true strike, unseen servant, (2nd level)
  break object, construct servant, detect thoughts, 
  detonate golem, glitterdust, golemrunes, make 
  whole, pilot’s guile, resist energy, steambreaker, 
  stoke the flame, stone call, whispering wind, 
  (3rd level), arcane sight, construct servant 
  II, daylight, dispel magic, displacement, 
  fly, Golemsight, Golemwrack, haste, repair 
  construct, seek thoughts, (4th level) construct 
  servant III, direct golem, empower golem, false 
  life, greater, golembane, helldriver, remove 
  curse, stoneskin, true form, (5th level) break 
  enchantment, construct servant IV, golembreath, 
  overland flight , permanency, rapid repair, 
  soothe construct, teleport, transmute mud to 
  rock, unbreakable construct, (6th level) bestow 
  brilliance, construct servant V, fluid form, 
  getaway, rebuild minion, and the following 
  mechamage writs: durable, elemental, 
  enchanted, gazing, gigantic, impervious, 
  magical, mighty, potent, reinforced, steadfast, 
  steed, swift, talented.
  Eleuth’s Rock Golem Minion
  N Large construct
  Senses darkvision 60 ft.; Perception +11
  Defense
  AC 23, touch 14, flat-footed 23 (+2 armor, 
  +0 Dex, -1 size, +5 deflection, +7 natural)
  hp 74 (9d10 + 29)
  Fort +3, Ref +3, Will +3
  26
  
  27
  
  Offense
  Speed 40 ft.
  Melee 2 slams +19 (2d6+8)
  Ranged 2 eyebeams ranged touch (2d6)
  Special defenses construct traits, DR 3/
  adamantine, evasion
  Current Writs (Loyalty 10) 
  enchanted, gazing, gigantic, impervious, 
  magical, mighty, reinforced, steed, swift, talented
  Statistics
  Str 26, Dex 10, Con -, Int -, Wis 11, Cha 1
  Base Atk +9; CMB +10; CMD 20
  Feats Power Attack
  Skills Perception 11 (+11)
  Languages Arcadian, Earthtongue, Eastern 
  Common, Fundamental, Giant, Lowland, 
  Sylfanic, Vanoran, Western Common
  SQ Share spells
  Equipment ring of protection +5
  The purpose of this ledger is to introduce you, 
  valued readers, with individuals who could poten-
  tially be of great service to you. My associate 
  Eleuth is valuable, of that there can be no doubt 
  whatsoever; my only hesitation in acquainting 
  you with him in this manner is that, quite frankly, 
  his talents are so prodigious that very few can 
  hope to afford to purchase his expertise, even if 
  only briefly. Eleuth is a mechamage of incredible 
  skill, but I consider him a polymath due to his 
  extensive expertise in areas of so-called divine 
  magic in addition to his prodigious arcane abili-
  ties.
  Eleuth was born to skilled mechamages and 
  inherited much of his parents’ prowess. He has 
  confided in me that he was raised largely by 
  servants and spirits conjured by his parents’ 
  magic. I tell you this not because his personal 
  background is any of your (or my!) business, 
  naturally, but because he is a man possessed of 
  unique social skills and tendencies, so please take 
  that into consideration if you choose to solicit his 
  services and do not be offended by his eccen-
  tricities. I assure you, his brilliance is well worth 
  any oddities one must endure to benefit from his 
  company.
  To be clear, I am recommending Eleuth as a 
  resource due to his prodigious mechamagical 
  abilities. However, I would be remiss if I did not 
  mention that his previously mentioned divine 
  abilities are significant as well. Unfortunately, 
  they seem to be a subject of some contention with 
  Eleuth, and he is unlikely to discuss them save 
  to express himself via a number of strange half-
  riddles and leading questions. My friend seems to 
  enjoy evoking a strong sense of mystery in every-
  thing he does, and again, this is merely part of the 
  price one has to pay to secure the talents of such 
  an individual.
  Searstone
  CR 5 - Salamander fiend ranger (guide) 6
  CG Medium humanoid (salamander fiend)
  Init +8; Senses Darkvision 60 ft; Perception +6
  Defense
  AC 16, touch 13, flat-footed 13
  hp 51 (6d10+18)
  Fort +8, Ref +8, Will +3
  Special defenses fire resistance, fire sensitivity
  Offense
  Speed 20 ft.
  Melee +1 longsword / +1 short sword 
  +7/+2/+2/-1 (1d8+3/1d6+3)
  Ranged longbow +9/+4 (1d8)
  Ranger Spells Prepared  
  (CL 3rd; concentration +4)
  1st Level - resist elements, speak with animals
  Statistics
  Str 14, Dex 17, Con 16, Int 12, Wis 12, Cha 10
  Base Atk +6/+1 CMB +8 CMD 15
  Feats Improved Initiative, Improved 
  Two-Weapon Fighting, Skill Focus (Stealth), 
  Improved Two-Weapon Fighting
  Traits Folk Magic (endure elements 1/day, 
  CL 1), Reactionary (+2 initiative)
  Skills Handle Animal +6, Heal +7, Knowledge 
  (Nature) +7, Perception +6, Ride +6, 
  Stealth +12, Survival +7
  Languages Firespeech, Moltean, Western 
  Common
  SQ slow burn
  Equipment +1 longsword, +1 short sword, 
  masterwork studded leather armor, longbow 
  with 20 arrows, ranger’s kit
  If you ever find yourself in need of an expedi-
  tion somewhere in the wilderness of the Charred 
  Peaks (and if you do I am truly sorry for what-
  ever grave misfortune led you to such dire 
  circumstances), I cannot be clear enough about 
  this next point: you must hire a guide if you re 
  28
  
  to have any chance whatsoever of survival. Even 
  in a real as deadly as Urbana, the Charred Peaks 
  stand out as one of the most threatening, and to 
  delve into them without a knowledgeable guide 
  is tantamount to suicide, perhaps even murder if 
  you take other ill-informed individuals with you. 
  Obviously there are a number of skilled guides 
  available for hire in the city of Smult, but the very 
  finest can be contacted through intermediaries in 
  Rose.
  I cannot begin to express the level of skill that 
  Searstone possesses; her talents are so astonishing 
  that they seem much more like supernatural abili-
  ties than merely a gift for moving unseen and 
  unheard. Regardless, she appears to be intimately 
  familiar with the entirety of the Charred Peaks as 
  well as the wildlife found there, including what 
  local plants are edible. On one expedition, my 
  men and I lost our provisions in a cackler attack, 
  but Searstone rather easily provided us with local 
  roots and other flora I could not immediately 
  identify. Some of it was quite tasty! I actually 
  grow some tubers she introduced me to in my 
  local garden here to supplement my diet.
  Searstone is extremely reserved, as is common 
  with her people, but she does warm up after some 
  time. Once you have proven that you trust and 
  value her counsel and her skills, she will become 
  more open with you; more so than the money you 
  will pay her, this is her true reward, I think. Keep 
  in mind, however, that she is extremely cautious 
  about who she works with, and for good reason; 
  there are many in Urbana who do not distinguish 
  between outcast salamanders and their kin in the 
  volcano of Smult, and who might be inclined to 
  kill her on sight simply because of her race. It is 
  a tragedy, but such is the world in which we find 
  ourselves.
  Tairis
  CR 7 - Half-Elf bard (arcane duelist) 5/
  gunslinger 3 
  CG Medium humanoid (elf, human)
  Init +5; Senses low-light vision; Perception +12
  Defense
  AC 22, touch 16, flat-footed 17 (+6 armor, 
  +3 Dex, +2 dodge, +1 deflection)
  hp 47 (8 HD; 5d8+3d10+8)
  Fort +5, Ref +10, Will +5; +2 vs. enchantment, 
  immune to sleep
  Offense
  Speed 30 ft.
  Melee +2 longsword +10/+5 (1d8+4/19-20) or 
  dagger +8/+3 (1d4+2/19-20)
  Ranged masterwork pistol +10/+5 (1d8/20) 
  or masterwork pistol w/deadly shot +8/+3 
  (1d8+4/20)
  Special Attacks bardic performance 20 rounds/
  day (distraction, fascinate, inspire competence +2, 
  inspire courage +2, rallying cry)
  Bard Spells Known  
  (CL 5th; concentration +8)
  0-Level (at will) - dancing lights, detect magic, 
  ghost sound (DC 13), mage hand, mending, 
  prestidigitation
  1st Level (5/day) disguise self, feather fall, 
  grease (DC 14), vanish
  2nd Level (3/day) bladed dash, blistering 
  invective (DC 15), mirror image
  Statistics
  Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 16
  Base Atk +6; CMB +8; CMD 24
  Feats Arcane Strike, Combat Casting, Deadly 
  Aim, Dodge, Extra Grit, Gunsmithing, Quick 
  Draw, Skill Focus (Use Magic Device)
  Skills Acrobatics +7, Bluff +10, Diplomacy +10, 
  Escape Artist +7, Intimidate +14, Knowledge 
  (arcana) +7, Knowledge (dungeoneering) +6, 
  Knowledge (engineering) +7, Knowledge 
  (geography) +5, Knowledge (history) +5, 
  Perception +10, Perform (Sing) +12, Sense 
  Motive +6, Sleight of Hand +7, Spellcraft +10, 
  Stealth +7, Use Magic Device +12
  Languages Common, Dwarven, Elven
  SQ arcane bond (longsword), deeds (deadeye, 
  gunslinger’s dodge, gunslinger initiative, pistol-
  whip, quick clear, utility shot), elf blood, elven 
  immunities, grit, keen senses, multitalented, nimble
  Equipment +2 longsword, +2 mithral chain 
  shirt, masterwork pistol (4) with 20 bullets, ring of 
  protection +1, adamantine bullets (4), backpack, 
  dagger, gunsmith’s kit, hemp rope (50 ft), powder 
  horn with 20 doses of black powder, silver bullets 
  (4), sunrod, waterskin, 20 gp
  The last time I saw my friend Tairis, he was 
  performing in a simple tavern in the coastal 
  city of Tellai, far to the south of my new home 
  in Mekanus. I suspect that unless something 
  drastic has changed in his  habits, you wouldn’t 
  find him there now; he simply does not remain 
  in one place long enough to put down roots. It 
  is his belief that, in the world of Aden after 
  29
  
  the Darkfall, inspiration is in short supply, and 
  he best serves his fellow man by traveling and 
  sharing his stories with others. I find it difficult 
  to disagree with any part of that philosophy, quite 
  honestly.
  I have had occasion to work closely with 
  Tairis on several different occasions, and I have 
  learned to appreciate all of his many skills. From 
  what he has revealed in his songs, he was part 
  of a wealthy merchant family prior to the Dark-
  fall, but he lost his family and his fortunes in the 
  fall of Columbey and the rise of Mekanus. His 
  stories make it sound as if he was something of 
  a hedonist prior to the Darkfall, but his sharp 
  mind clearly indicates he was a student of higher 
  learning at some point, and his incredible talent 
  with firearms strongly indicates he has had no 
  shortage of opportunities to defend himself since 
  the nocturnal hordes came to Aden.
  Regardless of his other skills, however, Tair-
  is’s most important contribution to any effort 
  is his incredible knowledge of lore. His stories, 
  while embellished for the purposes of entertain-
  ment, are all steeped in local legends and personal 
  experience. While many of his songs are based 
  upon his own exploits against the nocturnals, 
  Thekk 
  Stonewarden
  CR 4 - Male dwarf fighter (crossbowman) 5
  LG Medium humanoid (dwarf)
  Init +4; Perception +1
  Defense
  AC 20, touch 16, flat-footed 15 (+3 Dex)
  hp 37 (5d10+10)
  Fort +6, Ref +5, Will +2
  Offense
  Speed 15 ft.
  Melee masterwork dwarven waraxe +7 (1d10+2)
  Ranged +1 heavy crossbow +12 (1d10+4)
  Statistics
  Str 14, Dex 19, Con 14, Int 12, Wis 12, Cha 10
  Base Atk +5 CMB +7; CMD 21
  Feats Crossbow Expert, Deadshot, Point Blank 
  Shot, Precise Shot, Rapid Reload, Weapon 
  Focus (Heavy Crossbow)
  Traits Folk Magic (shield 1/day, CL 1), 
  Reactionary (+2 initiative)
  Skills Appraise +3, Climb +7, 
  Craft: Brewing +10, Handle Animal +5, 
  Intimidate +5, Knowledge (Dungeoneering) +8, 
  Knowledge (Engineering) +8, Profession: 
  Brewer (+5), Ride +10, Survival +8, Swim +7
  Languages Dwarven, Eastern Common, 
  Western Common
  SQ bravery +1 (bonus to Will saves vs. fear)
  Equipment +1 heavy crossbow (including 5 
  tangle bolts and 1 screaming bolt), masterwork 
  dwarven waraxe, +1 kikko armor, amulet of 
  natural armor +1,  belt of inherent dexterity +2, 
  masterwork artisan’s tools (brewing)
  Sometimes the most important thing one can 
  have on any expedition outside the city is a strong 
  sword arm. Granted, if you do not know where 
  you are going, you are as good as dead, and if you 
  do not possess the knowledge you need in order 
  to overcome a foe for whom steel is insufficient 
  then there is little that can be done, but the sheer 
  number of threats one will face that can simply be 
  defeated by a powerful warrior will overshadow 
  everything else. Toward that end, I never leave 
  the city without a number of great warriors to 
  accompany me, regardless of my destination.
  Although it is difficult to tell from his name, 
  and he certainly doesn’t wish to discuss his past 
  in any significant detail, Thekk Stonewarden is a 
  dwarf of, I believe, Carraway descent. He has no 
  discernible accent, but I have rarely seen anyone 
  as gifted with a crossbow as Thekk outside of 
  that nation’s boundaries. He is not only a skilled 
  marksman but he is gifted with other weapons as 
  well, most notably the traditional weapons of his 
  people, the axe and the hammer. Having him at 
  my side has always put my mind at ease tremen-
  dously, as I know that I can depend upon him 
  Thekk is valuable for other reasons as well. 
  Despite that his race has a general reputation for 
  being a dour people, Thekk is a remarkably jovial 
  sort. He brings good humor and cheer to virtually 
  any situation, and on more than one occasion I 
  have heard him bellowing good-natured laughter 
  even while fighting for his life in the wilds of 
  Urbana. To be fair, however, he is somewhat 
  overly fond of drink, which is another negative 
  stereotype often associated with his people, and 
  while he can be counted upon not to overindulge, 
  he is an amateur brewmaster of some skill, and 
  will often inadvertently lead other members of 
  the party to overindulge without realizing it.
  30
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1 .0a Copyright 2000, Wizards of the Coast, Inc .
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by  
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Pathfinder 
  Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat.  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn Carman and Rich Wulf.
  Aden Wildlife Journal, Volume 1. © 2015 Kyoudai Games, LLC; Author: Rich Wulf, Chris Koch, and Shawn Carman.
  31
  
  Volume 1
  From the greatest zoological minds in Aden, the 
  Aden Wildlife Journal is a must-have guidebook to 
  the most dangerous creatures present in the Known 
  Lands today! An essential resource for anyone 
  traveling outside the well-defended cities of the 
  realm, this inaugural tome, authored by the esteemed 
  Professor Danderfall Malcolm of Mekanus, explores 
  the creatures of Urbana in exhaustive detail, as well 
  as exploring the myths and reality of some of Aden’s 
  most misunderstood people.
  • Witness the horror of the Floating Brain!
  • Experience the terror of the Smoke Demons!
  • Flee before the murderous intent of the Threshers!
  • And many more!
  Product # KYG050001
  ©2015 Kyoudai Games. 
  All rights reserved.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kyoudai/Aden Wildlife Journal Vol 1.pdf