TEXT: The World of Aden originAlly creATed by ShAne lAcy henSley
  There is a story among the sailors who frequently travel the seas south 
  of the Known Lands, about an idyllic island that appears on no maps. 
  Called Leatherback Island because of the large number of tortoises that 
  make their home upon its beaches, the island is supposedly free from 
  any significant threats and home to abundant resources that are of 
  significant value to sea-going vessels, such as a large supply of 
  small game, a great deal of fresh fruit, and ample fresh water. 
  Ships can often put into port there and restock during long 
  voyages, as long as they cause no significant disruption. Those 
  who do find that the island itself seemingly turns against 
  them, which is something that no one fully understands. A 
  few believe that there is a powerful druid who makes his 
  home on the island and sees himself as its protector, and 
  who drives away anyone who fails to respect it. They 
  also ascribe the difficulty in locating the island to this 
  druid’s influence.
  They are only partially correct.
  Leatherback Island is not at all what it seems, 
  and while it is an excellent source of resupply 
  and recreation for the weary crews of seagoing 
  vessels, it is incredibly dangerous on a scale far 
  beyond anything that could easily be guessed. 
  And the island is indeed home to a powerful arch-
  druid who seeks to protect nature from being 
  despoiled, but chiefly as a means of protecting 
  the Known Lands from a threat more ancient than 
  any of the races currently inhabiting the world of 
  Aden.
  Credits
  Written by: Shawn Carman
  Editing: Shawn Carman
  Interior Artwork: Gary Dupuis of Purple 
  Duck Games
  For Kyoudai Games
  Shawn Carman, Creative Department
  Rich Wulf, Mechanical Design
  Ryan Carman, Logistics & Development
   
  Butch Carman, Chief Financial Officer
  Mike Brodu, Graphic Design & Branding
  Original Graphic Design: Robert Denton
  1
  
  Ignorant of the truth behind Leatherback Island, denizens of this 
  area of the world regard it as an almost mythical place of wonder, with 
  those who stumble across it considered to have good luck as a result of 
  encountering it. Attempts to map its exact location have long since been 
  abandoned, as numerous attempts have proven inaccurate, sometimes 
  by a matter of hundreds of nautical miles. The Cartographer’s Society 
  has mapped its location no less than a half dozen times, each time later 
  discovering that their maps were no longer accurate. The prevailing 
  opinion among the society’s membership is that the island is home to 
  some strange, unknown phenomenon which either grossly distorts the 
  perceptions of others, resulting in a repeated failure to map its location, 
  or, more rarely, a magical force that actually moves the island itself 
  periodically, which results in its constant movement. 
  Features of the Island
  • The Covered Beach – The most readily accessible beach, or at least 
  the one most accessible to crews of ships wishing to make landfall on 
  Leatherback Island, is also the one that gives the island its name. For 
  reasons unknown, the beach attracts vast numbers of sea turtles. Some 
  lay their eggs in the sand as per normal, but many more seem to simply 
  lounge upon the beach for a short while before returning to the ocean. 
  There is no immediately apparent reason for this behavior, and even 
  those finely attuned to the natural world, such as druids and rangers, 
  have no explanation for it. Other terrapins are present in the area as 
  well, including a surprising array of land-based species who constantly 
  loiter around the treeline. Some visitors to the island have mistaken 
  these denizens for an easy source of food, but this has proven a disas-
  trous mistake, one that is quickly and ruthlessly punished by Aerys 
  Summerfall and her chosen followers. 
  • The Iron Tower – An anomaly on an otherwise completely natural 
  island, the Iron Tower is the sole structure of any industrialized nature 
  on the entirety of Leatherback Island. Compact and enigmatic, the 
  tower has a single room on each of its three stories, resembling nothing 
  quite so much as a small inverted cone with a blunted tip that reaches 
  slightly above the treeline. The tower remains locked and apparently 
  vacant at all times, and a soft, somewhat rhythmic thrumming can be 
  heard emanating from it. The vibrations, while soft, can still be felt 
  in the ground for a dozen feet or so around the tower itself. Anyone 
  who gains access to the tower would find it almost filled with strange 
  mechamagical devices in a state of perpetual operation; they are the 
  source of the vibrations that the tower is known for. However, any 
  attempt to discern their purpose automatically fails, because they don’t 
  seem to do anything other than make the vibrations, which themselves 
  serve no immediately apparent purpose. Anyone familiar with his work 
  might recognize the handiwork of the well-known mechamage known 
  as Mykal the Toymaker from the Known Lands, although how or why 
  he would have established an outpost in such a remote location is a 
  mystery, much less what possible purpose it could serve to have done 
  so or why the island’s druid protector would permit such a thing when 
  all other efforts at colonization have been so brutally rebuffed. Anyone 
  who observes the tower long enough will notice that, periodically, small 
  mechanical servitors emerge from various small openings, traverse a 
  portion of the tower, and enter another small opening. These servitors 
  invariably resemble small woodland creatures or even insects. The 
  vibrations that the tower emits are strangely soothing, and can lull a 
  man to sleep if given the chance. 
  • The Shellbacks – The center of Leatherback Island is home to a trio 
  of low mountain peaks that are the only appreciable elevation anywhere 
  on the islands. The mountains themselves are white in color, but don’t 
  appear to be composed any of the more commonly known white stones. 
  The mountains are largely free of any impurities, with no known incon-
  sistencies or presence of other minerals found within them, at least in 
  the limited amount that such things can be studied with the few caves 
  available for examination. For the few who have tried, the stone is noto-
  riously difficult to harvest and, for unknown reasons, gradually loses its 
  structural strength over time after being removed; within a few years 
  of being taken from the mountains, the stone is powdery in brittle, so 
  much so that it is of little value as building material. The material is also 
  surprisingly porous.
  Denizens  
  of the Island
  The Natives
  Although referred to as natives by those few who visit the island, 
  the name is very much a misnomer, as the small handful of individuals 
  who make Leatherback Island their permanent home are not native to 
  the region but have instead been stranded there over time. Ostensibly 
  under the leadership of the druid Aerys Summerfall, these individuals 
  are the remnants of castoffs, shipwreck survivors, refugees, and other 
  dregs who have ended up on the island through misfortune or chance. 
  Generally, those who wash up on its shores are granted temporary 
  asylum by Aerys as long as they respect her rules and accept that they 
  will be granted passage off the island at the earliest possibility. Those 
  who are so stranded often chafe under the strict rules, which ensure that 
  they offer the least possible disruption to the natural order as possible, 
  including minimal if any hunting and no shelter permitted to be erected. 
  Those who defy her are cast into the sea to fend for themselves, which 
  frequently means nigh-immediate death. Those who acquiesce are 
  granted passage on the first available ship, which Aerys arranges via 
  trade in the island’s renewable resources, such as fruit, vegetables, 
  lumber, and water. 
  Occasionally, there are those who find that life on the island is 
  fulfilling in some way, whether because of their personal philosophies 
  toward the natural world, a desire for solitude, or some other individual 
  inclination. Those who find the island suitable in this manner are some-
  times invited by Aerys to remain. At present, despite the island’s large 
  size, there are less than two dozen permanent residents, most of whom 
  live in small groups or completely alone. All defer to Aerys and do as 
  she bids in all things. Sometimes this is simply because it is her decision 
  who remains on the island, and other times it is because they have come 
  to hold her in high regard over time, respecting her as a natural leader 
  and a wise woman whose leadership is valuable.
  The Shellson Tribe
  In the coral reefs surrounding Leatherback Island, reefs that are 
  with it no matter its location, there dwells a small tribe of slurgithians, 
  although those familiar with the aquatic species from the Known Lands 
  might have some difficulty recognizing them as such. For whatever 
  reason, this particular tribe has come to more closely resemble sea 
  turtles than the eels that their mainland brethren resemble; it may be 
  that this is a distinct sub-species with members in other locations at sea, 
  but if so they have not been encountered by any known groups.
  The slurgithians consider themselves defenders of the island, 
  although they have been gently persuaded against attacking non-violent 
  visitors by Aerys, whom they do not like but whom they do respect 
  as a powerful defender of their homeland. The Shellsons know many 
  secrets about the island, knowledge otherwise known only to Aerys, but 
  it is rare that they will deign to communicate with outsiders, much less 
  share their knowledge. On occasion, they choose to pursue vengeance 
  against visitors who prey upon the island’s tortoises, a tendency that the 
  island’s few natives are content to let stand, and who take up arms only 
  when the Shellsons decline to act. 
  2
  
  Persons of Note
  Aerys Summerfall, the Archdruid
  Female elf druid 12 * CR 11
  N medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +17
  Defense
  AC 23, touch 14, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, 
  +2 shield)
  hp 79 (12d8+22)
  Fort +11, Ref +9, Will +14; +4 vs fey and plant-targeted effects
  Offense
  Speed 30 ft.
  Melee +1 sickle +12/+7 (1d6+3) or masterwork shortspear +12/+7 
  (1d6+2)
  Ranged masterwork shortspear +13/+8 (1d6+2)
  Special Attacks wild shape 5/day
  Druid Spells Prepared (CL 12th; concentration +16)
  6th – control winds (DC 20), greater dispel magic, repel wood
  5th – call lightning storm (DC 19), cure critical wounds, ice storm, 
  tree stride
  4th – cure serious wounds, dispel magic, flame strike (DC 18), 
  freedom of movement, sleet storm
  3rd – call lightning (DC 17), cure moderate wounds, greater magic 
  fang (3), protection from energy (DC 17)
  2nd – barkskin (2), bear’s endurance, bull’s strength, cat’s grace, fog 
  cloud
  1st – endure elements, entangle (DC 15), faerie fire, obscuring mist, 
  shillelagh, speak with animals
  0 (at will) – detect magic, guidance, stabilize, virtue
  Statistics
  Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 8
  Base Atk +9, CMB +11; CMD 26
  Feats Augment Summoning, Combat Casting, Combat Reflexes, 
  Dodge, Power Attack, Spell Focus (conjuration)
  Skills Climb +8, Fly +9, Handle Animal +5, Heal +11, Intimidate 
  +1, Knowledge (nature) +13, Linguistics +3, Perception +17, Sense 
  Motive +9, Survival +15, Swim +7
  Languages Elven, Western Common
  SQ elf blood, nature bond (Weather domain), nature sense, trackless 
  step, wild empathy +11, woodland stride
  Combat Gear potion of haste, wand of cure moderate wounds 
  (8 charges)
  Other Gear +1 ironwood breastplate, +1 darkwood heavy shield, 
  +1 sickle, masterwork shortspears (4), bag of holding (type 1), 
  cloak of resistance +2, headband of inspired wisdom +2, ring of 
  protection +1, healer’s kit, spell component pouch
  Aerys Summerfall is one of a rare few who could accurately be 
  described as an arch-druid. Her magic is incredibly powerful and her 
  link to the living world is even more powerful, so much so that it has 
  extended her life long past even what is expected of elves. She alone 
  knows the full extent of the secrets of Leatherback Island, and she has 
  never found anyone worthy of entrusting them to; perhaps if she had, 
  she would have by now chosen a successor and relinquished her duties 
  to another, finally having the rest she has earned so many times over. 
  But the mortal world is a dark place, was so even before the Dark-
  fall, and those whose souls have the purity and strength to carry such a 
  burden are so rare that she has not seen one in centuries. 
  Thorik Redfall, the Apothecary
  Male dwarf alchemist 7 * CR 6
  NE medium humanoid (dwarf)
  Init +6; Senses darkvision; Perception +9
  Defense
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
  hp 56 (7d8+21)
  Fort +9, Ref +10, Will +4; +4 vs poison
  Offense
  Speed 30 ft.
  Melee masterwork light mace +6 (1d8)
  Ranged masterwork light crossbow +8 (1d8)
  Special Attacks bomb 11/day (4d6+4 fire; DC 17)
  Alchemist Spells Prepared (CL 7th; concentration +11)
  3rd – absorbing touch, heroism
  2nd – alchemical allocation, barkskin, false life, invisibility
  1st – bomber’s eye, cure light wounds, disguise self, expeditious 
  retreat, shield 
  Statistics
  Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 12
  Base Atk +5, CMB +5; CMD 17
  Feats Brew Potion, Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Point-Blank Shot, Throw Anything, Toughness
  Skills Appraise +10, Craft (alchemy) +14, Disable Device +12, 
  Knowledge (engineering) +11, Knowledge (local) +11, Perception 
  +11, Sleight of Hand +12, Spellcraft +14, Stealth +9, Survival +11
  Languages Dwarven, Eastern Common, Fundamental, Giant, Jurakti, 
  Western Common
  SQ alchemy (alchemy crafting +7, identify potions), discoveries (acid 
  bomb, enhance potion 4/day, latest dose, mutagen (+4/-2, +2 natural, 
  70 minutes), precise bombs, poison use, swift alchemy, swift poisoning
  Combat Gear 3 potions of cure moderate wounds, 3 alchemist’s fire
  Other Gear +1 studded leather armor, masterwork light crossbow 
  with 20 bolts, masterwork light mace, alchemist’s kit, cloak of 
  resistance +1, ring of protection +1, 542 gold crests
  Years ago, there was an unfortunate shipwreck on Leatherback 
  Island, the only survivor of which was a dwarven alchemist named 
  Thorik Redfall. A particularly hardy and inventive sort, Thorik recov-
  ered quickly and set out to explore the island, leaving the beach behind 
  before Aerys even noticed that he had survived the wreck and come 
  ashore. Knowing that the possibility of rescue was beyond his control, 
  Thorik instead focused on discovering anything that might be of use 
  in his craft on the island, figuring that if he was rescued he could 
  make use of it later. The island’s flora and fauna did not particularly 
  interest Redfall, but the mineral content of the mountains interested him 
  tremendously. Although he could not identify anything unique about the 
  stone, he sensed something was different, and harvested as much as he 
  was able and could carry. A short time later, as fate would have it, he 
  was rescued by a ship stopping off to stock up on fresh water.
  Over time, Redfall discovered that the natural decay of the stone into 
  an enigmatic white powder provided an incredible boon to his craft, as 
  the powder itself augmented the potency of his alchemical creations 
  dramatically. He carefully conserved what he had taken from the island, 
  using it only for those customers who could afford to pay truly exor-
  bitant prices for his concoctions, turning several pounds of powder 
  into a vast fortune one pinch at a time. Eventually, though, Thorik’s 
  supply ran out, and with it, his means of maintaining his outrageous 
  income. As time went on, he knew that he would need more if he were 
  to keep the lifestyle to which he had become accustomed. Accordingly, 
  Redfall amassed a small fleet of merchant marine ships serving under 
  his command, and has begun actively searching for Leatherback Island 
  in order to ensure his supply. 
  3
  
  Unfortunately for Redfall, there is little to no chance that Aerys 
  Summerfall will miss a group of ships the size of his making landfall on 
  what she regards as her island, and will respond accordingly.
  Adventure Hooks
  • A massive land tortoise, one of the largest ever seen, has ambled 
  across Leatherback Island and discovered the Iron Tower. The lullaby-
  like vibrations appear to have affected it, and it has fallen asleep next 
  to the tower. Unfortunately, during its sleep it has shifted slightly rests 
  against it, muting the vibrations somewhat and making them slightly 
  discordant (although only those intimately familiar with the tower 
  would notice the variance). The beast’s slumber is so deep that not even 
  Aerys and her powerful nature magic can awaken it, but she seems 
  insistent that it must be awakened, and without violence. She seeks 
  outside aid from any adventurers who might be on the island at the time.
  • The merchant fleet of the apothecary Thorik Redfall has finally 
  found Leatherback Island, and descends upon it like a flock of hungry 
  birds. The sheer number of personnel setting foot on the island dwarfs 
  any previous incursions, and Redfall has knowledge of the island’s 
  defenses. Using alchemical explosives, his forces drive away the local 
  slurgithians before even making landfall, and his forces are enough to 
  potentially make it difficult for even Aerys to fend them off, at least 
  for a short time. Redfall himself and his minions head for the Spines to 
  harvest as much rock as can be carried in the ships, and their explosive 
  endeavors shortly throw the entire island into absolute chaos. Aerys 
  and the natives are desperate for aid to avoid using the most powerful 
  magics against the interlopers, which the archdruid is apparently reluc-
  tant to do for reasons she will not divulge (see below for more informa-
  tion on why she might wish to avoid it).
  Expanded Adventures  
  on Leatherback Island
  To understand the true potential for expanded adventures on Leather-
  back Island, one must first understand the truth behind the island itself. 
  Or rather, one must first understand the truth behind what others believe 
  to be an island, for it is not an island at all.
  Aerys Summerfall is the latest in a very long line of incredibly 
  powerful druids who have made their home in the southern seas, all 
  for the express purpose of safeguarding the world against a potential 
  threat older than mankind. Aerys has rare knowledge: that the people 
  of Aden once worshipped gods long ago. This is a common conjec-
  ture among prominent scholars in the Known Lands, who theorize that 
  these ancient religions were lost during the centuries of the Great War 
  long ago. However, what no one realizes is that, if these gods were not 
  simply superstition and did actually exist, they were not the first divine 
  creatures to walk upon the surface of the world. Creatures huger than 
  anything ever conceived, and more powerful than can easily be imag-
  ined, these beings are perhaps the forces that gave birth to the world 
  in the first place. These creatures eventually gave in to the slumber of 
  ages, most of them buried deep beneath the surface of the world. Only 
  one remains nearby, the lightest sleeper of them all, and it is upon this 
  creature’s back that Leatherback Island exists. Its name is no longer 
  remembered by any living thing, or may never have been known in 
  the first place, even Aerys is not certain, but she knows the creature as 
  Tarratos, the Scion of the Seas, the Sire of Storms. 
  It would be easiest to describe Tarratos’s physical form as a 
  tortoise, although that would not exactly be correct, somewhat akin to 
  comparing an iguana to a dragon. Tarratos slumbers amid the ocean 
  waters, a portion of its protective shell above the water. Over thousands 
  of years, windborne soil and sand has accumulated on its shell to a 
  sufficient degree that plants have taken root and given rise to an island-
  like environment indistinguishable from any other island in the region. 
  Wildlife has arrived there over time as well, ensuring that the illusion 
  is perfect. The Shellbacks, the mountains at the island’s center, are not 
  mountains at all, but the bony protrusions at the apex of the creature’s 
  massive shell. The reason that it is so difficult to extract materials from 
  the mountains is that Tarratos’s bone is far harder than any stone, and it 
  gradually decays once separated from the rest of its body. 
  Tarratos, and presumably other creatures of the same sort, are not 
  inherently good or evil, agents of neither order or chaos, but are beyond 
  such labels. They are quite literally primordial forces of nature, capable 
  of reshaping entire continents if the circumstances are right. Their 
  ongoing slumber is essential to the continued survival of civilization, 
  simply because the power they possess is too great to exist alongside 
  mankind and his endeavors. It is for this reason that Aerys and her 
  lineage have labored for so long to keep the existence of Tarratos a 
  secret and to keep it safe from those who might attempt to exploit it or 
  inadvertently awaken it. As primal beings of nature, these creatures are 
  intrinsically linked to the natural world, and development of ordered 
  structures is anathema to them. If Aerys allowed a large population or 
  extensive development to take place on Leatherback Island, Tarratos 
  would eventually awaken. The ramifications of such an awakening 
  would change the face of the world.
  Unfortunately, whatever sinister intelligence exists behind the forces 
  of the Darkfall is aware of Tarratos’s existence, and longs for little 
  more than to awaken the great beast. The fear that such a thing would 
  evoke would be a veritable feast for the Darkfall and certainly inspire 
  the creation of an entirely new generation of nocturnals. The destruc-
  tion of existing power structures would only increase the influence 
  of corrupted throughout the Known Lands as well, and would begin 
  the apocalypse that began when the Darkfall took place over a decade 
  ago. Aerys Summerfall has sworn that such a thing must never happen, 
  which is why she defends the island and its secrets with such relentless 
  fervor. She even went as far as to recruit a mechamage from the Known 
  Lands, a brilliant man she trusted above all others, to create the Iron 
  Tower, whose vibrations serve as a sort of lullaby to ensure Tarratos 
  continues to slumber even when other troubling circumstances arise.
  Unrelated to the Darkfall’s hunger for Tarratos’s wakefulness, the 
  creature has unknowingly contributed to the dangerous nature of sea 
  travel in the southern seas between the Known Lands and the Misari 
  Expanse. Centuries ago, Tarratos in his slumber roamed too close to the 
  mainland and a weaker portion of his underside was cut on a reef. It was 
  a tiny scrape, nothing the beast would even have noticed if awake when 
  it happened, much less sufficient to wake him from his slumber. Given 
  the scale of the beast, however, hundreds of gallons of his blood leaked 
  into the sea over the course of weeks, and those creatures that ingested 
  it slowly grew to enormous size. Those creatures begat offspring of 
  similar size and so on, leading eventually to a region of the southern seas 
  populated by enormous creatures easily able to attack and disable ships 
  as they see fit, and often doing so having mistaken the ships for prey 
  of worthy size. Something of Tarratos’s essence passed to these crea-
  tures as well, for when they congregate in large enough numbers, the 
  region they occupy is plagued with vicious, frequent storms that further 
  discourage sea travel, which has kept the Misari Expanse reasonably 
  separated from the Known Lands for much of the past few centuries. 
  Although known by Aerys Summerside as the Sire of Storms, among 
  other things, Tarratos rarely inspires elemental fury in his own vicinity, 
  which may be a product of his slumber. His spiritual descendants, the 
  behemoths and leviathans that loiter in the southern seas, suffer no such 
  limitations or self-control.
  4
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by  
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  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.
  Thunderscape The Aden Gazette #10, Islands of the Known Lands: Leatherback Island. © 2018 Kyoudai Games, LLC; Author: Shawn Carman.
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kyoudai/Aden Gazette 10 - Leatherback Island.pdf