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  Rite Publishing Presents: 
  The Secrets of the Divine: 
  Adventure, Earth, Magic, & Water 
  Supreme Patriach (Author): Steven D. Russell
  Archbishop (Editor): Robert N. Emerson
  Bishop (Cover Artist): James “Devin Night” Hazelett
  Clerics (Interior Artists): James “Devin Night” Hazelett,
  Jacob Blackmon, Jonathan Roberts 
  Choir Boy (Layout and Publisher): Steven D. Russell
  Dedication To my mother Sylvia Russell, for her faith in me, may she rest in peace.
  Special Thanks: To Andrew Matzen, Craig Johnson, David Kohler, David Mallon, E. 
  Daniel Esgate, Erik Stiene, Franz Georg Roesel, Gregg Bender, Guenther Hamprecht, 
  Heiko Chodura, Henry Wong, James Barnette, Jared Strickland, Jason Kramer, Jay 
  Joyner, Jonathan Chiaravalle, Matthew Craft, Oliver von Spreckelsen, Patrick Plouffe, 
  Paul Fijma, Steven Wales, Teresa, and Thilo Graf. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
  The Secrets of the Divine: Adventure, Earth, Magic, & Water Copyright © 2014 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights 
  reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
  
   
  Our Grandfather of Water and Wave 
   
  “Listen and heed the call of Our Grandfather of Water 
  and Wave, be not distracted by other mortals, for they 
  cannot determine another’s destiny, especially your 
  own. Learn to sail in high winds, and abandon all hope 
  that the sea will ever rest. Stop standing on the shore 
  and staring out at the water, if you do not, you shall 
  never cross it. ” – Shipwright Sulgen’s speaking the 
  ritual remarks of the Night of Sacrifice. 
   
  “We give thanks to Our Grandfather of Water and 
  Wave. For today, the waves have not flooded our 
  homes. We give thanks to Our Grandfather of Water 
  and Wave. For today, the monsters of the deep have not 
  sunk our vessels. We give thanks to Our Grandfather of 
  Water and Wave. For today, the winds are with us and 
  our sails are whole.”  -The Thrice Given Prayer of The 
  Mariner’s Basin. 
   
  Alignment: CN 
  Portfolio:  Fishing, Lakes, Ocean, Rain, Rivers, 
  Streams, Sailing, Sailors, Sea Creatures, Sea Storms, and 
  Water 
  Worshipers: Fathers, Fishermen, Grandfather, Pearl 
  Divers, Privateers, Sailors, Sea Creatures, Whalers 
  Aliases: Sovereign of Waters, Master of the Sea, 
  Unending Wave, Unmoved Whale, Raging Shark, 
  Magnificent Dolphin 
  Domains: Chaos, Destruction, Travel, Water, Weather 
  Subdomains: Catastrophe, Exploration, Oceans, Rage, 
  Storms 
  Superior:  Our Queen of Wisdom and Mercy 
  Allies: Our Father of Star and Sky, Our Grandmother 
  Earth, Our Mother of Madness 
  Foes: Their Dark Lord of Fire 
  Symbol: A sea creature in front of a wave 
   
  The churches of Our Grandfather of Water and 
  Wave collect the outpourings of his worship, and I have 
  found them in nearly every seaport and community that 
  exists near a large expanse of water. The followers pray 
  for rain, seek blessings for sailors and anglers; and ask 
  favor be granted upon new water-going vessels (and I 
  would never set sail upon a vessel that had not 
  requested such favor). For particularly important and 
  epic journeys, they make elaborate sacrifices in the 
  water, cutting open bulls, and letting the blood and 
  water commingle. This is to symbolize that all things 
  owe their life to the water. Sacrifices though are not a 
  common practice. The sacred orders are there only to 
  aid the faithful and I can attest offer guidance. They 
  proclaim they are not necessary for the faithful to form a 
  bond with Our Sovereign of Waters, for the worship of 
  Our Unending Wave is extremely personal. In addition, 
  while the Basins are a place of devotion and prayer, 
  these temples of Our Master of the Sea are not somber, 
  quite locations, they are home to untamed roaring 
  celebrations accompanied by hard drink and often other 
  carnal activities. They are like Our Unmoved Whale 
  both wild and serene. 
   
   
   
  The most prominent temple to Our Magnificent 
  Dolphin in Questhaven is the Mariner’s Basin, which is 
  located partly on an actual tidal basin at the edge of the 
  Quay’s docks. They collect massive tithes and sacrifices 
  for their work, along with the fees from the privateers 
  they organize for the Questor’s Society. This grants them 
  a great deal of available wealth though not as much as 
  the Great Church of the Pantheon. The Mariner’s Basin 
  is more powerful secularly than it is spiritually due to 
  effective control over the city’s access to the sea. I will 
  tell you that the rumors I hear, speak to the corruption 
  of the clergy due to this power and wealth, but from my 
  investigations they have not grown so bold, nor so 
  arrogant as to challenge the power of the Questor’s 
  Society. 
  Questhaven does not have a standing navy, and 
  rather commissions a large fleet 
  of privateers. 
  Commanding each ship are members of the Questor’s 
  Society. The Mariner’s Basin serves a vital function in 
  organizing crews for each of these ships, and many refer 
  to these folk collectively as Privateers of the Raging 
  Shark. If adventure on the high seas is to your liking, life 
  as privateer in the service of Questhaven and The 
  Mariner’s Basin is a popular choice. 
  Hierarchy within the church is unique to each 
  individual basin. At the Mariner’s Basin’s the most 
  powerful cleric who holds the title “Shipwright” rules the 
  Dockhands (clergy)  and he serves as a religious advisor 
  and teacher of the faithful, but spends most of his time 
  dealing with the vast number of tithes, sacrifices, and 
  privateers. The Aesthetics of the Sea (paladin archetype) 
  are utterly uninvolved with the basins short of 
  occasionally captaining a privateer ship; they wander 
  the endless waves doing what they can for everyone but 
  themselves. Finally, the Privateers of the Raging Shark 
  
   
  who are a secular mercenary order accept nearly any 
  and all who apply, I myself was a member for a short 
  time before joining the Questor’s Society. 
   
  Mythology 
  You have all heard the legend of the empire sunk 
  beneath the waves, the fabled lost utopia that was drown 
  by Our Grandfather of Water and Wave for their 
  hubris. I am here to tell you that one of their outpost 
  cities exists to this day in the depths of the Leviathan 
  Sea somewhere along the eastern edge of the Plumbless 
  Trench. It is an advanced ancient acropolis with strange 
  lost artifices and wondrous forgotten magical arts. 
  However, my fellow Questors you should beware, 
  though it is ripe with treasure Our Sovereign of Waters 
  wants no part of the city to escape his depths, and so has 
  set many monstrosities of the sea to guard it. Foremost 
  among these monstrosities are the ship breaker sea 
  serpent Ghalvoar Lhamatar and the stygian leviathan 
  Old Mad Jack. All the while, many of the undersea races 
  war amongst themselves within the ruins trying to lay 
  claim to the strange bits of artifice and magic. Many an 
  expedition from the surface has never returned and few 
  members of the Questor’s Society, excluding myself, 
  know of its exact location. 
   
  Manifestations 
  Our Grandfather of Water and Wave’s presence is 
  marked by the appearance of an elderly grandfather, 
  often in the form of a sea elf or merfolk wielding a 
  trident with a white almost sea-foam beard. He is most 
  likely to make appearances in the presence of fishermen 
  and sailors though seldom in sight of land. His most 
  prominent omen is a frenzied shark attacking a whale 
  with a snow-white hump, while a dolphin seeks to 
  defend it. His blessing is always a swift, safe, and 
  uneventful passage through his waters in record time. 
  Several sacred beings serve Our Master of the Sea: Our 
  Lady of the Lake, Our Lady of the Ocean, Our Lady of 
  the River, and Our Lady of the Stream are his most 
  prominent daughters, born of a dalliance with Our 
  Mother of Many Ways. They help him look over his 
  vastness. Five other gigantic sea monsters beyond the 
  two who guard the sunken empire of varying 
  descriptions, said to be large enough to swallow a small 
  fleet of ships, also serve him, though I have never seen 
  them the Outer Ocean is unfathomably large. 
   
  Holiday 
  The Shipwright hosts "The Night of Sacrifice" 
  before fishermen and sailors go out again after winter 
  has ended, and it is a carnival of absolute abandon, with 
  the Mariner’s Basin sparing no expense. Since this day 
  varies due to the weather it, its exact date varies but is 
  usually held around the end of the second month of the 
  year or the beginning of the third. The church 
  encourages believers and non-believers alike to drink 
  and eat in excess while dancing and singing, all to show 
  their gratitude to Our Grandfather of Water and Wave. 
  A great bull and six other great beasts of the land are 
  sacrificed their blood poured into the ocean to sate the  
   
   
  Leviathan Hunter 
   
  sea monsters of Our Sovereign of Waters, and all the 
  revelers are allowed to feast upon what remains. I have 
  often found it is a great night for dalliances of the flesh 
  and the heart. 
   
  Secret: 
  Why in over 2,000 years has Questhaven never 
  formed a Navy of its own? 
  I was able to sneak into a secret chamber in the 
  Mariner’s Basin during last year’s Night of Sacrifice and 
  found a near pristine scroll, written in the Old Common. 
  I had little time to do more than scan the document 
  quickly before a pile of drunken priests returned but it 
  was pact between the father of Korvak Cynmark the 
  Dread Lich and the Lady of the Ocean. The pact protects 
  fisherman and the city itself (though not any other sailor 
  or passenger ) from the two great monsters, Ghalvoar 
  Lhamatar and Old Mad Jack, so long as Questhaven 
  never owns a fleet of ships, nor forms a Navy. 
   
   
  Feats 
   
  Leviathan Hunter (Combat) 
  “Kill it now, for tomorrow it will only grow larger.” 
  Prerequisites: Knowledge (special, see below) 5 ranks 
  or favored enemy (special, see below), base attack bonus 
  +3 
  Benefit:  If you have the required ranks in the skill that 
  would identify the creature you are fighting or the 
  
   
  correct Favored Enemy designation, you deal additional 
  damage to creature that are of a larger size category than 
  you (see table below). 
   
  Number of Size 
  Categories Large 
  Additional Die 
  Damage 
  1 size category 
  +1d6 
  2 size categories 
  +2d6 
  3 size categories 
  +3d6 
  4 size categories 
  +4d6 
  5 or more size categories 
  +5d6 
   
  Special: You may take this feat multiple times, 
  choosing a different creature type each time, as long as 
  you meet the prerequisites. 
   
  Water’s Wrath 
  “You are hard and strong, it is soft, and weak. But it 
  shall flow and you will die.” 
  Prerequisites: 
  Destruction 
  Domain 
  (or 
  its 
  subdomains), Water Domain (or its subdomain); CG, 
  CN, N, or CE alignment; must worship the deity of the 
  ocean, caster level 9. 
  Benefit: You can, as a swift action, use this feat and 
  consume three uses from both your Destruction and 
  Water domain’s 1st level abilities (or their subdomains), 
  and lace any offensive spell you cast. Select one creature 
  that spell effects, if that creature fails its saving throw 
  against that spell (offensive spells without saving throws 
  are unaffected), it must make a successful fortitude save 
  (Same DC as the spell) or  water appears and forces 
  itself into the subject’s lungs. Onlookers see the water as 
  it appears to dive inside the victim. Since the subject’s 
  lungs fill rapidly with water, holding its breath does no 
  good. The character must make a DC 10 Constitution to 
  avoid drowning. Each round, the DC increases by 1. 
  When the subject finally fails its Constitution check, it 
  begins to drown. In the first round, it falls unconscious 
  (0 hp). In the following round, it drops to –1 hit points 
  and is dying. In the third round, it drowns. Creatures 
  that can breathe water or do not breathe are immune to 
  this spell. 
   
   
  Rogue Talents 
   
  Improvised Strike 
  Prerequisites: Rogue 2nd level. 
  Benefits: 3/day as a swift action, a rogue with this 
  talent gains the ability to pick up loose boards, catapult 
  shot, or any other flotsam that might happen to be lying 
  about and use it as a deadly weapon (suffering no 
  penalty to attack rolls). Regardless of the item, the 
  improvised melee weapon deals 1d6 (x2 on a critical hit) 
  points of slashing, piercing, or bludgeoning damage (as 
  appropriate to the item). If this the first time the rogue 
  has used this talent against that opponent, the rogue can 
  feint or perform a combat maneuver without provoking 
  an attack of opportunity as part of the swift action.  Long 
  items (such as ladders) have reach according to their 
  length, and items with many protrusions (such as 
  chairs) give a +2 circumstance bonus on Disarm combat 
  maneuvers. 
  The rogue cannot use this benefit in a round in which 
  she has gained additional multiple attacks (such as from 
  the haste spell or speed weapon property). 
   
  Privateer Familiar 
  Prerequisites: Rogue 2nd level. 
  Benefits: A rogue with this talent acquires an exotic 
  pet—a monkey or parrot (treat as raven)—that gains 
  abilities as a wizard’s arcane bond (familiar), using the 
  rogue’s class level as her wizard level. The familiar’s 
  share spells ability is replaced by the share talents 
  ability that grants the familiar the benefits of your rogue 
  talents if applicable to its form (it does not however gain 
  a familiar of its own). 
   
   
  Advanced Rogue Talents 
   
  Civil Menace 
  Prerequisites: Rogue 10th level. 
  Benefits: A rogue with this talent has learned how to 
  make people see reason through “parley” with his fierce 
  reputation helping to enforce his will. A rogue with this 
  talent receives a morale bonus on all Diplomacy and 
  Intimidate checks equal to 1/2 her rogue class level. 
   
  Hoist the Colors High  
  Prerequisites: Rogue 10th level. 
  Benefits: The unique insignia of the rogue with this 
  talent is so well known that when it is displayed on a flag 
  or banner, every ally (including herself) within 50 feet of 
  it gains a +4 morale bonus on attacks. This bonus lasts 
  for 10 rounds after the flag is revealed, or until it is 
  destroyed or lowered, whichever comes first. Hoist the 
  Colors High may be used three times per day, and the 
  rogue must either hoist the flag personally or hand it to 
  an ally who then hoists it. 
   
   
  Spells 
   
  Diver’s Damnation 
  School necromancy [curse]; Level cleric/oracle 5 
  Casting 
  Time 1 standard 
  action 
  Components V, S, DF 
  Range touch 
  Target creature 
  touched 
  Duration permanent 
  Saving Throw Will negates; Spell Resistance yes 
  You cannot cast this spell unless you possess both the 
  travel domain (or its subdomains), and the water 
  domain (or its subdomain) or the oracle mystery waves. 
  With this spell you pronounce a horrible curse the 
  inflicts decompression sickness often called “The Bends” 
  upon the target of the curse. This causes a deep and 
  excruciating join pain, swelling of the subject’s skin, 
  accompanied by tiny scar-like skin depressions and a 
  severe tightening feeling around the abdominal region 
  that can lead to near-paralysis.  Upon a failed save this 
  
  inflicts a -8 penalty to Constitution, a -4 circumstance 
  penalty on attack rolls, skill checks, and ability checks 
  along with the staggered condition. A successful save 
  results in a -2 circumstance penalty on attack rolls, skill 
  check, and ability checks for 1 hour but otherwise the 
  subject is rendered immune to your use of this spell for 
  24 hours. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell. 
  Ascetics of the Sea (Paladin Archetype)
  The Ascetics of the Sea avoid involvement with 
  Mariner’s Basin though I have met one who served 
  aboard a Privateer ship; they are to my understanding a 
  group of marvelous fanatics whose devotion takes them 
  away from the faithful. Ascetics of the Sea give up the 
  comfort of hearth, home, family, intimate relationships, 
  marriage, and even the very idea of community or 
  citizenship. I have only encountered them wandering 
  the wide world doing what they can for everyone but 
  themselves. I believe the idea is that by living a life of 
  perpetual goodness, aiding others whenever and 
  wherever they can, they show humility by becoming 
  servants to the mortal races, besides embracing an 
  insane way of living they are some of the best men and 
  woman I have ever met. By living lives of perpetual self- 
  denial, they show their sacrifice to Our Grandfather of 
  Water and Waves. They are therefore one of the more 
  common “adventuring” holy orders of all the churches. 
  Since their faith requires them to be away from the 
  basins, traveling by land and sea to aid others, I have 
  often encountered them in places where trouble is near, 
  or at the depths of ruins. They do not keep any wealth 
  except what they deem necessary for their survival and 
  they never hold any property beyond what they can 
  carry. They do not accept accolades or rewards for their 
  services, one turned down a dedication in one of my 
  many guidebooks, and one even politely but insistently 
  asked that I never sing the song I composed praising her 
  deeds again. They seek to be the most humble personage 
  in existence, all the while perfecting their skill in martial 
  matters so they may better fight for the good of the 
  world they serve. 
  Paladins of Our Grandfather of Water and Waves 
  use their gifts to focus on the sacred power the deity has 
  placed within each of them. Unleashing this power takes 
  patience and comes at a price. Aesthetics of the sea have 
  the following class features. 
  Ascetic Power (Su): At 4th level, an Ascetic of the Sea 
  learns to use the power of her faith for multiple effects. 
  This class feature replaces the paladin's spells class 
  feature. An ascetic of the sea does not gain any spells or 
  spellcasting abilities, does not have a caster level, and 
  cannot use spell trigger or spell completion magic items. 
  At 4th level, the ascetics of the sea’s body is divinely 
  purified and protected as a living temple. As she gains in 
  power, her body becomes increasingly immune to the 
  effects and conditions her mercies can overcome. If her 
  mercy would overcome that, effect or condition, treat  
  Brightwave, 
  An Ironborn Ascetic of the Sea 
  the ascetics of the sea as being immune to that effect 
  and/or condition. 
   At 8th level, the ascetics of the sea gain Aquan as a 
  bonus language. In addition, she may add her Charisma 
  bonus (minimum +1) as a bonus to her Swim checks and 
  never takes an armor check penalty to her Swim checks. 
  Finally, her mercies also grant water breathing and she 
  gains the amphibious special quality. 
  At 16th level, as a swift action, ascetics of the sea 
  can cause a mighty wave to appear that pushes or pulls a 
  single creature. Make a combat maneuver check using 
  your CMB with a +4-circumstance bonus against the 
  target. If successful, you may pull or push the creature 
  as if using the bull rush or drag combat maneuver. You 
  can use this ability a number of times per day equal to 
  your Charisma bonus (minimum +1). 
  At 20th level, once per day as a standard action, this 
  effect allows you to create a whirlpool anywhere with 
  devastating effects for 2 minutes. You create a 200-ft. 
  radius sphere or hemisphere of water; in its center there 
  is a 5-foot wide extradimensional hole that produces a 
  powerful vortex. Within that extradimensional space, 
  the vortex is 200-ft. deep; the whirlpool does not 
  otherwise displace any original underlying material 
  (such as the floor). All creatures in the area of effect can 
  hold their breath as a free action at the moment this is 
  spell is cast. You can create the vortex on the deck of a 
  ship as easily as on a dungeon floor or in the open sky. 
  The vortex produces a powerful current extending from 
  the edge of the vortex to a vortex’s depths, such that a 
  
   
  creature in the area of effect must make a Swim check 
  (DC 30 + your Charisma modifier) to swim normally. 
  Failure means the creature cannot use a move action to 
  move this round and is drawn 1d6×10 feet toward the 
  center of the vortex. If the Swim check fails by 5 or 
  more, the swimmer is sucked down beneath the vortex. 
  Freedom of movement has no affect against a 
  maelstrom spell as this is normal movement, and 
  movement caused by a maelstrom does not provoke 
  attacks of opportunity. When a creature reaches the 
  vortex, it must make another Swim check at the same 
  DC. If this check succeeds, the swimmer is ejected from 
  the vortex and thrown to the edge of the effect (roll 
  randomly to determine direction). If the check fails, the 
  swimmer is pulled down. 
  A creature pulled down takes 20d6 points of 
  magical bludgeoning damage (creatures with damage 
  reduction 5 or higher than cannot be overcome by 
  magical bludgeoning damage are immune to this 
  damage) and remains pinned on the bottom, where it 
  takes an additional 1d6 points of damage each round. 
  The creature can only escape by making a successful 
  Swim check (same DC needed to avoid being pulled 
  under). If successful, the swimmer is thrown clear of the 
  vortex but remains underwater at the vortex’s depth 
  (roll to determine direction). When 2 minutes have 
  passed, creatures and objects within the hole instantly 
  rise up from the bottom of the vortex until they are at 
  the original top of the vortex. 
  Boats and ships can fall afoul of the vortex just as 
  creatures can, but the vessel’s pilot can fight the current 
  with a Profession (sailor) check (same DC as a Swim 
  check to resist the current). On a failed check, a boat or 
  ship less than 20 feet long has a 95% chance to capsize, 
  a vessel from 20 to 60 feet long has a 50% chance to 
  capsize, and a vessel over 60 feet long has a 20% chance 
  to capsize. Even if a vessel does not capsize, it is drawn 
  1d6×10 feet toward the vortex on a failed check. When a 
  vessel reaches the vortex, it suffers 4d6 points of 
  damage and may sink unless its pilot makes a successful 
  Profession (sailor) check (same DC as a Swim check to 
  resist being pulled under, but with a +1 bonus per 10 
  feet of the vessel’s length). If the vessel sinks, it breaks 
  apart and goes under in 1 round, with all creatures 
  aboard thrown into the water and forced to make Swim 
  checks to avoid being sucked under. 
   
  Aura of Calm (Su): At 8th level, an ascetic of the sea 
  is immune to detrimental compulsions and morale  
  penalties. An ascetic of the sea can choose to suppress 
  morale bonuses or penalties granted by spells such as 
  bless, good hope, heroism, and rage. She can also 
  choose to have it negates a bard's ability to inspire 
  courage or a barbarian's rage ability. It also suppresses 
  any fear effects and removes the confused condition 
  from all targets. While within the aura, a suppressed 
  spell, condition, or effect has no effect. When a creature 
  leaves the area of an aura, the original spell or effect 
  takes hold of the creature again, if its duration has not 
  expired in the meantime. This ability replaces Aura of 
  Resolve. 
   
   
  Our Grandmother Earth 
   
  “Our Grandmother Earth, I pray for little and for 
  much:  A good crop, rain, and other such. I pray when 
  we’re done with our turn on the land, it passes to folk 
  who understand. For if, to reap and sow are part of 
  your great plan. I pray to you Our Venerable Hare that 
  it will end as it began”- The Tender’s Prayer. 
   
  “If you sow a tainted seed, you will poison what you 
  reap” –Proverbs of Our Venerable Hare. 
   
  Alignment: LN 
  Portfolio: Agriculture, Cultivated Soil, Fertility, Gems, 
  Earth, Life, Growth, Metal Ores 
  Worshipers: Farmers, Grandmothers, Miners, 
  Ranchers, Old Women, Those who revere the earth 
  Aliases: Sovereign of the Earth, Mistress of the Mines, 
  Foremother, Wellspring of Fertility, Venerable Hare 
  Cleric Domains: Animal, Earth, Law, Plant, Repose, 
  Repose 
  Subdomains: Ancestors, Decay, Fur, Caves, Growth, 
  Metals, Toil, Radiation 
  Favored Weapon: flail 
  Superior:  Our Queen of Wisdom and Mercy 
  Allies: Our Father of Star and Sky, Our Grandfather of 
  Water and Wave, Our Queen of Wisdom and Mercy  
  Foes: Their Dark Lord of Fire, Their Vicious Brother of 
  Destruction 
  Symbol: Bundle of grains before a tall mountain or a 
  diamond before a tall mountain 
   
  The followers of Our Grandmother Earth are most 
  prominent in the rural areas where farming and mining 
  take place, and I have found her shires, churches, and 
  temples scattered across these areas. Here, farmers and 
  miners pray daily, so that Our Sovereign of the Earth 
  may bless their crops, keep them safe, and aid in their 
  discoveries of a new mineral vein. In urban locations, 
  they are not nearly as numerous; here people worship 
  her more as Our Venerable Hare, the patron of 
  grandmothers and as Our Wellspring of Fertility 
  seeking her blessing for a healthy child, as my first wife 
  and I did. Within most cities, she is a close ally of the 
  church of Our Queen of Wisdom and Mercy as they care 
  for the residents of their city. 
  The Protectorate immediately around Questhaven 
  holds a massive communal complex of over 40,000 
  acres dedicated to Our Grandmother Earth; the 
  Foundation of Gold is what feeds the city of Questhaven 
  and they dedicate a small portion of their food giving it 
  as a gift to the Healing House of Mercy for the feeding of 
  the destitute. Connected to the Healing House of Mercy 
  
   
  is the Wellspring Foundation dedicated to helping 
  women who seek assistance with their fertility, my first 
  wife and myself spent some time here when we were 
  attempting to conceive a child. 
  The members of the Questors Society can often find 
  themselves being treated like grandchildren or find that 
  the church as sent a councilor from the church to them, 
  if they cause injury or harm to farmers or miners. The 
  church does not confront Questors directly, but rather 
  seeks to determine if a Questor’s wild and destructive 
  ways that often pillage the earth, prevented some 
  greater harm. If wanton destruction is the only 
  motivation, and the Questor in question ignores 
  guidance from the church, it is likely they will find 
  themselves the victim of a legendary curse where all 
  food and ale they put to their lips is spoiled.  I myself 
  have never fallen victim to this curse but one of my 
  former companions has, after in a fit of rage he set fire 
  to a mill, with a burning hands spell just to watch it 
  burn. 
  Hierarchy within the church is a gerontocracy of 
  women, with the three orders following the guidance of 
  the Venerable Council the Prelates (clerics, oracles, 
  divine channelers, etc.) are the most numerous, the 
  Wardens of the Earth (paladin archetype), and the 
  Gleaners of the Hare (monk’s archetype) also have a seat 
  on the council.  There are two factions among the 
  prelates though they are extremely friendly with each 
  other the Reapers are found within the foundations, 
  ministering to daily worshippers and gathering in the 
  bounty of Our Sovereign of the Earth. The Sowers 
  however eschew connection to any establishment, seeing 
  the earth as their ministry; these wandering priests heal 
  the sick and the maimed so that they may continue the 
  work of Our Mistress of the Mines and a few sowers 
  count themselves as members of the Questors Society. 
  The Sowers often found shrines out in the wider part of 
  the Protectorate away from the foundations; while the 
  Reapers send young acolytes to later tend them when 
  the Sowers move on. Also be aware that many of the 
  elder Reapers are in actuality retired Sowers. 
   
  Mythology 
  Our Grandmother Earth once came to visit a great 
  potentate in the ancient times who desired nothing more 
  than the perfect child to inherit his name and power. He 
  ruled wisely with his people living in harmony with the 
  land, taking what was necessary and always giving back 
  to its growth and vitality. So given to him by Our 
  Wellspring of Fertility was an emerald rabbit the 
  Cottontail Stone, whom ever possessed it, would be able 
  to control the birth of children. Sadly, this power 
  corrupted what he envisioned; his perfect child after his 
  death used the Cottontail Stone to create a vast and 
  horrible army of monstrosities, the fruit of his loins 
  sculpted by the power of the stone. Many are the tales 
  relating the theft and loss of the Cottontail Stone, 
  repeated over the eons, tales of benevolent use and the 
  creation of abominations the world over. It was last used 
  by the hag Nilith the Nightcrone when she used it to 
  create The Wretch from her own loins and the blood of a 
  great orc chieftain in service to the Immortal Emperor.  
   
   
  None knows what became of it after the fall of the 
  Cynmark 
  Empire, 
  though 
  I 
  have 
  found 
  some 
  circumstantial evidence that point to its use in the 
  Adamantine Mines of Kilwich. 
   
  Manifestations 
  The 
  sudden 
  appearance 
  of 
  an 
  observer’s 
  grandmother or an elderly woman marked by the fields 
  or the mines scholar’s claim is a manifestation of Our 
  Grandmother Earth. Her most prominent omen is that 
  of an ancient hare, the color of gold and green; I once 
  encountered this just before a portal to the Dark 
  Tapestry opened for the Dwellers in the Darkness to 
  enter the Adamantine Mines of Kilwich. Her blessing is 
  always an unlooked for but needed meal, uncut gem, or 
  unworked precious metal; I was once favored by the 
  discovery of a piece of uncut jade which I gifted to our 
  midwife, when my first wife told me she was pregnant 
  with our first child. 
  Several sacred beings serve Our Grandmother of the 
  Earth: Uroboros, the World Serpent, whose coils 
  encircle the earth as it eats its own tail; The First 
  Watcher who seeks to warn and protect miners, she was 
  the first dwarf ever to transform herself into a gargoyle; 
  and Finally St. Amenebi, Sower of Seeds, said to be the 
  first mortal being that learned to grow crops season 
  after season in the lands of the Protectorate, she is the 
  patron saint of famers. 
   
  Holiday 
  The Breaking of the Earth is a high festival in the 
  Protectorate, as it celebrates the beginning of planting 
  season, the opening of new mines, and a large fertility 
  festival all rolled into one. It takes place over a 4-day 
  period declared by the Venerable Council of the 
  Foundation of Gold but always occurs in the 3rd or 4th 
  month of the year. The first day is fair is a public event 
  exhibiting 
  the 
  equipment, 
  animals, 
  sports, 
  and 
  
   
  recreations associated with the work of the fields, mines, 
  and animal husbandry. The festival at the Foundation of 
  Gold comprises a massive and famous livestock show, 
  with a judged event of breeding stock, a trade fair, 
  competitions, and entertainment showing off the 
  prowess of those trained in riding and handling animals. 
  The second day is a public display of various different 
  kinds of foods and ales, while kith and kin in bountiful 
  but private feasts occur on the third day. The festival 
  ends with a race of various kinds of mounts up on the 
  final day. 
   
  Secret: 
  How did the Foundation of Gold come to control so 
  much land and agricultural wealth? 
  During 
  the 
  Insurrection 
  of 
  Adventure, 
  the 
  Foundation of Gold was a small monastery of Sowers 
  who worked closely with smugglers to provide food to 
  the people of the Protectorate. When the Questors 
  Society emerged as the victors the Foundation of Gold 
  grew rapidly 
  through 
  the 
  help 
  of 
  its 
  devoted 
  congregation and the newly appointed but “corrupt” 
  government officials during the transition of the 
  Protectorate’s economy.  Understand that when I say 
  corrupt, these are folk who would have starved to death 
  if not for the church, and felt a deep debt of gratitude. In 
  addition, when the Circle of Heroes issue land grants to 
  the people of Questhaven anyone who had fertile land 
  near the Foundation of Gold gave it to them, every single 
  one. I have not as of yet found any evidence that the 
  church itself coerced these deed transfers, but rumors 
  persist and some families maintain that the smugglers 
  who worked with them did, and they are now some of 
  the richest grain merchants in the Protectorate. An 
  occasional Questor is hired to gather some form of 
  evidence to take before the courts of Our Steely Judge, 
  not none have succeeded to this date. 
   
   
  Feat 
   
  Prelate’s Lace 
  “Toil is never wasted upon the earth; it can refine even 
  the weakest of spirit.” 
  Prerequisites: Earth Domain (or its subdomains), Toil 
  subdomain; channel energy class feature, LN, CG, or LE 
  alignment; must worship the deity of the earth. 
  Benefit: You can as a swift action, use this feat and 
  consume three uses from both your Earth domain and 
  Toil subdomain’s 1st level abilities, and lace any offensive 
  spell you cast. This lace causes one creature that spell 
  effects to make a successful saving throw against that 
  spell (offensive spells without saving throws are 
  unaffected) or suffer acid damage equal to your channel 
  energy class feature dice and receive a sacred penalty to 
  any physical activities requiring a d20 die roll (including 
  attack rolls and physical skill checks). The penalty is 
  equal to half the number of channel energy dice, 
  rounded up, that you would normally roll when 
  channeling energy (3d6 equals -2, 5d6 equals -3, etc.). 
  The damage is instantaneous but the penalty lasts for a 
  number of rounds equal to your character level. 
  Hungering Curse (Legendary Curse) 
  Needless destructions to the fruits of the earth you have 
  wrecked; your blasphemy will not stand unchecked. 
  Type curse; Save Will DC 38 
  Background Over a hundred years ago, a mad 
  patrician of House Larkchild poisoned the grain tower of 
  the Foundation of Gold, one the day before the high 
  festival Breaking of the Earth. And then invited the 
  whole of his family and the priests of the foundation to a 
  feast at his home, only those who could not attend 
  survived. This curse is very rarely uttered, as it requires 
  an individual to have violated rites of hospitality plus 
  commit wanton destruction or spoiling of livestock, 
  agriculture or a mine, though many members of the 
  church of Their Vicious Brother of Destruction suffer 
  from it. 
  Effect The subject spoils all food and drink it attempts 
  to consume. Liquid and food-based magic items (such as 
  potions) and items in a creature's possession must 
  succeed on a Will save (DC 10 + 1/2 the subject’s HD +  
  its Wisdom modifier) or become ruined. The subject is 
  constantly hungry and thirsty though it does not need to 
  eat or drink. At the beginning of each day, the subject 
  must make a Will save (same DC) or suffer a 
  circumstance penalty equal to half its HD on attack rolls, 
  skill checks, and ability checks due to this pain. 
  Cure (DC 10) Subject must replace what he has 
  destroyed, or restore it to working use. Once this task is 
  completed the subject can have an effect that can 
  remove a bestow curse used upon him. This act adds a 
  +20 circumstance bonus to any attempt to remove this 
  curse. 
   
   
  Gleaners of the Hare (Monk Archetype) 
  I have met two Gleaners of the Hare in my travels. 
  The one who I know the best is a strange old woman 
  with no name that lives in a rundown shack at the edge 
  of a nameless potato farming community upon the 
  slopes of Mt. Jotunheim just west of the Dire Weald. The 
  second I met around the area of the Ioun Stone mines 
  on the eastern slope of Mt. Jotunheim, a wild-eyed 
  barefoot man with dirt on his hands, he never spoke but 
  showed up at just the right moment to save the day. 
  From what I have learned all Gleaners of the Hare live 
  outside of society, but apparently exist to protect the 
  common folk. According to the strange old woman, they 
  have abandoned their names and never refer to 
  themselves or say that one should call them, if they have 
  a name it is only what others refer to them by. They were 
  both unappealing to the eye and the nose, as they bathe 
  little and do not bother with the trappings of holiness; 
  they are an utterly impoverished order and are happy to 
  live by foraging in unqualified squalor. They are 
  mendicants, meaning they live off the charity of others 
  and do not keep many possessions, giving away all they 
  own but their weapons, a few humble vessels of power 
  that help them serve Our Grandmother Earth, and the 
  clothes on their backs. They have no formal organization 
  or hierarchy simply settling down to protect a single 
  community of farmer or miners, though some such as  
  
  Gleaner of the Hare 
  my barefooted friend do take up a life of walking the 
  earth like a knight errant’s with a rare few joining the 
  Questor’s Society.  I did notice that they both bore a 
  brand on the palm of their left hand with the symbol of 
  their order, a hare standing in front of a mountain. 
  From what I have learned, it represents the endurance 
  of the earth coupled with the humility of the hare. 
  Damage Reduction (Ex): At 1st level, a gleaner 
  gains damage reduction. Subtract 1 from the damage the 
  gleaner takes each time she is dealt damage from a 
  weapon or a natural attack. At every three gleaner levels 
  thereafter (3rd, 6th, 9th level, etc.), this damage 
  reduction rises by 1 point. Damage reduction can reduce 
  damage to 0 but not below 0. This ability replaces 
  Stunning Blow and Quivering Palm. 
  Aura of Courage (Su) At 3rd level, a gleaner is 
  immune to fear (magical or otherwise). Each ally within 
  10 feet of her gains a +4 morale bonus on saving 
  throws against fear effects. This ability functions only  
  while 
  the 
  gleaner 
  is 
  conscious, 
  not 
  if 
  she 
  is unconscious or dead. This ability replaces Maneuver 
  Training 3rd. 
  Ignore Effect (Su) At 4th level, a gleaner is able to 
  ignore selected spells and conditions. At 4th level and 
  ever two levels afterward she can select an effect from 
  the list below to become immune to. 
  •
  At 4th level and higher a gleaner can select
  immunity 
  to 
  Confused, 
  Fatigue/Exhaustion,
  Sickened/Nauseated, Dazed, or Staggered. 
  •
  At 8th level and higher a gleaner can select
  immunity 
  to 
  Ability 
  Damage/Penalties,
  Blindness/Deafness or Curses. 
  •
  At 12th level and higher a gleaner can select
  immunity to Ability/Energy Drain, Paralysis, or
  Stunning. This ability replaces Slow Fall. 
  Stalwart (Ex) At 12th level, a gleaner can use mental 
  and physical resiliency to avoid certain attacks. If she 
  makes a Fortitude or Will saving throw against an attack 
  that has a reduced effect on a successful save, she 
  instead avoids the effect entirely. This ability can only be 
  used if the inquisitor is wearing light armor, medium 
  armor, or no armor. A helpless gleaner does not gain the 
  benefit of the stalwart ability. This ability replaces 
  Abundant Step. 
  
   
  Bound to the Earth (Su) At 17th a gleaner gains 
  tremorsense 30 ft. This ability replaces Tongue of Sun 
  and Moon. 
   
  Unchanging Body (Su) At 19th, the gleaner becomes 
  immune to and Petrification and Polymorph spells and 
  effects. This ability replaces Empty Body. 
   
  Body of the Earth (Su) At 20th level, a gleaner 
  becomes a magical creature. He is forevermore treated 
  as an elemental rather than as a humanoid (or whatever 
  the monk's creature type was) for the purpose of spells 
  and magical effects. Additionally, the monk is no longer 
  subject to critical hits or flanking. She also does not take 
  additional damage from precision-based attacks, such as 
  sneak attack. Unlike other elementals, the gleaner can 
  still be brought back from the dead as if he were a 
  member of his previous creature type. 
   
  Warden of the Earth  
  (Paladin Archetype) 
  Wardens of the Earth are martial order of Our 
  Grandmother Earth, who dedicate themselves to 
  protecting the mortal world from those who would 
  abuse her gifts, but primarily they oppose those that 
  intrude upon what they perceive as the natural order. 
  While the paladin’s of The Great Church of the Pantheon 
  concern themselves primarily with the protection of the 
  innocent and opposing the forces of tyranny, slaughter 
  and greed; the wardens of the earth seek out and 
  confront the incursion of unnatural forces. These are 
  primarily aberrations, outsiders, and undead whom the 
  warden’s name outlanders. While I have observed them 
  taking orders from the prelates, in general they serve the 
  church as knights-errant, in a never-ending battle 
  against what lies beyond the veil of the natural order. 
  Their creed is frighteningly simplistic, some like 
  myself consider them highly prejudicial, as they even 
  appose assimars, and godlings born of the pantheon; 
  they believe there are natural and magical beasts that 
  are a part of the mortal sphere, who Our Wellspring of 
  Fertility meant to be a part of this reality. Creatures not 
  native to this world that enter it from beyond are a 
  scourge that poisons Our Sovereign of the Earth and 
  must not be tolerated, which often means executing 
  them or if you’re lucky being banished or imprisoned. 
  They see themselves as game wardens, preserving the 
  natural order from outside intrusion, but I see them as 
  prison wardens, dealing with violators. 
   
  Alignment: Lawful Neutral 
   
  Aura of Law (Ex): The power of a warden of the 
  earth's aura of law (see the detect law spell) is equal to 
  her paladin class level. This replaces the aura of good 
  class feature. 
   
  Detect Outlander (Sp): At will, a warden of the earth 
  can use detect undead, as the spell, except it also detects 
  any aberrations, non-native outsiders, and non-
  elemental creature with the extraplanar subtype. A 
  warden of the earth can, as a move action, concentrate 
  on a single item or individual within 60 feet and 
  determine if it is an outlander, learning the strength of 
  its aura as if having studied it for 3 rounds. While 
  focusing on one individual or object, the warden of the 
  earth does not detect outlanders in any other object or 
  individual within range. 
   
  Smite Outlander (Sp): Once per day, a warden of the 
  earth can call out to the powers of the earth to aid her in 
  her struggle against outlanders. As a swift action, the 
  warden of the earth chooses one target within sight to 
  smite. If this target is an outlander (aberrations, non-
  native outsiders, undead, and non-elemental creatures 
  with the extraplanar subtype), the warden of the earth 
  adds her Cha bonus (if any) to her attack rolls and adds 
  her paladin class level to all damage rolls made against 
  the target of her smite. If the target of smite outlander is 
  an non-native outsider with the chaotic subtype, an 
  chaotic-aligned aberration, or an undead creature, the 
  bonus to damage on the first successful attack increases 
  to 2 points of damage per paladin class level the warden 
  of the earth  possesses. Regardless of the target, smite 
  outlander attacks automatically bypass any DR the 
  creature might possess. 
  In addition, while smite outlander is in effect, the 
  warden of the earth gains a deflection bonus equal to 
  her Charisma modifier (if any) to her AC against attacks 
  made by the target of the smite. If the warden of the 
  earth targets a creature that is not an outlander, the 
  smite is wasted with no effect. 
  The smite outlander effect remains until the target of the 
  smite is dead or the next time the warden of the earth 
  rests and regains her uses of this ability. At 4th level, 
  and at every three levels thereafter, the warden of the 
  earth may smite evil one additional time per day, as 
  indicated on Table: Paladin, to a maximum of seven 
  times per day at 19th level. 
   
  Heal or Harm (Su): at 2nd level and every time a 
  warden of the earth gains a level a warden of the earth 
  may choose to replace her lay on hands class feature 
  with an anti-paladin’s touch of cruelty and vice versa. 
   
  Aura of Endurance (Su):  At 3rd level, a warden of 
  the earth gains Endurance as a bonus feat. Each ally 
  within 10 feet of her gains a +2 morale bonus on all 
  Fortitude saving throws. This ability functions only 
  while the warden of the earth is conscious, not if she 
  is unconscious or dead. 
   
  Meld into Stone (Sp): At 3rd level, the power of the 
  earth makes a warden of the earth able to meld into 
  stone at will, as a move action with a caster level equal to 
  her paladin class level  This replaces  the divine health 
  class feature. 
   
  Mercy or Cruelty (Su): At 3rd level if a warden of the 
  earth may choose to replace her lay on hands class 
  feature with an anti-paladin’s touch of cruelty  she gains 
  an anti-paladin’s cruelty class feature, is she chooses the 
  paladin’s lay on hands class feature she gains a paladin’s 
  
   
   
   
  Tu “Wehrlite” Child of Kurvik, of the line of Kavu 
  Stonewarden Gargoyle and Warden of the Earth 
   
  mercy class feature. This replaces the paladin’s normal 
  mercy class feature. 
   
  Positive or Negative (Su): At 4th level if a warden of 
  the earth chooses to replace her lay on hands class 
  feature with an anti-paladin’s touch of cruelty  she gains 
  an anti-paladin’s channel negative energy class feature, 
  is she chooses the paladin’s lay on hands class feature 
  she gains a paladin’s channel positive energy class 
  feature. This replaces the paladin’s normal channel 
  positive energy class feature. 
   
  Divine Bond (Su): A warden of the earth’s divine 
  bond cannot add the holy weapon quality though it can 
  add the wounding weapon properties, in at 11th level, a 
  warden of the earth’s bonded mount does not gain the 
  celestial creature template instead it gains the advanced 
  template. Otherwise, this ability is unchanged from the 
  paladin’s divine mount class feature. 
   
  Aura of Repudiation (Su): At 11th level, a warden of 
  the earth can expend two uses of her smite outlander 
  ability to grant the ability to smite outlander to all allies 
  within 10 feet, using her bonuses. Allies must use this 
  smite outlander ability by the start of the warden of the 
  
   
  earth's next turn and the bonuses last for 1 minute. 
  Using this ability is a free action. Outlander creatures 
  gain no benefit from this ability. This replaces the aura 
  of justice class feature. 
   
  Swift Banishment (Sp): At 14th level, a warden of the 
  earth can use banishment as the spell, once per day as a 
  swift action with a caster level equal to her paladin class 
  level. At 17th level, she gains an additional use per day of 
  this class feature. This replaces aura of faith and aura of 
  righteousness. 
   
  Champion of the Earth (Su): At 20th level, a warden 
  of the earth becomes a conduit for the power of her deity 
  or ethos. Whenever she uses smite outlander and 
  successfully strikes an outlander, the outlander is also 
  subject to a banishment, using her paladin class level as 
  the caster level (her weapon and holy symbol 
  automatically count as objects that the subject hates). 
  After the banishment effect and the damage from the 
  attack is resolved, the smite immediately ends. In 
  addition, whenever she channels positive/negative 
  energy or uses lay on hands or touch of corruption, she 
  heals or inflicts the maximum possible amount. 
   
  Code of Conduct 
  A 
  warden 
  of 
  the 
  earth 
  must 
  be 
  of 
  lawful 
  neutral alignment and loses all class features except 
  proficiencies if she ever willingly commits a chaotic act. 
  Additionally, a warden of the earth's code requires that 
  she respect legitimate authority, act with honor (not 
  lying, not cheating, not using poison, and so forth), help 
  farmers, miners, herdsmen, and grandmothers in need 
  (provided they do not use the help for chaotic ends), and 
  punish those who harm or threaten innocent farmers, 
  miners, herdsmen, and grandmothers. 
  A Warden of the earth seeks to defend the mortal world 
  from the depredations of outlander. She considers all 
  life sacred and strives to protect and nurture mothers 
  and grandmothers. A warden must always remember 
  that the reason for her struggle against outlanders is to 
  protect natural life of mortal world. While pillaging 
  goblins might not be good for the current environment 
  they are a part of the earth’s natural order, they will 
  however oppose an angel as they see them as an alien 
  and unnatural influence upon the mortal world. Any 
  warden of the earth who kills another warden of the 
  earth without just cause or defiles the earth and its 
  treasures immediately loses her special abilities and is 
  considered a fallen paladin. 
   
  Associates: While she may adventure with native 
  outsider allies, a warden of the earth avoids working 
  with outlander characters or with anyone who 
  consistently offends her moral code. Under exceptional 
  circumstances, a warden of the earth can ally with 
  outlander associates, but only to defeat what she 
  believes to be a greater outlander foe. A warden of the 
  earth should seek an atonement spell periodically 
  during such an unusual alliance, and should end the 
  alliance immediately should she feel the other outlander 
  has become the greater foe. A warden of the earth may 
  accept only henchmen, followers, or cohorts who are 
  lawful neutral followers of her deity or ethos. 
   
  In addition, a warden of the earth has the 10 Prime 
  Precepts she must follow: 
   
  1. 
  Do not suffer the outlanders to exist upon the earth: 
  Outlanders are aberrations, non-native outsiders, 
  undead, and non-elemental creatures with the 
  extraplanar 
  subtype, 
  they 
  should 
  be 
  slain, 
  destroyed, imprisoned, or banished from the earth). 
  2. Do not consort with those that deal with outlanders:  
  Those who summon outlanders, animate the 
  undead, or create aberrations etceteras. 
  3. Do not join in physical or spiritual union with any 
  race not born of the earth. (No aberrations, 
  outsiders, elementals, undead or any creature with 
  the extraplanar subtype). 
  4. Do not partake of any sustenance not born of the 
  earth. No food stuffs that are extraplanar in origin, 
  no meat from aberrations, outsiders, elementals, 
  undead or creatures with the extraplanar subtype). 
  5. Do not sow the land with salt. (Do not ruin the land 
  for planting). 
  6. Do not waste seed – (either that for planting or your 
  own). 
  7. 
  Observe the day of fasting: Eat no food grown of the 
  earth on the last day of each week. 
  8. Observe the day of sharing: On the second to last 
  day of each week, you must share food with a non-
  family member. 
  9. Observe the ritual of bounty: one-tenth of all you 
  raise, grow, or earn must be given to those who are 
  needier 
  than 
  you 
  or 
  the 
  church 
  of 
  Our 
  Grandmother of the Earth. 
  10. Follow the trail of the Cottontail Stone: if one 
  discovers a trace of the holy relic known as the 
  Cottontail Stone, one must within a tenday take up 
  the quest of the stone until that trace is lost. 
   
   
  Our Heavenly Archmage of Secrets 
   
  “Magic loses its power, if you reveal its secrets. Yet 
  magic will die out, if you do not share its secrets with 
  the next generation. This is why Our Heavenly 
  Archmage of Secrets has given out clues to some 
  mysteries, while hiding others. And why wizards are 
  very particular about their apprentices.” –Myrddin, 3rd 
  Mystagogue of the Towers Unseen. 
   
  “Our All-Seeing Sovereign and All Knowing Master, 
  nothing is hidden from your sight nor your prescience. 
  Our Keeper of Secrets, bless us with your knowledge 
  
   
  and make us aware. Our Imperious Cat of Keys, grant 
  us understanding and the foresight of consequence. Our 
  Whispering Scholar of Lore, Gift us discretion and 
  prudence so we do not falter Our Aloof Rook of Locks, 
  keep us safe from the knowledge that will harm.” – 
  Prayer of the Wizard’s Apprentice. 
   
  Alignment: CN 
  Portfolio:  cats, curiosity, keys, knowledge, locks, lore, 
  magic, the mind, pseudodragons, ravens, rooks (bird), 
  runes, science, scribes, secrets, weasels 
  Worshipers: the inquisitive, mages, magi, scholars, 
  scribes, sorcerers, wizards 
  Aliases:  All-Seeing Sovereign, All-Knowing Master, 
  Keeper of Secrets, Aloof Rook of  Locks, Whispering 
  Scholar of Lore, Imperious Cat of Keys 
  Cleric Domains: Chaos, Knowledge , Magic, Rune 
  Subdomains: Arcane, Divine, Language, Memory, 
  Thought, Wards 
  Favored Weapon: staff, knife, and dagger 
  Superior:  Our Mother of Wisdom and Mercy 
  Allies: Our Mother of Many Ways, Uriel the Archangel 
  Foes: Their Dark Lord of Fire, Their Lordly Brother of 
  Cunning 
  Symbols: lock, key, or red ruby worn on the brow 
   
  You will find the towers of Our Heavenly Archmage 
  of Secrets hidden by illusion, normally within the major 
  cities, with a rare few isolated in the wilderness. They 
  serve 
  foremost 
  as 
  libraries 
  are 
  repositories 
  of 
  knowledge, some small, some vast, with scribes known 
  for stealing books, coping them for the towers, only to 
  later return them to where they were discovered.  Their 
  apprentice program for young mages funds their 
  activities along with the required payment to read books 
  from their libraries. There are also lectures given by the 
  very wise and learned on nearly every subject known to 
  mortals, but these also cost coin and are private 
  invitation only events, for the towers hoard their 
  knowledge jealously. They have a belief that each 
  individual when they die, go before Our Keeper of 
  Secrets and must prove their worth by showing what 
  hidden truths they have unraveled. Those judged worthy 
  will ascend into his service; those judge unworthy will be 
  reincarnated back into the ignorant masses to try yet 
  again.   
  The 
  Towers 
  Unseen 
  is 
  accessed 
  only 
  by 
  teleportation magics (and as such cannot be located 
  within the Gorgon Walls of Questhaven), its exact 
  locality is masked by powerful abjurations that bar even 
  discern location. There are no windows or doors leading 
  to the outside of this vast interconnected web of towers 
  and the abjurations prevent magic from reveling what is 
  outside the tower. The clergy have also developed a 
  habit of moving the furniture and even reshaping walls 
  and rooms so as to discourage mages from teleporting to 
  any place else but one of the specially prepared “advent” 
  and “exodus” rooms. Remember secrecy here is not just 
  about security, it is about religion. If the Towers are 
  trying to keep a secret, they do so zealously, and 
  recognize no law but their own within its walls.  I 
  happened to be studying in one such room when after a 
  priest I met in the Great Church agreed to take me here,  
   
   
  when a chaise longue kill some young fool when he 
  attempted to teleport in to steal one book or another.  As 
  I learned later they wiped his memory and gave him 
  over to rehabilitation at Salvation Keep.  
  There are at least two permanent teleportation 
  circles leading here. One is at the shrine found on the 
  Antegate bridge, though they activate it via command 
  word before one is allowed to enter the room. The other 
  may not be an actual teleportation circle but a part of 
  the Emperor’s Way, so it is possible there are two other 
  unknown entrances, I could not determine where that 
  door lead to. When I asked, the libraries said I had no 
  need for that knowledge.  And it was guarded by magi 
  from the League of the Ruby Mongoose.  
  If one is looking to do research, to scribe a 
  particular spell, or to locate a specific truename in their 
  vast library it can be done for a price. The Towers 
  Unseen only engages in the politics of Questhaven where 
  they as an institution decide to perform research at a 
  particular site within the Protectorate. They tend to get 
  their way as they have a vast amount of influence 
  amongst the mages of the area who use the towers vast 
  library, including many Questors.  Most folks, and 
  especially the powerful, also fear what secrets The 
  Towers Unseen knows and keeps about them.   
  A company belonging to the Questor’s Society after 
  a transcendental experience at The Towers Unseen 
  formed the League of the Ruby Mongoose, which now 
  serves as a small but militant order of various different 
  magus pledge to protect this holy site and enforce the 
  rules of Honorable order of Theurgic Mastercraftsmen. 
  The Tower Librarians (and the Mystagogue) rule 
  supreme here and they range from formal clergy to 
  various 
  mages 
  from 
  different 
  backgrounds. The 
  Mystagogue is currently a powerful lurker transmuter, 
  who likes to work through subordinates, I only 
  happened to learn this by accident when a very young 
  librarian accosted another more senior librarian for 
  using a candle with an open flame in the library, when 
  the elder scoffed his cat transformed into the 
  Mystagogue.  
  
   
  Mythology 
  The Rook Storm is a massive number of swarms 
  composed of ravens, crows and rooks who when not 
  massed together go from the mortal plane to Heaven 
  and back, reporting to Our All-Seeing Sovereign. It is 
  said though that when Our Whispering Scholar of Lore, 
  becomes enraged by a particular act, usually involving 
  willful ignorance of the truth, he will unleash the Rook 
  Storm upon the person, group, or even an entire realm. 
  Legends hold that the storm roosts in the spires of The 
  Towers Unseen.  
   
  Manifestations 
  Our Heavenly Archmage of Secrets shows his favor 
  by the appearance of a tall humanoid wearing flowing 
  robes of white, with golden hair, golden eyes, and a red 
  ruby upon his brow. In his left hand, there is always a 
  staff slightly taller than himself engraved with ever 
  changing runes, and from his waist hangs a ring heavy 
  with cold iron keys. His omens are often two rooks, two 
  ravens or two crows; Once when we were about to 
  disturb the tomb of the 3rd Mystagogue, in the 3rd Fell 
  Repository our mage’s familiar split into two ravens and 
  its eyes became rubies glowing with a fiery light, with 
  slits the shape of key locks. We prudently decided to 
  leave the tomb alone. His blessing is usually the 
  discovery of some new or forgotten magic, the 
  verification of a truth, or preventing a secret from being 
  exposed. His foremost servant is an independent 
  eidolon of his own creation; The Recorder who serves as 
  a perfect receptacle for information. The Recorder likes 
  to often personally witness great events as they unfold, 
  he has no foreknowledge but knows only that his creator 
  has sent him there. Another of his servants The Mad 
  Librarian, born of the magic of Our Mother of Many 
  Ways and Our Heavenly Archmage of Secrets, tends a 
  library that holds all the books that may have ever yet be 
  written but lay unfinished.   
   
  Holiday 
  The Celebration of the Written Word: For eight full 
  days, starting on the Summer Solstice, the church 
  reveres books, scrolls, scholarship, and learning and 
  seeks to pass this reverence on to the masses. The 
  Towers Unseen in alliance with the Great Church of the 
  Pantheon bestow kingly gifts upon the scholars who 
  have made the greatest contributions to scholarship 
  since the last celebration, and gives yearly grants to the 
  best institutes that educate the ignorant. These grants 
  are what make the high level of literacy possible within 
  the bounds of the Protectorate. There are also great 
  feasts, 
  lectures, 
  and 
  recitals 
  held 
  during 
  the 
  celebrations. I fully expect this book to be nominated if 
  not win such a prize at the Celebration this year.  
   
  Secret: 
  Where are the Towers Unseen? 
  They are located in the … As you can see when I try to 
  write them down some spell crafted by The Mad 
  Librarian removes my words. When I try to speak them 
  no one seems to understand me, but do understand you 
  can learn this secret, it is just very hard to share, which 
  gives me great faith in this church and its teachings.   
   
  Feats 
   
  Warding of Lore 
  “It takes advantage of the weakest point of a weapon, the 
  wielder.” 
  Prerequisites: Wis 13, lore keeper knowledge domain 
  class feature, hand of the acolyte magic domain class 
  feature 
  Benefit: When you are struck by a melee weapon you 
  can attempt to disarm it or hinder it as an immediate 
  action via a magical burst of force and you gain the 
  benefits of your lore keeper ability with a +3 bonus (if 
  you are 10th level or higher you gain a +6 bonus). You 
  must make a combat maneuver check to disarm 
  (manufactured weapons) or hinder (natural weapons). 
  You use your divine caster level + your wisdom modifier 
  for your CMB +2,  
  If you successful disarm or hinder your opponent the 
  weapon (weather it’s manufactured, natural or an 
  unarmed attack) then attacks its former wielder on its 
  own. It fights for 4 rounds and then drops to the ground 
  (or the subject regains use of it). It uses your divine 
  caster level (as its base attack bonus) + your Wis 
  modifier, plus any enhancement bonuses and special 
  weapon qualities for its attack rolls. It adds your Wis 
  modifier to its damage rolls (plus any enhancement 
  bonuses or special qualities it possesses).  While doing 
  this, it cannot make attacks of opportunity, and you are 
  not considered armed with the weapon and your 
  opponent cannot make attacks with it. While disarmed 
  or hindered, the weapon shares the same space as the 
  original wielder and can only attack the original wielder 
  (manufactured weapons with reach cannot attack its 
  former wielder).  Activating this feat consumes a use of 
  both the lore keeper and hand of the acolyte abilities and 
  hence it can only be used a number of times per day 
  equal to 3 + your Wisdom modifier).  
   
  Lace Lore 
  “Magical artifice has specific rules its follows, but my 
  god made those rules.” 
  Prerequisites: Wis 13, knowledge and magic domain 
  class features (or their subdomains), divine caster level 
  8  
  Benefit: You can as a swift action, use this feat and lace 
  any offensive spell you cast. This lace causes one 
  creature that spell effects to make a successful saving 
  throw against that spell (offensive spells without saving 
  throws are unaffected) or one magic item chosen by you 
  (or its most powerful magic item if one is not chosen) 
  has all of its magical abilities suppressed for 1 minute 
  per divine caster level you possess (similarly to how 
  dispel magic would, but for a far greater duration). You 
  make a caster level check against the caster level of the 
  magic item. For the effect’s duration, the item has no 
  magical power (although a magic sword is still a sword 
  and can be used as such). Artifacts are immune to this 
  effect.   
  
   
  In addition you can track that magic item for one hour 
  per caster level. You make Knowledge Religion checks 
  instead of Survival checks as you see religious omens 
  that lead you in the proper direction and may add have 
  your divine caster level to the check. Instead of weather 
  affecting the subject’s ability to follow, discharges of 
  divine magic in an area have the same effect as rain on 
  the magical tracks.  
   
   
  League of the Ruby Mongoose  
  (Magus Prestige Archetype) 
  These folk can be your greatest ally or your greatest 
  enemy depending on your relationship with the church 
  of Our Heavenly Archmage of Secrets and the 
  Honorable Order of Theurgic Master craftsmen.  I have 
  had one defend me from a Purifier of the Burning 
  Pentagram who sought to burn the book I had written 
  about the Church of Their Dark Lord of Fire. Later she 
  tried to kill me when she learned I had sold a wand of 
  cure light wounds to some hard hurt adventures from 
  across the sea, all in the name of her order.  They 
  explore the world to acquire rare books and scrolls to 
  copy, returning those copies to the Towers Unseen. They 
  defend and great libraries and authors of great works, 
  but they will destroy anyone who violates the guild laws 
  of Honorable Order of Theurgic Master Craftsman.   
  This happens most often when you purchase a magic 
  item from someone who is not a guild member; or when 
  you sell magic items when not belonging to the guild. 
  They do not consider a purchase at cost prices amongst 
  members of the same company within the Questor’s 
  Society to be a sale, but they do if one is not of the same 
  fellowship.   
  For some, this calling is purely about the 
  acquisition of rare writing a passion, for others it is a 
  religious zealotry of defending knowledge, and still more 
  are stirred by the challenge of battling with those who 
  trade in magic.  The League of the Ruby Mongoose's 
  missions often thrust her into the role of defender of 
  knowledge and destroyer of evil, and I found they make 
  excellent leutentits or to the leader of a fellowship. A 
  number of quests can come to revolve around their 
  desire to acquire a copy of a particular book or the need 
  to destroy an enemy of the guild or church.   
   
  Prestige Archetype: Unlike traditional archetypes, 
  the League of the Ruby Mongoose functions similar to a 
  prestige class that requires you to meet specific 
  prerequisites. 
  • 
  Alignment: Unlike all other members of the church, 
  the League of the Ruby Mongoose follows of code of 
  defense, protection, and the punishment of those 
  who threaten the church and the guild, as such they 
  must be lawful.  
  • 
  Requirements: BAB +2, arcane pool, cantrips, 
  magus arcana, spell combat, spell-strike,  Able to 
  cast 1st-level magus spells, must be proficient with 
  all martial weapons. 
  • 
  Special: Must receive a blessing from the deity of 
  magic. 
   
   
  Ruby Mongoose 
   
  Defender of the Word (Su): Starting at 4th level 
  when defending or protecting a book, a great author, a 
  library or other repository of knowledge, the league 
  member gains a divine bonus to AC equal to half her 
  class level. All Knowledge skills, and Linguistics become 
  class skills. This ability replaces Spell Recall. 
   
  Strike of the Mongoose (Su): Starting at 7th level 
  when the ruby mongoose can expend 1 point from her 
  arcane pool to make a single attack as a standard action 
  that ignores all a foe’s magic-based protections (Armor 
  Class bonuses, stoneskin, and so on). The ruby 
  mongoose cannot use this ability to ignore spells or 
  effects that take affect when a foe is attacked, like fire 
  shield. The character must declare her use of this ability 
  before making the attack. This ability replaces 
  Knowledge Pool.  
   
  Guild Customs (Sp): Starting at 11th level you can cast 
  identify as a spell-like ability at will. Due to exhaustive 
  training in the records of the magic item crafter’s guild 
  you gain a +10 bonus to identify magic items. If you 
  successfully identify the magic item, you automatically 
  know if the most recent sale of the item agrees with the 
  local magic item guild laws or not.  This ability replaces 
  Improved Spell Recall. 
   
  Strike of the Ruby: Starting at 19th level a ruby 
  mongoose can once per day choose to channel great 
  arcane and divine power into a single attack in melee 
  combat (which can be a part of either a full attack, 
  
   
  standard action, or attack of opportunity). The attack, if 
  successful, inflicts damage as if the weapon inflicted a 
  critical hit—even if striking a foe normally immune to 
  critical hits. If the strike of the ruby attack inflicts an 
  actual critical hit, increase the weapon’s critical 
  multiplier by +1; thus, a longsword inflicts a × 3 critical 
  hit. If the attack misses, the ability is still considered 
  used for that day. This ability replaces Greater Spell 
  Access. 
   
   
  Gemcaster (Wizard Archetype) 
  Masters of the arcane arts have long been aware of 
  the utility of gems in spellcasting, either as spell 
  components or in the creation of magical items and 
  formulas. Rarely are such baubles treated as anything 
  else, however. Those who truly understand gems know 
  these “tears of the earth” are capable of so much more. 
  Inspired by the gem worn upon the brow of Our 
  Heavenly Archmage of Secrets there exists a rare breed 
  of wizards who utilize gems to enhance their own 
  spellcasting. Schooled from an early age to recognize, 
  understand, and work with jewels of all kinds, these 
  gemcasters soon discover that their magic can be greatly 
  improved by using what others dismiss as simple 
  rocks—pretty and valuable, yes, but still nothing more 
  than polished stones. Gemcasters rarely bother arguing 
  with such people; instead they simply nod and keep the 
  mysteries to themselves just as Our Aloof Rook of Locks 
  does.  
  I have seen gemcasters of nearly every race but the 
  vast majority are dwarves, gnomes, lurkers, and 
  stonewarden gargoyles—as few other races possesses the 
  interest for this special form of magic. In addition to 
  their ability to create beautiful articles of jewelry with 
  their inherent craft skills, gemcasters can also utilize 
  gems as spell foci, enabling them frequently to avoid the 
  requirements of spell components that can be expensive 
  to find and/or bulky to haul around. Gemcasters can 
  store spells in jewels, employ gems as impromptu 
  metamagic feats, and increase their spellcasting 
  abilities. Not bad for just a few faceted baubles!  
  The primary disadvantage of this branch of 
  wizardry is its expense. Gemcasters need to be wealthy 
  enough to fitter away and consume valuable gems, as 
  many of their abilities result in the destruction of the 
  gems they use. In addition, they tend to walk around 
  virtually encrusted in jewels and as such, they attract the 
  attention of thieves. Any would-be robber must, of 
  course, contend with a mage’s powers, but even so, 
  gemcrafters definitely draw attention wherever they 
  travel. 
  I have long been fascinated with the magic of gems and 
  had my own gifts taken me down the path of wizardry, 
  this devotion was one I might have followed. I am drawn 
  by its ability to make what one casts better, the majesty 
  of gems enhancing one’s own power rather than diluting 
  it. I am fascinated by how different gems equate with the 
  different schools of magic and in awe of how spells are 
  stored within precious jewels. I have even known a few 
  wizards who after becoming gemcasters  
   
   
   
  Niman Unconquered Sun 
  Wyrd Gemcaster 
   
  chose to transform into stonewarden gargoyles because 
  of their connection with the “tears of the earth.”   
   
  Create Gemscroll: At 1st level, gemcasters can employ 
  gems in lieu of scrolls. A gem used in this manner can 
  hold but a single spell. It must be of the appropriate type 
  as related to the school of magic involved (see Gem Foci, 
  below) and of a value at least as high as the cost to scribe 
  a scroll of the spell’s level. Scribing a spell into a gem 
  requires the same procedure and time as scribing a 
  scroll but uses no writing implements or special inks—
  instead, the gemcaster discharges the spell into the gem 
  and locks it there using unique arcane methods. 
  Invoking the spell within the gemscroll is handled as 
  with a scroll, except that a character that is not a 
  gemcaster must make a successful Use Magic Device 
  check to use it; read magic still discloses what kind of 
  spell is locked within the gem. The gem crumbles to 
  powder when the spell is triggered. 
   
  A gemscroll may be used as a gem focus (see below) as 
  long as the spell contained within is not used. If a failed 
  Spellcraft check destroys the gemscroll being used as a 
  focus, however, the spell within is discharged. This is 
  harmless, affecting nothing, unless the spell has an area 
  of effect (the gem acts as ground zero). This replaces the 
  scribe scroll class feature.  
   
  Gem Foci (Ex): At 1st level, a gemcaster can use 
  various jewels as the focus for certain magical abilities. 
  
   
  To do so, he must have a jewel of the appropriate type in 
  hand or on some piece of jewelry he is wearing. A gem 
  focus worn as a ring, amulet, or similar item does not 
  count as “using” that magic item slot— unless, of course, 
  it actually is a magic item in its own regard. Gems must 
  be unaltered and uncovered to serve as gem foci—the 
  gemcaster could not conceal them with paint or by using 
  reduce item, for example. 
   
  Each of the schools of magic is represented by a specific 
  type of gem (see below). If the gem involved comes in 
  several types (e.g., sapphire, star sapphire, etc.), any 
  variant will do. The value of the gem is important for 
  certain class abilities, so it is useful for the character to 
  have a well-developed Appraise skill. 
   
  To use a special ability that involves a jewel, the 
  gemcaster must be able to touch the gem, and if it is 
  used as the focus for any spell that affects anyone other 
  than the gemcaster himself, it must be aimed or pointed 
  at the target. For a spell that requires touch, the 
  character need not touch the jewel to the target—he only 
  needs to be in contact with it himself while he touches 
  the recipient. 
   
  School of Magic  
  Gem Focus 
  Abjuration  
  Topaz 
  Conjuration  
  Emerald 
  Divination  
  Ruby 
  Enchantment  
  Jacinth 
  Evocation 
  Diamond 
  Illusion 
  Moonstone 
  Necromancy 
  Opal 
  Transmutation 
  Sapphire 
   
  Gift of Jewels (Ex): At 1st level, a gemcaster is 
  familiar with gems and jewels of all types. When using 
  the Appraise skill on a gem or piece of jewelry that 
  includes gems or crafting a jewel or cutting a gem, he 
  earns a +1 bonus per 2 class levels to Appraise and Craft 
  (gemcutting) checks. If this check succeeds, he can also 
  identify the exact type of gem by name (opal, ruby, 
  garnet, etc.). This bonus does not extend to Appraise 
  checks for non-gem precious metals such as gold or 
  platinum, nor does it include similar objects of value—
  such as pearls—that are not actually gems. 
   
  Power Gem (Sp): At 1st level, a gemcaster can 
  concentrate arcane energies into a gem focus of at least 
  500 gp value, granting it certain powers. By discharging 
  a single 1st-level spell of the appropriate school into a 
  gem, he grants the resulting power gem certain special 
  abilities. These effects last for one minute per gemcaster 
  level regardless of which spell was actually used up. A 
  gemcaster may discharge as many 1st-level spells as he 
  has available into different gems, but no more than one 
  spell into any particular gem. A gem focus used for this 
  purpose must be nonmagical, and if it is being used as a 
  gemscroll, any spell it contains is lost when the jewel is 
  used as a power gem. 
   
  A power gem provides certain benefits to a gemcaster 
  when he uses it as the arcane focus for any spell he casts 
  (he may use such a gem regardless of whether or not the 
  spell requires components or a spell focus). Using a gem 
  in this manner does not affect the power gem’s status, 
  but it may be destroyed on a failed Spellcraft check (DC 
  and effect as described for the gem component ability). 
  The character may use only one power gem as the 
  arcane focus for any single spell. 
  • 
  Abjuration, Enchantment: The spell’s duration 
  increases by 50 percent. This does stack with the 
  Extend Spell feat. 
  • 
  Illusion, Necromancy: The spell’s saving throw 
  Difficulty Class increases by 1. This stacks with the 
  Spell Focus feat, and with the Greater Spell Focus. 
   
  • 
  Transmutation, Evocation: The caster gains a +2 
  bonus to his check to defeat spell resistance.  
  • 
  Divination, Conjuration: The spell’s variable 
  numeric effects increase by 20 percent in the same 
  manner as with the 
  • 
  Empower Spell feat. This does stack with Empower 
  Spell. If a conjuration spell is used to summon a 
  creature, the 
  • 
  20 percent bonus applies to the creature’s hit points 
  (up to its normal maximum). 
  This replaces the arcane bond class feature. 
   
  Gem Components (Ex): At 5th level, a gemcaster 
  gains Eschew Martial s as a bonus feat and learns the art 
  of using gems as an arcane spell focus instead of 
  material components. When any spell requires a 
  material component or spell focus costing up to 25 gp, 
  the gemcaster may substitute a gem of the appropriate 
  type worth 25 gp. The gemcaster may substitute more 
  valuable gems for the same amount in material 
  components as he gains levels: up to 100 gp value at 6th 
  level, up to 250 gp value at 8th level, up to 500 gp value 
  at 10th level, and up to 1,000 gp value at 12th level. 
   
  If the gemcaster employs a gem instead of the normal 
  components or focus, the gem may shatter in the 
  casting. 
  On a successful Spellcraft check (DC based on the 
  component value), the gem substitutes for the 
  component. On a failed check, the gem shatters and is 
  destroyed (a roll of 1 on this check is always a failure).  
   
  Component Value  Spellcraft DC 
  Up to 25 gp  
  10 + double spell level 
  Up to 50 gp  
  11 + double spell level 
  Up to 100 gp  
  12 + double spell level 
  Up to 150 gp  
  13 + double spell level 
  Up to 200 gp  
  14 + double spell level 
  Up to 250 gp  
  15 + double spell level 
  Up to 1,000 gp  
  20 + double spell level 
   
  For example, a 7th-level gemcaster casting stoneskin 
  while employing a 250 gp topaz to take the place of the 
  required granite and diamond dust makes a Spellcraft 
  check (DC 23). The gold piece value is that of the 
  required component, not the gem itself; so a 1,000 gp 
  topaz has the same Difficulty Class as the 250 gp one. 
  This replaces the bonus feat a wizard gains at 5th level. 
  
   
   
   
  Greater Power Gem (Sp): At 15th level, the 
  gemcaster can create more potent power gems. The 
  jewel must be of at least 1,000 gp value, and a 2nd-level 
  spell must be discharged into it to enjoy the advanced 
  abilities (a gem from 
  500–999 gp in value manifests only the standard power 
  gem effect even if a 2nd-level spell is cast—thus, it is 
  important to be accurate with Appraisal).  
  Improved abilities are as follows: 
  • 
  Abjuration, Enchantment: The spell is cast as if the 
  full Extend Spell feat was employed; this stacks 
  with Extend Spell. 
  • 
  Illusion, Necromancy: The spell’s saving throw 
  Difficulty Class increases by 2. This stacks with the 
  Spell Focus and 
  • 
  Greater Spell Focus feats. 
  • 
  Transmutation, Evocation: The caster gains a +4 
  bonus to his check to defeat spell resistance.  
  • 
  Divination, Conjuration: The variable numeric 
  effects increase by 40 percent. This does stack with 
  Empower Spell. If a conjuration spell is used to 
  summon a creature, the 40 percent bonus applies to 
  the creature’s hit points (up to its normal 
  maximum). 
  This replaces the bonus feat a wizard gains at 15th level. 
   
   
  Our Laughing Traveler  
  of Passages and Messages 
   
  “Why fight them, when we can manipulate…I 
  mean speak them.”– Hyfaidd, High Wayfarer of the 
  Merry House.  
   
  “May we depart from the familiar and find your 
  divine aid at the start of The Journey.  
  May we pass those that guard the threshold of The 
  Journey.  
  May we find a friend, a mentor, and give not into 
  temptation during The Journey.  
  May we be reborn, if we die, transformed by the 
  revelation of The Journey.  
  May we find redemption for our sins before we 
  learn that one cannot go home again once you have 
  been on The Journey.”  – Prayer of the Hero’s Journey.  
   
  Alignment Chaotic Good 
  Portfolio:  adventure, borrowing, diplomacy, foxes, 
  good fortune, guile, joy, kestrels, laughter, lending, 
  messages, monkeys, otters, trade, travel, trickery, wealth 
  Worshipers: adventurers, djinni, humans, merchants, 
  moneylenders, jesters, scouts, rebels, travelers, 
  tricksters, thieves, rogues, would-be-heroes 
  Aliases:  Sovereign of Paths, Master of Ways, Silver-
  Tongued Messenger, Wiley Fox of Many Faces, Merry 
  Champion of Heaven.     
  Cleric Domains: Chaos, Good, Knowledge, Luck, 
  Travel, Trickery 
  Subdomains: Azata, Exploration, Deception, Memory, 
  Thievery, Thought, Trade,  
  Favored Weapon: Shortsword 
  Superior:  Our Mother of Wisdom and Mercy 
  Allies: Our Mother of Many Ways, Our Heavenly 
  Archmage of Secrets, Our Fairest Lady of Love and 
  Song 
  Foes: Their Dark Lord of Fire, Their Cunning Brother 
  of Tyranny, Their Hungering Brother of Greed 
  Symbols: A gold coin. 
   
   
  The church of Our Laughing Traveler of Passages 
  and Messengers varies depending on the community, 
  some strong, some weak.  In some places, there are 
  many places of worship, in others there is only one. One 
  thing they all have in common though, is they started 
  out as a house for the lending of money and many 
  continue to serve in this role.  
  In the city of Questhaven there is only one place of 
  dedicated just to Our Merry Champion of Heaven, and 
  no money can be legally lent without the approval of the 
  Merry House, granting them a ridiculous amount of 
  power. So much so that they can inflict penalties even on 
  members of the Questors Society, and a few of them 
  have ended up in their debtor’s prison or subject to 
  some form of indentured servitude (fortunately form 
  members such as myself they often will absolve a debt if 
  you go on an adventure for the church). They also  
  
   
   
   
  The Golden Monkey of Heaven 
  battling the great wyrm pyroclastic dragon Ardon-nue “The Breaking Fire” 
   
   
  sponsor festivals, trailblazing expeditions, forays into 
  ruins, diplomatic missions, travel to other planes of 
  existence, trade missions, plus the training of jesters, 
  linguists, messengers, scouts, and I would say a few 
  other illegal arts. To me and other members of the 
  Questors 
  Society 
  they 
  have 
  provided 
  financial 
  counseling and other sage advice though they often act 
  as trick-some mentors to our frustrations. They also 
  offer sanctuary to all travelers who seek it within their 
  walls for one fortnight, this often leads to an accusation 
  that the house is a haven of criminals, which causes 
  constant strife between the Merry House and the courts 
  of Our Steely-eyed Judge. At least once a year these two 
  churches will enter into a clandestine proxy war over an 
  accused criminal the Merry House is sheltering.  
  This melding of wealth and religion creates 
  paradox.  The church sponsors the forays of adventures 
  who rule the city, yet also supports the rebel movement 
  against them; they are the moneylenders yet they train 
  thieves; they seek to spread joy and laughter yet take 
  delight in tricking and deceiving others. The paradox 
  they claim is simply the divine mystery of Our Wiley Fox 
  of Many Faces.  The church is a collection of three 
  orders the Wayfarers (priestly order), the Rebel 
  Champions (paladin order), and The Jaunters (rogue 
  order). 
   
  Mythology 
  The immensely strong and fast Golden Monkey of 
  Heaven is the foremost servant of Our Sovereign of 
  Paths.  Legends say that once when Our Judge of the 
  Dead banished him from Heaven and Hell he spent his 
  time in the lands of the Protectorate, and was once even 
  imprisoned by The Anointed One under Mt. Jotunheim. 
  To this day he delights in traveling about the 
  protectorate 
  shapechanging 
  into 
  various 
  forms 
  performing great mischief upon the foolish and the 
  arrogant. He can use polymorph any object with a 
  strand of his golden hair, at will, along with being a 
  gifted sorcerer.  
   
  
   
  Manifestations 
  Our 
  Laughing 
  Traveler 
  of 
  Passages 
  and 
  Messengers shows his favor by the appearance of   a 
  very handsome young male humanoid (matching the 
  local culture) with a golden laurel crown upon his brow 
  just above his laughing eyes.  Underneath a cloak of 
  many stars one can see a lovely silver engraved 
  shortsword. His omen is for someone to fall for an 
  elaborate or obvious trick that should have been easy to 
  avoid had it been detected. His blessing is the discovery 
  of a golden object of value and beauty, a path free of 
  obstacles, and good news sent by a timely messenger. 
  Besides the Golden Monkey of Heaven Our Master of 
  Ways is served by the Silver Fox of the Endless Woods, 
  the Onyx Otter of the Slumbering Sea, and the Ruby 
  Kestrel of the Empty Sky. 
   
  Holiday 
  The Grand Parade is a universal festival that takes 
  place at different times for each community it always 
  involves a special type of food, and drink along with 
  celebrating some local resource or skill. In the city of 
  Questhaven it is called the Grand Parade of Adventure, 
  and it is celebrated on the first week of the ninth month 
  of the year with ostentatious displays from the Questor’s 
  Society with epic bardic tales, awards from the society to 
  its members, and displays of the greatest finds from the 
  society that year. The church only allows the serving of 
  two foods during the Grand Parade of Adventure the 
  first 
  is 
  a 
  flatbread 
  garnished 
  with red 
  sauce, 
  tomatoes, cheese, and basil; the second are slices of 
  potato boiled in olive oil. The only drink allowed the 
  local church provides from their native spring of 
  naturally carbonated mineral water though many local 
  establishments add various fruit and nut flavorings.  
   
  Secret: 
  What is the church doing with all the coin it earns 
  from moneylending? 
  It took me six years of research and no small 
  amount of undercover work, but I have learned that 
  coins used to pay the loan the church granted me were 
  used to buy armor, weapons, and magic for the 
  traitorous Fellowship of the Phoenix. The Fellowship of 
  the Phoenix is an organization that is seeking to 
  overthrow the government of Questhaven and impose 
  some kind of mob rule by the common folk. As if they 
  were brave enough, enlightened enough, or educated 
  enough to rule.  
   
   
  Jaunters of Our Sovereign of Paths 
  (Rogue Archetype)   
   
  Although their order is small in number, I have 
  found these blessed worshipers of Our Master of Ways, 
  the deity of travel and trickery, in the strangest of places. 
  Jaunters, whom the wyrd name Ruaama “Strider of 
  Stars”, and the lurker’s call Barkal “Hidden Fox”, keep 
  their secrets closely guarded but after traveling with one  
   
   
  The Bad Samaritan 
  A Lurker Jaunter of Our Sovereign of Paths 
   
  member named Konrad Wainwright, I have learned a 
  number of things I will pass along in these writings.  
  Aleksandr Wainwright founded the order over 
  seven hundred years ago, shortly before the Rebellion of 
  the Harmonious Fist. Aleksandr is also well known for 
  discovering the existence of the wyrd as the new leaders 
  of the Immortal Emperor’s forces, slaying one of the 
  Broken Beasts, and being taught the Ritual of Open 
  Paths by the Golden Monkey of Heaven. The ritual, 
  which granted the jaunters their gifts, was performed on 
  the Chamber Map of the Emperor’s Pathways during the 
  time of the Grade Parade of Adventure, a massive 
  cathedral sized room that once had the directions, and  
  instructions to the Immortal Emperor Cynmark’s entire 
  network of magical portals which he creature over a 
  thousand years ago. The tenets written down by 
  Aleksandr state that Our  Silver-Tongued Messenger 
  wanted to break  the strangle hold the Cynmark Dynasty 
  had placed on travel and trade, and so created a group 
  that could travel to all the forbidden places of the earth, 
  regardless of the laws of mortals.  Konrad Wainwright is 
  related to Aleksandr, though he would not explain how; 
  I learned about him through other Questors due to his 
  battle with Bisiir “Discord’s Essence” the most powerful 
  body jumper creature in the known world. 
  The jaunters I met through Konrad now travel 
  through the most clandestine of secret doors to the 
  multiverse by the Grace of Our Laughing Traveler of 
  Passages and Messages, moving from one point to 
  another without covering the intervening distance. It 
  requires a devotion to transvers in Our Merry 
  Champion of Heaven’s hidden pathways, though, and 
  those who betray the faith often find themselves robbed 
  of their abilities in the most precious of positions when 
  they need those abilities the most. Due to this divine 
  gift, jaunters are viewed with suspicion in some places 
  and revered with awe in others, but jaunters care little 
  
   
  for how other view them and, instead, are dedicated to 
  exploration and carry their messages wherever they 
  must go. This turns out to fit well with a life of 
  adventure, as many jaunters take messages off to 
  faraway places and go traveling on side quests with their 
  companions while they’re about it. As such, the jaunters 
  are 
  Questhaven’s 
  most 
  skilled 
  messengers 
  and 
  explorers. 
  Jaunter is not a lawful profession, by any means, 
  since the members are meant to discover and travel to 
  all the secret places of both the mortal and immortal 
  spheres, which often puts them at odds with the local 
  rulers and private citizens. Though many of them still 
  find work as messengers, heralds, envoys, runners, 
  couriers, dispatch riders, and emissaries the world over. 
  Acolytes to the order you will often find in Legacy 
  houses or other business, performing simple “hop” 
  deliveries, in which they take a message from their 
  location to the next one, to the church or to the Questors 
  Society. If they eventually develop the gift, a Jaunter or 
  Wayfarer awards them with a silver pin made in the 
  likeness of half a fox jumping out of a whole in the air, 
  and trained in their gifts. Of all the individual orders 
  that exist in Questhaven that I wish I had the blessing 
  for, it is that of a jaunter, as Konrad seems truly happy 
  porting about the world like a plane hopping 
  swashbuckler.    
   
  Alignment: Neutral Good, Chaotic Good, Chaotic 
  Neutral, or Neutral 
   
  Jaunting (Su): at 1st level a Jaunter gains the benefits 
  of the Jaunter’s Hop rogue talent (see below) at 1st level.  
  This class feature replaces trapfinding. 
   
  Disappearing (Su): At 3rd level the jaunter knows 
  how to use her special distortion ability to deceive the 
  senses of her observers. Every day she gains a pool of 
  stealth points equal to her jaunter class level. These 
  points refresh at the start of each day. Before making a 
  Stealth check, she can choose to put stealth points into 
  the roll, gaining a bonus on Stealth checks equal to the 
  number of stealth points she puts into the roll. If she 
  gains a bonus to Stealth checks because of a feat (such as 
  Skill Focus [Stealth]), she adds a number of points to 
  her stealth pool equal to the bonus the feat grants. This 
  class feature replaces trapsense +1 bonus gained at 3rd 
  level.  
   
  Remove any Trace (Su): At 6th level the jaunter 
  knows how to dispose of trace evidence using her special 
  distortion abilities, such as removing blood, hair, 
  footprints, fingerprints, etc. though not major evidence 
  such as a body or disposing of a weapon. She can use her 
  stealth points to increase the DC track her using 
  Survival and on Disguise skill checks.  If she gains a 
  bonus on Disguise checks because of a feat (such as Skill 
  Focus [Disguise]), she adds a number of points to her 
  stealth pool equal to the bonus the feat grants. This class 
  feature replaces trapsense +2 bonus gained at 6th level. 
   
  Jaunter’s Maneuver (Su): At 9th level the jaunter 
  learns how to manipulate special dimensions to give him 
  an advantage in combat he can remove points from his 
  stealth pool to add to his Combat Maneuver Bonus. She 
  can also expend a point as a free action (even if it is not 
  her turn) so as not to provoke an attack of opportunity 
  when performing a Combat Maneuver. If she gains a 
  bonus on Combat Maneuver checks because of a feat 
  (such as the Dirty Trick Feat), she adds a number of 
  points to her stealth pool equal to the bonus the feat 
  grants. This class feature replaces the trapsense bonus 
  gained at 9th level. 
   
  Jaunter’s Message (Su): At 15th level The Jaunter 
  can as an immediate action expend a point from her 
  stealth pool, and speak to an ally, providing morale 
  support. The message is conveyed to him via a 
  whispering wind type effect, though in reality it is 
  distorting space so that her voice teleports the distance; 
  if the ally can hear understand her, this ally gains a 
  morale bonus equal to the jaunter’s Charisma modifier 
  on his next d20 roll. The jaunter can gain an additional 
  use of this ability as a move action and as a standard 
  action allowing her to effect up to three allies in a single 
  round (if she has the stealth points to spend on each 
  use). She can only affect the same ally a number of times 
  per day equal to her Charisma modifier. She cannot 
  provide the bonus to herself. This ability is a sonic, mind 
  affecting, language dependent effect. This does not allow 
  two-way communications so you must be aware of the 
  situation your ally faces in order to grant the bonus. This 
  class feature replaces the trapsense bonus gained at 9th 
  level. 
   
  Jaunter’s Threat (Su): At 18th level the jaunter can as 
  an immediate action expend a point from her stealth 
  pool and  speak to an opponent issuing a threat via his 
  Jaunter’s message ability.  If the target opponent can 
  hear you and understand you he must succeed at a Will 
  save (DC 10+1/2 the jaunter’s class level + her Charisma 
  modifier) or suffer a morale penalty equal to the 
  jaunter’s Charisma modifier on his next d20 roll. The 
  jaunter can gain an additional use of this ability as a 
  move action and as a standard action allowing you to 
  affect up to three target opponents in a single round (if 
  she has the stealth points to spend on each use). This 
  ability is a sonic, language dependent, mind-affecting 
  effect. This class feature replaces the trapsense bonus 
  gained at 18th level. 
   
  Jaunter’s Terminus (Su): At 20th level you gain 
  Jaunter’s Terminus as a bonus advanced rogue talent. 
  This replaces the master strike class feature.  
   
   
  Rogue Talents 
   
  Jaunter’s Hop 
  Prerequisites: rogue 2, worships deity that can grant 
  clerics the Trickery and Travel domains (or their 
  subdomains) 
  Benefits: Each day, the rogue gains a pool of 
  supernatural motes of movement equal to three plus her 
  rogue class level. Using a mote of movement does not 
  
   
  provoke an attack of opportunity nor does teleporting.  
  You can use these motes to perform a number of effects 
  but you can only expend one mote of movement each 
  round.   
  • 
  Instant Liberation (Su): As a swift action, the rogue 
  can expend a mote of movement to instantaneously 
  teleport to a standing position from prone position 
  or 
  whisks 
  herself 
  out 
  of 
  a grapple 
  losing 
  the grappled 
  and pinned 
  conditions 
  and 
  is 
  teleported to the nearest unoccupied square the 
  rogue choses.  
  • 
  Instant Escape (Su): The rogue automatically 
  expends a mote of movement to instantly blink to 
  avoid any confirmed critical hit or any attack that 
  would reduce her to 0 hit points or less, this ability 
  only operates if the rogue chooses to avoid the 
  critical hit. Avoiding the hit requires a successful 
  Ref save (DC 10 + ½ the attack bonus or the DC of 
  the spell/effect) though she adds her Charisma 
  modifier to this save rather than her Dexterity 
  modifier. In the case of a damaging spell or ability 
  that would reduce the character to 0 hit points or 
  less, this effectively grants the rogue a second 
  saving throw to negate the spell or effect. This 
  ability expends a mote of movement even if the 
  rogue has used one already for this round, however 
  this ability can only function once per round. If you 
  the rogue is at least 10th level you she does not need 
  to spend a mote of movement to use the narrow 
  escape ability; she need have at least one point in 
  her mote of movement pool. 
  • 
  Dimensional Hop (Su): As a move action the rogue 
  can expend a mote of movement to instantaneously 
  teleport to any other spot within 25 ft. + 5 ft./2 
  rogue class levels  If the spot the rogue chooses is 
  within line of sight, the rogue arrive there 
  unerringly. If the destination is not in line of sight, 
  the rogue must be able to visualize the spot or state 
  the direction and distance to it, but the hop has a 
  25% chance of a mishap and the rogue cannot take 
  any further actions until the rogue’s next turn. No 
  matter what the rogue’s destination, the rogue can 
  transport only herself and a maximum 100 lbs. (or 
  your maximum load, whichever is less) of objects 
  you carry or touch. You cannot transport any 
  creature except for the rogue’s familiar or an animal 
  companion or cohort of up to Tiny size (whose 
  weight counts against your load limit). If the rogue 
  suffers a mishap or arrives in a place already 
  occupied by a solid body, the rogue and any 
  creatures with her take 1d6 points of damage and 
  are shunted to closest random open space on a 
  suitable surface of the intended location.  If the 
  rogue is at least 8th level this can functions as 
  dimension door instead.   
   
  Jaunter’s Filch  
  Prerequisites: rogue 6, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend a 
  mote of movement to teleport one unattended object 
  within 25 ft. + 5 ft./2 rogue class levels to any other 
  location within the same range, including into the 
  rogue’s hands. If used on any object attended by a 
  creature, the subject gets a Will Save (DC 10+1/2 the 
  rogue’s class level + her Charisma modifier) to negate 
  and the subject is aware something attempted to 
  teleport the object. This is considered a spell-like ability 
  with a caster level equal to the rogue’s class level.  
   If the rogue is at least 14th level she can expend 3 motes 
  and this functions as teleport object. 
   
  Jaunter’s Mastery 
  Prerequisites: rogue 10, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: The rogue may now spend multiple moments 
  of chance per round, if she wishes. 
   
  Jaunter’s Prison 
  Prerequisites: rogue 4, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend a 
  mote of movement to create an extradimensional prison 
  for one day per rogue class level where the rogue can 
  store a helpless or wiling creature (without gear) 
  touched in stasis. This is often done when a foe is 
  granted an option between this type of imprisonment 
  and death, a subject will submit to this effect. Willing 
  targets cannot be tricked or magically compelled. This 
  places the subject into a state of suspended animation. 
  For the creature, time ceases to flow, and his condition 
  becomes fixed. The creature grows no older. His bodily 
  functions virtually cease, and no force or effect can harm 
  him. This prison is tied to the rogue, so that when the 
  effect ends, the freed subject appears next to the rogue. 
  This is considered a spell-like ability with a caster level 
  equal to the rogue’s class level. 
  If the rogue is at least 14th level she can expend 3 motes 
  of movement and affect an unwilling target if it fails a 
  Will save (DC 10+1/2 the rogue’s class level + her 
  Charisma modifier), and she only expends the motes of 
  movement if the subject fails its save, but if it succeeds it 
  is immune to this rogue’s Jaunter’s Prison for 24 hours.  
  If the rogue is at least 18th level she can expend 4 motes 
  and this can function as an imprisonment with the same 
  DC.  
   
  Jaunter’s Rein 
  Prerequisites: rogue 8, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As an immediate action, the rogue can 
  expend a mote of movement to cast dimensional anchor 
  as a spell-like ability (CL equal to the rogue’s class level). 
  This can be used to stop a creature that uses anything 
  more than a swift action to activate a form of 
  dimensional movement.  
  If the rogue is at least 12th level she can  take 30 minutes 
  and expend a mote of movement, if she does so she 
  affects an area up to 200 sq. ft. / rogue class level for 2 
  hours / rogue class level with a teleport transfer affect. If 
  any conjuration (teleportation) supernatural, spell or 
  
   
  spell-like ability is used within the area of this affect, or 
  if the area of the spell is the effect of a conjuration 
  (teleportation) spell or effect, the destination of the 
  teleportation is redirected to a location the rogue choses, 
  within the warded area, when you activate the teleport 
  transfer affect. For example, a rogue could activate this 
  ability in her secret lair, with a dungeon cell equipped 
  with a crushing stone trap as a transfer destination. 
  Now, if anyone in the dragon’s lair attempts to cast 
  teleport, it ends up in the cell. 
  The whole area radiates strong magic of the abjuration 
  school. A dispel magic cast on a specific area, if 
  successful (CL equal to the rogue’s CL), allows for 
  normal teleportation to work in that area. A successful 
  mage’s disjunction destroys the entire teleport transfer 
  effect. 
  If the rogue is at least 16th level she can as an immediate 
  action expend 4 motes of movement to cast a 
  dimensional lock as a spell-like ability (CL equal to the 
  rogue’s class level). This can be used to stop a creature 
  that uses anything more than a swift action to activate a 
  form of dimensional movement. 
   
  Jaunter’s Slice 
  Prerequisites: rogue 4, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a swift action, the rogue can expend a 
  mote of movement to teleport some part of a creatures 
  body into the closest empty square chose by the jaunter, 
  this deals 1d6 points of damage + 1d6 points of damage 
  for every 
  two rogue class levels. A successful Will Save (DC 
  10+1/2 the rogue’s class level + her Charisma modifier) 
  results in half damage. The actual damage type is 
  subject to GM determination but the default is slashing, 
  resulting from a portal slicing off a portion of the victims 
  exterior, a failed save usually resulting in more internal 
  injury but it is still subject to Damage Reduction unless 
  it is overcome by magic and slicing weapons.   
   
  Jaunter’s Strike 
  Prerequisites: rogue 6, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains 
  Benefits: As a move action the rogue can expend a 
  mote of movement to momentarily whisk herself off to 
  another location within 100 ft. + 10 ft./rogue class level, 
  returning to her previous location seconds later. Upon 
  activating this ability, you instantaneously appear 
  anywhere within the ability’s range. You have enough 
  time to perform a single standard action before you are 
  transported back to where you were when you active the 
  ability.   
   
  Jaunter’s Wink 
  Prerequisites: rogue 8, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend a 
  mote of movement to dimension door as a spell-like 
  ability, except you have minor selective control over 
  blink’s effects. As a result, you can move through solid 
  objects with no chance of failure. 
   
   
  Advanced Rogue Talents 
   
  Jaunter’s Juxtaposition 
  Prerequisites: rogue 10, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action the rogue can expend 2 
  motes of movement to cast hostile juxtaposition (See 
  Pathfinder Roleplaying Game: Advanced Player’s Guide) 
  as a spell-like ability. If the rogue is at least 14th level she 
  cane expend 3 motes of movement and this can function 
  as greater hostile juxtaposition.  
   
  Jaunter’s Labyrinth  
  Prerequisites: rogue 16, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend 4 
  motes of movement to cast maze as a spell-like ability. If 
  the rogue is at least 18th level she can affect an additional 
  target for each mote of movement she expends up to a 
  maximum of 6, all of which must be within 15 feet of 
  each other.  
   
  Jaunter’s Ostracism 
  Prerequisites: rogue 18, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend 4 
  motes of movement to send a target  within 100 ft. + 10 
  ft./ rogue class level, whose name she utters, away from 
  this plane and into a dimension of her choosing unless 
  he makes a successful Will save (DC 10+1/2 the rogue’s 
  class level + her Charisma modifier). Upon a failed save 
  the target is sent to the new dimension and even if the 
  target normally has the ability to return (or to travel to 
  any other plane), he cannot do so and suffers 10d6 
  points of damage instead. This effect cannot be dispelled 
  though it can be removed with any effect that can 
  remove a curse.  The damage dealt by this effect cannot 
  be healed until the curse is removed. The rogue only 
  expends the motes of movement if the subject fails its 
  save, but if it succeeds the subject is immune to this 
  rogue’s Jaunter’s Ostracism for 24 hours. This is a spell-
  like ability with a caster level equal to the rogue’s class 
  level.  
   
  Jaunter’s Rally  
  Prerequisites: rogue 14, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As an immediate action, the rogue can 
  expend a mote of movement to teleport up to one ally 
  per five rogue levels to her location, these allies must be 
  on the same plane as the rogue. The rogue determines 
  which allies she wants to teleport at the time of 
  activation; these allies have 1 round to decide to allow or 
  refuse Jaunter’s Rally, and they teleport immediately 
  
   
  upon accepting. Allies are teleported as if the rogue had 
  cast teleport on them (her current location is at least 
  “studied carefully” for this purpose), appearing in an 
  empty space adjacent to the rogue. If the rogue is in 
  combat and her allies were not, her allies may roll 
  initiative upon arrival but are not considered flat-footed 
  even though they have not taken any actions.  
   
  Jaunter’s Removal 
  Prerequisites: rogue 14, Jaunter’s Hop, Jaunter’s 
  Slice, worships deity that can grant clerics the Trickery 
  and Travel domains (or their subdomains) 
  Benefits: As a move action, the rogue can expend 3 
  motes of movement to teleport a vital organ out from 
  inside the body of a living creature that is within 25 ft. + 
  5 ft./2 rogue class levels. If the subject fails a Will save 
  (DC 10+1/2 the rogue’s class level + her Charisma 
  modifier) it suffers 2d6 points Constitution damage, 
  plus 2 points of Constitution damage per round, and is 
  rendered helpless. A greater restoration, limited wish, 
  miracle, regenerate, or wish spell is required to negate 
  this damage. A successful save results in the victim 
  suffering only 2 points of Constitution damage (as the 
  spell instead teleports a non-vital organ) and negates the 
  helpless condition. After suffering this damage, a subject 
  that succeeded on the saving throw is immune to this 
  rogue’s Jaunter’s Removal for 24 hours.  This is 
  considered a spell-like ability with a caster level equal to 
  the rogue’s class level. 
  If this rogue is at least 16th level she can teleport a target 
  creature or object into a solid surface or object that she 
  can 
  see within close range (25 feet + 5 feet/two rogue class 
  levels). This has the same effect as a standard extraction 
  except it can affect a non-living creature, and the subject 
  becomes half embedded or fully embedded in the object. 
  The same spells or effects will negate the embedded 
  effect.   
   
  Jaunter’s Retreat 
  Prerequisites: rogue 12, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend a 
  mote of movement to cast getaway (See Pathfinder 
  Roleplaying Game: Advanced Player’s Guide) as a 
  spell-like ability.  
   
  Jaunter’s Seeking 
  Prerequisites: rogue 10, worships deity that can grant 
  clerics the Knowledge and Travel domains (or their 
  subdomains) 
  Benefits: With the help of the rogue’s deity, the rogue 
  can track down the recipient of the message he bears. If 
  the rogue possesses some piece of information about the 
  recipient that uniquely identifies her (like a unique 
  name or a childhood memory), or an item that belongs 
  to the recipient, it is as though the runner has cast a 
  locate creature spell with the recipient as its subject – 
  though the spell has a duration of “until the message is 
  delivered” and has a range of “unlimited.” Unlike the 
  spell locate creature, Jaunter’s Seeking is not broken by 
  running water or polymorph. It is still fooled by mislead 
  and nondetection unless the rogue makes a successful 
  check against the nondetection effect (CL equal to the 
  rogue’s class level). If the subject is on a different plane 
  the rogue learns the name of the plane and the direction 
  to the closest portal to that plane.  
   
  Jaunter’s Stride 
  Prerequisites: rogue 10, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains 
  Benefits: As a move action the rogue can expend a 
  mote of movement to cast teleport as a spell-like ability. 
  Activating this ability does not provoke an attack of 
  opportunity nor does teleporting into or out of 
  a threatened square. If the rogue is at least 14th level this 
  functions as greater teleport. If the rouge is at least 20th 
  level this can function as interplanetary teleport (See 
  Pathfinder Roleplaying Game: Ultimate Magic). 
   
  Jaunter’s Terminus 
  Prerequisites: rogue 20, Jaunter’s Hop, 4 other 
  Jaunter’s Rogue Talents, worships deity that can grant 
  clerics the Trickery and Travel domains (or their 
  subdomains) 
  Benefits: As a move action, the rogue can expend 5 
  motes of movement and send a target within 100 ft. + 10 
  ft./ rogue class level, upon a failed Will Save (DC 10+1/2 
  the rogue’s class level + her Charisma modifier) as 
  greater teleport to any location upon the same plane. 
  This is usually a terminal location she knows about such 
  as the bottom of the world’s deepest ocean trench, the 
  void of outer space, or  the heart of an active volcano; 
  regardless the subject suffers 200 points of damage of a 
  type appropriate to the location upon a failed save (DC 
  20 + the rogue’s Charisma modifier). Upon a successful 
  save the dimensional rift fails to suck the target through 
  though, he still suffers 100 points of damage but 
  afterwards is immune to the effects of Jaunter’s 
  Terminus for 24 hours.  
   
  Jaunter’s Tomb 
  Prerequisites: rogue 18, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend 4 
  mote of movement to send a target within 100 ft. + 10 
  ft./ rogue class level, upon a failed Will Save (DC 10+1/2 
  the rogue’s class level + her Charisma modifier) as 
  greater teleport to another safe location where he 
  remains (with all of his equipment), held entombed in 
  temporal stasis. The subject remains there unless a 
  specific condition is met (see below), someone dispels 
  the temporal stasis, or someone casts a freedom spell at 
  the creature’s current location or at the locale where this 
  ability was activated. If freedom is used to free the 
  creature, it reappears in the original locale. The rogue 
  only expends the motes of movement if the subject fails 
  its save, but if it succeeds the subject is immune to this 
  rogue’s Jaunter’s Tomb for 24 hours. 
  The creature is released from temporal stasis when 
  specific conditions are fulfilled according to the rogue’s 
  
   
  command as set at the time of the abilities activation. 
  Commands can be as general or as detailed as desired, 
  although only visual and audible triggers can be used. 
  Triggers react to what appears to be the case. Disguises 
  and illusions can fool them. Normal darkness does not 
  defeat a visual trigger, but magical darkness or 
  invisibility does. Silent movement or magical silence 
  defeats audible triggers. Audible triggers can be keyed to 
  general types of noises or to a specific noise or spoken 
  word. Actions can serve as triggers if they are visible or 
  audible.  The effect cannot distinguish alignment, level, 
  Hit Dice, or class except by external garb. The range 
  limit of a trigger is 15 feet per rogue class level, so 
  a 17th-level rogue can command the Jaunter’s Tomb 
  effect to respond to triggers as far as 270 feet away. 
  Regardless of range, the effect can respond only to 
  visible or audible triggers and actions in line of sight or 
  within hearing distance. This is a spell-like ability with a 
  caster level equal to the rogue’s class level. 
   
  Jaunter’s Wake 
  Prerequisites: rogue 12, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend a 
  mote of movement to dimension door  as a spell-like 
  ability (CL equal to her rogue’s class level) except she 
  leaves behind a burst of acid, cold, electricity, fire or 
  sonic energy, the type is chosen at the start of each day 
  when the she fills up her pool. Choose one corner of the 
  rogue starting square. A 10-foot-radius burst of the 
  chosen energy explodes from that corner the moment 
  she leaves, dealing 1d6 points of damage + 1d6 points of 
  damage for every two rogue class levels. A successful 
  Reflex Save (DC 10+1/2 the rogue’s class level + her 
  Charisma modifier) results in half damage.   
   
  Jaunter’s Void 
  Prerequisites: rogue 16, Jaunter’s Hop, worships deity 
  that can grant clerics the Trickery and Travel domains 
  (or their subdomains) 
  Benefits: As a move action, the rogue can expend 8 
  motes of movement and the target designated by this 
  rogue, which must be unoccupied by creature or object, 
  becomes a planar vortex and inexorably draws creatures 
  and objects into its grasp. At the end of the round in 
  which the ability is activated, all creatures and objects 
  within 20 feet of the target who fail their save (DC 
  10+1/2 the rogue’s class level + her Charisma modifier) 
  are moved via the force of gravity 10 feet closer to the 
  target. 
  At the end of the round after the ability is activated, all 
  creatures and objects within 30 feet of the target 
  (including those in the original area of effect) who fail 
  their save are moved 20 feet closer to the target. At the 
  end of every subsequent round, the affected area 
  expands by 10 feet and the distance moved increases by 
  10 feet (on the fourth round, all creatures and objects 
  within 50 feet who fail their saving throw are moved 40 
  feet toward the target, etc.). This movement provokes 
  attacks of opportunity. Unlike normal circumstances, 
  allies can use this attack of opportunity to grab and hold 
  an ally, which grants an additional save (with a +2  
   
   
  bonus from aid another); failure by 5 or more results in 
  the ally doing the holding also being forced to make a 
  second save. 
  Any creature or object that enters the target area 
  immediately takes 15d6 hit points of damage and is 
  plane shiftedto a plane of absolute void (no air, gravity, 
  heat etc.). There is no save against the effects of entering 
  the target area. 
   
   
  Jaunter Feat 
   
  Extra Mote of Movement  
  Prerequisite: rogue 2, Jaunter’s Hop, 
  Benefit: Your pool of moments of movement increases 
  by 2. 
  Special: You can gain this rogue talent multiple times. 
  Its effects stack, granting you an increase to your pool of 
  motes of movement each time you take this rogue talent. 
   
   
  Rebel Champion (Paladin Archetype) 
   
  The rebel champions I know are detached from any 
  political structure, including that of the House of the 
  Merry Champion. The way of the rebel champions seems 
  to be to abandon attachment to any one place or people 
  and instead travel the world seeking new places to free, 
  new adventures to enjoy, and new tyrannies to 
  overthrow. The rebel champions do take the time to 
  train other rebels and other resistance groups in a 
  particular place, often leading them to victory, but then 
  moving on.  
  I once observed Dame Emersanda de Eldritchton 
  recognize one who has jumped at Our Laughing 
  Traveler of Passages and Messages’ call to adventure 
  
   
  and take that one on as a squire. This rebel squire kept 
  Dame Emersanda’s mount, polished her armor, cleaned 
  her weapons, and other duties as needed. It is in this 
  manner I believe that the order continues to grow, 
  though from hearing of Dame Emersanda’s tale a rare 
  few rise up on their own under the blessings of Our 
  Merry Champion.   
  From Dame Emersanda I learned that the guiding 
  principle of the rebel champions is to protect liberty, joy, 
  and prosperity. It is simple enough goal, and it leads 
  them into a life of terrific adventure, terrible peril, and 
  fabulous wealth. While the rebel champion embraces 
  these things, they are not the point – the rebel champion 
  strives to achieve good goals, though as I learned while 
  traveling with her this does not necessarily mean 
  through the performance of good deeds.  
  Dame Emersanda was one of the rare few rebel 
  champions that are members of the Questors Society. 
  She joined because the society is supportive of 
  adventurers and the impulse to go forth and fight 
  monsters, delve dungeons, win treasures, and conquer 
  evil. But there is a problem for like me, when I first met 
  Dame Emersanda, many consider the rebel champions 
  as perpetually blessed adventurers, but they are also 
  liberators, and the Questors Society is an oligarchy of 
  rulers.  Rebel Champions have a profound love for 
  debate, and Dame Emersanda and I argued over the 
  deeds of the Society. However, she took part in the 
  Insurrection of Adventure against the Immortal 
  Emperor, but now I suspect her and a few other of their 
  members support the rebellion against the Questors’ 
  rulership. This is probably because as Dame Emersanda 
  said to me members of her order make the most horrible 
  group of rulers you will ever know, as they would rather 
  lead a civil war than lead a free country, and if you are 
  not an adventurer Questhaven is not truly a free 
  country. Dame Emersanda and her order serve the 
  Questors Society best by leading resistance groups 
  against the Last Warlord and the predations of Steelcrag 
  for they are excellent speakers, diplomats, and wily 
  traders.  Yet I fear one day Dame Emersanda and those 
  of her order will be fighting on opposite sides of a civil 
  war over the rule of Questhaven.  
   
  Alignment: Chaotic Good 
   
  Class Skill: The Rebel Champion gains Bluff as a class 
  skill.  
   
  Aura of Chaos and Good (Ex): At 1st level he power 
  of a rebel champion's aura of chaos and good (see 
  the detect chaos/good spell) is equal to her paladin class 
  level. This replaces the aura of good class feature.  
   
  Detect Organization (Sp): At 1st level, at will, a rebel 
  champion can use detect undead, as the spell, except it 
  only detects members of a specific organization chosen 
  at the time of activation and not a creature of a 
  particular type. A rebel champion can, as a move action, 
  concentrate on a single item or individual within 60 feet 
  and determine if it belongs to the chosen organization, 
  learning the strength of its aura as if having studied it 
  for 3 rounds. While focusing on one individual or object, 
  the rebel champion does not detect organization in any 
  other object or individual within range. This replaces the 
  detect evil class feature.  
   
  Smite Evil (Su): Starting at 1st level, a rebel 
  champion’s smite evil does not deal extra damage to 
  outsiders with the evil subtype, evil-aligned dragons, or 
  an undead creatures. Instead if the target of the rebel 
  champion’s smite evil is a member of a lawful evil 
  organization (subject to GM adjudication) the bonus to 
  damage on the first successful attack increases to 2 
  points of damage per class level the rebel champion 
  possesses. In all other ways this functions as the smite 
  evil class feature.  
   
   
  Introduction to Questhaven 
   
  Questhaven is Rite Publishing’s default campaign 
  setting (currently in development) for most of the 
  material it produces with connections to such product 
  lines as The Plane of Dreams (Coliseum Morpheuon, 
  Faces of the Tarnished Souk), Jade Oath, and Kaidan. 
  Listed below are the primary themes of the Questhaven 
  Campaign Setting written as a first person account by 
  the adventurer Owain Northway.  
   
  Themes of Questhaven 
  This is really what makes Questhaven different from any 
  other place you have ever been.  
  It’s about the Adventure!: This book will not take 
  the time to name all the flowers found within 
  Questhaven and its Protectorate,  it was written as a tour 
  guide book for  adventurers by an adventurer. I, Owain 
  Northway am that adventurer. Within my book I will 
  highlight what I consider to be some of the most 
  evocative sites, shops, organizations, inns, lodgings, 
  restaurants, taverns, “dungeons” and other exciting 
  locations with the Protectorate, that would—in my not 
  so humble opinion—interest you the adventurer. 
  Additionally, included with my notes on each piece 
  within my book are my answers to some of Questhaven’s 
  greatest secrets. I will include historical and cultural 
  context within these pages so that you know how and 
  why Questhaven functions the way it does, but my main 
  focus will be about what is important to you as an 
  adventurer. 
  Adventurer's Rule, Literally: The adventure's guild, 
  known as the Questor’s Society, reigns over Questhaven 
  as an Oligarchy. So in order to form an adventuring 
  company or fellowship her you need to seek out a 
  commission, but more about that later my friend. Upon 
  receiving your commission, you and yours become 
  
   
  members of the ruling elite. While this eliminates some 
  of the more mundane problems you as an adventurer 
  might face such as commoners not doing what you know 
  is wise, it instantly embroils you in the cut and thrust 
  that is political intrigue of the city, its Protectorate, and 
  the Questor’s Society. Just by choosing this lifestyle, you 
  and your fellowship have become a very important part 
  of my homeland.  
  Magical 
  Renaissance 
  Society: Unlike 
  some 
  backwaters of the world that have never seen a cantrip 
  or run afoul of a giant rat, much less a dragon, 
  Questhaven flows with magic, especially when wielded 
  by the companies belonging to the Questor’s Society. Yet 
  beyond this, the greatest masters of the hallowed and 
  eldritch arts are discovering and rediscovering true 
  wonders of magic for this is a golden age. The spells, 
  magic items, and supernatural creatures you are so 
  familiar with as an adventurer affects Questhaven’s 
  culture, economics, and government just as the basic 
  laws of nature do in the most mundane of rural hamlets. 
  And yes you can order and purchase magic items in the 
  city, but their purchase are governed and tracked by a 
  powerful guild—The Honorable Order of Theurgic 
  Master Craftsmen—and trust me they use and abuse 
  that power to maintain their government sanctioned 
  monopoly.  
  Beyond the Core: Questhaven reaches beyond the 
  scope of what you know as the three core books of 
  adventuring. It is on the edge of the wilderness, out on 
  the rim of the known world. A vast number of renegade 
  products and ideas find their home in the Evocative 
  City, and nothing in it relates to just the traditional 
  experience of an adventurer. For example in most 
  traditional cities of your world you find elves, dwarves, 
  gnomes, half-orcs, half-elves, and halflings, within this 
  land while you might find a member of those races you 
  are far more likely to find wyrd (elves/ogre magi), 
  stonewarden gargoyles (former humans and dwarves), 
  jotun giants, lurkers (gnomes/cloakers), wretches 
  (hags/orcs), blinklings (halflings/blink dogs), restless 
  souls (spirits returned from beyond the grave) and 
  ironborn (artificial humanoids). You will find much 
  more within these pages from Time Thieves to Gutter 
  Mages, from a 1001 spells to long forgotten foes, it has 
  just about everything including the kitchen’s water 
  basin.  
  Secrets: Nearly every major piece within my book be it 
  an evocative site or quirky character, has some 
  unanswered question surrounding it, a secret if you will. 
  I want you to explore Questhaven, and nothing in my 
  opinion captures the thrill of adventuring quite so 
  effectively as the search for answers, especially when it 
  comes to secrets.  Within my book, I have done my best 
  to put answers to these questions, and while I have 
  based them on the best information available, backed up 
  by my vast experience and keen intellect, sometimes 
  circumstances have forced me to base my answer on 
  rumor, circumstantial evidence, and guesswork. So do 
  not get complacent, there are a tremendous number of 
  secrets still to unravel, and I have spent an entire 
  adventure attempting to uncover the answer to just one 
  of these secrets. Always remember that I will not lie to 
  you, but that does not mean what I write here will prove 
  to be true. This also does not even begin to cover the 
  secrets relating to the pieces of Questhaven and the 
  Protectorate I have not touched upon, nor what I failed 
  to consider as a truly important part of the realm. There 
  is always another secret yet to discover.  
  Complex Characters: In my homeland, you will find 
  agents of chaos and evil working right alongside those 
  who serve the lords of order and good. Yet both of these 
  groups are patriots, they love their families, they both 
  genuinely believe what they do is for the best and yet 
  still they make horrific decisions. Some such as the 
  vengeful wyrd, believe their acts are virtuous when laid 
  against the backdrop of the culture, others like members 
  of House Larkchild are suffering from circumstances 
  beyond their control. Even the Righteous Servants of 
  Heaven still disagree over the paramount path towards 
  forging a better world, and these disagreements can lead 
  to devastating conflicts. People, monsters, and even the 
  Last Warlord of Cynmark have complex motivations and 
  their own personal agendas so be careful when you label 
  something as a vile abomination with no redeeming 
  qualities for its hardly ever true for  in the city of 
  Questhaven there is rarely a single side to a story, 
  usually there are at least three.  
   Cultural Mosaic: Questhaven is a mix of ethnic 
  groups, languages, and cultures that co-exist remarkably 
  well. This is due to its inhabitants being composed 
  mostly of slaves imported from all over the world. The 
  Immortal Emperor and Dread lich Cynmark, who 
  enslaved the land for over two thousand years, enforced 
  this co-existence by imposing a single common language 
  and a single religion (the Great Church of the Pantheon) 
  upon all the Protectorate's denizens. While many of the 
  humans assimilated to the ideals of the Cynmark 
  Dynasty, others rebelled, most especially those non-
  humans by holding on to their cultural identity, made 
  easier by their longer lifespans. After the Insurrection of 
  Adventure that freed my homeland from the yoke of 
  tyranny, this love of one’s original culture exploded, yet 
  all hold a sense that Questhaven is their true home.  This 
  has gone further by a number of refuges having fled to 
  Questhaven due to its cultural tolerance from war torn 
  or less tolerant societies.  
  Crossroads: The Protectorate is a center of politics, 
  commerce, religion, culture, and even crime. Ships from 
  nearly every ocean visit Questhaven, while others travel 
  down the Oneiric River, brave merchants travel from out 
  of the north braving the wilds of Steelcrag, while others 
  come up from the south passing around Mt. Jotunheim. 
  In addition, a few strange travelers arrive on the shifting 
  shores from the Plane of Dreams, as planer travel from 
  there to Questhaven is comparatively easy. No matter 
  the adventurous path you take, you will eventually find 
  yourself in Questhaven.  
   
  Crossroads of Dream/Dream haven 
  Any spell or effect that attempts to travel from 
  Questhaven, or its Protectorate to the plane of dreams 
  and vice vs. has its affect enhanced. Here are some 
  examples.   
  • 
  Teleport: The results of off-target, similar area, and 
  mishap result adds the additional effect of the true 
  
   
  location the subject has arrived as being on the 
  plane of dreams.  
  • 
  Maze: The extradimensional labyrinth created by 
  this spell exists on the plane of dream.  
  • 
  Plane Shift: If you do not possess a forked metal 
  rod attuned to the plane of travel or it is damaged, 
  you arrive on the plane of dreams. If you use it to 
  travel to the plane of dreams, you arrive on target 
  rather than 5 to 500 miles from your intended 
  destination. 
  • 
  Any spell that is limited to the same plane treats the 
  plane of dream, Questhaven and its Protectorate as 
  if they were the same plane.  
  Special Note: While one cannot bypass the Gorgon 
  Walls that surround Questhaven, one can transport to 
  the plane of dreams within those walls arriving at the 
  cities reflection in Dream.   
   
  Themes Behind The Screen 
  Beyond the Core: What Owain is saying is that 
  Questhaven draws from beyond the core books of the 
  Pathfinder Roleplaying Game, from Rite Publishing 
  products and from other 3rd Party Publishers. However, 
  I never assume you own the original source material; if I 
  reference something here, it is always available for free 
  access via d20pfsrd.com,  
  Modular 
  not 
  Generic: When 
  designing 
  the 
  Questhaven Campaign Setting I wanted to make sure 
  that each piece I designed for Questhaven could be 
  picked up easily and placed in another campaign setting 
  with little to no retooling, but when placed together as a 
  whole it creates a unique setting. For example, the 
  people of Questhaven do not refer to their deities by 
  name, as they consider that a blasphemy, they refer to 
  them by their title. This makes the religion very 
  fungible, as you can substitute Our War Marshal in 
  Heaven for any non-evil deity of war. I have attempted 
  to make every piece of the campaign setting maintain a 
  modular nature, so that it makes it easier for GMs to 
  mine for ideas and tools to enhance their homebrew 
  setting or customize an existing one.  
  Owain 
  Northway: 
   
  This 
  is 
  a 
  theme 
  about 
  presentation, Owain has already talked about the book’s 
  tour guide format but what I did as a designer is use 
  Owain Northway’s point of view to describe the 
  campaign 
  setting. 
  Giving 
  you 
  the 
  in 
  character 
  perspective of an actual resident, along with all of his 
  opinions, suppositions, beliefs, prejudices and mistakes. 
  I wrote the Questhaven Campaign setting so that it does 
  not read like a DVR instruction manual, but rather like 
  an immersive form of exploration, learning as you 
  discover each new place Owain chooses to take you. 
  Secrets: GMs should remember to strew hints and 
  clues through adventure and campaigns, weeks , months 
  and sometimes even years before the PCs so that 
  Questhaven seems alive further enhancing the player’s 
  willing suspension of disbelief. The simplest way to drop 
  a clue is to have a NPC or perhaps a book put forward 
  the question to the player. However, GMs should use the 
  secrets in moderation lest PCs start to feel overwhelmed, 
  secrets are simply here to help inspire adventures, and 
  so PCs always have something else to explore.  
   
   
  
   
   
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  Champion, Copyright 2010 Rich Burlew Giant in the Playground Games, 
  Author Rich Burlew 
  Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt 
  Ciechanowski and Gareth-Michael Skarka. 
  The Genius Guide to the Time Thief. Copyright 2009, Super Genius Games.  
  Author: Owen K.C. Stephens. 
  The Secrets of the Divine: Adventure, Earth, Magic & Water 
  Copyright © 2014 Steven D. Russell, Author Steven D. Russell.  
  
   
   
   
   
  Coming soon! 
   
  Rite Publishing &  
  Perram’s Spellbook 
   bring you 197 Magus 
  Spell Cards from 
  Pathfinder Roleplaying 
  Game Core Rulebook  
  & Pathfinder 
  Roleplaying Game: 
  Ultimate Magic.  
   
  Now you don’t have to  
  hunt through a book, search a website, or print a pdf 
  page every time your magus wants to cast a spell! 
   
  Fully compatible with the Pathfinder Roleplaying 
  Game, these are casino quality US Poker-Size 2.5” x 
  3.5” (round corners, double-sided, UV coated) with 
  the same card stock used on some of the most popular 
  trading card games ( Arjo-Wiggins Playper 305gsm 
  matte with blackcore layer). 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/The Secrets of the Divine Adventure Earth Magic Water.pdf