TEXT: 1
  
  2
  If you like the radical fantasy and 
  RPG content contained within 
     these pages, check out 
     VerantheaCodex.com for 
         4 free preview PDFs 
            and consider getting 
              the Veranthea Codex 
                     campaign setting 
                        and GM resource!
  
  3
  A Veranthea Codex supplement of dark deeds, nautical adventure, and fell piracy for use with the Pathfinder RPG.
  Compatibility with the Pathfinder 
  Roleplaying Game requires the 
  Pathfinder Roleplaying Game from 
  Paizo Inc.. 
  See http://paizo.com/pathfinderRPG 
  for more information on the Path-
  finder Roleplaying Game. Paizo Inc. 
  does not guarantee compatibility, 
  and does not endorse this product. 
  Pathfinder is a registered trademark 
  of Paizo Inc., and the Pathfinder Ro-
  leplaying Game and the Pathfinder 
  Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Inc., 
  and are used under the Pathfinder 
  Roleplaying Game Compatibility 
  License. 
  See http://paizo.com/pathfinderRPG/
  compatibility for more information 
  on the compatibility license.
  Author      
      Nicholas J. Giebel
  Editor   
      Mike Myler
  Graphic Artist     Mike Myler 
  Interior Artists       Jacob Blackmon, Storn 
   
   
      Cook, Marc Curlee, Gary 
   
   
      Dupuis, Jack Holliday,  
   
   
      Mike Myler
  Cartographer 
      Mike Myler
  Layout Artist 
      Mike Myler
  Adventure Seeds........................31
  New Race: Alterrans..………...32
        Alterran Racial Traits..........33
        Alterran Racial Subtypes....33
        Favored Class Options........34
               Biojammer Corsair 
           (Magus Archetype)...........35
               Colonial Outcast 
           (Rogue Archetype)...........35
        Alterran Equipment.….......36
        Alterran Feats……………..37
        Alterran Magic Items….37-38
        Alterran Spells..…………...38
  Encounters in the Veil….....39-40
  History of the Veil…………...4
  Introduction.............................5
  Map of the Veil.........................6
  The Great Roaming Reefs.......7
  H'gal, Lich of Proxima Alterra...7
  Puppetmen...................................8
      Edge of the Veil: The 
     Anchorages and Flotillas….9
  Black Sands Anchorage.….9-10
  Within the Veil.……………..11
       Polis Prime…………….11-15
             Volsini Nova..………...12
             Krathon...............……..14
       The Deadlands…….....15-18
             Gearingsport…………15
             Dunes of Ak-Ranai.......17
  New Material: Magnetite........17
       Caramballa…….……...18-23
             Port Balas……………..19
             Port Ciaro……………..21
             Carambal, the 
                Last Irrational.……22-23
       Ostershain Isle...………24-26
             Port-of-Lis……………..24
             Order of the 
                Chambermage..............25
             Silent Sentinel mask…...25
  Within the Great Crawth....26-27
             Diamondwire 
            Webway Trap…..…….....26
          Aetherworld Venom….....26
          Aethervirus.........................26
          Clockwork Arbalester.......27
  Breaking the Veil.……………..28
             Great Crawth Mecha…..28
             Grand Lich H’gal………29
             Xenonaut Mecha………30
             Colossus Strain 
                Alcynobites…………..30
  Rules elements with the superscript TG refer to the official guide to 
  technology published for the Pathfinder Roleplaying Game, the rules 
  from which can be found online in the Pathfinder Reference Document 
  (www.paizo.com/prd). Other superscript references refer to the following 
  titles:
    APG—Pathfinder Roleplaying Game: Advanced Player’s Guide
    ARG—Pathfinder Roleplaying Game: Advanced Race Guide
    B1—Pathfinder Roleplaying Game: Bestiary
    B2—Pathfinder Roleplaying Game: Bestiary 2
    B3—Pathfinder Roleplaying Game: Bestiary 3
    B4—Pathfinder Roleplaying Game: Bestiary 4
    GMG—Pathfinder Roleplaying Game: Gamemastery Guide
    MA—Pathfinder Roleplaying Game: Mythic Adventures
    NPC—Pathfinder Roleplaying Game: NPC Codex
    UC—Pathfinder Roleplaying Game: Ultimate Combat
    VC—Veranthea Codex (Rogue Genius Games)
  
  4
  History of the Veil
  2000 BV 
  Proxima Alterra’s Outcast
  A mysterious object from space slams into Veranthea’s north 
  pole. Guided by the entity that would one day become Castriil, 
  the lich necromancer known as Ta’gn R’gaph H’gal arrives from 
  Proxima Alterra in his corpse ship and sets up an arcane forge 
  that he can operate far from the jurisdiction of his homeworld. 
  Islands rise in the northern sea off the coast of what is now 
  Urethiel; a few primitive travelers escape the tyrannical reach of 
  the Trekth and create small, simple colonies on the harsh arctic 
  lands. After 200 years, H’gal departs Veranthea for reasons and 
  destinations unknown; his autonomous forge continues to work 
  in his absence.
   
  1400 BV 
  The Tinkerer’s Return
  H’gal returns to find that his forge has attained high levels of 
  sentience, rebelling against his will and hiding somewhere deep 
  in the southwestern continent. An enormous battle between the 
  lich’s minions and the mechanical creations of the forge com-
  mences, the wake of their conflict leaving the continent a barren 
  desert. Ultimately H’gal is overwhelmed by his enemy—unable to 
  locate the Great Crawth, he is forced to retreat into the moun-
  tains.
  1340 BV 
  Birth of the Alcynobites
  H’gal creates alcynobites—tiny bioconstructs that serve as a 
  catalyzing barrier between the creations of the forge and the rest 
  of the world as well as a means of transmutation. These help 
  him form the great moving reefs that encircle the Veil and their 
  movement creates the Perpetual Storm to drastically change the 
  climate within the tesseract seas, but most importantly they at-
  tack the rare metal known as magnetite on sight (and thus render 
  many of the intelligent forge’s minions ineffective). Their subtle 
  and constant motions result in a vast field of occult magics that 
  fold the Veil into an odd geometry, creating a tesseract effect that 
  from the outside obscures the true area encompassed within. The 
  forge is thus contained and H’gal resumes his work in a secret 
  laboratory under one of the many Roaming Reefs.
  1300 BV 
  The Veil Draws
  An unintended side effect of the new alcynobite barriers is an 
  increase in population within the Veil. Sailors who survive crash-
  ing on the reefs join with the few small remaining colonies and 
  settlements gradually grow—there are even tales of warlords from 
  the mainlands intentionally sending people into the Veil as a form 
  of execution. The fertile lands and tropical islands are utilized for 
  subsistence farming, but very limited sea trade begins and over 
  the next thousand years the tesseract seas continually accrue 
  more and more denizens.
  400 BV  
  Influence of the Forge
  Legends of the forge take on a religious significance as the popu-
  lation grows. The name The Great Crawth (possibly a distortion of 
  the Alterran word for “forge”) enters the mindset of the inhabit-
  ants of the Veil. Cults of the Crawth and Cults of H’gal begin to 
  emerge in the fringes of society. 
  100 BV  
  Age of Sailing Emerges
  The true age of sail begins; trireme vessels and larger trade 
  galleons begin to traverse the seas regularly. Skirmishes 
         between towns are common, as each essentially becomes         
            a small city-state with its own leaders and military.
  1 AV     
   
  Dawn of the Conglomerate
  A small fleet of warriors and battle magi survive the reefs and 
  settle in the north, renaming it Polis Prime and claiming dominion 
  over the inhabitants there. After a short insurrection they solidify 
  power, dissolve standing governments, and establish their capital 
  at Volsini Nova.
  2 AV–361 AV  
  Golden Age of the Conglomerate
  The Conglomerate sets up a second polis, Polis Secunda. Maps 
  are produced with the tropical island chain Caramballa officially 
  named, and the wasted desert to the south is colloquially called 
  the Deadlands. For the next fifty years the Conglomerate is the 
  sole sovereign power structure within the Veil.
  411 AV  
   
  Mages Rise
  The Conglomerate College of Sorcery at Secunda rebels against 
  Conglomerate control. Polis Secunda is overthrown after a 10 year 
  war called the Breaker’s War and is renamed Ostershain. The Or-
  der of the Chambermage is established at the old college to protect 
  the continent from overwhelming Conglomerate military superior-
  ity. 
  424 AV 
   
  The Great Silence
  Incoming ships mysteriously cease, adding to the tensions within 
  The Veil after a surge of wild magic from the Scarring catalyzes the 
  alcynobite reefs. This triggers a reaction that causes H’gals inge-
  nious prison to obscure the tesseract seas from the outside world; 
  the gods suddenly go silent, leaving their followers within desper-
  ate for other sources of contact. Even though it is obscured from 
  the deities of Veranthea when the truly devout reach for a familiar 
  spark of magic, their gods still answer—and a few decades later, 
  some walk among them. 
  465 AV 
   
  Nightmares in the Veil
  The shattering of the Dragon Mind unleashes the Alien Castriil, 
  Impossible Grelthanok, and Unspeakable Vanesprelt from their 
  deific prison. Rising up from out of the Forever Dark, the Night-
  mare Gods see the fell magics of the Veil and the shroud cast over 
  the tesseract seas, taking the guise of mortals to travel unknown 
  among the populace (sewing evil and chaos wherever they go). 
  512 AV 
   
  Age of the Gear
  Technology advances quickly with the rise of stable governments 
  and the competition thereof. Ships become bigger, faster, and more 
  readily available. The mountains to the north of the Deadlands 
  prove to be rich in minerals and a port town called Gearingsport is 
  established by Gearing missionaries from Ostershain. 
  620 AV 
    
  Age of Fire
  Gunpowder proliferates within the Veil and the first cannons are 
  used. With the rise of more reliable ships and weapons naval 
  might becomes paramount, and piracy rises as a common problem 
  along the shipping lanes of the Veil. 
  707 AV  
   
  Year of the Plague
  The blackblood plague kills a third of the population of Gearing-
  sport before it mysteriously vanishes.
  755 AV 
   
  Age of the Gun
  The first primitive handheld firearms appear.
  
  5
  While the Veil has always been a cauldron of conflict, deception, and intrigue, there has never been a more 
  exciting time to sail the tesseract seas. The tension between forces is mounting again after years of silent 
  machinations and subterfuge—H’gal grows impatient, for he is also a prisoner here, and over the centuries 
  he has gained insight into the location of The Great Crawth. The grand lich sits on the verge of bringing a 
  new army to its desert sanctuary but the intelligent forge now senses that there are those within the Veil that 
  can awaken it, returning it to its fullest potential so that it might effect its escape from a prison that has long 
  been considered unescapable. 
   
  Palpable tension lurks under the surface of the Veil sending ripples through all corners of its society. 
  Talk of a second war between The Conglomerate and Ostershain has recently been on the tongues of people 
  in all the tesseract seas’ cities and the pirates have been more active as well, supposedly led from the deep 
  jungles of Caramballa by an unseen mastermind. Whether in alliance with the undead minions of the ancient 
  lich or as unwitting components in a vast machine, heroes who enter the Veil will decide its very fate by their 
  actions and alliances. 
  Introduction
  The far north of Veranthea’s oceans is a great screaming 
  maelstrom sighted only occasionally by sailors, a twisting wall of 
  wind that stretches beyond comprehension.  Typically this 
  phenomena is mistaken for a preternatural storm or some 
  unknown arcane happening—a hazard best avoided since no 
  captain worth their salt would send their men to certain death 
  in the waves. Not all ships are so fortunate, however, and those 
  who bear witness to the monstrous storm are often already within 
  the clutches of strange tides, mysterious shifting stars, and foul 
  currents that work to bring unfortunate vessels into the 
  turbulent waters of The Veil. 
   
  Ships that manage to beat a course away from the mists 
  before being drawn into the Veil are so few that it is often 
  regarded as a folktale amongst sailors in the taverns across the 
  world. Like all tales of the sea, these are ripe with embellishment 
  and speak of misbegotten horrors, unseen forces, and heroic 
  battles—the only consistency in these legends are that all those 
  who have attempted to brave its stormy mists have never 
  returned. It is perhaps one of the greatest mysteries in 
  Veranthea, and all who have attempted its navigation are 
  presumed by the outside world to be lost at sea. 
   
  But what is the Veil? Is it simply a 
  frightening yarn woven by storm-battered sailors? 
  Is it possible that such an enormous place could 
  exist and still be so unknown? Are the rumors of 
  stars changing before the very eyes of seasoned 
  navigators more than just tall tales? 
   
  Only those who enter know for certain 
  (whether that entrance be by mistake, ill 
  fortune, or bravado) and they ultimately find 
  themselves trapped in an isolated world foreign to 
  the good sense that they had always taken for 
  granted. What lies beyond the stormy curtain are 
  busy seafaring city-states plagued by imperialistic 
  politicians, guild-bound magi, grisly 
  pirates, and the subtle powers that 
  draw them all into the terrible dance of 
  the Veil. Beneath this veneer and deeper 
  within lies an ancient horror that 
  attempts to contain its biggest mistake at 
  all costs—a mistake that could rain chaos 
  and destruction across all of Veranthea 
  should it escape its briny prison.
     Ghost ships (derelict, 
   unmanned vessels) are 
  commonly found foating 
  on the tesseract seas.    
     Legends claim that 
  many of these haunted 
         boats have great 
       treasures within, but 
       most captains forbid 
         sailors and passengers 
       from exploring the  
        oddities.
  
  6
  
  7
  The Great Roaming Reefs
  Breaking through the stormy outer wall of the Veil 
  is incredibly dangerous. Very few ships survive the 
  Perpetual Storm’s maelstrom—its waves can crest 
  at over fifty feet and the winds around them reach 
  100 knots or more. Magic ceases to function (as an 
  antimagic field, CL 20th) within half a mile of the 
  storm wall and all attempts at communication are 
  swallowed up. Whether it be by fortune, skill, or the 
  will of the gods, those who survive passage through 
  it find themselves quickly dashed to pieces on the 
  odd, creeping reefs that form a formidable barrier 
  around the mysterious lands within. 
   
  Where magic begins to function again as 
  the Perpetual Storm fades in the distance, through 
  dense fog and patchy mists, the black bulks of the 
  Roaming Reefs protrude from an unending sea of 
  black water and sharp ridges. On closer inspection
  the shoals resemble coral reefs that seasoned 
  sailors have doubtless encountered in their 
  travels, with the main difference being the color 
  and scale—these reefs are jet black, flecked 
  throughout with iridescent material that evades 
  detection. Unlike their mundane counterparts, 
  these also grow large enough to exist well above 
  the waterline, occasionally creating spires as tall 
  as a two story house while their base is lost deep 
  against the ocean floor. Most of these steeples of 
  sharp rock are submerged, a deadly hazard for 
  boats passing through; the hard corals quickly 
  reduce most ships to shattered planks and twisted 
  rigging. The same current that dooms vessels to 
  the clutches of the Veil carries continually inward 
  through the Roaming Reefs making travel back 
  toward the Perpetual Storm incredibly difficult. As 
  though navigating the narrow channels and 
  underwater outcroppings weren’t difficult enough, 
  the corals obtained their namesake due to their 
  strange capacity for motion. For a few months out 
  of the year when the seas are cold the reefs lie 
  dormant and motionless, but during the warmer 
  seasons they take on odd life and slowly, steadily 
  migrate (noting their motion without equipment is 
  almost impossible), sometimes changing position 
  by as much as ten or twenty feet in a single day. 
   
  Even a cursory knowledge of nature is 
  enough to tell with some careful examination that 
  these reefs are not a typical creature. Detection 
  spells reveal them to be something on the brink of 
  life, a construct of chitin and false sinew that 
  operates more like a highly advanced clockwork 
  device than an animal. While even the most 
  powerful of druids and sorcerers are not be able to 
  determine all of the properties of the reef without 
  careful experimentation and research, it is quickly 
  obvious even to novices that this nigh impenetrable 
  barrier is artificial and not truly natural.
  H’gal, Lich of Proxima Alterra
  The truths of the Roaming Reefs are whispered only in the 
  darkest corners of shadowy cults—according to legends that long 
  ago fell away from the minds of most of the Veil’s population, after 
  a war of sky gods a defeated deity became locked in a pit below the 
  stormy seas, doomed to eternal imprisonment. While the events 
  that inspired this legend are quite different, it does correctly 
  indicate one point: the Veil is a prison, created by an ancient 
  undead lord to contain an unspeakably powerful entity. The grand 
  lich Ta’gn R’gaph H’gal is not Veranthean in origin, but came 
  to the world while evading the laws of his homeworld Proxima 
  Alterra. H’gal has been reduced to a husk of wispy sinew and odd 
  exoskeletal plates, adorned with strange pieces of glass and metal 
  that he has picked up on his journeys through the stars. His 
  unusual pointed headdress terminates in a series of odd changing 
  glyphs, an unholy token that emanates the cancerous magics that 
  bind him to his body.
   
  After mastering power over life and death, H’gal was 
  banished from his homeworld. In his corpse ship the lich roamed 
  the dark spaces between worlds, searching for a place to continue 
  his foul experiments and arcane horrors. He knew he needed 
  the type of skilled labor that only the city-sized factories of his 
  homeworld could provide, and when he located Veranthea—with 
  a population already made compliant to slave labor thanks to the 
  Trekth—he began work on a forge of vast proportions. Once H’gal’s 
  arcane forge was constructed it dawned upon him that it could do 
  much of the work he required if it was blessed with the semblance 
  of life, and so it was through profane ritual and sacrificial blood he 
  enacted his desire, imbuing his creation with a semblance of 
  intellect to make it a highly advanced smithy that could assist him 
  in his dark tasks without refute. His greatest toils began 
  thereafter, the work to support his research no longer a burden 
  all his own, allowing the lich to delve deeper into the dark abyss 
  of death magic and reanimation than most mystical practitioners 
  would dare to even consider. 
   
  When H’gal had to leave Veranthea to acquire a very 
  specific item for his projects, he set his forge to continue his work 
  without him—a decision that would forever change this new world 
  he called home. By H’gal’s reasoning there was no sense to delay 
  his long-term experiments during his absence and so he issued a 
  few simple commands to the forge that he believed would greatly 
  expedite his work. Deathless and without pause, the lich spent 
  several centuries roaming the dark spaces before he found what he 
  was looking for and returned. What he discovered, however, were 
  the scattered remains of his former laboratory and an 
  unrecognizable force that sought his ruin.
   
  The process was not a rapid one, but slowly the forge 
  began to improve upon itself. Small things first—a slightly more 
  efficient process here, a reduction in timing there, a better logic 
  gate to supplement its vestigial life. Over the ages this had begun 
  to accelerate and compound until the forge began reached a nearly 
  human level of intellect; self-awareness in a being that evolved 
  sentience is a powerful modus operandi, and in the machine it 
  became a single-minded desire for improvement and expansion. 
  The Great Crawth, a rogue artificial mind, was born in the desolate 
  architecture of H’gals machinations. Enormous in size and 
  capable of fabricating nearly any object, it turned its burning 
  eye towards methods by which to expand its influence. 
  
  8
   
  Furthermore he now had an endless source 
  of bodies from which to rebuild these dark 
  prison walls, fortifying the sea walls with 
  corpses of sailors unfortunate enough to be 
  drawn into Perpetual Storm or beneath the 
  water to the Roaming Reefs. 
  The Puppetmen
  The Puppetmen vary in appearance and 
  function but from the outside, the newest 
  models are almost indistinguishable from a 
  living being. These are used by the Great 
  Crawth for subterfuge and espionage, and in 
  the most horrific cases specific automatons 
  are being made to imitate and ultimately 
  replace their unfortunate target.
   
   
  Use clockwork servantsB3 (CR 2) or 
  clockwork soldiersB3 (CR 6) for Puppetmen, 
  with two major differences: Puppetmen 
  receive a +40 racial bonus to Disguise checks 
  made to appear as humanoids, and the 
  constructs contain an inscrutable internal 
  power source that blends magic and alchemy 
  in complex ways (removing the Efficient 
  Winding quality and any need to be wound).
  The Puppetmen and The War
  Shortly after the Great Crawth’s awakening 
  began, it realized that due to its immobility it 
  would require servants. The Puppetmen were 
  created at first like simple golem-like beings, and 
  it was not until the earliest automatons returned 
  with samples of magnetite from the deep desert 
  that the forge truly became the supreme power in 
  the Veil. With this resource the Great Crawth 
  created the most advanced artificial beings that 
  the world has encountered, the new material 
  enabling it to construct artificial brains that 
  rivaled and sometimes surpassed the 
  capabilities of human minds. These fearsome 
  constructs began establishing a mighty empire 
  on the continent on which H’gal originally set up 
  his laboratory—lands now known simply as the 
  Deadlands.
   
  When H’gal realized the scope of his 
  error he set about immediately neutralizing the 
  new threat. Knowing full well that the Great 
  Crawth would dominate all of Veranthea should 
  it escape, he began raising an army of his own. 
  His corpse ship was broken down into its 
  constituent races—the yithians, the tentacled 
  star-spawn, and the fearsome mi-go—that all 
  became the lich’s servant-warriors in a truly 
  catastrophic battle. Thousands of Puppetmen 
  were destroyed by H’gal’s legions, but ever more 
  seethed up through the substratum to tear down 
  his rotting warriors and before long the continent 
  was scorched beyond repair, its woodlands and 
  meadows reduced to dust and ash, never to bear 
  plant life again. After forty years of war H’gal 
  realized that he was fighting an unwinnable 
  war—the Great Crawth had been prepared for his 
  return, where the undead was not expecting to 
  wage war at all. 
   
  The undead lord retreated to the 
  mountains and formed a secret laboratory from 
  which to divine a new means of confinement. 
  It was in this secret hideaway that a new plan 
  was concocted—what H’gal could not destroy, he 
  would contain. He devised a devious prison for 
  his rogue construct, calling on his 
  knowledge of death and magic to bring into 
  existence the alcynobite: a nearly microscopic 
  wonder of necrobiology that would not just build 
  this pen, but compose it. Within a year the 
  alcynobites did their job, converting organic 
  matter (all too often matter that was acquired by 
  the armies of H’gal) and husks of itself into the 
  semi-magical, impossibly hard barriers of the 
  Roaming Reefs. More ingenious still, the lich gave 
  some special properties to his creations, 
  enchanting a portion of the defunct alcynobites 
  enough to propel the corals ever so slightly along 
  the ocean floor. The environmental momentum of 
      his inventions compounded over the entire 
         Veil, generating an enormous storm that has 
            continued since.
  
  9
  Edge of the Veil: The Anchorages and Flotillas
  While living on the mainland provides a certain 
  degree of security, the life it typically offers is not for 
  everyone. Some need a place to hide from the 
  authorities or have developed visions of fortune from 
  tales of the powerful items that float in on the tides 
  from time to time. These hard worn men and women 
  often find themselves pushed quite literally to 
  the edge of Veil society when they take up residence 
  in one of the numerous flotillas or anchorages 
  scattered throughout the reefs. Usually made up of 
  whatever materials wash in, these bastions of 
  primitive civilization are breeding grounds for all 
  manner of crime and vice.
  One of the prominent settlements formed amongst 
  the Roaming Reefs, Black Sands is unique in that it 
  is often visited by large merchant ships during the 
  Sailing Season. Perched atop a crumbling mass of 
  coral and wreckage, it is a frequent destination for 
  smaller communities living among the reef 
  structure as well as a major trading post for 
  inworld merchants. 
   
  The top deck of this Anchorage is nearly a 
  mile square, sits a hundred feet above the 
  waterline, and sports all the comforts and 
  pleasures of any small, nautical town. Great cages 
  lashed to counterweights are used to haul cargo 
  and passengers from the docks below to the 
  upper level where fishermen and kelp farmers 
  shout their wares in the market, and dock 
  masters bellow orders from tall cranes as they load 
  and unload ships. Large water wheels take 
  advantage of the inward current to power 
  grindstones and corkscrews, pumping briny water 
  to large desalination vats that burn day and night. 
  There is never a shortage of work at Black Sands—
  those willing to get their hands dirty, bloody, or 
  both can be assured that they will not sleep hungry. 
  Beneath the top deck are a few sub-decks generally 
  considered seedier and more dangerous than the main area. 
  Opium dens, dank taverns, and trash-strewn living complexes 
  make up the two levels referred to as the Undercity, beneath 
  which are layers of ancient shipwrecks that stack into the 
  depths in a haphazard motley of walkways, drop-offs, and 
  husks—some of which is traversable, all of which is 
  dangerous. The residents of Black Sands refer to it simply as 
  The Deep and universally avoid it. 
   
  Black Sands is an enigma. While the alcynobite reefs 
  are expansive, the odd geography that resulted in the 
  settlement is clearly not a natural formation. At some point in 
  history a large mass of magnetite landed on a reef in the early 
  days of the Great Crawth’s imprisonment, burrowing deeply 
  into it as it was consumed by 
  alcynobites. This left a tube shaped 
  formation several hundred feet across 
  that descended well below the 
  waterline. As ships broke upon the 
  reefs over thousands of years, this 
  tube was filled with wreckage of all 
  sorts, ultimately being settled on the 
  very top as a small scavenger town. 
  The current authority figure, Margoth 
  “Mag” Zilk, was born here (the daughter 
  of a prostitute and a shipwright) and 
  through her cunning and 
  resourcefulness established order 
  where there previously was none. 
  Under her 40-odd years of authority, 
  Black Sands has become almost 
  respectable as a trading post and port of business, becoming 
  an essential stop for most major trade routes in the area. 
  Sailing Season
  When the Roaming Reefs perform their unpredictable 
  dance, the navigational hazard becomes an impossibility. 
  The few settlements of scavengers and criminals that 
  inhabit crude shantytowns (often called anchorages or 
  flotillas) among the reefs are all but cut off from the 
  inner worlds, and as the sea warms, mapmakers and 
  merchants quickly establish safe routes for the season 
  and distribute them for reproduction. This is widely 
  known as the Sailing Season, the time during which 
  all of the Veil is in its greatest motion. The inner lands 
  provide raw materials, metals, food, and luxuries, and 
  the outer scavenging towns bring in the many wonders 
  that wash in from the shipwrecks that would otherwise 
  be unavailable within the Veil. Without this delicate 
  balance of seaworthy currents and trade, life within the 
  region would be devoid of even a  modicum of similarity 
  to that of the outside world.
  BLACK SANDS ANCHORAGE
  CN small town
  Corruption +0; Crime +2; Economy +1; Law −1; Lore −1; Society 0
  Qualities notorious, strategic location 
  Danger +0 (+10 in Undercity due to the horrors that make it their home)
  DEMOGRAPHICS
  Government autocracy
  Population 1,400 (700 humans; 500 elves; 150 half-orcs; 50 other) 
  plus an unknown number of H’gal’s servants lurking in The Deep
  Notable NPCs
     Culling Thorne (N Male fighter 15; Pirate KingNPC) 
     Margoth “Mag” Zilk (LN Female halfling monk 14; Little FistNPC)
     The Mud Priest (N Male elf druid 9/loremaster 4; Nature ScholarNPC)
  MARKETPLACE
  Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 5th
  Minor Items 3d4; Medium Items 1d6; Major Items —
  
  10
   
  The settlement is mostly populated by scavengers 
  and fishermen. The former pole large flatboat-homes 
  around the Roaming Reefs looking for survivors, wreckage, 
  or both—there is a market for items and slaves alike, 
  depending on an individual’s disposition. Locally sought 
  wildlife includes all manner of fish, but large sapphire 
  jellyfish that can be used to make glowing alchemical 
  lanterns are unique to the shoals and always in demand.
  NOTABLE NPCs
  Culling Thorne is an ex-Conglomerate Navy man who now 
  serves as the Magistrate of the Docks. He keeps flawless 
  records of ships travel routes and cargo. The gangs of the 
  Undercity know that for a few gold, Thorne will be happy to 
  share his painstakingly kept notes regarding the shipments 
  and their owners. 
   
  The closest individual that passes for leadership 
  on the Black Sands Anchorage is the Head of Mag’s Fist, 
  Margoth “Mag” Zilk. She whipped the place into order 
  with the help of a Chambermage from Ostershain, although 
  none knew of her connections to their order. Now her band 
  of thugs and brigands serve as an unofficial police force on 
  the artificial island and though her methods may 
  sometimes be suspect and her assistants brutish, there is 
  no question that the settlement is in much better shape 
  than it was before she arrived and seized control. She is 
  rarely seen in public without Erloch and Sila (CN Male half-
  orc barbarian 12 [Iconic BarbarianNPC] and N Female half-elf 
  sorcerer 15 [Ice MageNPC]), a Chambermage and her servant 
  on her payroll as bodyguards.
   
  An eccentric and secretive hermit known as The 
  Mud Priest lives in a wretched bungalow a day’s boat trip 
  to the east of Black Sands. It is said that he knows some 
  secrets regarding what lurks beneath the Undercity but in 
  truth, he is probably the most knowledgeable person in the 
  entire Veil when it comes to what is truly going on. As a 
  young man he tried to start a cult to the Great Crawth, but 
  as he began to attract followers he noticed that more and 
  more often he was finding himself followed by strange 
  looking men—their eyes were perhaps just a little too big 
  and too far apart, maybe their skin was weirdly hued and 
  their lips too full. It was when two such men began 
  murdering the members of his cult that he left the 
  anchorage for a small cave in the Roaming Reefs. Whether 
  he exists there beneath the notice of the Denizens of the 
  Deep by fortune or design is unknown, but he has 
  uncovered many of the Veil’s secrets in his long, strange life. 
  SHOPS
  Final Form serves as the magic shop in Black Sands. Many 
  of the items here are found on shipwrecks, so often even 
  the proprietor isn’t sure of what she has. Waife Silverlight 
  (NG Female half-elf sorcerer 5; Bramble SorcererNPC) is 
  young, fairly inexperienced, and too naïve to make a living 
  on the crew of a vessel in need of a spellbinder. Because of 
  her clumsy attitude and limited ability, a few artifacts of 
  world-changing power have come through her shop without 
  her knowledge. She can be found either in the store or out 
          scanning new wrecks for signs of magical equipment. 
   
  Owned by the haughty and thoroughly 
  disliked Barat Carroway (LN Male half-elf gunslinger 11; 
  Heidegger BrinebeardVC), Flame and Fortune is fairly 
  new to Black Sands. Carroway has begun attempting to 
  bring the newest firearm technology to the outer 
  anchorages after running a very successful store in 
  Gearingsport for almost a decade. From small 
  matchlocks to cannons, he has a small but constantly 
  rotating stock; the proprietor is almost never seen 
  except upon request, and even then only if the person 
  has some prestige. Instead, his red-smocked assistants 
  help visitors find the wares that they desire. 
   
  The Half-Light Tavern is run by Mr. Gulli 
  Strega (NG Male elf witch 3; Freerunning WitchVC) and 
  frequented by a fairly awful bard who goes by the name 
  of Sterling (N Male dwarf bard 7; Gambler NPC). The Half-
  Light is an enormous affair, made mostly of an 
  old barge that has been turned upside-down and 
  re-fashioned into one of the more elegant buildings 
  on the Black Sands; its insides contain three stories 
  of tables, each level with its own bar. The two upper 
  levels wrap around the outside, allowing patrons to gaze 
  down onto the floors below. Mister Strega, with his long 
  braided hair and sunken eyes, is rumored to wander 
  below to the Undercity for unknown reasons, but he 
  runs a fair bar and is always moved by the sight of coin. 
  Behind the Half-Light is a large oval amphitheatre used 
  for fights, plays, and games when the occasion calls. 
  There are private boxes facing this arena available on 
  the second and third floors, used mostly when sailors of 
  high rank stop through the anchorage on their travels.
   
  A rotting, precariously perched old trawler 
  makes up the ugly and unfavorable den of misery 
  known as The Hole. Located in the Undercity, it is 
  frequented by drug addicts, swindlers, and ship 
  workers looking to indulge in their more wicked 
  pleasures. The owner Foamheart (N Female human 
  ogrekin fighter 2; OgrekinB2) claims to be a half-giant, 
  and tends to her customers via a sunken platform 
  that puts her at shoulder level to the large, horseshoe 
  shaped bar. Brought to the Veil as a death sentence as 
  a younger creature, she survived the turbulent voyage 
  inland and made this place her home. She is very old 
  and will tell anyone who will sit and spend money tales 
  of the odd fishy men who she claims come up 
  occasionally from below the Undercity. Foamheart also 
  has trusted connections with the local gang leaders in 
  and can be helpful if she takes a liking to a party.
   
  Wellington’s Vigour and Vice is owned by one 
  of the more powerful members of Black Sands Society—
  Ergoth Wellington (N Male human alchemist 5; 
  Ominaran DraftsmanVC), a master of potion and 
  draught. He makes his living mostly as a healer in 
  the season where ships are few, tending to the minor 
  wounds and poisons of the local fishermen and 
  scavengers. During Sailing Season he puts his 
  prestigious talents to use making and selling all sorts of 
  nautical concoctions, seemingly immune to robberies 
  and theft (though it is unbeknownst to the public at 
  large, Ergoth is Mag’s brother.)
  
  11
  Within The Veil
  The Veil has existed long enough to develop strong systems of unified government across 
  several different factions, but its scarcity of resources make a dependent yet fragile web 
  of trade a necessity. Even so, there are those who would seek unification by force rather 
  than through coin. 
  POLIS PRIME
  Polis Prime is the coldest of the four main islands of the 
  Veil, though its thick forests and high mountains play 
  host to all sorts of life. Small hermitages centered around 
  longhouses or fur-covered dens are scattered through the 
  timberland, lived in by hearty and self-reliant peoples—it is 
  only as you get closer to Volsini Nova that the true scale of 
  the Misterria Conglomerate becomes evident. Their massive 
  refineries and factories serve to create many of the common 
  items required for commerce and industry, and the 
  necessary concentration of populations in the disparate 
  cold long since overcame the island’s lack of raw materials 
  to make Polis Prime the primary source of manufacturing 
  in the Veil. The colder climate also allows for the growing of 
  cotton and some heartier foods such as potatoes and 
  carrots. 
  Denizens of the Roaming Reefs
  The Roaming Reefs are not natural formations and 
  many bizarre creatures can be found there, from elder 
  thingsB4 to yithianB3 to the odd fishmen known as 
  ulat-kini (skumB1), all tending to the reefs and 
  catalyzing corpses from wrecked ships with 
  alcynobites to maintain and fortify their slimy, fetid 
  homes. Some of these are undead minions of H’gal—
  simply apply undead traitsB1 to the existing monster—
  and some are opportunists from other worlds who 
  wish to join the lich due to his brilliance and skill. 
  The odd denizens of the Roaming Reefs provide many 
  situations for an encounter with an adventuring party, 
  especially since the alcynobites can transmute organic 
  matter—perhaps the allure of endless free labor was 
  too much for H’gal to pass up, and the fact that the 
  fishmen tend to look a bit like lost loved ones is not 
  coincidence after all. 
   
  As a general rule, the base of all reefs are 
  guarded by the minions of H’gal; a DC 15 Knowledge 
  (nature) check reveals that the Roaming Reefs are 
  non-natural formations but little else. Much like living 
  coral, the reefs are composed of the husks of 
  alcynobites, tiny bioconstructs created by H’gal mixed 
  with organic matter. The formation’s denizens will 
  usually go to great lengths to keep their existence 
  unknown, dragging entire terrified crews into the 
  depths of their lairs when necessary. When bodies are 
  short and the Roaming Reefs need repairs it is not 
  unheard of for small communities to simply disappear 
  overnight.
  Geography and Climate in the Veil
  The Veil is generally circular with a diameter 
  totaling nearly 2,000 miles. While the area is quite 
  large, much of this is storm and reef; the islands 
  themselves are rarely longer than a few hundred 
  miles at the most. The arcane nature of the Veil 
  also makes it seem much larger on the inside than 
  it appears from without; sailors may think at a 
  distance that the tesseract seas are a particularly 
  large storm before realizing the Veil’s true scope 
  as their doomed ship approaches it. The climate 
  within the confines of the Perpetual Storm is also 
  most unusual—due to the cylindrical shape of the 
  magical tempest and its position in the northern 
  hemisphere of Veranthea, the northeastern 
  portions of the Veil receive the most direct 
  sunlight, making Caramballa nearly tropical. The 
  winds created by the unending maelstrom drive a 
  clockwise wind pattern throughout the entirety of 
  the Veil and heat gradually dissipates as the gusts 
  carry it along. Ostershain and the Deadlands enjoy 
  more temperate climes, while Polis Prime suffers 
  the colder temperatures. This also creates 
  dependable sailing winds and much more 
  favorable conditions when traveling clockwise 
  rather than counterclockwise and as a general 
  rule, it takes 2 or 3 times as long to sail against 
  the spiraling winds of the Veil.
  
  12
  The Misterria Conglomerate: The northwest quadrant 
  of the Veil is dominated on land and sea by the haughty 
  group of imperialists and mystics known as the Misterria 
  Conglomerate—flying their colors of deep blue and purple 
  with a silver starburst in the center, they are feared by 
  many and respected by few. Once composed of random 
  warlords and displaced sea captains, over the past thou-
  sand years a government of considerable power and order 
  emerged and garnered more wealth than the remainder 
  of the Veil factions combined; its structure now consists 
  of 23 small towns under the leadership of military Prae-
  tors. A small group of mystics and ex-soldiers known as 
  the Misterria Decatium serve as the organizing body in 
  Volsini Nova’s loose “democracy”, drawing their author-
  ity from the suspect and rarely seen Magnum Caeser 
  Pontifex Ptolem XXVI. Laws vary by city-state and leader, 
  granting each Praetor extensive power in his regime. Most 
  of these rise from the ranks of the military and coups or 
  in-fighting between towns is not uncommon. 
   
  Maritime might and a calloused disregard for any 
  citizens but their own have placed the Conglomerate in 
  the center of the Veil’s power structure, but only because 
  no one has the resources to truly challenge them. Origi-
  nally the Conglomerate dominated its current Polis as 
  well as Ostershain (which bore the historical name Polis 
  Secunda), but it was overthrown by a group of merchants 
  and mercenaries around a century ago. Despite the 
  generally negative view of the Conglomerate, the services 
  and opportunities that they present to the inhabitants of 
  Polis Prime and those who trade with them are consider-
  able and thus they are typically accepted as a necessary 
  bureaucratic evil. There are quiet pockets of those who 
  would see the Mysterion Decatium toppled however, and 
  numerous failed attempts at assassination of 
  high-ranking officials have turned the group on edge. 
  VOLSINI NOVA
  LE metropolis
  Corruption +5; Crime −1; Economy +8; Law +8; Lore +3; Society +9
  Qualities insular, prosperous, racially intolerant (non-humans and non-elves), strategic 
  location, superstitious, tourist attraction 
  Danger +10
  DEMOGRAPHICS
  Government council
  Population 31,000 (14,000 humans; 6,000 elves; 5,000 half-elves; 3,000 dwarves; 1,000 
  half-orcs; 750 halflings; 750 tengu; 500 other)
  Notable NPCs
     Baron Almitinian XXV (LE Male human aristocrat 10; KingNPC)
     Bolstia Evergreen (LG Female dwarf expert 6; Expert BlacksmithNPC)
     Consul Carrilan Lithilius (NG Female human fighter 10; GeneralGMG)
     Consul Erik Bastion (LE Male human fighter 8/rogue 4; Bandit LordGMG)
     Magnum Caeser Pontifex Ptolem XXVII (LE Male human oracle 20; King WearantirVC)
     Sarcorum (LE Male human adept 10; CultistNPC) 
     Tycha Escallion (LN Female human expert 7; Successful MerchantNPC)
  MARKETPLACE
  Base Value 14,400 gp; Purchase Limit 90,000 gp; Spellcasting 5th
  Minor Items 4d4; Medium Items 3d4; Major Items 2d4
  Rank in the Conglomerate
  Rank is an important concept in the Conglomer-
  ate. It is the system by which the entire order 
  is organized. At the very top is The Misterria 
  Decatium, ten sages led by a powerful oracle 
  called Magnum Caeser Pontifex Ptolem XXVI. 
  Answering to this group of powerful adepts are 
  three dozen Consuls that serve as governors and 
  admirals. Each Consul oversees anywhere from 
  three to fifteen Praetors. Praetors manage most 
  of the daily activity across Conglomerate terri-
  tory as Captains and Magistrates. Beneath the 
  Praetors are a whole slew of military and civilian 
  roles: Centurions serve as fighting men, Tem-
  pests serve as shipboard adepts, and Praefects 
  serve as local heads of law or judges. At the very 
  bottom of Conglomerate society is the slave—
  captured in battle or more likely picked off a reef 
  somewhere, slavery is still very much a tolerated 
  part of Conglomerate life.
  A wonder unto its own right, Volsini Nova rep-
  resents the pinnacle of high society, education, 
  magic, and technology within the Veil. The oldest 
  recorded settlement in the region, it sprawls out 
  over several square miles and bolsters a popu-
  lation dominated by artisans, shipwrights, and 
  soldiers. Its pine-lined roads, spiraled white 
  towers, and chiming naval bells make Volsini 
  Nova stand alone in the Veil in terms of size, vari-
  ety of life, and achievement. The city is laid out in 
  four major quadrants centered around the Palace 
  of the Decatium: Caern, Skycatcher, Ringuard,
  and Soltius. 
  Each houses 
  its own group 
  of powerful 
  men and 
  women, 
  workers, and 
  military units, 
  all representing 
  one or another 
  faction that 
  contributed 
  to the rise of 
  Misterria. The 
  names, titles, 
  and  honors 
  that these 
  groups 
  maintain are 
  mostly visual 
  rather than 
  political at
  
  13
  this point, but they are guarded 
  fiercely nonetheless, as it is from 
  these great organizations that the 
  Praetors, Consuls, and Centurions of 
  the Grand Fleet pour forth. Lining the 
  southern limits is the Ivory Port, a 
  seaport capable of holding nearly 400 
  large ships should the need arise, 
  and the waters around the city are 
  cold but lively with pods of whales for 
  hunting when the Sailing Season dies 
  down. The Palace of the Decatium is 
  large enough to almost be a small city 
  in its own right, though it is 
  forbidden to all but the highest ranking 
  Praetors and their families. It is also 
  home to the Torch, an ever-burning 
  spire that serves as both a lighthouse 
  for the docks as well as the meeting 
  place for the mysterious Misterria 
  Decatium. The people of Volsini Nova 
  are single-minded in their devotion to 
  the Conglomerate, owing their wealth 
  and safety to the powers therein. 
  Untrusting of outsiders and especially 
  wary of the Chambermagi, the citizens of Volsini Nova tend 
  to be cold towards foreigners and distasteful of those who 
  follow the weirding ways.
   
  Caern is the dream of many. While the Veil in its 
  isolation does not sport nearly the luxuries that are to be 
  found in Trectoyri or even Urethiel, this quarter of the city 
  is the closest one can get to royal treatment. As this part 
  of Volsini Nova is comprised mainly of rocky slopes that 
  form the base of a mountain, what lies here are some of 
  the finest alpine estates imaginable—large mountain 
  manors are set directly into the mountainside, 
  sprawling woodland estates provide ample space to hunt 
  and ride, and tidied roads keep this all connected to the 
  beating heart of the Conglomerate. While it is far and away 
  the least populated part of the settlement, almost all of the 
  most important public figures in the Conglomerate make 
  their homes on the gentle slopes and rising ridges of Caern. 
   
  Skycatcher is the quarter of Volsini Nova devoted 
  to all matters naval—its shipyards and warehouses are 
  arranged in tidy rows, and a channel from the Ivory Port 
  leads directly into its vast system of rotunda drydocks. 
  Here new ships are built, old ships are repaired, and a 
  variety of experimental craft are tested and retested 
  (making it a locus for the finest minds in nautical science). 
  Extensive fisheries also operate here and for that reason 
  Skycatcher sports the largest population of any area of 
  the city. This quarter is overwatched by the old elf Consul 
  Carrilan Lithilius; she is known to be both fair and kind, 
  and has a reputation for being more tolerant of the diverse 
  groups of common folk who work and reside in her 
  quarter.
   
  Ringuard is the manufacturing quarter of Volsini 
  Nova, and it is closest to the Ivory Port. Shipments of raw 
  goods such as ore, produce, and timber arrive here from 
  the other inner cities to be immediately processed, refined,
  and either used to fuel the massive settlement 
  itself or to be sent out with the merchant lines. 
  The greatest forges in the Veil lay within, with 
  Bolstia Evergreen being one of the greatest 
  blacksmiths to be found on the tesseract seas. 
  Evergreen runs a shop called The Shattered 
  Enemy Lies Broken and Dying at the Feet of 
  The Misterria and is completely unsympathetic 
  about her fanatical devotion to the 
  Conglomerate. Consul Erik Bastion runs 
  Ringuard—a war hero and former executioner, 
  Bastion is as quiet as he is understanding, 
  which is to say that he is neither; this quarter 
  of Volsini Nova has the highest rate of capital 
  punishment of anywhere in the Veil.
   
  Soltius is primarily concerned with 
  what little agriculture the colder climate of 
  Polis Prime offers. Cotton, hemp, and other 
  textiles grow reasonably well under the dingy 
  skies of Volsini Nova, so much of the 
  manufacturing-oriented outskirts of the city 
  falls under Soltius and their Praetors, 
  comprised largely of factories for cloth, rope, 
  dye, and sail. The Baron Almitinian XXV is the 
  Consul in charge of the entire quarter and he 
  answers directly to the Mysterion Decatium; 
  harsh and demanding, he is among the 
  Consuls who’ve ensured that the slave trade 
  remains uninterrupted by Conglomerate laws. 
  The majority of slaves claimed by the 
  Conglomerate are found in Soltius, living in 
  barely tolerable quarters and working the cold, 
  hard ground under their overseers’ watchful 
  eyes. 
  
  14
  Whispers in Skycatcher
  The whispered rumors in Skycatcher indicate that 
  an envoy from Gearingsport has obtained a large 
  piece of magnetite ore and that the Conglomerate 
  is testing an experimental vessel that uses the 
  resources to arcane ends. In truth three such 
  vessels are being built—a light skirmisher called 
  the UMC Apocryphal (longshipUC), an interceptor 
  called the UMC Auspice (sailing shipUC), and a 
  heavily armed ship-of-the-line called the UMC 
  Baphomet (warshipUC) are all being fitted with 
  magnetite lodestones which allow them to fly at 
  the same speeds they would normally sail. The 
  reason behind their construction is unknown, but 
  rumors of a renewed assault on Port-of-Lis have 
  been flowing through the populace more 
  frequently than normal. Befriending Carrilan 
  Lithilius is one of many ways to obtain the details 
  of this project, as she is its overseer.
  SHOPS 
  The sprawling streets of the Conglomerate capital 
  are alive with a seemingly endless multitude of mer-
  chants and shops—literally any item one could want 
  is available here, perhaps excepting powerful artifacts. 
  Flintlocks, powder and other simple firearms can be 
  acquired at The Thundering Hand in the Ringuard 
  quarter. Its owner Tycha Escallion has invented a pistol 
  that can fire several times before reloading and it is the 
  only place in the Veil where one can acquire a revolver 
  (albeit at double cost), making it wildly popular for 
  those with enough coin. Sarcorum’s Divination and Life 
  Alterations is run by a twisted old mystic named Sar-
  corum; the former (high-ranking) Tempest Excelsior for 
  the Conglomerate Flagship UMC Inexorable now tends 
  to a shop that only admits the most worthy of custom-
  ers to purchase his powerful magical wares. The Temple 
  of Arenathi provides resurrections available at a cost, 
  battle clerics of the traveler goddess available for hire 
  as divine protectors of sea-faring vessels, and blessings 
  for vessels of all kinds. 
  Originally a citadel town run by a rogue group of 
  warlords that stemmed from a crashed Trectoyri envoy, 
  over the decades Krathon evolved into its own 
  city-state; if Volsini Nova is the head of the Conglomerate, 
  this is its spear. Built on a five-mile long peninsula 
  jutting from the southeast of the continent, a great 
  naval yard takes up a full half of this city’s expanse, 
  with barracks and smiths crammed in between rows of 
  housing and taverns. It is here that the mighty forges 
  of the Misterria Navy work day and night to ensure 
  that only the finest items are prepared and shipped. At 
  the very tip of the landmass is The Iron Hood, a 
  lighthouse fortress sporting no less than 300 cannons 
  that overlook the harbor—no ship enters or exits 
  Krathon without passing near its squat black form.
   
  The region around the settlement is rocky 
  tundra and cold seas; whalers operate in its northern 
  waters, although they often return with stories of 
  terrifying forms sighted in the deep. Unbeknownst to 
  many, the oceans that lie north of Krathon are home to 
  an ancient kraken of horrible size and visage. No 
      ordinary thing, this titanic monstrosity is a revenant 
        of the Great Crawth’s power and was its prime naval
   
   
   
  power in the 
  war against 
  H’gal so very 
  many years in
  the past. This 
  leviathan only 
  appears when 
  its waters are 
  threatened,       often 
  attacking from       below          the 
  waterline. Countless ships      have been 
  destroyed in and around        its 
  territory, where it dutifully 
  guards waters for a war 
  that still silently rages on. The ship 
  graveyard is one of the most promising treasure sites in 
  the Veil and should adventurers manage to destroy the 
  beast or slip by unnoticed, the sunken wonders located 
  in its murky waters are likely number beyond compre-
  hension. The Ferrokraken, named for its pitted iron 
  exterior, is a krakenB1 with the clockwork templateB3. 
  The motion of currents through and around its body 
  negate any need for winding, and its brain is magnetite 
  (similar to the Puppetmens’).
  KRATHON 
  NE small town
  Corruption +1; Crime −1; Economy +1; Law +1; Lore +1; Society +0
  Qualities insular, strategic location
  Danger +0
  DEMOGRAPHICS
  Government autocracy
  Population 2,000 (1,250 human; 750 other indentured servants and 
  slaves)
  Notable NPCs
     Strazolda Marablade (LE Female elf fighter 17; Elven RecluseNPC)
  MARKETPLACE
  Base Value 1,100gp; Purchase Limit 5,000 gp; Spellcasting 4th
  Minor Items 3d4; Medium Items 1d6; Major Items —
  
  15
   
  Being more a giant fortress than a town, shops 
  are limited to supply caches looked over by Conglomerate 
  quartermasters; they sell provisions and supplies to ships 
  at premium, but all armor, magic items, weapons, or trade 
  goods are priced at triple value to their rarity. Serving as 
  both magistrate and dockmaster, Strazolda Marablade is 
  the steel fist of justice on the docks. A former woman of 
  the line who lost her right arm as a powder carrier during 
  the final battle with Ostershain, Strazolda is just as 
  determined in her old age as she was as a young sailor. 
  Her strength now stems more from her political grip and 
  razor-thin definitions of justice. While Volsini Nova 
  produces new ideas, it is Strazolda’s forges that truly 
  shoulder the weight of the Conglomerate Navy’s demands. 
  Weapons made in Krathon are all of masterwork quality 
  and Krathon steel is known for its strength and 
  durability (add +1 to the hardness of items made from 
  Krathon steel).
  Technology In the Veil
  The driving force behind technology in the Veil is 
  secretive and untraceable. In truth, many of the 
  advancements have come as a result of some wayward 
  ship coming across lost technology created by The 
  Great Crawth. Gunpowder, steel, clockwork, and less 
  desirable technologies have all sprung up suddenly as 
  a factor of reverse-engineering one of the many wonders 
  of the intelligent forge. Even so, encounters with it or 
  its minions are rare; thus items beyond barely 
  functional flintlocks and simple pendulum clocks 
  remain uncommon. While most mundane and magical 
  items that wash in are quickly utilized, major industry 
  within the Veil is limited to one or two cities and thus 
  does not propagate the wave of change quickly. 
   
  The Great Crawth is capable of creating 
  intensely powerful artifacts and indeed, the 
  Puppetmen—its highly refined clockwork servants—are 
  among the greatest technologies that exist. The GM 
  should use items or artifacts of great power as seeds 
  for their story: a powerful item can start or change a 
  campaign significantly, and could serve any number of 
  purposes within the Veil! Just remember that in most 
  circumstances, it is impossible to travel beyond the 
  Great Crawth’s reach. 
   
  When introducing technology in this setting, 
  understand that there is no real limit on what is 
  possible—the Great Crawth can create wonders unlike 
  any other artificer in the world. It is recommended that 
  the gamemaster look at the Official Tech Guide and 
  adapt items for use; for example, energy weapons can 
  be quickly changed to uses per day to avoid the need 
  for power sources that would seem out of place in a 
  nautical setting. 
  THE DEADLANDS
  To the southwest lies a broken desert continent 
  long considered to be completely 
  uninhabitable—no historical record indicates 
  what occurred here, but deep in the wastes are 
  strange ruins that suggest a civilization once 
  dwelled within the sands. The badlands stretch 
  coast to coast from the craggy southern tip of 
  the landmass all the way to a powerful and wide 
  river, the Roil Cross, a waterway that bisects 
  the Deadlands and carries with it most of the 
  life on the continent. Narrow bands on either 
  side of its murky waters provide small but 
  arable swathes of land populated mostly by 
  subsistence farmers and bands of outcasts, 
  though the construction of Gearingsport opened 
  the area to textile farmers and miners. North 
  of the river lies an impassable mountain range 
  but recently several dwarven survey teams took 
  value of the minerals there and now the Roil 
  Cross is home to a vast rafting company that 
  ships cotton, corn, timber, ore, and carbon to 
  Gearingsport for export to other cities for 
  refining. Rumors of a dragon enclave in the 
  mountains have made the survey teams 
  nervous, but the pressure of demand for the 
  resources that they mine keeps them pressing 
  deeper and deeper into the northern peaks. 
  GEARINGSPORT
  NG small city
  Corruption +1; Crime +2; Economy +3; 
  Law +0; Lore +1; Society +5
  Qualities notorious, prosperous, 
  rumormongering citizens, strategic location
  Danger +5
  DEMOGRAPHICS
  Government council
  Population 8,000 (2,000 humans; 2,000 elves; 
     1,000 half-elves; 500 desert goblins; 
     500 dwarves; 500 gnomes; 500 half-orc; 
     500 tengu; 500 other)
  Notable NPCs
    Crimson Mary Wormwood (NG Female 
     dwarf gunslinger 9; Detective Spade GrinflaskVC)
    Hadrick “Blackblood” Horus (CN Male 
     human expert 5; SapperNPC)
    Marco De La Rouge (CG Male elf rogue 7; 
     Iconic RogueNPC)
    Praetor Cestus Cervanus II (LE Male half-elf 
     fighter 7/duelist 2; Tribal ChampionNPC)
  MARKETPLACE
  Base Value 6,800 gp; Purchase Limit 50,000 gp; 
  Spellcasting 6th
  Minor Items 4d4; Medium Items 3d4; 
  Major Items 1d6
  
  16
  Gearingsport is the only town on the entire continent 
  and thus holds a place of significance among all 
  factions within the Veil, and perhaps more importantly, 
  resources flow freely from its great, wide port—a fact 
  noticed by merchant barons and pirate crews alike. 
  This modest city is laid out more or less like a long, 
  straight strip of land that runs north to south, with the 
  docks taking up the entire eastern portion of the 
  settlement. Bisecting this great strip from the west 
  rushes the Roil Cross, a wide and fast river that brings 
  the bounty of the continent to Gearingsport’s eager 
  docks before emptying into the sea. To the north of the 
  waterway lies housing, taverns, and the Gearing Hall—
  the seat of local government from which young Marco 
  De La Rouge looks over the proceedings of his harbor 
  with careful, learned persistence. To the south of the 
  river are warehouses, refineries, and silos that store 
  and organize the numerous bounties rafted from 
  further inland. Hard work is never in short supply, and 
  often the sons and daughters of wasteland farmers 
  arrive with the cargo to pledge their fealty to the 
  Merchant Guilds and tradecrafters who run the 
  operations. With such a diverse and changing 
  population, crime is inevitable; the warehouse district 
  is notorious for its gangs of cutthroats, gamblers, and 
  prostitutes looking to take a sailor for their money, 
  their pride, or their life. 
   
  Little information remains regarding the Gearing 
  missionaries that established this settlement; their 
  order died out almost immediately after Gearingsport 
  was established, but it is known from historical 
  writings that they came from Ostershain. The settlers 
  set up a monastery on the hill, recorded a small book 
  of prayers, and then vanished. Soon after the city grew 
  from inland as settlers followed the Roil Cross river, 
  and once the farms and mines had an export system 
  in place via the waterway, Gearingsport exploded with 
  business.
  Cestus Cervanus II, Praetor of the Conglomerate, 
  is an incredibly bright and promising politician in his 
  early twenties, achieving his rank far earlier in life than 
  his peers. Last year he and a few platoons of soldiers 
  moved into the Conglomerate Embassy at Gearingsport, 
  which had previously been little more than an office. 
  He is bold and a bit arrogant, his shock of red hair and 
  military posture both visible at great distance; why he 
  is in Gearingsport is a mystery, but there are rumors 
  of him sending missions into the desert for inscrutable 
  purposes. Most think he is the first sign of attempted 
  Conglomerate takeover—since the port would be helpless 
  against such naval might—but others see him as a much 
  needed authority figure to guide Gearingsport’s 
  squabbling guilders to a more organized and productive 
  future. He has already been given a third of the policing 
        shifts, and the sight of Conglomerate livery on the 
          streets is enough to spurn rumors across much of 
            the Veil.
  Crimson Mary Wormwood deals in all things 
  mechanical. A pioneering merchant of the new 
  firearms that are beginning to emerge across the 
  Veil, her skills rest on the line between science 
  and magic. Her sister worked for the 
  Conglomerate Embassy before she disappeared 
  and Mary is always on the looking for help 
  retrieving a log book from the office that details 
  the incident. 
  Hadrick “Blackblood” Horus is a large fellow of 
  nearly sixty years, easily distinguishable by his 
  six-foot frame, broad shoulders, waist-length salt 
  and pepper hair, and his signature beard (which 
  would reach his belt if its flow were not 
  interrupted by the bulk of his gut). The son of a 
  sea cook and merchant, Horus is motivated by 
  the more material things in life—he is a 
  formidable businessman, bureaucratic, 
  unscrupulous, and an excellent chef. He is 
  known to traffic a few things that require a 
  certain degree of discretion and is more the type 
  of man to cleverly extricate himself from a 
  situation rather than start a fight; the nickname 
  “Blackblood” was given to him in his youth, 
  during a guard raid on a store owned by one his 
  early business partners, Roldo Balwan. Seeing 
  that his friend would doubtless be arrested and 
  knowing that the social and financial 
  implications would be personally inconvenient, 
  Horus assumed the guise of a beggar, mimicked 
  the symptoms of the dreaded blackblood plague 
  that had scorched Gearingsport not a decade 
  past, and wandered into the store mid-arrest. 
  The ensuing panic caused the entire block to be 
  quarantined for the next month, during which 
  Horus both escorted his friend to safety and 
  cheerfully sold curative tinctures to most of the 
  city. He is growing concerned with the state of 
  the settlement as of late however, and like many 
  others he worries that the Misterria Conglomerate 
  has its eyes on the port.
  Marco De La Rouge is a young fisherman with 
  long black hair and a light complexion who sees 
  himself as a swarthy swashbuckler, though he’s 
  yet to set foot on a ship larger than his family’s 
  fishing trawler. He may play himself off as 
  dashing hero, but whether or not his bravado 
  holds up to the tasks at hand is yet to be tested. 
  He wears high-cut navy boots and wields a 
  family heirloom, a rapier engraved with the 
  initials ADLR (Adler De La Rouge, his great 
  grandfather and famous corsair). Marco serves 
  as the local Mayor and constable, although he 
  has recently accepted some assistance from the 
  Conglomerate during trying times.
  
  17
  The Dunes of Ak-Ranai
  Called Ak-Ranai by the locals, the giant desert of 
  the Deadlands is as unforgiving as it is desolate 
  and well deserving of the name. Most common folk 
  regard the region as nothing more than a 
  deathtrap. While a few worthy explorers have 
  attempted to foray into its depths few return; those 
  who survived the punishing sandstorms and 
  desiccating heat found only rock, sand, and the few 
  lifeforms tough enough to endure such an extreme 
  climate. Even so there are stories of sand giants 
  roaming through the wastes, either living in 
  tent-camps or strange ruins that protrude 
  occasionally from the dunes and surviving by 
  herding the hearty goat-like beasts that are known 
  to live along the edges of the desert.
   
  The true value of the desert is in what lies 
  beneath it. Deep under hundreds of feet of sand is 
  an arcane mineral known as magnetite, a remnant 
  from some forgotten era lost to history. Although the 
  mines along the edges of the desert 
  occasionally pull up the silvery ore (which burns 
  alcynobite reefs and channels magic), they only do 
  so in quantities too small and rare to be useful in 
  any business venture. When the Great Crawth 
  began its migration to a place unknown, it settled 
  near the largest deposits that its couriers could find. 
   
  Burrowing deep into the desert, a long, 
  red-lit tunnel now drops hundreds of feet below the 
  sand before reaching the entrance to the complex 
  dungeon that is the intelligent forge. Adventurers 
  who go into the desert need to be prepared—it can 
  take weeks to traverse the wastes and no forms of 
  food, water, or shelter are available. The elements 
  are the enemy here, aside from the occasional giant 
  or ant lionB3 that may believe them to be easy prey. 
  New Material: Magnetite
  Magnetite is a unique substance found only in the Veil. It is a silvery metal, light but hard like mithral, and is able 
  to conduct magical power along unique pathways allowing a skilled artificer to create complex circuits and logic 
  gates. It was magnetite that drew H’gal to this location on Veranthea; the metal works more or less like magnetic 
  ore, except weapons made from it can channel touch spells as though one had the spellstrike special ability a 
  number of times per day equal to their intelligence modifier. 
   
   
  In addition to having the qualities of mithral, armors and
  shields made of magnetite are able to hold a spell with a range of          Type of Magnetite Item 
  Item Cost Modifier  
  touch for a number of hours equal to enhancement bonus 
    
       Light armor  
       +2,500 gp
  (activating this spell is a swift action). 
   
   
   
   
       Medium armor 
       +5,500 gp
   
   
   
   
   
   
   
   
   
       Heavy armor  
       +10,500 gp  
   
  Due to its rarity and difficulty of shaping, magnetite  
   
       Shield 
   
       +2,500 gp
  weapons are extremely uncommon and very expensive, and all  
       Other items  
       +800 gp/lb.
  magnetite items are destroyed instantly in a reaction of dust and
  light if they come within 30 feet of alcynobites (including any  
  portion of the Roaming Reefs).
  SHOPS
  Gearingsport is known for its wide array of shops and 
  merchandise, and sailors come here from all over the Veil 
  to obtain the newest goods as they arrive. 
  Corsair’s Palace: This Conglomerate-run tavern and inn 
  is frequented by navy men and mistresses, home to the 
  finest pale ales in Veranthea.
  Drowning Man Inn: A tavern, opium den, and house of 
  ill repute.
  Gearingsport Open Market: A bright bazaar sporting 
  food, ale, small arms, leather armor, and jewelry.
  Healing Hands of Kanae: This eccentric cult of 
  healers work their magic for a price, insisting that they 
  are joined for a ritual before alleviating ailments or 
  undoing wounds (becoming very indignant if resisted). 
  The magical accompaniment of these elaborate rites (and 
  subsequent healing) clearly come from bottled potions—
  the healers have no magic whatsoever and the name 
  Kanae is utterly meaningless. 
  Malangal’s Mystic Manor: A purveyor of weak potions, 
  scrolls, wands, and minor wondrous items, Alejas 
  (grandson to the long dead Malangal) runs an 
  above-board business known for dependable stock.
  Swords, Shot, and Sinners: This weapon and armor 
  shop is owned by an old man named Linhammer; it 
  used to be “Swords and Sinners” until recently when he 
  acquired a few primitive firearms (albeit at a very high 
  price).
  The Cracked Cannon: A drinking hole host to dockhands 
  and the less savory of merchant crews, this warm bar is 
  known for its strong ale and cheap food. 
  The Lawful Search and Seizure: Named for its tendency 
  to get overturned by local law, Hadrick “Blackblood” 
  Horus runs what appears to be a shop that sells a few 
  legitimate potions and a lot of odd trinkets and charms. 
  However, those who truly know Horus are able to procure 
  poisons, some drugs, and tax-free items of interest.
  
  18
  The Blackblood Plague
  Three decades ago an enigmatic sickness tore through the citizens of Gearingsport with a wild fervor. Named  
  “blackblood” by frightened locals, it turned the blood of those affected as black as a moonless night and in the final  
  terrifying stages of the disease caused torrential hemorrhaging from the eyes, ears, and mouth, along with a terrible 
  madness. No one is known to have survived the blackblood plague and after nearly 2,000 deaths it mysteriously van-
  ished—unknown to the residents, the illness was caused by an unfortunate encounter with the 
  alcynobite. 
        A merchant with ties to a small mining operation in the Deadlands was selling a popular 
  health tonic that contained small traces of magnetite ore. When a sailor who had been quite fond 
  of the tonic spent a few days on a reef survey mission, enough alcynobites collected on him to seek 
  out the tincture in his body. They boiled in his blood, replicated from it, and turned his insides 
  into a seething mass of alcynobite and burned-out magnetite. Within a   few days he was dead 
  but by then he had already made his way to Gearingsport and so 
  started a chain reaction that couldn’t be stopped. Since the victim 
  may not have consumed the tonic for months (and the fact that aside 
  from the merchant and his company, no one knew what the tonic 
  contained) no connection was ever made, and the blackblood plague is 
  recorded in history like any other disease. Bodies were burned in 
  gutters and Conglomerate troops were brought in to enact a 
  quarantine. Fortunately for the settlement, the merchant and most of 
  the people in his operation were among the first killed by the malady 
  and the recipe for his tonic was permanently lost. There is still always 
  the chance that some entrepreneur will stumble across the same 
  concoction or a lost batch of the tinctures, aiming to recreate what 
  was once a very popular product (and in so doing, another wave of the 
  blackblood plague).
       Hadrick Horus, proprietor of a business called the The Lawful Search 
  and Seizure, earned his nickname shortly after this plague. To save a 
  shady but lucrative business partner, Hadrick disguised himself and 
  smeared squid ink under his eyes, ears, and mouth before stumbling 
  into the shop during a raid by the authorities, hacking horribly. The 
  entire block was quarantined for a month during which Hadrick 
  cheerfully sold useless plague protections to much of Gearingsport’s 
  population. Only those closest to him call him by his nickname, and 
  even fewer know the true story behind it. 
  CARAMBALLA
  In the northeastern part of the Veil lies an archipelago 
  of deep jungle and tropical wetlands. At least 87 charted 
  landmasses make up this long chain of islands, but only a 
  dozen of them are large enough to support any reasonably 
  sized populations. Even so the Caramballa is a place of deep 
  mystery—early primitive people settled here and developed 
  in isolation from the rest of Veranthea (including the Trekth) 
  and even in the modern era, not many adventurers are 
  willing to hazard the savage denizens and virulent diseases 
  of the wet forests. Tales of ancient civilizations living in the 
  deepest parts of the Caramballa are told all over the Veil and 
  more than a few expeditions have gone searching for glory 
  only to disappear into the hazy green depths.
   
  The Ports of Caramballa are very old; the value of 
  fruit and sugar in the Veil was recognized by the earliest 
  civilizations that took root and simple rafts drifted here long 
  before larger ships were even a thought. It is joked about 
  that, of all places to wash up on a shore in the Veil, the 
  coasts of Caramballa may be the only ones that are an 
  improvement; this is usually the jest told to describe the 
      founding of Port Ciaro and Port Balas. Miles of glistening 
         sugar cane plantations and fruit groves surround each 
          of these settlements, barely holding off the wild jungles
  that border the wide green fields of crops. Thousands of 
  workers—some free, some not—toil endlessly in the sun 
  to ensure that the harvests are good, and among their 
  number are some of the simplest or most dangerous folk 
  in the Veil.
   
  Despite its generally wild expanses, Caramballa 
  is crucial to the survival of the Veil. The tropical climate 
  makes it ideal for growing fruit and sugar cane, making its 
  two major ports (Port Balas and Port Ciaro) into plantation 
  towns the size of small cities. Those who do not mind the 
  hard labor and heavy heat can find a happy life here in 
  the sun and sand. The miles of uncharted islands, 
  tributaries, and channels make an excellent hiding place 
  for pirate vessels and treasure hordes as well; more than a 
  few fugitive buccaneers work in the fields, living out their 
  lives beneath the notice of their peers while figuring out 
  where a stash of wealth might be hiding. While there are 
  several small shops in both Port Balas and Port Ciaro that 
  trade in basic goods (mostly along the docks), these are 
  simple farming towns and that lack the breadth of 
  supplies available at larger cities. While the ports are 
  fairly typical as far as small towns go, the area 
  surrounding them is much more active—raging pirates, 
  warring merfolk, and an uneasy alliance make Caramballa 
  an interesting place to explore.
  
  19
  Notable Shops
  Balas Mystic Emporium: This large, adobe building is a 
  single-roomed affair in which a dozen tables are stacked 
  with all manner of magical items and artifice. Miatha 
  Brookhollow, the proprietor of the shop, is a swarthy 
  trader as well as a very able wandsmith. She keeps it a 
  closely guarded secret that she is in fact the daughter of 
  Rahenna, the witch-woman who lives somewhere beyond 
  the treeline. 
  The Magma Still: Five large, polished brass still towers 
  mounted over a lava fissure at the far end of town mark 
  this local bar and distillery owned by a mute old man in 
  his 90s. The rum is produced from the finest sugar cane 
  that Port Balas has to offer and flavored with all manner 
  of local jungle spices alongside a unique note from a rare 
  species of berry. Little do the townsfolk know, but the 
  fruits are specially grown and tended to by the hermit 
  Rahenna to insure they carry the right balance of occult 
  power. Consumption of this Fire Rum grants a +1 
  alchemical bonus to Will saves for 1 hour after 
  consumption. This effect is slight and often goes 
  unnoticed by those who consume it unless specific 
  magical investigation is used.
  Beyond the terraced foothills of Ogris lies 
  10 or 12 miles of thick vegetation (consid-
  ered difficult terrain) that would be almost 
  impassable if not for worn paths used by 
  workers. Even these trails are dangerous 
  to traverse and before reaching the base of 
  the larger mountain, Ulum, lies the pyramid 
  of the cult of Carambal: The Last Irrational. 
  Local myths regard the dense tropical forest 
  that makes up the majority of the isle on 
  which Balas lies as the home to a life-giving 
  god. Indeed there are even a few relics lying 
  about that suggest a great power in the 
  jungle beyond—a carriage with a large 
  flywheel that moves of its own accord, and 
  an ancient vat built over a magma vent 
  (turned into a still and replicated) that lies
  at the far end of town to name a few. 
   
  These wonders are not without price though; 
  occasionally men and women from Port Balas are suddenly 
  overcome by the desire to leave their homes and go into 
  the jungle when they come of age. These youngsters are 
  said to go off to become part of the wilderness and some 
  even believe that they become gods themselves but the 
  truth is far more sinister. The Last Irrational, in his early 
  days in the islands, set himself up as god of some local 
  tribals. As he grew in power he began to test his reach and 
  resources by sending minions into the town as it 
  developed, growing a small but powerful cult that regard 
  him as a deity. Using mind-affecting spells such as geas 
  and suggestion his worshipers prey on the weak-minded, 
  convincing them to go deep into the tropical forest where 
  they become slaves to The Last Irrational’s mad whims or 
  used as sacrifices atop his grand ziggurat. Between the 
  large jungle predators and the cultish minions, only those 
  chosen to serve the Carambal’s whim make it to this 
  temple of hysteria and death.
  Port Balas appears at first to be a perfect paradise with 
  its white sands and lush, vibrant foliage, and sailors 
  at sea are quickly entranced by its friendly people with 
  their fondness for food, drink, and stories—the clean 
  streets and cheerful locals make the adobe city appear 
  flawless. The two great mountains, Ogris and Ulum, 
  tower behind the shimmering cityscape and frame its 
  natural splendor. The people here tend to dress in 
  simple, white garments to reflect the intense sun, 
  and the local men and women alike shave their 
  heads to stay cool. While Balas does boast some of 
  the finest things that Caramballa has to offer, it 
  harbors a dark secret tied to an ancient pact; those 
  who spend enough time in Balas begin to see the 
  seams in its flawless facade because despite its 
  carefree attitude and luxurious suggestions, the 
  settlement is most firmly in the grasp of one of the 
   
   
          Veil’s more sinister figures.
   
   
    
  The single, large road 
  of Balas leads from the 
  docks, through a sandy 
   open market, and directly 
   into the stacked adobe 
    city before it disappears 
       into the jungle.
  PORT BALAS
  CN large town
  Corruption +2; Crime −6; Economy +0; Law +5; Lore +1; Society +0
  Qualities insular, pious, superstitious
  Danger +5
  DEMOGRAPHICS
  Government overlord
  Population 4,000 (2,000 elves; 1,000 humans; 500 half-orcs; 500 other)
  Notable NPCs
     Miatha Brookhollow (LG Female elf enchanter 8; 
           Seductive Enchanter NPC)
     Rahenna the Cane (NG Male elf witch 13 with spider familiar; 
           Lieutenant KujaraVC)
     Shallazar (NE Male half-elf aristocrat 8; Diplomat NPC)
  MARKETPLACE
  Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 4rd
  Minor Items 3d4; Medium Items 2d4; Major Items 1d4
  
  20
   
   
  Perhaps the only person in Port Balas who knows this secret is the witch-woman who lives just 
  beyond the treeline, finding eldritch harmony among the beasts and poisons that make the jungle so 
  dangerous. Rahenna the Cane is an ancient-looking elf who is old even by their standards, run out of Balas 
  by a horde of angry commoners when the current mayor (a man named Shallazar) blamed her for the 
  disappearing children in a blustering show of power that ultimately cemented his position as leader of Balas. 
  The locals fear and abhor “the Cane Witch” and sometimes at night she can be seen walking with a tall piece 
  of sugarcane as a staff, wandering up and down the main road of Balas. While the townsfolk believe her to 
  be searching for prey in truth she is doing what she can for the town—when she occasionally comes across 
  a youngster making for the jungle she breaks the curse and returns the youth to their home, although the 
  nature of the spell leaves them without any memory of the event. In this way she wages her little war against 
  the Last Irrational, knowing that no one in the town could truly stand up to his power. Her familiar, a 
  cat-sized spider she calls Aramond, can occasionally be seen in town scouting on the rooftops and is 
  considered a bad omen by the townsfolk. 
   
  The only other clues to the odd nature of Balas are much more subtle and despite its relatively serene 
  and unarmed appearance, Balas has never been conquered by another faction. The town has little formal 
  structure but remarkably few incidents of murder or uprising—there are no guards (save a few locals selected 
  by Shallazar) and no navy, and those who cause enough trouble simply disappear. Many claim that some of 
  the pirate ships that patrol the coves 
  around the isle are not men at all, but 
  odd, ticking, twitchy buccaneers who 
  answer only to the island god. The Last 
  Irrational is a master of deception as well as a 
  jealous guard of his tropical prison, and those 
  who interfere may find themselves atop one 
  of the ziggurats, the last beats of their heart 
  faltering in the Carambal’s metal grip.
  AN UNDERWATER WAR
  The struggles of Caramballa are not 
  limited to its surface—the countless 
  channels, underwater caves, and coral 
  reefs are inhabited by merfolk in 
  settlements that rival the population 
  topside. These aquatic peoples prefer to 
  keep to themselves for they are channeling 
  much of their resourcefulness into a 
  bitter and desperate war for survival. 
  With the minions of H’gal establishing 
  their dominance in the all-too-near 
  Roaming Reefs, each year the merfolk 
  lose more and more of their sacred 
  territory. While they are deadly and 
  formidable fighters, the odd and 
  aggressive fish-men who lurk on the 
  ocean floor seem to be an unending tide 
  of death. 
   
  Occasionally merfolk may raid 
  a passing ship for supplies, or even 
  contact outsiders to trade in the pearls 
  and corals of their home seas. Surely 
  the merchanteers and warships that 
  traverse the waters have a fair number 
  of stories to tell regarding encounters, 
  some good and some deadly—while the 
  merfolk of the Veil are a somber, secret 
  folk they may soon have no choice but 
  to ask for outside help in the endless, 
  bitter conflict set to purge them from the 
  tesseract seas.
  ALCYNOBITE BOMB TRAP                        CR 15—XP 51,200
  Type mechanical; Perception DC 25; Disable Device DC 35
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect Merfolk have long understood that the odd metal called magnetite 
  reacts powerfully with the reefs that some call home. Equal portions of 
  magnetite and alcynobite reef are contained in vessels separated by a 
  membrane. When triggered, the membrane dissolves instantly, causing an 
  explosive reaction that deals 8d6 force damage, 8d6 fire damage, and 1d10 
  piercing damage to all beings or vehicles within a 20-foot radius (no save). 
  Any magnetite items or creatures in this area are instantly destroyed in a 
  flash of light.
  
  21
  Farther from the jungle home of the Last 
  Irrational, Port Ciaro is a tropical island 
  town that is perhaps the most lawless 
  settlement within the Veil, home to pirates, 
  slavers, and rogue magi. The Islands of 
  Caramballa make for endless channels in 
  which to hide a ship, and the pirates that 
  operate in these waters make Ciaro their 
  port of call in between raids. Aside from 
  the normal scum that make their way in 
  from the salty waters, a group of enigmatic 
  pirates with covered faces occasionally 
  dock here, making a long trek into the 
  depths of the island for unknown purposes. 
  These buccaneers are crews of brigands 
  composed of and led by Puppetmen, 
  and it is from Port Ciaro that The Last 
  Irrational harries local shipping lanes—the town 
  makes a perfect front for his naval operations due to 
  the utter lawlessness of the place and its large port. 
  Enigmatic and deadly, Miss Noteru Nadalita spent 
  much of her youth on a pirate vessel after her parents 
  perished in the blackblood plague. Only 24 years of age, 
  she is not only what passes for a leader in Port Ciaro, 
  but also a capable fighter and vicious opponent as well. 
  Noteru is being hunted by her former crew, blamed for 
  taking more than her share on their last heist—she 
  insists that was a set up, but that’s yet to remove the 
  mark on her head. She wants to get off the continent 
  as soon as possible and frequently seeks out 
  adventurers to kill the pirates that are after her. 
  “Mayor” Nadalita is of medium height and average 
  build with a round face and large, almond-shaped 
  purple eyes; along with her slightly pointed ears, it is 
  clear that some non-human blood lay somewhere in her 
  genealogy. She wears her dirty blond hair short, under 
  a three-cornered hat, often pulling the front of it down 
  to remain unobtrusive (remaining quiet and rarely 
  speaking).
   
  The Raging Whaler Achmael Drost is an old 
  elf drunkard living on the beach of Port Ciaro, worn 
  by time and memory. He was a great whaler in Volsini 
  Nova in his heyday and probably would still be if not for 
  an encounter with a whale that took his arm. He is an 
  excellent navigator and 
  assists adventurers willing to help him return to Volsini 
  Nova, and hunt and kill his aquatic nemesis! The whale 
  in question contains bizarre skeletons and an odd 
  gleaming metal that burns when it touches the Roam-
  ing Reef.
   
  A pirate and smuggler running rum from 
  Ostershain to the Flotillas, Captain “Handsome” Tito 
  Garlocke often moors his vessel (Garlocke’s Casket) in 
  Port Ciaro for a few nights a month. Rumor has it he is 
  looking for crew to take on a blockade run at Krathon 
  for a very lucrative but dangerous mission. Though 
  he knows of the bounty on Nadalita’s head, he doesn’t 
  want to risk his safety since she tends to overlook his 
  crimes on her island. 
  Pirates in Caramballa
  Where there are ships and money, there are criminals 
  looking to turn a profit and in the Veil this is no different. 
  With ample hiding places and endless shipping resources 
  piracy has become a constant across the region—from 
  run runners to slavers, from men of marque to genuine 
  psychotics, all sorts of pirates operate all over the Veil. 
  Caramballa just happens to have enough small islands to 
  make it ideal for the sort of work these blood-soaked men 
  and women are interested in. 
   
  Pirate attacks in the tesseract seas are common 
  so it is very rare for ships to come and go unarmed; this 
  is doubly so in Caramballa. Next to farming, hired muscle 
  is the second most popular career choice for those native 
  to these tropics, and good fighters can be located at either 
  port. The two most notorious pirate captains in the Veil 
  are Captain Jonah “Weirding” Wassely (LN Male half-orc 
  magus 12; Dagkill the RenderVC), master of a fast but old 
  whaling ship called The Windward Bedlam, and Corvus 
  “The Rumbling Rook” Alastair (CE Male tengu alchemist 
  15; Dazzeros KesraisonVC), a master of explosives who 
  commands The Screaming Mercy.
  PORT CIARO, THE BLOODY LAGOON
  CN large town
  Corruption +0; Crime +5; Economy −3; Law −7; Lore +0; Society −4
  Qualities notorious, prosperous, strategic location
  Danger +35
  DEMOGRAPHICS
  Government anarchy
  Population 2,200 (1,200 permanent workers and slaves of various 
                       races; 1,000 constantly changing as ships come and go)
  Notable NPCs
     Captain “Handsome” Tito Garlocke (N Male human rogue 7; 
         Freelance Thief NPC)
     “Mayor” Nadalita (CN Female human rogue 17; Masked Lord NPC)
     The Raging Whaler Achmael Drost (CN Male half-elf barbarian 9; 
         Raging Swimmer NPC)
  MARKETPLACE
  Base Value 2,070 gp; Purchase Limit 10,100 gp; Spellcasting 5th
  Minor Items 3d4; Medium Items 2d4; Major Items 1d4
  
  22
  Carambal, The Last Irrational 
  The first Puppetmen produced by the Great Crawth were clumsy, awkward, and unreliable—they 
  did not venture far from the deep cave where the intelligent forge made its home but instead 
  would complete simple tasks before returning to be recycled. As time went on their creator 
  became more and more adept at designing servants for itself (page 5) but when they first 
  encountered the alcynobites, the magnetite in their artificial brains was consumed and the first 
  great numbers of Puppetmen were destroyed before the Great Crawth learned what was undoing 
  its thralls. 
   
  The Last Irrational is unique, one of the first advanced Puppetmen to attempt to cross the 
  Roaming Reefs. He suffered extreme damage to his artificial brain but escaped intact to a nearby 
  island, aided by a strange elven maiden (one of the Nightmare Gods in disguise, the Unspeakable 
  Vanesprelt) that spoke with him at length and ultimately freed the clockwork man from the blind 
  devotion that the other Puppetmen have to the Great Crawth (subtly blessing him with mythic 
  power as well intellect and force of will). The Last Irrational quickly fell into his own seat of 
  power—brilliant, insane, and masochistic, he now rules over a tribe of primitive men and women 
  who make their home deep in the jungles of the Caramballa. Killing all who find their city as a 
  sacrifice atop tall, stepped pyramids, the locals consider the rogue construct a god. Even the 
  native’s word for him (Carambal) has found its way into the name of the archipelago, although 
  there are few records of this to be found beyond the great libraries of Volsini Nova. The Last 
  Irrational sees this worship as just and revels in his small kingdom, and while he is extremely 
  dangerous and prone to fits of insane violence, the knowledge that his damaged brain possesses 
  could be of extreme use to anyone looking to uncover the ancient secrets of the Veil (he knows all 
  the truths behind the Great Crawth and H’gal, though he has never actually met the latter.) 
   
  The minions who serve Carambal can be taken from the Tribe section of the NPC Gallery in 
  the Pathfinder Roleplaying Game: Gamemastery Guide. The people of Caramballa are more than 
  willing to drag their quarry to the apex of the nearest pyramid as a sacrifice to Carambal, 
  something that he has come to expect of his devotees. The Last Irrational appears as a regally 
  dressed man in his mid-thirties, with finely groomed facial hair terminating in two long 
  mustachios but while playing god to his minions, he sparks lightning and wears a large golden 
  mask inlaid beneath its lustrous veneer with magnetite.
   
  The Last Irrational’s moods swing wildly from murder and mayhem to architecture and 
  megalomania, but it was the discovery of a battlefield almost as old as the Veil itself that 
  awakened a dark purpose in Carambal. Among the shattered bones and buried soldiers of an 
  early but devastating battle between the Great Crawth and H’gal, he found pieces of a creature 
  that could be a juggernaut against the aggressive and armed peoples of the tesseract seas. An 
  ancient undead created by the grand lich and stolen by his intelligent forge lies broken and 
  buried, but not destroyed—with the aid of a fooled pasha shaitan named Utsavaya he has 
  unearthed the monstrous creature and now works fanatically to restore it with fell arcane 
  knowledge, and it is only a matter of time before the Necrogiant walks once more. 
   
  The Necrogiant is a tzitzimitlB3 with a few minor changes, the most important being its 
  lack of flight; instead it can once a day teleport as per greater teleport. The other major difference 
  lies in its construction—when the Great Crawth saw the weapon that H’gal had brought to bear 
  against him, it used its vast technologies to create an iron halo for the abomination. Now sealed 
  in a great arc over its head, it uses magnetite to channel small amounts of positive energy at the 
  horror, effectively controlling it with the undead equivalent of blinding pain. The Last Irrational 
  has hijacked this idea and plans on using this method of control to wage war on the people of 
  the Veil. Should this halo be broken, however, the tzitzimitl again a will of its own and be free to 
  wreak its ghastly havoc in great swaths across the tesseract seas. The halo can only be broken 
  with great difficulty; it is as hard as adamantine, has 100 HP, and has SR 25. More difficult still 
  is even recognizing it for what it is: a DC 35 Knowledge (engineering) check determines that the 
  creature is a tzitzimitl and reveals the differences in structure, but tells an adventurer nothing of 
        what the creature is capable of. 
  
  23
  AgileMA clockwork soldierB3 magus 10
  N Medium construct (clockwork)
  Init +29/+9; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 33, touch 21, flat-footed 22 (+6 armor, +5 Dex, +6 dodge, +6 natural)
  hp 175 (16d8+36+64 mythic)
  Fort +9, Ref +13, Will +11
  Defensive Abilities evasion; DR 5/adamantine; Immune construct traits; 
  Resist electricity 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 90 ft.
  Melee +1 shock rapier +28/+28/+23/+18 (1d6+13+1d6 electricity, Crit 15–20/×2)
  Ranged mwk revolver +27/+27/+22/+17 (1d8, Crit x4, Range 20 ft.) or 
  sonic rifleTG +26/+26/+21/+16 (2d6 sonic, Range 150 ft., 10 shots/day)
  Special Attacks improved spell combat, latch, spell combat 
  (–2 attack, +2 concentration), spellstrike
  Spell-Like Abilities (CL 5th; concentration +8)
   
  at will—detect thoughts (DC 13)
  Magus Spells Prepared (CL 10th; concentration +13)
   
  4th—greater invisibility
   
  3rd—fireball (DC 16), haste, lightning bolt (DC 16)
   
  2nd—defensive shock, invisibility, mirror image, scorching ray (2)
   
  1st—chill touch, magic missile, magic weapon, shield, shocking grasp (2)
   
  0th—acid splash, detect magic, ghost sound, mage hand, prestidigitation
  TACTICS
  Combat Carambal casts greater invisibility and haste, stalking in range to unleash a 
  furious bevy of attacks that quickly cut down the most impressive opponent (or if he can 
  identify a healer, the healer). He uses his incredible speed in conjunction with Spring Attack and 
  dual initiative to flee into the wilderness in between striking, waiting for enemies to group and help 
  the wounded before unleashing his spells.
  Morale Carambal flees when reduced to 40 hp or less.
  Base Statistics Without casting haste, Carambal’s AC, Reflex saves, attacks, and CMD are 1 lower 
  and he makes one fewer attack at his highest base attack bonus.
  STATISTICS
  Str 30, Dex 20, Con —, Int 17, Wis 15, Cha 16
  Base Atk +15; CMB +25 (+27 disarm); CMD 46 (48 vs. disarm)
  Feats Combat Casting, Dodge, Eschew Materials, Improved Critical (rapier), Improved InitiativeB, Lightning ReflexesB, 
  Mobility, Spring Attack, Toughness, Weapon Focus (rapier)B, Weapon Specialization (rapier)
  Skills Acrobatics +13, Bluff +13, Disable Device +4, Disguise +3 (+43 as humanoid), Intimidate +12, Knowledge 
  (arcana, dungeoneering, planes) +7, Knowledge (engineering) +4, Knowledge (local) +21, Perception +10, Sense Motive 
  +10, Spellcraft +12, Stealth +13, Swim +17, Use Magic Device +13; Racial Modifiers +40 to Disguise as a humanoid
  Languages Common, Dwarven, Elven, Undercommon
  SQ arcane pool (8 points, +3), dual initiative, efficient winding, fighter training, knowledge pool, magus arcana (close range, silent 
  magic, still magic), medium armor proficiency, proficient, mythic hit points, spell recall, standby, swift reactions
  Gear +1 shock rapier, +3 glamered shock resistant studded leather, medallion of thoughts, ring of x-ray vision, mwk revolver 
  (24 bullets), sonic rifleTG, tribal mask; Attuned Gear +1 shock wounding rapier, +5 glamered shock resistant studded leath-
  er, boots of teleportation, portable hole, ring of freedom of movement, stone of good luck [AC 35, flat-footed 24; Saves +1 to 
  all; Melee +1 shock wounding rapier +28/+28/+23/+18 (1d6+13+1d6 electricity plus 1 bleed, Crit 15–20/x2); CMD immune 
  to grapple and difficult terrain; Skills +1 to all; teleport 3/day]
  SPECIAL ABILITIES
  Dual Initiative (Ex) Carambal gets two turns each round, one on its initiative count and another on its initiative count – 20. For 
  example, if Carambal’s initiative is 35, for its first turn it could make a full attack (and take a 5 foot step) at initiative 35, and for its 
  second turn at initiative 15 it could take a move action and cast a spell. For the purposes of spells and effects that have a duration 
  of a round or longer or trigger at the beginning of Carambal’s round or the start of its turn such as saving throws against ongoing 
  effects or taking bleed damage), only Carambal’s first turn each round counts toward such durations.
  Latch (Ex) Carambal can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and he 
  receives a +2 bonus on disarm checks. In addition, Carambal receives a +2 bonus to CMD against attempts to disarm him.
  CARAMBAL, THE LAST IRRATIONAL    CR 17—XP 102,400
  
  24
  OSTERSHAIN ISLE
  An old song begins “Ostershain, Green Mountain, The 
  garden of the Veil” and it does the lands proper justice. 
  The temperate climate and rich soil makes it the best 
  place to grow just about any subtropical item that a 
  person could want, as well as cultivate herd animals and 
  beasts of magic. Ostershain exports are among the most 
  prized for their quality and consistency; its vineyards are 
  renowned throughout the tesseract seas and a bottle of 
  wine from Brightweather is worth almost its weight in 
  silver. The powerful magi who make this verdant land 
  their home are a peaceful but stern enclave, revelling in 
  their successes both monetary and arcane. For a price 
  they can be hired either to work with a party or seek 
  out information—what remains unknown to most is the 
  powerful secret that brought the Order of the 
  Chambermage to power as the most effective magic 
  users in the Veil. 
  Port-of-Lis began as a fishing village in the days before 
  the war between H’gal and the Great Crawth, before any 
  exploration inland had truly begun. It was seized by the 
  Conglomerate, but a revolt by the Magi won its 
  sovereignty. Brightweather Vines Limited is the main 
  shipping house and aging cellar of Brightweather Vines, 
  the largest Wine Magnate in Ostershain (and one of the 
  most prominent sailing companies in all of the Veil). 
  While the lucrative trade of wine and brandy maintains 
  the guilder’s high status in the Port-of-Lis social 
  structure, it is the tight-fisted claim to magic by the 
  Order of the Chambermage that truly dictates the law 
  within the boundaries of this ancient city.
   
  Port-of-Lis is roughly crescent shaped, facing 
  southwest and nestled deep in the mossy, misty crags of 
  Ostershain. The city was the sight of a great civil 
  revolt that even today houses bitter remnants behind its 
  mighty walls and under the shadow of the Silent Tower 
  (an unmistakable twisting spire jutting from the triple-
  walled Citadel of Lis), the folk that call the northern 
  town their home still harbor some resentment towards 
  the Order of the Chambermage that now govern their 
  lands. To the south of the Citadel, composing the second 
  half of the crescent, is a newer town that more readily 
  embraces the might of its leaders. Called Old Lis and 
  New Lis respectively, the north and south have avoided 
  outright combat but never truly reconciled their differ-
  ences—the north is more heavily patrolled by the Silent 
  Sentinels, the police force of the Chambermagi who look 
  to root out those who may still have old allegiances to 
  the Conglomerate.
   
  The Silent tower is more than just a building; at 
  its base, many stories below the streets of Port-of-Lis, 
  lies an antechamber that houses an artifact from ancient 
         times. Forged in the early days of the Veil as a means 
           to control his creations from afar, the Great Crawth 
  PORT-OF-LIS
  NG large city
  Corruption +0; Crime +1; Economy 
  +3; Law +3; Lore +6; Society −1
  Qualities academic, insular, magically 
  attuned, prosperous, rumormongering 
  citizens
  Danger +10
  DEMOGRAPHICS
  Government magical
  Population 17,000 (6,000 human; 
           5,000 elves; 3,000 half-elves; 
            2,000 half-orcs; 1,000 other)
  Notable NPCs
      Various Chambermagi (available for
                                       hire; see below)
  MARKETPLACE
  Base Value 12,000 gp; Purchase Limit 
  85,000 gp; Spellcasting 9th (see text 
  below)
  Minor Items 4d4; Medium Items 3d4; 
  Major Items 2d4; Artifacts 1 (optional)
  crafted a long magnetite rod that now serves as a 
  magical antenna that draws the arcane energies of the 
  tesseract seas into the control of the Order of the 
  Chambermage. Known only to the highest echelons 
  of their order, this device (referred to as the Eldritch 
  Relay) is used by Chambermage leaders to bestow 
  extensive magical benefits to their fellows and though 
  all their members feel this effect, most are unaware of 
  its true origins. As a reverse, this contraption also lets 
  the Order of the Chambermage track the location and 
  health of every Chambermage as they go about their 
  business in the Veil.
  Being attuned to the Eldritch Relay requires a 
  specialized spell that has no name, has never 
  been transcribed, and is known only to the 4 
  highest ranking members of the Order of the 
  Chambermage. 
   
  Only creatures with a caster level of 15 or 
  higher can be successfully attuned to the device 
  in a ritual that takes 10 minutes via a spell that 
  must be administered by someone already con-
  nected to the Eldritch Relay network. Since only 
  a few in the Order of the Chambermage know 
  this and even fewer can bestow it upon others, 
  this faction alone carries the means to further the 
  power that binds them so effectively to their art.
  
  25
  Order of the Chambermage
  The College of Sorcery was first established at the Polis 
  Secunda as a place where young adepts could train as 
  Conglomerate soothsayers, battle magi, and 
  tempests. When the Conglomerate’s aggressions 
  started accelerating secret meetings began to take 
  place in the Silent Tower, where it was decided that the 
  threat of dictatorship had become too great. A group of 
  magi, most of whom were servants in the great 
  chambers of Conglomerate aristocracy prior to their 
  time at the College, organized a mass revolt. Disguised 
  as workers the secret society calling themselves the 
  Order of the Chambermage made their way to the 
  docks and within hours took control of all Conglomerate 
  vessels—sailors and common officers were given the 
  choice between betrayal and execution. Hundreds of 
  men and women were burned down in the streets while 
  many of the townsfolk jeered and celebrated. The local 
  admiral was killed and a note of independence was 
  magically seared into his flesh before he was hung high 
  and naked on the mast of the grandest of 
  Conglomerate ships at port. A brutal war soon followed 
  but for all their naval might the Conglomerate could 
  not sail through the boiling seas to take back Ostershain; 
  to this day an uneasy alliance stands, but there have 
  been numerous incidents between the two factions that 
  have nearly escalated into bloodshed once more. There 
  is an embargo on Ostershain wine in Polis Prime, a law 
  that fuels the pirate trade more than it does to actually 
  prohibit forbidden vintages. 
   
  Magic in Port-of-Lis is heavily regulated. Being 
  all too familiar with the might of spellcasters, the 
  Chambermagi are frightful of their art being turned 
  against them. The Order of the Chambermage and 
  their blank-masked Silent Sentinels (NG Human magus 
  10; Master Atisuto ShigaoVC) lay claim to magic as the 
  property of their order on this continent. While they 
  do not outright ban its use, 2nd-level or higher spells 
  are heavily frowned upon unless it is in the service of 
  the Order of the Chambermage. Casters who appear to 
  challenge the government may be subject to scrutiny, 
  expulsion, or even imprisonment; the very idea of a 
  powerful Conglomerate wizard walking free in Port-of-
  Lis is unabideable by her masters. 
   
  The Chambermagi are proud of their craft and 
  sell their services as bodyguards, weather-tamers, or 
  other magical accomplices for those with the funds to 
  support them. These spellcasters can be solicited only 
  if the hirer has no formal ties with the Conglomerate, is 
  requesting assistance within the bounds of Ostershain 
  law, and can pay their fees—a Chambermage charges 
  5,000 gp per day as an assistant or 1,000 gp per day 
  to perform tasks on a party’s behalf (such as gathering 
  information or casing a particular area). Chambermagi 
  are lawful good spellcasters (magus, sorcerer, or wizard 
  15) that gain a permanent +4 mythic bonus to the DCs 
  of their spells as well as a spell resistance of 25 due to
  the powerful energies nourished by their organization 
  via the Eldritch Relay. If a party does something 
  that goes against the Order of the Chambermage 
  they leave and return to Ostershain immediately, 
  forever black-marking all the offenders from any 
  future contracts. These names are transcribed into 
  a magical book protected by the Silent Sentinels, 
  written down with enchanted ink that is believed to 
  be impossible to erase (foolish thieves that attempt 
  to do so are never heard from again).
  Aura moderate divination; CL 11th
  Slot head; Price 14,500 gp; Weight 2 lbs.
  DESCRIPTION
  These impassive grilled masks radiate 
  darkness to conceal the wearer’s features and 
  are the marking of the feared Silent 
  Sentinels, warriors that police magic in 
  Ostershain with the authority of the Order 
  of the Chambermage. A creature wearing a 
  Silent Sentinel mask gains the use of detect 
  magic as a constant spell-like ability, the use 
  of silence (DC 16) as a spell-like ability once 
  per day, and gains a +2 circumstance bonus 
  to Bluff, Intimidate, Perception, Sense 
  Motive, and Spellcraft checks. Additionally, 
  the wearer may use true seeing (as the spell) 
  for up to 5 rounds per day; activating this 
  ability is a swift action and deactivating it is 
  a free action. These rounds need not be used 
  consecutively. 
   
  In order to benefit from a Silent 
  Sentinel mask, the wearer must be a member 
  of the Silent Sentinels (a position and title 
  that can only be bestowed by a 
  Chambermage).
  CONSTRUCTION
  Requirements Craft Wondrous Items, detect 
  magic, true seeing, creator must be attuned 
  to the Eldritch Relay; Cost 7,250 gp
  SILENT SENTINEL MASK
  
  26
  Within The Great Crawth
  The Great Crawth is sprawled out in a symmetric, 5-limbed layout much like a starfish; when inactive, the entire 
  structure remains buried deep in the sands of Ak-Ranai. Entombed beneath this wonder of metal and magic is the 
  marvelous machine that serves as the brain for this incredible being, powered at its very center by unremitting fires 
  made by the grand lich H’gal and catalyzed into sentience by the grasping mythic entity that would become Grelthanok. 
  Puppetmen and other clockwork creatures fill the chambers within, protecting the complex’s controlling entity and 
  resisting any attempts to breach the center of the Great Crawth.
  Type technological; Perception DC 29; 
  Disable Device DC 29
  EFFECTS
  Trigger touch; Reset automatic reset
  Effect diamondwire (Atk +10 melee touch, 3d6 
  slashing, Crit 18–20/x3)
  Note The CR of this trap increases by +1 per 
  additional diamondwire.
  One of the most lethal traps in existence, this 
  device is difficult to detect and devastating 
  to those that come across it—a diamondwire 
  webway can reduce a hearty adventurer to a 
  pile of chunky meat in mere seconds. 
   
  When this trap is sprung, a 
  counterweight such as a stone or lead sinker 
  is launched at an angle past the creature that 
  triggered the mechanism, drawing an 
  impossibly thin yet incredibly strong 
  material across the target’s path. At its 
  length, the counterweight pulls the filament 
  tightly and continues in its arc, dragging the 
  now-taught diamondwire across (or possibly 
  through) the target’s body. 
   
  More advanced traps may include 
  multiple strands (increase the CR by +1 
  per additional diamondwire).
  NEW POISON
  type—injury; save—Fort DC 25; 
  onset—immediate; frequency—1/rd for 6 
  rounds; effect—1d6 Dex; cure—2 consecutive 
  saves.
  First used by the minions of H’Gal to paralyze 
  or kill enemies, the Great Crawth obtained a 
  sample accidentally and reverse engineered it 
  for its own purposes; it might show up in an 
  encounter with the agents of either entity.
  NEW DISEASE
  type—contact; save—Fort DC 20 + 1 per week 
  afflicted; onset—immediate; frequency—1/day; 
      effect—1d4 Cha and aetherbonding; 
         cure—3 consecutive saves.
  Creatures afflicted with aethervirus sometimes 
  choose to leave it untreated, only realizing too 
  late that no mortal can harness its power. 
   
  Whenever a creature afflicted with 
  aethervirus wields a melee weapon they are 
  proficient with, blood pours out from their 
  arm to cover the blade with more aethervirus, 
  also dealing 1d4 bleed damage on a 
  successful hit. While a weapon is 
  aetherbonded, an afflicted creature 
  only heals half as much from magical 
  healing (such as cure spells). Aetherbonded
                                 weapons return to
                                  normal 1d4 
                                   rounds after
                                  being sheathed
                                     or leaving 
                                      the 
                                       wielder’s
                                        possession.
  DIAMONDWIRE WEBWAY TRAP    CR 7—XP 3,200
  AETHERWORLD VENOM
  AETHERVIRUS
  
  27
       Standing nearly 12 feet tall, this hulking 
     humanoid figure bristles with tightly wound 
       arbalests. The clicking of relays and soft 
      glow behind its eerie blank faceplate only 
     add to the horror as it begins to unleash a 
       volley of enormous arrows.
  N Large construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+2 Dex, +2 dodge, 
  +6 natural, +4 shield, −1 size)
  hp 85 (10d10+30)
  Fort +3, Ref +7, Will +3
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee two slams +18 (1d10+13)
  Ranged three +1 bolts +12 (2d8+1, Crit 19–20/x2, 
  Range 120 ft.)
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +10; CMB +20; CMD 34
  Feats Improved InitiativeB, Greater Weapon 
  Focus (crossbow)B, Lightning ReflexesB, Point 
  Blank ShotB, Precise ShotB, Weapon Focus 
  (crossbow)B
  SQ efficient winding, proficient, standby, swift 
  reactions
  ECOLOGY
  Environment Great Crawth
  Organization pair, quad, or sortie (6, 8, 10, or 12)
  Treasure +1 repeating heavy crossbows (6), 1 
  random ioun stone, mwk tower shield, 2,500 in 
  gems and precious metals
  SPECIAL ABILITIES
  Efficient Winding (Ex) A clockwork arbalester can 
  function for 2 days per Hit Die every time it is wound.
  Nanite Bolts (Ex) Clockwork arbalesters are equipped 
  with magical nanites specifically designed to mimic 
  crossbow bolts before disintegrating into ash shortly 
  after breaking contact with their wielder, automatically 
  refilling its weapons. While a clockwork arbalester has 
  1 hp or more, its repeating crossbows do not need to 
  be reloaded.
  Proficient (Ex) A clockwork soldier is proficient with 
  its built-in arbalest (repeating ballista).
  Standby (Ex) Like a clockwork soldier, the clockwork 
  arbalester can place itself on standby as a standard 
  action. While on standby, it cannot move or take any 
  actions. It remains aware of its surroundings but 
  takes a –4 penalty on Perception checks. 
  Time spent on standby does not count 
  against the clockwork arbalester’s wind-
  down duration. A clockwork arbalester can 
  exit standby as a swift action—if it does so 
  to initiate combat, it gains a +4 racial bonus 
  on its initiative check.
  The final guardians that protect the 
  inner sanctum of the Great Crawth are 
  elite mechanical beings who wield 
  enormous repeating crossbows that fire 
  bolts capable of impaling a person. 
  Winding stations built into the walls 
  ensure that these creations never need 
  worry about running out of power—they 
  typically hunker down and try to destroy 
  enemies at range, but are formidable 
  melee opponents as well. Clockwork 
  arbalesters are always found in sets of 
  two, one slightly ahead of the other. It is 
  rumored that one of these constructs has 
  achieved a level of sentience and directs 
  its peers, but most disregard this as yet 
  another myth surrounding the legendary 
  intelligent forge.
  CLOCKWORK ARBALESTER    CR 8—XP 4,800
  
  28
  Breaking the Veil
  Should adventurers find their way to the Great Crawth and gain 
  access to its artificial brain, they can rouse it to its full power and 
  use the intelligent forge to attempt to break out of the Veil. A 
  series of large stone pods surround the central nervous system in 
  the center of the complex, integrated into the fine metals and 
  magnetite that make up the brain of the Great Crawth—by 
  entering one of these pods, a creature can become a part of the 
  construct and gains a measure of control over it. Once a sentient 
  mind has fully engaged with the Great Crawth (requiring 1d10 
  rounds) it begins to rise out of the sands; with its greatest 
  weakness no longer a concern, it no longer needs to remain 
  hidden and acts on an instinctual, ages long yearning for freedom. 
  Colossal artifact aquatic land vehicle
  Squares 24 (30 ft. by 30 ft.; reach 20 ft.), 70 ft. high; Cost —
  Aura strong (all schools); CL 20th; Slot none; Weight 10 tons
  DEFENSE
  AC 5; Hardness 13
  hp 320 (60); fast healing 1
  Base Save +4
  Mind of the Crawth The Great Crawth Mecha has a mag-
  netite brain just like the Puppetmen, albeit much larger and 
  far more advanced. When operators take over the central 
  functions of the machine, the brain sinks into a vault that 
  protects its from alcynobites. While the brain is in this vault 
  it cannot be contacted or communicated with; its percep-
  tions of the outside world become magical in nature (as scry) 
  and are limited to the confines of its own body.
  OFFENSE
  Maximum Speed 60 ft. (100 ft. overland form), swim 50 ft.; 
  Acceleration 25 ft.
  CMB +25; CMD 31; cannot be tripped 
  Ramming Damage 6d8 (8d8 in overland form)
  DESCRIPTION
  The Great Crawth Mecha resembles an enormous metal 
  starfish that stands on two legs while using the other three 
  to devastate all around it with a variety of powerful attacks. 
  Its entire surface is plated in overlapping tiles of a sandy grey 
  metal; at the center of its limbs and on the end of each ten-
  tacle are bright red lights that ominously burn, 
  visible through even the thickest gales. Odd clusters of metal 
  prongs protrude from fixed points around the central eye. The 
  operators can see as the Great Crawth would see (see Mind of 
  the Crawth above) and this can be disorienting at first since 
  it has optical equipment at its core but also in each leg. This 
  gives the Great Crawth Mecha all-around vision with perfect 
  darkvision out to a range of 200 feet. 
  Operators are safely housed under the central eye and 
  cannot be attacked directly while the Great Crawth Mecha is 
  in use.
   
  The Great Crawth Mecha is capable of making its way 
       across the landscape on two legs, but to move more 
           quickly it can fall back on all five limbs and scuttle in an 
              odd spinning motion. 
  Operators can switch between these two forms as a full-
  round action, but the Great Crawth Mecha can only make 
  a single attack per round when it is in its overland form.
   
  Propulsion — (unknown, presumed mechanical; it 
  creates its own non-replicable source of power) 
  Forward Facing one side of the vehicle’s space 
  Driving Device operator pods
  Driving Space 10-ft.-diameter central chamber
  Crew 1–6; Passengers —; Decks 1
  Weapons The Great Crawth Mecha can make as many 
  attacks as it has operators, but some attacks are limited 
  to one per round. Attacks made with these weapons use 
  the operator’s attack bonuses.
       Claws 5d8+15, Crit 19–20/x2; When in attack form: 
  three claws. when in overland form: one claw.
       Molten Beam Once per round the Great Crawth 
  Mecha can project a beam of white hot energy from its 
  central eye. This is a ranged touch attack that 15d6 fire 
  damage and has a range increment of 200 feet. This can 
  only be fired once every 1d4 rounds as it recharges. 
  Lightning Cannons Located equally around the central 
  eye are four pronged structures. An operator can use these 
  to project a powerful bolt of lightning (as lightning bolt, CL 
  20th, 10d6 electricity damage). When in attack form: four 
  lightning cannons (each lightning cannon can be fired once 
  per round). When in overland form: one cannon. 
  Spellsynch Once per round, the matrix of the lightning 
  cannons can be used to cast a single ray, line, or 
  damaging area of effect spell known by an operator. This 
  takes up a spell slot from the caster like normal and 
  functions just like any other spell.
  The Great Crawth is a wonder of magic and 
  machinery and the line between the two becomes blurry 
  when the Great Crawth Mecha walks the Veil. Even the 
  finest artificers would not be able to perform any sort of 
  repair or diagnosis upon the machinery contained within 
  the powerful artifact, and should the Great Crawth be 
  permanently destroyed, its artificial nervous system 
  quickly rusts into dusty detritus, the secrets of its 
  functionality forever lost.
   
   
  Engaging the Great Crawth requires an operator to become part of the intelligent forge’s brain. It cannot 
  override them while within the Veil and they gain full control over its colossal body. Once its 70 foot bulk rises 
  from the sand, it walks along two of its legs and uses the other three for assault. 
  GREAT CRAWTH MECHA
  
  29
  Male lich (alterran) necromancer 13
  LE Medium undead (alterran, augmented monstrous humanoid, mythic)
  Init +6; Senses darkvision 60 ft., life sight*, spell perception; Perception +10
  Aura fear (60-ft. radius, DC 28)
  DEFENSE
  AC 30, touch 20, flat-footed 25 (+5 armor, +5 deflection, +5 Dex, +5 natural)
  hp 201 (13d6+117+42 mythic)
  Fort +9, Ref +10, Will +11
  Defensive Abilities channel resistance +8, rejuvenation; DR 15/bludgeoning and epic and 
  magic; Immune cold, electricity, undead traits; Resist positive 10; SR 32
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee 2 gore +6/+1 (1d4), touch +1 (1d8+6 plus paralyzing touch) or +5 keen 
  vorpal scimitar +11/+6 (1d6+5, Crit 17–20 x2), touch +1 (1d8+6 plus paralyzing touch)
  Special Attacks grave touch (9/day), mythic power (7/day, surge +1d10), 
  paralyzing touch (DC 28), power over undead (9/day, DC 19), wild arcana
  Spells Prepared (CL 13th; concentration +21)
      7th—quickened hold person (DC 21), wave of exhaustion (DC 25)
      6th—acid fog, disintegrate M, greater dispel magic
      5th—lightning arc M (DC 23), mass repair undead, teleport, wall of force
      4th—black tentacles M, dimension door  M, enervation M (2), mass reduce person (DC 22)
      3rd—haste, fly, ray of exhaustion (DC 21), stinking cloud  M (DC 21), summon monster III, 
   
    wind wall
      2nd—alter self, blindness/deafness (DC 20), command undead (DC 20), false life, 
                 hideous laughter (DC 20), levitate
      1st—grease, magic missile M, obscuring mist, protection from good, shield, sleep (DC 19)
      0th—detect magic, ghost sound, mending, message, open/close, prestidigitation
  Opposition Schools divination, illusion (M is mythic)
  TACTICS
  Combat H’gal is always under the effects of scrolls of greater false life (+24 hp) and casts shield if the situation calls for 
  it, summoning monsters before entering the fight. The lich then casts fly and seeks a position at a distance from which 
  to unleash his withering repertoire of spells, only moving in for the kill when he appears to have the upper hand. 
  Morale When reduced to 44 hp or less, H’gal teleports back to his laboratory or the nearest safe haven.
  STATISTICS
  Str 10 Dex 22, Con —, Int 26, Wis 14, Cha 20
  Base Atk +6; CMB +6; CMD 27 (31 vs. bull rush or trip)
  Feats Augment Summoning, Command Undead, Craft Biodevice, Craft Wand, Quicken SpellB, Scribe ScrollB, Spell 
  Focus (conjuration)B, Spell Penetration, TechnologistTG, Toughness; Mythic Feats Augment Summoning, Command 
  Undead, Mythic Spell LoreB, Spell Penetration, Toughness
  Skills Appraise +15, Craft (alchemy, mechanical) +22, Disable Device +10, Fly +20, Heal +7, Knowledge (arcana) +16, 
  Knowledge (engineering) +23, Knowledge (local) +22), Knowledge (planes) +15, Perception +10, Sense Motive +10, Spell-
  craft +22, Stealth +14, Use Magic Device +11; Racial Modifiers Knowledge (engineering) +1, Disable Device +1, Percep-
  tion +8, Sense Motive +8, Stealth +8
  Languages Abyssal, Aklo, Alterran, Auran, Celestial, Draconic, Common, Ignan
  SQ arcane bond (scimitar of biocleansing), life sight (20 ft., 13 rounds/day), mythic phylactery (repurpsoing vat), 
  mythic potency
  Combat Gear scroll of greater false life (5); Other Gear bracers of deathless armor +5, belt of dexterity +6, headband of 
  mental superiority +2, repurposing vat, ring of protection +5, rod of greater extended metamagic, scimitar of biocleans-
  ing (+5 keen vorpal scimitar); Attuned Gear boots of teleport, robe of eyes [Senses darkvision 120 ft., see all invisible 
  or ethereal 120 ft., Perception +20; improved uncanny dodge; teleport 3/day]
  SPECIAL ABILITIES
  Creeping Paralysis (Su) A creature that strikes H’gal with a natural weapon, unarmed strike, or non-reach manufac-
  tured weapon, or otherwise touches the lich must save or be affected by H’ga;’s paralyzing touch ability. This triggers 
  only once per round per creature.
  Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at H’gal must succeed on a DC 28 Will save or 
  become frightened. Creatures with 5 HD or more must succeed at a DC 28 Will save or be shaken for 13 rounds. A 
  creature that successfully saves cannot be affected again by H’gal’s aura for 24 hours. This is a mind-affecting fear 
  effect.
  H'GAL, GRAND LICH OF PROXIMA ALTERRA    
  CR 17/MR7—XP 102,400
  
  30
  The exiled grand lich of Proxima Alterra avoids direct combat 
  unless it is completely necessary, but with his intense magic 
  and powerful, life-snuffing sword he can be an unholy danger 
  both at range and up close. H’gal managed to finally blend 
  artifice and magic when he created his phylactery—an arcane 
  womb of sorts, the alterran transformed one of his species’ 
  repurposing vats into his means of unending rebirth. From 
  the outside this grey metal cylinder looks like a column or 
  barrel, but the inside is scribed heavily with the runes and 
  immaterial anchors required to draw H’gal back from the 
  Abyss, that he may fulfil his dark purposes. The location of 
  his lair is a guarded secret, but it is rumored to be 
  somewhere within the mountains of Ostershain, far north of 
  any inhabited land.
   
  When the Great Crawth rises from its deep lair and 
  attempts to escape, H’gal unleashes his most powerful means 
  of containment: a direct assault on the same scale as the 
  Great Crawth Mecha. The grand lich only teleports to his 
  laboratory and rouses the Xenonaut as a last resort, relying 
  on the necromantic bioconstruct to be an effective bulwark or 
  even a final weapon in one last battle with his creation.
  Colossal artifact aquatic land vehicle
  Squares 24 (30 ft. by 30 ft.; reach 30 ft.), 50 ft. high; Cost —
  Aura strong (all schools); CL 20th; Slot none; Weight 10 tons
  DEFENSE
  AC 6; Hardness 12
  hp 450 (50); fast healing 1
  Base Save +4
  Abominable Machination Treading the line between artifact, 
  construct, and undead, the Xenonaut is considered to be all 
  three of these things for the purposes of spells and effects.
  OFFENSE
  Maximum Speed 100 ft., swim 100 ft.; Acceleration 50 ft.
  CMB +25; CMD 31 
  Ramming Damage 8d8
  DESCRIPTION
  The Xenonaut is a vaguely humanoid mess of black tentacles, 
  pulsating sacs, and strange gaping maws covered in a rich 
  red ichor that seeps through all its crevices, leaving a drip-
  ping trail wherever the thing walks. A smell like burning 
  blood pervades the air around the Xenonaut and a constant, 
  high-pitched screech buzzes in the air while it operates. It 
  appears to be wearing a hood but where the face would be is 
  instead an altar on which H’gal (or the vehicle’s pilot) nails 
  himself in a powerful ritual, awakening the abomination and 
  granting him full control over it. 
  Propulsion alchemical (three 5-foot-squares of biomechanical 
  undead engines; hardness 16, hp 300)
  Forward Facing one side of the vehicle’s space
  Driving Device crucifixion on the front of the vehicle
  Driving Space 5-foot-square altar
  Crew 1; Passengers —; Decks —
  Weapons four tentacles (3d8+8 plus grab), two claws (5d8 
        +10), and eldritch spawn
  Eldritch Spawn As a full round action, the Xenonaut 
  can produce 1d6 elder horrors. These are identical to 
  elder thingsB4 with two notable exceptions: a fly speed 
  of 120 ft. (perfect) and capability to fire a single ray of 
  yellow eldritch energy from their tentacle heads (deal-
  ing 6d6 points of negative energy damage on a success-
  ful hit; touch attack, range 100 feet, usable once per 
  round as a standard action). Used as skirmishers and 
  sent ahead of the Xenonaut to harry the Great Crawth 
  Mecha, they are a sure sign that H’gals abomination is 
  soon to arrive. 
  The Aftermath: Now What?
  The idea of a large starfish-shaped mecha wreaking 
  havoc on Veranthea may sound like the end of all 
  things, but this is not necessarily the case. The Great 
  Crawth doesn’t wish to merely escape the tesseract 
  seas, it wishes to leave the planet entirely; once it has 
  broken through the walls of the Veil and made its way 
  into the open ocean, the intelligent forge rewards its 
  operators with powerful magic or technological items 
  before ejecting them and then disappearing in a flash 
  of light, a thin trail of smoke rising skyward in its path. 
  If the Xenonaut has not been destroyed the abomination 
  follows, but whether these powerful beings will ever 
  return to Veranthea—and what this means for the Veil 
  now that its isolation has ended—is impossible to be 
  predict.
   
  Should adventurers choose instead to assist 
  the lich H’Gal, then the Veil remains intact and the 
  Great Crawth refuses to abandon its plans to escape. 
  The undead provides his agents with a special alcyno-
  bite to help with the final battle when the intelligent 
  forge arises. Successful servants earn an artifact from 
  H’Gal, or should they so choose, additional doses of the 
  powerful colossus strain alcynobites (items perfectly 
  suited should they contend with kaiju from Veranthea's 
  continents, the Forever Dark, or a 5th World city).
  Aura strong transmutation; CL 20th; Slot none; Weight —
  This small jar contains millions of active alcyno-
  bites. When opened, they swarm over the body of the 
  creature that opened their container multiplying the 
  opener’s size exponentially. In a process that takes 
  five rounds, the creature is advanced to Colossal size 
  for 10 minutes, increasing its natural armor bonus 
  to +8, taking a −8 size penalty to AC and attack rolls, 
  gaining a +40 ft. increase to its base speed, +8 size 
  bonus to CMB and CMD, and a +12 alchemical bonus 
  to Strength and Constitution. After the duration ends, 
  the creature returns to normal size and the alcynobites 
  disintegrate into black dust. 
  DESTRUCTION
  The only way to destroy colossus strain alcynobites 
  aside from consuming them is to drench them in holy 
  water and expose the bioconstructs to the rigors of 
  outer space.
  XENONAUT MECHA
  COLOSSUS STRAIN ALCYNOBITES
  
  31
  Adventure Seeds
  ● The Great Crawth has been planning an infiltration of Volsini Nova in the hopes of using its 
  network of spies to find H’gal. One of the Consuls of Volisni Nova has been lured away and killed, 
  replaced by a masterfully crafted Puppetman recently sent to the Palace of the Decatium. The 
  construct facsimile 
  begins ordering an 
  amassing of troops 
  and warships that 
  seems entirely 
  unnecessary to an 
  unchallenged force 
  such as the one 
  already possessed by 
  the Conglomerate. 
  Has he found what 
  he was looking for?
  ● In Gearingsport, 
  Crimson Mary 
  Wormwood wants 
  adventurers to look 
  into the 
  disappearance 
  of her sister. She 
  needs some 
  clandestine 
  individuals to 
  break into the 
  Conglomerate 
  Embassy and 
  retrieve a log book detailing the date of the incident, proving that her sister did arrive at work that 
  day. What happened to Mary’s sister? Did she learn too much and become silenced by the 
  Conglomerate, or was she victim to the many cutthroats that prey on the Gearingsport docks?
  ● Sibel, a sailor of bright disposition and weary appearance, is a unique individual who has a 
  power that is both a gift and a curse: he cannot be drowned. Three times he has drowned only to 
  awaken a day or so later, significantly weakened but alive. Although this has happened a few times 
  so far, each time he wakes in progressively worse condition, and thus he is not entirely sure that 
  this unique talent is reliable. The first time he died was due to getting stuck in a sunken husk that 
  he was helping salvage, the second was after being thrown from the mast during a storm while he 
  served on a whaling ship, and the third was in a tub in his home just to see if it would still work. 
   
  Sibel is 35, blond, and sickly-looking (although his 5’10” stature has the sinewy muscle of a 
  sailor). His eyes are red and watery, he wears his beard in a tightly cropped goatee, and he always 
  seems to have a bit of a cough. How is Sibel able to survive like he does? Does it have anything to 
  do with rumors that his mother was the only survivor of the blackblood plague? Only the doctors of 
  Gearingsport will know!
  ● There are rumors that Rehenna (an old witch who lives in the jungles behind Port Balas) has been 
  luring children into the woods and dining upon them. This is in truth the Carambal luring men and 
  women to his cult. Now Shallazar and his men have captured the misunderstood elder—can she be 
  spared the gibbet, even if it means taking on The Last Irrational on his home ground?
  ● The other global powers of Veranthea are prepared to enter the Veil; Goblinvanian engineers have 
  "perfected" Hauzblazt Extreme Distance Gobberwing™ airplanes capable of traveling far from 
  Trectoyri, the seafaring dynasty of Jerentok in Urethiel knows more secrets of the tesseract seas 
  than any other peoples on the Enchanted Continent, and Grethadnis engineers in Herastreas have 
  worked long and hard to create a gigantic steamship able to resist the powerful waves of 
  Wealbrens' Rage. An attempt at colonization or an invasion by any of these cultures will have 
  dire consequences for the Veil—events sure to offer coin and glory in gratifying measure.
  
  32
  ALTERRANS
  Orbiting a dwarf star millions of miles from the warm sun 
  of Veranthea floats a cold and rocky world. Proxima Alterra 
  supports life, but only highly specialized beings have 
  managed to draw an existence from the meager rays that 
  barely warm the blue slate fields of its surface. Millions of 
  years have shaped predator and prey into beings that are 
  perfectly suited to their domain—and alterrans are the fast, 
  incredibly intelligent, and resourceful masters of this nearly 
  dead world. Evolved from insect-like ancestors that once 
  scuttled madly from stone to stone, the alterrans have 
  developed a powerful culture complete with exemplary 
  technology designed to supplement or even alter their 
  physiology through magic, science, or both. 
  History
  Alterran history depicts them as once being scavengers. In 
  the early years of their development their physiology 
  allowed large groups of the humanoids to hunt the rare life 
  on their planet, eking out an existence in the near-dark of 
  their world. Agriculture came early to them, and the 
  bioengineering of easy to grow fungus and lichen was a 
  major turning point in alterran history. Once they no longer 
  had to travel to sustain themselves, their technology 
  exploded—bioengineering and a mastery of the arcane 
  quickly became a crucial part of their culture and honor. 
  Now alterrans travel the galaxy in giant bioships that serve 
  as propulsion, a food source, and laboratories. These 
  insectoid masters of the cosmos search the universe for 
  ways to tweak their genome, carefully removing faults and 
  reinforcing their strengths with those they find in the 
  distant reaches of space.
  Physical Description: Alterrans are slightly taller than your 
  average human, averaging just under 7 feet in height. These 
  tri-peds have three mantis-like legs arranged at 
  equilateral points on their torso with upper bodies that are 
  more or less human (albeit with much longer arms and 
  fingers). Varying in color from gray to green as they age an 
  alterran grows bony, chitinous plates on their arms and 
  torso; more disturbingly and far less human-like they have 
  longer necks and drawn, harsh features with thin mouths 
  full of needle-like teeth in stark contrast to their deep set, 
  faceted, and intense almond-shaped eyes. Physically 
  fragile, alterrans relying on only a rudimentary skeleton and 
  exoskeleton combined to support their forms. Even so the 
  chitin on their legs is strong, and their foot-claws are more 
  than tough enough to punch through armor and flesh alike. 
  These aliens are extremely long-lived due to their 
  incredibly slow metabolisms and some have lived for 
  upwards of five centuries. A year on Proxima Alterra is the 
  same as on Veranthea but the day is much slower as the 
  planet only rotates four times for each orbit around the sun, 
  which is in part why alterrans are so good at seeing in the 
  dark. 
  Society: Innovation and exploration dominate alterran society. 
  Despite a fragile physique, the aliens train in unarmed 
           combat from the time they are very small, making 
             their warriors and scientists equally able to fend for
  themselves when the need arises. All are expected to 
  risk whatever is necessary to better the species. Many 
  choose to leave the planet on in an alterran biojammer, 
  colony-ships grown on their homeworld and sent out to 
  scavenge the universe (sometimes for centuries before 
  returning). These vessels are not only equipped to search 
  the stars, but also the planes—specially designed bio-
  jammers have been cast through the ethereal plane to 
  other worlds, although not all returned. 
  Other biojammers have taken more martial approaches; 
  being naturally fast and technologically adept, the aliens 
  are not beyond the domination of less prepared 
  species. While their homeworld is by and large the 
  center of alterran society, they have subjugated a 
  number of slave species that were not deemed their 
  equals. The relentless pursuit of perfection also leads 
  some alterrans down a dark road towards necromancy—
  after all, what physiology is more perfect than one that 
  never dies? A number of horrific incidents have led the 
  alterran people to ban necromancy entirely. Its 
  practice is forbidden on Proxima Alterra as well as on 
  their numerous satellite worlds, and alterrans convicted 
  of necromancy are killed in the large repurposing vats 
  used to extract biomatter; the bounty for H’Gal has 
  become legendary, prompting many of these aliens to 
  seek him out in Veranthea.
  Relations: Aside from subjugated worlds these aliens 
  have very little interaction with other species but 
  occasionally a biojammer encounters another terrestrial 
  race and either avoids them completely or converts their 
  planet into an alterran colony. If it is deemed worthy of 
  their examination and assimilation, they do their best 
  to overcome native apex predators, harvesting the living 
  for slave labor or bio-experimentation. There are some 
  worlds that are on relatively friendly terms with Proxima 
  Alterra but they are few indeed and only inhabited by 
  creatures too powerful for subjugation. Alterrans do not 
  have a particularly strong bond with other races but 
  they do respect Verantheans as equals though they have 
  a great hatred for the undead (seeing them as stunted, 
  unfinished, or shoddy work) and will set about 
  destroying them on sight. 
  Alignment and Religion: Alterrans are driven by self-
  improvement, seeing the evolution of each individual as 
  a reflection of their species. This type of drive attracts 
  them to lawful or neutral alignments, as service to the 
  self and service to the species are viewed as being very 
  much the same. Alterrans are also very much influenced 
  by the presence of other alterrans; the more of these 
  there are in a place, the more likely they are to be lawful, 
  but individual alterrans can easily slide from neutral to 
  chaotic if they are separated from their kin long enough. 
  Alterrans have no native religion, viewing the deific 
  power of the gods as a goal rather than a reason to 
  worship. 
  
  33
  Adventurers: On Veranthea alterran adventurers are 
  extremely rare. Alterrans rarely travel alone, as their only 
  method of interstellar travel involves city-sized biojammers. 
  Even so being magically adept, it is not entirely unheard of 
  for a planar explorer to be shunted into the familiar mag-
  ics employed by H’gal in the Roaming Reefs (by accident or 
  design). Although alterrans do have very sharp claws, they 
  prefer to fight at range due to their physical frailty and their 
  powerful intellect makes them excellent wizards, alche-
  mists, or rogues. Above all these aliens are survivors—their 
  ability to scavenge and live on what they find also makes 
  them formidable rangers. 
  Male Names: F’thul, F’gar, T’gn, Bgha’man-iph, Hr’an’rag.
  Female Names: Shar-z’ganth, Fulg-bannoth, B’tu-mel urath.
  ALTERRAN RACIAL TRAITS
  +2 Dexterity, +4 Intelligence, −4 Constitution: 
  Alterrans are fast and very smart, but quite frail be-
  neath their chitin. 
  Monstrous Humanoid: Alterrans are monstrous 
  humanoids.
  Medium: Alterrans are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Alterrans have a base speed of 30 feet. 
  Alterrans have an odd, trotting walk due to their three 
  legs, but do not move any faster than the average hu-
  man.
  Stability: Due to their tripod-like stance, alterrans are 
  very hard to bull rush or trip and receive a +4 bonus 
  to their CMD to resist these combat maneuvers.
  Senses: Darkvision 60 ft.; alterrans evolved on a 
  very dark world and can see quite well without 
  any light.
  Light Blindness: Abrupt exposure to bright light 
  blinds alterrans for 1 round; on subsequent 
  rounds, they are dazzled as long as they remain 
  in the affected area.
  Master Tinkerer: Alterran society requires steadfast 
  scientific knowledge. Alterrans gain a +1 racial 
  bonus to both Disable Device and 
  Knowledge (engineering) checks.
  Chitinous Plates: As they age, alterran 
  skin hardens into chitinous plates that 
  grants them a +1 natural bonus.
  Natural Weapon: An alterran has a talon 
  attack that deals 1d4 points of damage. 
  Although most prefer to stay out of 
  melee combat, an alterran can balance on 
  a single leg and lash out with the other two, 
  viciously punching holes through their 
  opponents. 
  ALTERNATE ALTERRAN RACIAL TRAITS
  All-Terrain: There are a few groups of alterrans 
  who have roots that stem from nomadic clans that 
  followed the sunlight across Proxima Alterra. The 
  descendants of these clans ignore difficult ter-
  rain created by rock or rubble that is reminiscent 
  of their homeworld, as well as a +1 racial bonus 
  to Climb checks. This replaces the darkvision and 
  light blindness racial traits. 
  Arcane Tinkerer: Magic is an essential part of 
  alterran life. Those who chose this path receive a +1 
  bonus to Use Magic Device and Knowledge (arcana). 
  This replaces the master tinkerer racial trait.
  Scourge of Undeath: The undead are an abomina-
  tion that are not to be tolerated. At will once per 
  day, these alterrans can cast detect undead. The 
  caster level is equal to the alterran’s level. This re-
  places the master tinkerer racial trait.
  ALTERRAN RACIAL SUBTYPES
  Arcane Infused: Some alterrans come from a long 
  ancestral line that have always focused more on the 
  arcane than the scientific. These beings gain the 
  use of silent image, mending, or obscuring mist as 
  a spell-like ability usable once per day using Intel-
  ligence as their spellcasting attribute. This replaces 
  the master tinkerer racial trait.
  Biologically Altered: Alterran bioengineering can 
  redirect growth plate formation into skeletal en-
  hancement granting an alterran damage reduction 
  DR 5/ bludgeoning. This replaces the chitinous 
  plates racial trait and reduces the alterran’s base 
  speed to 20 feet.
  Shadow Clan: Shadow alterrans developed in the 
           caves of Proxima Alterra and gain a 50% miss 
               chance in dim light rather than the normal 
                     20% as per the shadow blending trait. 
                      This replaces the natural armor bonus 
                         racial trait.
  
  34
  ALTERRAN FAVORED CLASS OPTIONS 
  Alchemist: The alchemist gains negative energy resistance 1. Each time this reward is selected, increase negative energy resistance by 
  +1. This negative energy resistance does not stack with energy resistance gained from other sources or provide any benefit to saving 
  throws.
  Arcanist: When casting arcanist evocation spells, add +1/2 to the effective caster level, but only for the purposes of overcoming spell 
  resistance.
  Barbarian: Add +1/2 racial bonus to Intimidate check s made by the barbarian while using the intimidating glare rage power or +1/2 
  to the DC of the barbarian’s terrifying howl rage power.
  Bard: Add +1/3 to the DC of the bard’s fascinate ability.
  Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
  Brawler: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
  Cavalier: The cavalier gains +1/5 of a new teamwork feat she can use with her tactician ability.
  Cleric: Add +1/2 to the cleric’s channeled energy total when healing monstrous humanoids.
  Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.
  Fighter: Add +1/4 to the fighter’s natural armor bonus.
  Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes 
  (maximum reduction of 50 minutes).
  Hunter: The hunter’s animal companion gains energy resistance 1 against acid, cold, electricity, or fire. Each time the hunter selects 
  this reward, increase the animal companion’s resistance to one of these energy types by +1. If the hunter replaces her animal 
  companion, the new companion gains these bonus hit points.
  Inquisitor: Add +1/4 to the inquisitor’s level for the purpose of determining the effects of two types of judgment.
  Investigator: Increase the number of points in the investigator’s inspiration pool by +1/5 and gain a +1/5 bonus on inspiration die 
  rolls.
  Kineticist: Add +1/3 point of acid or electricity damage to acid-element blasts that deal acid damage or electricity-element blasts that 
  deal electricity damage.
  Magus: Add +1/2 point of acid or electricity damage to spells that deal acid or electricity damage cast by the magus.
  Medium: Gain a +1/3 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against humanoids native to the Material 
  Plane but not Proxima Alterra.
  Mesmerist: When casting mesmerist transmutation spells, add +1/2 to the effective caster level of the spell, but only to determine the 
  spell’s duration.
  Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another 
  increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that 
  feature.
  Occultist: Increase the duration of the occultist’s minor figment by 1 minute, and increase the total concealment miss chance from 
  the occultist’s distortion resonant power by 2%. This doesn’t increase the maximum miss chance.
  Oracle: When casting divine divination spells, add +1/2 to the effective caster level, but only for purposes of determining duration and 
  overcoming spell resistance.
  Paladin: Add +1/5 of a spell not on the paladin’s spell list to the paladin’s spell list.
  Psychic: The psychic treats her Charisma bonus as +1/3 point higher for the purpose of determining the number of uses or rounds 
  per day of her discipline powers.
  Ranger: Add a +1 racial bonus on Climb skill checks. When this bonus reaches +8, the ranger gains a climb speed of 15 feet (this does 
  not grant the ranger another +8 racial bonus on Climb checks).
  Rogue: The rogue gains a +1/2 bonus on Disable Device checks and Knowledge (engineering) checks related to devices or technology.
  Shaman: Add +1/2 to the shaman’s effective class level for the purpose of determining her spirit animal’s natural armor adjustment, 
  Intelligence, and special abilities.
  Skald: When casting arcane abjuration spells, add +1/2 to the effective caster level, but only for purposes of determining duration.
  Slayer: Gain a +1/4 bonus on Disable Device checks and Knowledge (engineering) checks related to devices or technology. If the slayer 
  has at least a +1 bonus on Disable Device checks and Knowledge (engineering) checks from this ability, she is also considered trained 
  in that skill.
  Sorcerer: When casting arcane enchantment spells, add +1/2 to the effective caster level, but only for purposes of determining 
  duration.
  Spiritualist: Add +1/4 to the number of rounds that the spiritualist’s incorporeal phantom can be out of sight and line of effect before 
  being sent back to the Ethereal Plane.
  Summoner: Add a +1 racial bonus to the eidolon’s Climb skill checks. When this bonus reaches +8, the eidolon gains a climb speed of 
  15 feet (this does not grant the eidolon another +8 racial bonus on Climb checks).
  Swashbuckler: Add +1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise 
  strike deed when using a rapier. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat her talons as 
  a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
  Warpriest: Add +1/2 to the warpriest’s channeled energy total when dealing damage to monstrous humanoids.
  Witch: Add +1/4 to the witch’s caster level when determining the effects of the spells granted to her by her patron.
          Wizard: When casting arcane transmutation spells, add +1/2 to the effective caster level, but only for purposes of determining 
        duration and number of effects (if applicable). 
  
  35
  ALTERRAN RACIAL ARCHETYPES
  Biojammer Corsair (Magus Archetype)
  Many alterrans leave Proxima Alterra to surf the cosmos 
  and spend the majority of their lives (or sometimes the 
  entirety of it) aboard one of their race’s bioships, prowling 
  the universe for species to subjugate or steal advantageous 
  genetic traits from. Biojammer corsairs are often at the 
  forefront of these expeditions, masters of the biological 
  sciences and able to incorporate the genetic traits of other 
  creatures into their own bodies through a grisly process of 
  creation and integration. 
  Class Skills: Heal, Knowledge (engineering), and 
  Knowledge (nature) replace Spellcraft and Use Magic Device.
  Weapon and Armor Proficiency: Biojammer corsairs are 
  proficient with all simple and martial weapons, and 
  armerrufes. They are also proficient with light armor, but 
  not with shields. They can cast magus spells while 
  wearing light armor without incurring the normal arcane 
  spell failure chance. Like any other arcane spellcaster, a 
  magus wearing medium armor, heavy armor, or a shield 
  incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. A multiclass magus 
  still incurs the normal arcane spell failure chance for 
  arcane spells received from other classes.
  Armerrufe Arm (Ex): At 3rd level, the biojammer corsair 
  integrates an armerrufe directly into their arm. The 
  armerrufe is always fully charged and the biojammer cor-
  sair is able to wield it with one hand. When casting spells 
  with somatic components the biojammer corsair requires 
  one hand to be be free or takes a −8 penalty to any 
  concentration checks to cast the spell. The armerrufe 
  cannot be used with spellstrike unless the biojammer 
  corsair is using it as a club (dealing 1d6 bludgeoning 
  damage on a successful hit). This replaces the magus 
  arcana gained at 3rd level.
  Craft Bioscience (Ex): At 5th level, the biojammer corsair 
  gains the Craft Biodevices feat for free. A biojammer corsair 
  only pays an additional 15% more when crafting a biode-
  vice. At 11th level, the scientific innovator gains the Craft 
  Biodevices feat for free a second time, which removes the 
  additional cost to craft biodevices. This ability replaces the 
  bonus feats at 5th and 11th level.
  Starfighter (Su): At 10th level, the biojammer corsair 
  can survive in the void of outer space for 10 minutes by 
  expending 1 point from their arcane pool. This replaces 
  fighter training.
  Colonial Outcast (Rogue Archetype)
  It isn’t uncommon for an alterran to be exiled from a 
  bioship, left behind on a planet after it is deemed too 
  powerful to be subjugated, or suffer an accident that 
  transports them to another world. These aliens—referred 
  to as colonial outcasts by others of their kind—use their 
  natural cunning and otherworldly attributes to adapt and 
  (as alterrans are wont to do) survive.
  Sneaky Talons (Ex): A colonial outcast hones the use 
  of their talons to such a degree that she can deal more 
  sneak attack damage with her natural weapons at the 
  expense of sneak attacks with other weapons. When 
  she makes a sneak attack with her talons or unarmed 
  strikes, she uses d8s to roll sneak attack damage instead 
  of d6s. For sneak attacks with all other weapons, she 
  uses d4s instead of d6s. This ability is identical in all 
  other ways to sneak attack, and supplements that ability.
  Foreigner’s Disposition (Ex): At 3rd level, a colonial 
  outcast gains a +1 racial bonus on Disguise, Intimidate, 
  and Sense Motive checks made against humanoids. 
  These bonuses rise to +2 when the rogue reaches 6th 
  level, to +3 when she reaches 9th level, to +4 when she 
  reaches 12th level, to +5 at 15th, and to +6 at 18th. This 
  replaces trap sense.
  Stealthy Stalker (Ex): At 4th level, whenever a colonial 
  outcast moves, they may move up through up to 15 feet 
  of difficult terrain each round as if it were normal terrain 
  so long as they are using the Stealth skill (hunching low 
  and equilateral to the tops of their tripod legs). At 8th 
  level and every 4th level thereafter, a colonial outcast 
  may ignore an additional +5 feet of difficult terrain. This 
  replaces the rogue trick learned at 4th level.
  Bioscience and Magic
  Craft Biodevices turns traditionally magical (i.e. supernatural) effects into extraordinary 
  effects. Would dispel magic work on an extraordinary effect? Certainly not—the liquid-
  fueled, igniter gland fireball cares not for your dispel magic! However, an extraordinary 
  version of dispel magic would certainly affect another extraordinary “spell”, though it would 
  prove ineffective against a proper magic spell. Devices and spells that create opposite effects 
  however, like haste and an extraordinary slow, counter one another as normal. 
   
  Spells normally have two major identifiers (their effect, and that they are magical), but the 
  Craft Biodevices feat removes one of these identifiers (magic)—leaving only the effect 
  portion for spells to interact with. 
  
  36
  ALTERRAN EQUIPMENT
  Price 750 gp; Type exotic
  Extracted from a 
  planetoid in the 
  Trassulian sector, 
  these strange creatures 
  have become a staple in the armories of 
  alterrans across the universe. Conceived 
  and developed in specialized vats by expert 
  bioscientists (requiring a DC 20 Knowledge 
  [nature] check to keep alive for the 5d4 days 
  they gestate), they strongly resemble a 
  blunderbuss or musket festooned with bits of 
  flesh and disturbing tendrils that draw power 
  from the wielder’s bioelectric field. 
   
  A creature wielding an armerrufe 
  makes ranged touch attacks with the weapon, 
  dealing 1d6 electricity damage on a 
  successful hit. Armerrufe can draw as many 
  as 10 charges at a time and accrue charges 
  at a rate of 1 per hour; by spending a swift 
  action, the wielder may quickly grant the 
  weapon 1 charge but takes 1d4 nonlethal 
  damage when doing so (no damage reduction 
  applies to this damage and if it is not dealt to 
  the wielder, the armerrufe gains no charge).
   
  Armerrufe’s have 20 hit points and 
  a hardness of 4. They are not technically 
  constructs and are healed by cure spells and 
  positive energy just like any other living 
  creature (though these strange aliens do not 
  need to sleep and are immune to electricity 
  damage, they do need to breathe).
   
  Armerrufe’s can fire underwater but 
  deal 1 point of electricity damage to the 
  wielder with each shot. Using an armerrufe 
  requires two hands and the weapon never 
  misfires.
  Price 300 gp; Weight 2 lbs.;
  Craft (alchemy) DC 22
  This foul-smelling concoction is as viscous as 
  it is offensive to the nose, granting creatures a 
  +4 circumstance bonus to Perception or 
  Survival checks when attempting to detect 
  a hidden alterran using it or to follow its 
  tracks. After being applied (a full-round 
  action that provokes attacks of opportunity), 
  chitin salve increases an alterran’s natural 
      armor bonus +1 (from +0 to +1 or +1 to +2) 
         for 4 hours, but reduces their speed by 
           −5 feet. 
  750 gp     1d4           1d6         19–20/x2     40 ft. 
   
   
       
   
   
         6 lbs.     electricity    ranged touch
  Price 1,200 gp; Weight 25 lbs.
  Ystill-grath are among the first species utilized by 
  the alterrans when they began exploration of their 
  local planetary cluster. Not a single creature but 
  rather a hive of dormant predators, these alien 
  creatures are grown as nasty traps to guard 
  alterran base camps and excavations. As dormant 
  hives they resemble slightly globular pieces of wet, 
  bluish meat—each prepared nest comes with a 
  small vial of stimulant that is poured over them to 
  arm the hive (1d4 rounds after application). Once 
  armed, a ystill-grath nest cannot be disarmed (but it 
  can be destroyed). 
   
  When disturbed by tremors (the footsteps of 
  a Small-sized creature within 10 feet are enough) 
  the hive awakens, ravenous and prepared to attack 
  (AC 13, hp 6, Speed burrow 20 ft., Melee bite +8). 
  Ystill-grath immediately burst from the bottom of 
  their nest and burrow down 5 feet before spreading 
  out (using tiny, biodiamond claws to dig effortlessly 
  through any substance of hardness 15 or less), 
  forming a 30-foot-radius circle centered on the 
  creature unfortunate enough to wake them. The 
  aliens then make a straight line for the face of the 
  offending creature, attempting to burrow through 
  anything in their way. 
   
  Each ystill-grath hive contains 2d6 individual 
  ystill-grath within, each of which does 1d6 points 
  of piercing damage on a successful hit. A creature 
  damaged by a ystill-grath must make a DC 20 
  Reflex save to catch the alien by the tail and 
  prevent it from burrowing into their body. If it 
  burrows, a ystill-grath does 1d2 Constitution 
  damage for 3 rounds or until neutralized. A 
  ystill-grath burrowing into a creature can be pried 
  free with a piercing weapon and a full-round 
  action. Creatures that die become food for a new 
  hive and produce ystill-grath of their own in 1d6 
  days as the young aliens feed on the rotting corpse. 
  A ystill-grath nest can remain viable for upwards of 
  100 years thanks to careful gene selection and if left 
  in a stimulated state, a lethal danger that epitomizes 
  precise alterran bioengeering.
  ARMERRUFE
  CHITIN SALVE
  YSTILL-GRATH NEST
  Price   Dmg (S)   Dmg (M)  Critical   Range
  Weight   Type    
  Special
  
  37
  Leg Lock
  Having a third leg makes you a superb grappler, able 
  to fight in proximity with a degree of control and 
  superiority that belies your relatively weaker frame.
  Prerequisites: Alterran, Improved Grapple, 
  Improved Unarmed Strike, Dex 13
  Benefit: When grappling an opponent, you can use 
  your legs to maintain the grapple while still having use 
  of both hands. Your speed is reduced to 0 ft. while 
  using this feat.
  Rocky Homeworld
  Raised on the crags and crevices of Proxima Alterra, 
  you are particularly at home on cliffs and ledges.
  Prerequisite: Alterran, Climb 5 ranks
  Benefit: You gain a climb speed of 15 ft. and move 
  along narrow ledges as though it were normal 
  terrain (eliminating the need to make Acrobatics 
  checks to maintain your balance). Your climb speed 
  does not grant you a +8 racial bonus to Climb checks.
  ALTERRAN MAGIC ITEMS
  Aura —; CL 6th
  Slot back; Price 17,500 gp; Weight 12 lbs.
  DESCRIPTION
  This odd device resembles a strange metallic backpack 
  but is in truth yet another alien species subjugated and 
  tailored by the alterrans. While in outer space or low-
  gravity environments, a biopropulsor grants a fly speed of 
  60 ft. (perfect). While in a regular gravity environment (like 
  Veranthea or most Material Planes) a biopropulsor grants 
  a fly speed of 15 ft. (clumsy). As a biodevice, a biopropulsor 
  must be integrated into a creature’s body in order to 
  function.
  CONSTRUCTION
  Requirements Craft Biodevices, aerinvask from the planet 
  X-114, fly; Cost 8,750 gp
  Aura none; CL 1st
  Slot wrist; Price 2,600 gp; Weight 2 lbs.
  DESCRIPTION
  Though its exterior does not seem at all unique and 
  resembles a simple leather vambrace, a daneaka gauntlet is 
  an extraterrestrial creature carefully grown by alterrans for 
  their warrior castes. When the wearer is reduced to below 
  0 hp, the daneaka gauntlet releases one goodberry (as the 
  spell) at the end of the wearer’s turn, healing it 1 hit point. 
  While the wearer remains under 0 hp, the daneaka gauntlet 
  continues dispensing a goodberry at the end of each turn 
  until it has dispensed 8 goodberries. A daneaka gauntlet 
  recharges its goodberries at a rate of 1 per day, up to a 
  maximum of 8. As a biodevice, a daneaka gauntlet must be 
  integrated into a creature’s body in order to function.
  CONSTRUCTION
  Requirements Craft Biodevices, daneaka from the planet 
  of Hydrifacks, goodberry; Cost 1,300
  ALTERRAN FEATS
  Craft Biodevices
  Your creations duplicate the effects of spells and 
  spell-like abilities through customized genetic 
  apparatus and carefully designed biomechanical 
  lifeforms. With an eye of an ogdostrian you can 
  see magical auras, and your spitting gland of the 
  xerfanui has become a staple weapon in your 
  adventuring gear.
  Prerequisites: Int 15, Heal 5 ranks, Knowledge 
  (nature) 5 ranks
  Benefit: You can craft biodevices with the 
  successful application of Knowledge (nature); 
  these function as magic items but have strictly 
  extraordinary effects, and function normally in an 
  antimagic field or area of wild magic. These items 
  cost an additional 25% more than a magic item 
  that provides the same effect, and cannot create 
  conjuration effects.
   
  Biodevices that replicate items with a 
  limited charge cannot be recharged and cost half 
  the normal price. Biodevices that have a 
  number of charges per day require double the 
  normal amount of time to recharge. No biodevice 
  can replicate a 6th-level or higher spell. A 
  biodevice is nonmagical and thus does not require 
  attunement to function or give off any magical 
  auras.
   
  In order to function, a biodevice must be 
  integrated into a creature’s body. Integrating a 
  biodevice requires one minute of work and a Heal 
  check (DC 10 + 1 per caster level of the biodevice) 
  and deals 1d4 points of damage. Any failed 
  attempts to integrate a biodevice cause it to go 
  inert for 24 hours before any additional attempts 
  to integrate it into a creature can be made. 
  Removing a biodevice requires a full-round action 
  and Heal check (DC 5 + 1 per caster level of the 
  biodevice) and deals 1d4 points of Constitution 
  damage to the creature it was removed from.
   
  A biodevice’s weight is equal to 2 pounds 
  per caster level or 3 pounds per spell level, 
  whichever is higher.
  Special: This feat may be taken a second time to 
  reduce the additional cost to 15%.
  Deadly Talons
  Your proficiency with your talons make them as 
  deadly as any blade and in the right situation, 
  perhaps even more lethal.
  Prerequisites: Alterran, Improved Natural 
  Weapon (talon)
  Benefit: When you are successfully grappling a 
  foe at the start of your turn, you receive one talon 
  attack against the grappled foe as a swift action.
  Special: You may take this feat a second time to       
  receive a second attack as part of the swift action. 
  This second attack is made at a −5 penalty.
  BIOPROPULSOR
  DANEAKA GAUNTLET
  
  38
  Aura strong conjuration; CL 18th
  Slot none; Price 42,000 gp; Weight 120 lbs.
  DESCRIPTION
  When its command word is spoken, a seam in the 
  middle of this mottled metallic cylinder (which is 
  three feet across, seven feet tall, and covered in 
  alien markings) opens to allow two quadrants to 
  swing outward. Entering a repurposing vat and 
  spending one hour within has the same effect as 
  greater restoration, or if an enemy is trapped 
  within, the device can be commanded to disintegrate 
  them as per the spell. If a living being spends half 
  the normal retraining time within a repurposing vat 
  that has recently been used to disintegrate another 
  creature, they can retrain one of the dead creature’s 
  feats as their own (subject to all the normal rules 
  of feat retraining aside from the time required to 
  retrain).
  CONSTRUCTION
  Requirements Craft Biodevices, Craft Wondrous 
  Item, 5 lbs. magnetite ore, disintegrate, greater 
  restoration, permanency; Cost 21,000 gp
  ALTERRAN SPELLS
  School transmutation; Level bard 1, cleric 2, 
  druid 2, ranger 1, sorcerer/wizard 2, summoner 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of stardust)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates; 
  Spell Resistance no
  With this spell you can steal a racial trait from 
  the target creature. You must succeed at a 
  ranged touch attack to strike the target. If you 
  do, until the effect ends you gain the benefits 
  of a racial trait of your choice belonging to the 
  creature and the target creature loses the 
  benefits of that racial trait. You may steal racial 
  traits that require a prerequisite you lack (such 
  as a tail) but this does not allow you to grow 
  new limbs or other body parts, it only deprives 
  the target creature of their racial trait’s bonus.
  School transmutation; Level bard 3, cleric 5, 
  druid 4, ranger 2, sorcerer/wizard 5, summoner 3
  Casting Time 1 minute
  Components V, S, M (a bloodblock)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); 
  Spell Resistance no
  In order to cast this spell you require a biodevice, 
  which you are able to fully integrate into a 
  creature at the end of the casting without the 
  need for a Heal check or dealing damage to the 
  target creature.
  School transmutation; Level bard 6, cleric 8, 
  druid 7, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a diamond worth at least 
  4,000 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one vehicle
  Duration 1 round/level (D)
  Saving Throw Will negates (see text); 
  Spell Resistance yes
  Developed by alterrans in conjunction with the 
  first biojammer ship, this ancient, powerful 
  spell takes a vessel into a planet’s lower orbit 
  without the need for powerful rockets or other 
  excessive propulsion (typically once the vehicle 
  is in outer space, a less aggressive form of drive 
  propels it through the cosmos). The pilot of the 
  target vehicle may make a Will save to resist 
  stellar journey, but an unoccupied vehicle 
  receives no save. 
  GENE THIEF
  PERFECT INTEGRATION
  STELLAR JOURNEY
  REPURPOSING VAT
  
  39
   
  Encounters in The Veil
  The tesseract seas are home to many watery dangers—
  thunderstorms, powerful waterspouts (as per the water telekinesis 
  ability of an oceanidB4), and fast-forming whirlpools (as the 
  vortexAPG spell) to name a few—but is also host to a plethora of 
  creatures that have traveled into the Perpetual Storm. In 
  addition to butcherous buccaneers (sailorsGMG), maddened 
  skumB1, vengeful merfolkB1, Puppetmen pirates (CR 2 clockwork 
  servantsB3 or CR 6 clockwork soldiersB3 with a +40 racial 
  bonus to Disguise checks made to appear as humanoids 
  and no efficient winding quality), and a host of bizarre 
  creatures, while sailing in the Veil a ship is likely to 
  run across some of the most common aquatic 
  predators of the seas.
  Die Roll (d%)   Encounter  
   
   
  CR
  1–9 
   
     Giant sea anenome B3 
   
   2
  10–19  
     Globster B3  
   
   
   5
  20–28  
     Elder thing B4 
   
   
   5
  29–37  
     Karkinoi B4  
   
   
   6
  38–47  
     Giant jellyfish B2 
   
   
   7
  48–56  
     Giant octopus B1 
   
   
   8
  57–68  
     Dire shark B1 
   
   
   9
  69–77  
     Water orm B2 
   
   
  10
  78–87  
     Basilosaurus B3 
   
   
  12
  88–93  
     Clockwork leviathan B3 
   
  12
  94–95  
     Carnivorous blob B2 
   
  13
  96–97  
     Charybdis B2 
   
   
  13
  98–99  
     Shipwrecker crab B3 
   
  13
  100 
   
     Great white whale B2 
   
  14
  Caramballa Encounters
  The tropical wetlands and lush jungles of the Veil’s 
  northeastern landmasses are filled with dangers both 
  evil and exotic, from numerous poisonous and dire 
  animals to the cult of the Last IrrationalGMG and a pre-
  ponderance of Puppetmen that pay allegiance to Caram-
  bal. Even the environment can kill travelers—patches of 
  quicksand swallow the imperceptive, undergrowth hides 
  predators waiting in deadly ambush, and the rampant 
  diseases spread by pests can bring down hardy explor-
  ers. For those that survive these hazards, there are 
  always creatures on the hunt for prey.
        Die Roll (d%)   Encounter 
   
  CR
   
  1–12  
  Wereboar B2  
  2
   
  13–25  
  Weedwhip B4  
  2
   
  26–36  
  Cerebric fungus B3 
  3
   
  37–48  
  Grick B2 
   
  3
   
  49–60  
  Weretiger B2  
  4
   
  61–72  
  Army ant swarm B1 5
   
  73–83  
  Girallon B1 
   
  6
   
  84–89  
  Tendriculous B2 
  6
   
  90–94  
  Chaos beast B2 
  7
   
  95–96  
  Poisonous ooze B2 
  8
   
  98–99  
  Jungle giant B3  
  10
   
  100 
   
  Bodythief B4  
  14
  Deadlands Encounters
  Danger abounds in the Deadlands, from the impassible 
  northern mountains down to the Roil Cross River and 
  beyond to the continent’s southern tip—desert goblins 
  (+2 Dex, +2 Int, −2 Str, −2 Cha; small goblinoids; fast; 
  low-light vision instead of darkvision; eat anythingARG, 
  skilled) caper through the wasteland in raiding bands, 
  clockworksB3 and Puppetmen still enslaved to the Great 
  Crawth wander the sands with incomprehensible 
  purpose, ant lionsB3 capture the unwary in their 
  natural traps, and sand giants roam the dunes in 
  search for prey. If these common threats don’t kill 
  travelers, the hazards of the desert (dehydration, 
  duststorms, and sandstorms) often do and there are 
  still more predators in the Deadlands.
         Die Roll (d%)   Encounter 
   
  CR
   
       1–12  
  Ankheg B1 
   
   3
   
       13–25 
  Giant scorpion B1 
   3
   
       26–36 
  Crystalline ooze B2 
   7
   
       37–48 
  Alchemical golem B2 
   9
   
       49–60 
  Clockwork mage B4 
   9
   
       61–72 
  Fire giant B1 
   
  10
   
       73–83 
  Ash giant B3 
   
  11
   
       84–91 
  Juggernaut B4  
  11
   
       92–96 
  Clockwork golem B2 
  12
   
       97–99 
  Mithral golem B2 
  16
   
       100   
  Ancient red dragon B1 19 
  
  40
  Ostershain Encounters
  Ostershain’s idyllic hills and misty cliffs are home to a 
  wider variety of natural creatures than anywhere else 
  in the Veil. Many of these beasts are magical or 
  become enchanted by the fey that call these lands 
  home and while the dangers they pose are not as 
  prevalent as the hazards of its western and 
  northeastern neighbors, floods, occasional 
  earthquakes (as the earthquake spell), and 
  windstorms can make life in Ostershain a difficult 
  struggle. Though the isle’s predators are diverse 
  indeed, some are more commonly encountered than 
  others and travelers that journey there come prepared 
  for the unique dangers these creatures present.
   Die Roll (d%)   
  Encounter 
   
  CR
         1–12 
   
  Assassin vine B1 
  3
        13–25 
   
  Cockatrice B1  
  3
        26–36 
   
  Dryad B1  
   
  3
        37–48 
   
  Quickling B2 
   
  3
        49–60 
   
  Graeae B4 
   
  5
        61–72 
   
  Ogre spider B3  
  5
        73–83 
   
  Chimera B1 
   
  7
        84–90 
   
  Dullahan B2 
   
  7
        91–95 
   
  Hangman tree B2 
  7
        96–98 
   
  Gorgon B1 
   
  8
        99–100  
   
  Cloud giant B1  
  11
  Polis Prime Encounters
  Perhaps the only place with creatures natural to the 
  poles of Veranthea, Polis Prime’s cold plains and 
  mountains can be as deadly as the predators that 
  prowl them. Travelers here contend with frostbite 
  and hypothermia, avalanches while journeying in 
  the mountains, powerful snowstorms, and fields of 
  icy tundra when going cross country. Many lethal 
  beasts walk the white landscape in search of prey 
  and in addition to fighting off polar bears 
  (advancedB1 grizzly bear B1) and walrusesB4, locals 
  warn foreigners of the more prominent predators 
  that might attack them.
   Die Roll (d%)  Encounter 
   
  CR
        1–12 
    Mandragora B2 
  4
        13–25 
    Yeti B1       
   
  4
        26–36 
    Winter wolf B1  
  5
        37–48 
    Glacier toad B2 
  6
        49–60 
    Mi–go B4 
   
  6
        61–72 
    Cold rider B3  
  8
        73–83 
    Treant B1    
   
  8
        84–90 
    Mastodon B1  
  9
        91–95 
    Frost giant B1  
  9
        96–98 
    Frost worm B2  
  12
        99–100  
    Jotund troll B3 
  15 
  
  41
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any addi-
  tional content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts, creatures, 
  characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatu-
  ral abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu-
  tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indi-
  cation as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which por-
  tions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Au-
  thor: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, 
  Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, 
  Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert 
  N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork 
  Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark 
  Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and 
  Russ Taylor.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James 
  Jacobs and Russ Taylor.
  Sand Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene.
  Veranthea Codex © 2015 Mike Myler, published under license by Rogue Genius Games; 
  Author Mike Myler, with Michael Allen, Luis Loza, Michael McCarthy, Brian Wiborg 
  Mønster, Julian Neale, and Colin Stricklin.
  
  Still drunk on rum and insensible, the captain 
  of your vessel thought nothing of the vast storm 
  before it was too late and the maelstrom 
  engulfed the ship, crashing it along strange, 
  black coral reefs. Most of the crew died in the 
  ensuing chaos but you survived, swimming until 
  reaching land—or the nearest thing to it. 
       Locals call the island-made-of-shipwrecks 
  the Black Sands Anchorage and claim it’s part 
  of a place called the Veil, waters from which no 
  man yet has escaped. A night of drinking in the 
  Half-Light Tavern reinforces the bawdy claim 
  and deciding against trying to beat the 
  impossible Perpetual Storm that dragged you 
  into these tesseract seas, you learn everything 
  you can of the cultures and peoples within to 
  see what glory and riches are hidden behind 
  the Veil.
  Inside of this supplement for the Veranthea Codex you’ll find:
  • A timeline in sync with the history of the rest of Veranthea, 
  integrating the arrival of the extraterrestrial alterran lich H’Gal 
  and his rebellious intelligent forge, the Great Crawth (as well as 
  how their struggle created the tesseract seas of the Veil).
  • A full page map of the Veil by cartographer Mike Myler.
  • 16 pages detailing the four continents of the Veil (including 
  settlements for several major cities  
  and towns): cold Polis Prime,  
  tropical Caramballa, the wasteland  
  known as the Deadlands, and the  
  temperate realm of Ostershain!
  • Several new creatures, high level  
  NPCs, magic items, a new material  
  (magnetite), artifacts,  
  and kaiju for the Pathfinder  
  roleplaying game!
  • A new player race for  
  your game: gene-stealing  
  alterrans from outer space!  
  Hailing from distant Proxima Alterra, these tri-peds are 
  equipped with alternate racial traits, subtypes, class archetypes, 
  gear, feats, magic items, and spells all their own! Use the 
  trophies of your victories to Craft Biodevices, trap foes in a 
  repurposing vat to make their talents your own, or take the 
  powers of their birthrights away from them with gene thief!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/Veranthea Codex/Veranthea Codex - Into the Veil.pdf