TEXT: The World of Aden originAlly creATed by ShAne lAcy henSley
  Credits
  Written by: Rich Wulf
  Editing: Shawn Carman
  Interior Artwork: Daniel Moenster
  For Kyoudai Games
  Shawn Carman, Creative Department
  Rich Wulf, Mechanical Design
  Ryan Carman, Logistics & Development
   
  Butch Carman, Chief Financial Officer
  Mike Brodu, Graphic Design & Branding
  Original Graphic Design: Robert Denton
  The development of mechamagic is one of the most significant 
  developments in the history of the Known Lands, eclipsed only by 
  the advent of the Darkfall and the chaos that followed it. If not for the 
  calamity, many believe that life in Aden would have been completely 
  transformed by mechamagic by now, and be utterly unrecognizable 
  from what existed prior to the Darkfall. Certainly, the prevalence of 
  golemoids, mechamages, and thunder scouts among the most ardent 
  defenders of what remains of civilization is a powerful indicator that 
  this theory has merit. But the greatest demonstration of mechamagic’s 
  power is one that relatively few people know of: for the first time since 
  the creation of the ferran race long ago, new life exists in the Known 
  Lands, wrought by the hand of men.
  The History  
  of the Servitors
  In the year 1104, a Columbey mechamage by the name of Thanesh 
  invited several of the most talented mechamages in Aden to partici-
  pate in a special experiment. Their goal was to use purified manite and 
  experimental new magical writs to produce highly advanced golems.
  Midway through the experiments, Celestial College representative 
  Oliver Walton recused himself from participation, as the similarities 
  between their work and the creation of the ferran race was too great 
  for him to ethically continue. He begged his colleagues to terminate 
  their research or, at the very least, to approach their new creation with 
  responsibility and compassion.
  Six years later, Thanesh and his associates created the first servi-
  tors. Though obviously artificial in construction, these constructs were 
  1
  
  designed to emulate personality, thought, and emotion so closely as 
  to be indistinguishable from living creatures. Their creation brought 
  controversy as even several of their creators believed that they had 
  created sentient life. Unfortunately, this controversy is largely forgotten 
  in the advent of the Darfkfall.
  In the intervening years, only a few dozen servitors have been created. 
  Due to the difficulty and expense of creating them, not to mention the 
  ambiguous moral repercussions, most mechamages prefer to create 
  simpler sorts of golems. In some nations, such as Urbana and Carraway, 
  the creation of servitors is explicitly outlawed. Most surviving servitors 
  are the servants of high-ranking nobles or powerful mechamages. A few 
  rare free servitors were inadvertently granted independence when their 
  command spheres were destroyed while others were created by Phobos, 
  the outlaw servitor mechamage.
  Whether or not servitors are truly alive is unknown - even to them-
  selves.
   
  Servitor Racial Traits
  +2 bonus to one ability score: Servitors can be constructed for a variety 
  of purposes and their ability scores reflect this. Servitors constructed for 
  warfare or manual labor possess enhanced Strength. Servitors built for 
  scholarly pursuits possess enhanced Intelligence. Servitors constructed 
  to be free possess whatever trait struck their creator’s fancy.
  Type: Servitors have the construct type, though they vary from a 
  traditional construct in a number of ways (see their constructed racial 
  ability).
  Medium: Servitors are Medium-sized creatures and receive no bonuses 
  or penalties due to their size.
  Normal Speed: Servitors have a base speed of 30 feet.
  Constructed: Though a servitor is an artificial being, it possesses a 
  sufficiently advanced consciousness and construction that in many 
  aspects it functions as a living creature. The end result is a strange mix 
  of the benefits and vulnerabilities of both types of creature. Replace all 
  of the construct type’s standard traits with the following:
  * Unlike a true construct, a servitor has a Constitution score.
  * A servitor is not immune to mind-affecting affects (though his 
  construct type excludes him from affects that target humanoids such 
  as charm person). However, a servitor gains a +2 racial bonus on 
  saves against mind-affecting effects (except for effects imposed by 
  his own command sphere).
  * A servitor is immune to poison, disease, and bleed effects but is 
  vulnerable to death effects, necromancy effects, paralysis, stunning, 
  ability damage, ability drain, fatigue, exhaustion, energy drain, and 
  nonlethal damage. A servitor overcome by nonlethal damage falls 
  into an inert state until the damage is sufficiently repaired.
  * A servitor is affected by all magical effects that specifically target 
  golems or constructs. Affects that only target owned or controlled 
  golems only affect the servitor when produced by the servitor’s 
  master.
  * A servitor cannot heal damage naturally, and is not affected by 
  healing magic or negative energy damage. However, a servitor is 
  healed by affects that repair damage to constructs and can be repaired 
  like a machine. Use of the Heal skill to restore hit points or cure 
  conditions has no effect on a servitor, though the Knowledge (engi-
  neering) skill can be used in an equivalent manner.
  * Servitors can be raised or resurrected, but this requires a successful 
  caster level check vs. DC 10 + double the servitor’s hit dice. Failure 
  indicates the servitor cannot be raised from the dead for 24 hours, but 
  additional attempts can be made after this time passes.
  * Servitors do not eat, breathe, sleep, or drink. They are immune to 
  inhaled effects, ingested effects, suffocation, and sleep effects. They 
  likewise do not benefit from consumable magic items. A servitor 
  with the Craft (alchemy) skill and access to alchemy lab can convert 
  a potion into an unguent usable only by servitors with ten minutes of 
  labor. Likewise, any consumable item can alternately be crafted as an 
  unguent usable by servitors during its creation.
  * While servitors do not sleep, they must dream for at least two hours 
  per day or suffer effects identical to sleep deprivation. A servitor can 
  begin dreaming as a full-round action and remains dreaming for a 
  predetermined amount of time chosen by the servitor. While in this 
  state, the servitor is unaware of his surroundings but can be roused 
  by jostling or loud noises. A servitor must dream for at least two 
  hours before he can prepare spells for the day or recover any other 
  personal abilities that have daily uses. A servitor can dream while 
  standing up or while wearing armor with no ill effect.
  Low-Light Vision: A servitor can see twice as far as humans in condi-
  tions of dim light.
  Metallic Flesh: A servitor is composed mostly of metal, and as a result 
  it is vulnerable to rust effects and other effects that target metallic 
  objects.
  Command Sphere: Though a servitor is constructed with the capacity 
  for free will, they are built only to serve. Each servitor is liked to a 
  manite command sphere. The possessor of this sphere can command 
  the servitor at will over any distance, as if the servitor were under the 
  effects of a permanent dominate person, as long as the sphere is in the 
  owner’s possession. This effect cannot be blocked, dispelled, or negated 
  as long as the servitor’s master possesses the sphere.
  The Will save DC to resist commands against the servitor’s nature is 
  20, 25 if the servitor’s master is visible and holds the command sphere 
  in hand. A servitor who successfully resists a command can ignore that 
  specific command for one hour but does not break the dominate effect. 
  A servitor’s master can command the servitor to obey even self-destruc-
  tive orders. A servitor cannot harm or allow harm to befall the indi-
  vidual that currently possesses his command sphere, unless his master 
  commands it. This is always considered an order against the servitor’s 
  nature.
  A servitor is permanently linked to his command sphere. He can 
  sense its location over any distance and can track its current location 
  unerringly. A servitor cannot willingly take his own command sphere 
  from a living master as long as it is physically in their possession. A 
  servitor that attempts to touch an unguarded but currently owned 
  command sphere must succeed at a Will save vs. DC 18 or he cannot 
  bring himself to do so. Even upon success, contact causes the servitor 
  physical pain, inflicting 3d6 nonlethal damage per round. These effects 
  do not occur if the servitor’s master is dead.
  A servitor shares a painful and obsessive link with his command 
  sphere, compelling him to keep it safe and seek a new master if he 
  has none. Each day that the sphere is intact but the servitor does not 
  receive commands from a master, the servitor suffers arcane feedback 
  that inflicts 1d3 Wisdom damage. This damage cannot be repaired by 
  any means until the servitor receives a command from a new master. If 
  a servitor’s command sphere is broken, the servitor must make a Forti-
  tude save. vs. DC 20 or immediately die. A servitor cannot willingly 
  destroy his own command sphere. A servitor with no command sphere 
  is weakened, suffering a permanent -4 penalty to his highest ability 
  score until a new sphere is created.
  The current owner of a player character’s command sphere is deter-
  mined by the GM. The current possessor of this item will have a great 
  deal of impact upon the servitor’s life, so choose carefully. Servitors can 
  make extremely powerful player characters, but that power is balanced 
  by the knowledge that they can never truly be free. A benevolent master 
  might look out for the servitor’s best interests and treat them kindly, 
  while a malicious master might intrude into the servitor’s life at incon-
  venient times. Perhaps at the start of a servitor’s career he is currently 
  without a master due to some traumatic event and is in possession of his 
  own sphere, compelling him to make the weighty decision of who he 
  will select as his new master.
   
  2
  
  Servitor Features: Each servitor has been constructed for a unique 
  purpose. Select one ability from primary servitor features and two from 
  secondary servitor features. A servitor that gains manite implants from 
  these features has a steam reserve equal to his Constitution modifier + 
  1/2 his level. The DC of any effects generated by his implants is equal 
  to 10 + 1/2 his level + his Constitution modifier.
   
  Primary Servitor Features
  Combatant: Servitors with this trait receive Improved Unarmed Strike 
  as a bonus feat and inflict 1d6 damage with unarmed strikes. If they 
  possess unarmed strike or slam damage equal to or greater than this due 
  to a class ability, they instead inflict +2 damage with unarmed strikes 
  or slam attacks.
  Basic Implant: A servitor with this trait gains an additional basic manite 
  implant that does not count against his Manite Threshold. A golemoid 
  servitor with this feature may use the interchangeable parts class ability 
  to alter this implant. This feature may be selected multiple times.
  Secondary Servitor Features
  Living Metal: A servitor with this trait can be healed by magical healing 
  effects but is no longer immune to negative energy.
  Darkvision: A servitor with this trait has darkvision with a range of 60 
  feet.
  Integrated Machinery: As a full round action, servitor with this trait 
  can incorporate a weapon, tool, or invention weighing five pounds 
  or less into his body. He can simultaneously incorporate a number of 
  such devices in his body equal to his Constitution modifier. Such items 
  cannot be dropped or disarmed and can be readied or stowed as a free 
  action and the servitor gains a +4 bonus to all Sleight of Hand checks 
  to conceal these items on his person. Weapons and inventions that must 
  be wielded in hand require the appropriate number of free hands to use. 
  Any other items can be used without the use of the servitor’s hands.
  The servitor can remove an item from his body as a full round action, 
  or they can be removed from a helpless servitor via one minute of work 
  and a Knowledge (engineering) check vs. DC 15.
  Machine Empathy: A servitor with this trait treats Knowledge (engi-
  neering) and Craft (machinery) as class skills and. He does not require 
  tools to utilize either skill and functions as a masterwork engineer’s 
  toolkit, gaining a +2 circumstance bonus when repairing or maintaining 
  machinery with these skills.
  Minor Implant: A servitor with this trait gains an additional minor 
  manite implant that does not count against his Manite Threshold. A 
  golemoid servitor with this feature may use the interchangeable parts 
  class ability to alter this implant. This feature may be selected multiple 
  times.
  Specialized Programming: A servitor with this trait may select a single 
  skill. He gains a +2 racial bonus with this skill and it always counts as a 
  class skill. This feature may be selected multiple times.
   
  Alternate Racial Traits
  You may replace the servitor’s default racial traits with any of the 
  following traits.
  * Empowered: A servitor with this trait gains a +2 bonus to an 
  ability score of his choice. This may not be used on the same ability 
  score that benefits from the servitor’s original +2 bonus. A servitor 
  with this trait gains only one secondary servitor feature. This trait 
  replaces servitor features.
  * Small Stature: Some servitors were created to resemble smaller 
  races, such as faerkin or goreaux. A servitor with this trait is a Small 
  creature and thus gains a +1 size bonus to AC, a +1 size bonus to 
  attack rolls, a -1 penalty to their Combat Maneuver Bonus and 
  Combat Maneuver Defense and a +4 size bonus on Stealth checks. 
  However, their speed is reduced to 20 feet. This trait replaces 
  medium and normal speed.
  * Unstable Construction: Some servitors incorporate additional 
  features. However, the presence of these features consumes magic 
  usually used to bolster the servitor’s physical or mental abilities. A 
  servitor with this feature suffers a permanent -2 penalty to an ability 
  score of his choice but may select one primary servitor feature, one 
  secondary feature, and an additional feature of his choice (of either 
  type). This trait replaces servitor features.
  * Broken Sphere: A servitor with this trait begins play with a broken 
  command sphere. While he serves no master, he suffers a permanent 
  -4 penalty to his highest ability score until a new sphere is created.
  * Stone Flesh: A servitor with this trait is built of living stone rather 
  than metal. While immune to rust and affects that target metal, he 
  gains the earth subtype and is affected by effects that target earth and 
  stone. This trait replaces metallic flesh. 
  3
  
  Phobos the Enlightened
  Father of Servitors * CR 14
  “Male” servitor mechamage 15
  NE medium construct
  Init +3; Senses -; Perception +2
  Defense
  AC 16, touch 16, flat-footed 16 (+3 natural armor, +3 deflection)
  hp 57
  Fort +10, Ref +8, Will +14
  Offense
  Speed 30 ft.
  Melee +2 flaming mace +11/+6 (2d6+4)
  Ranged +2 pistol of lightning +9/+4 (1d8+1d6+2)
  Mechamage Spells Prepared (CL 15; concentration +21)
  8th (1/day): it’s alive
  7th (2/day): construct servant VI, limited wish
  6th (4/day): bestow brilliance, disintegrate, mass suggestion, rebuild 
  minion
  5th (5/day): dominate person, golembreath, major creation, 
  permanency, rapid repair
  4th (5/day): direct golem, empower golem, lesser geas, mnemonic 
  enhancer, scrying
  3rd (5/day): clairvoyance/clairaudience, gaseous form, golemsight, 
  golemwrack, protection from energy
  2nd (6/day): daze monster, detonate golem, golemrunes, stoke the 
  flame, tactical acumen
  1st (6/day): charm person, crafter’s fortune, expeditious retreat, 
  golemguard, golemspeak, sleep
  0 (at will): arcane mark, detect mechamagic, everheat rune, mage 
  hand
  Statistics
  Str 14, Dex 10, Con 14, Int 22, Wis 14, Cha 12
  Base Atk +7/+2, CMB +9; CMD 19
  Feats Combat Casting, Craft Construct, Craft Magic Arms & 
  Armor, Craft Wondrous Item, Create Wand, Enlarge Spell, Improved 
  Initiative, Quicken Spell, Scribe Scroll, Spell Penetration
  Skills Craft (Golem) +21, Craft (Mechamagical Component) 
  +21, Disable Device +15, Knowledge (Arcana) +21, Knowledge 
  (Engineering) +21, Spellcraft +21, Use Magic Device +16
  Languages Dwarven, Eastern Common, Elven, Lowland, Planar, 
  Western Common
  SQ Call Minion (Distress, Intercede, Teleport), Cantrips, Golem 
  Minion, Improved Tinkering, Tinkering, Writs (Level 1: Capcious, 
  Destructive, Durable, Steadfast, Swift, Tactical; Level 3: Metallic, 
  Mighty, Reinforced, Warrior; Level 6: Gazing, Magical, Proxy, Slayer; 
  Level 9: Gigantic, Impervious, Sentinel; Level 12: Devastating, 
  Fortified; Level 15: Versatile)
  Combat Gear +2 flaming mace, +2 pistol of lighting, potion of cure 
  serious wounds, potion of invisibility
  Other Gear amulet of natural armor +3, cloak of resistance +3, 
  headband of vast intellect +2, ring of protection +3, numerous 
  command spheres
  Phobos claims to be the first servitor ever created, the mechamagical 
  son of those arcanists and scientists who gathered together at Thanesh’s 
  invitation and changed the world by creating true mechanical life on 
  Aden. Whether this is true or not is impossible to tell, and Phobos has 
  proven perfectly capable of lying when it suits his purposes, so most 
  simply pay lip service to his claim and think about the matter no further. 
  Whether first or last, Phobos is unquestionably the most powerful of 
  all known servitors, and the creator of many who remain active in the 
  Known Lands today. Many consider him evil based on actions he has 
  committed in the past, but unsurprisingly, Phobos does not see himself 
  in the same manner. He has his own agenda and priorities, and acts in 
  accordance with them. Those who are not involved in his affairs he 
  generally leaves alone, but anyone who is an obstacle is quickly and 
  ruthlessly eliminated. To Phobos this is not evil, merely efficient and 
  practical.
  Phobo’s awakening predates the Darkfall, and there are records of 
  rogue golem activity that suggest he may have been active in Columbey 
  before its fall and transformation to Urbana. After the Darkfall his activ-
  ities have been somewhat easier to track since he has taken to identi-
  fying himself as well as leaving tokens of his passing when he makes 
  his presence known. Not long after the rise of Lord Urbane and his 
  adamantly pro-mechamagical policies, Phobos destroyed a factory in 
  Mekanus and made off with a large quantity of components, claiming 
  that he would use them to create free beings and not the Iron Tyrant’s 
  slaves; it was this incident that led to the laws against the creation of 
  servitors in Urbana.
  It is difficult to know what Phobos’s specific agenda is, other than 
  the creation of additional servitors. Many choose to work with him, 
  although he does not require it and those of his creations that choose 
  to follow their own path are free to do so without reservations. Some 
  among those few who know of Phobos ascribe his motivations to a 
  hatred of organic life, but this is inaccurate. Phobos does not hate other 
  life forms. He does believe that mechamagical life is superior to organic, 
  but he is content to allow the two to co-exist so long as organics stop 
  trying to enslave his kind. Phobos actually corresponds with a number 
  of different scientists and arcanists throughout the Known Lands, albeit 
  through aliases, and considers them respected, if misguided, peers.
  Phobos currently maintains workshop-laboratories in Arasteen, the 
  Rhanate, Vanora, and Aramyst. He has sufficient resources in each 
  location to create additional servitors, but recognizes that moving too 
  quickly will overtax his resources and potentially alert outsiders to his 
  activities. Instead, he chooses his work carefully, spending most of his 
  time gathering resources and striking out against anyone who would act 
  against existing servitors.
  4
  
  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 additional 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 supernatural 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 Contributors 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 indication 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 compatibility 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 portions 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 provision 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 RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Pathfinder Roleplaying Game Bestiary. © 
  2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat.  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn Carman and Rich Wulf.
  Thunderscape The Aden Gazette #3, The Servitors. © 2018 Kyoudai Games, LLC; Author: Shawn Carman.
  5
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kyoudai/Aden Gazette 03 - The Servitors.pdf