Where to get pathfinders gloves in free realms




















The plate collection is quite rare, as far as I know , like the key collections. You get red gloves from the Memorial Caverns treasure chest. Free Realms is free, or mostly so, but the membership is not free. And if you want more SC, or higher levels in jobs and such, you have to pay. These things are free after you sign up on the game: clothes, coins, hats, shoes, gloves, and other types of thing you could earn on Free Realms. In A trade. There isn't a cheat, black gloves can be obtained from a player, or opening the Blackspore Treasure chest by collecting keys.

If you are wanting the elite black colored fingerless gloves, they are from the Briarwood Chest. If you want the lighter black colored gloves, White-Stitched Fingerless Gloves are from the farming wheel. Hope this helps :. You have to find the keys in the Roboglin Junkpiles. Go to the treasure chest and then you will receive the items!

You can either buy them from a player, or get them from collecting all the useful keys, and opening the chest in Blackspore. Open the Ayani Chest, it's actually pretty easy, get all the fancy keys i think.

There are no hedgehogs in Free Realms Free Realms happened in Free realms cost 0. They are free. Free realms was launched in on the mac. Free Realms is 1 year old. Log in. Free Realms. Study now. Investigation reveals that the frost giants of the Tusk Mountains, led by Jarl Gnargorak, are breeding more of the mighty beasts and training them for war.

Unless the PCs venture into the forboding mountains and end the jarl's sinister plan in his bastion ofBos-Phargumm, the ravaging megafauna will likely spread into other lands. Valash m a i J u ngl e A mighty kaiju has been wreaking havoc across the Mwangi Expanse, and the local tribesfolk have no clue how to end the rampage. Hearing of similar creatures on the far side of the world, in an even more dangerous jungle, the PCs travel to Tian Xia to recover a long-lost Valashmaian relic believed to hold the power to control and contain the colossal beasts.

Yja e Denizens o f Leng have begun trading slaves i n the deserts ofShaguang, and the PCs are asked to find the source of this new threat. By the time they track the mysterious merchants to the floating city ofYjae, they should be ready to challenge even the most powerful of the city's evil inhabitants.

My d estin ation? One of our faith 's m ost hallowed shrines to th e Pallid Prin cess, l ocated in a d esert as bl a ck as Urgath oa's bl essed heart. But oh , th e horrors 1 encountered in Or" grew u nspeakably worse in th e Bl a ck Desert. Urgathoa d oes n ot rule th ere alon e. Yet various forms of life and unlife flourish here-many of which are too terrible for any other place to endure their presence.

Among this desert's miles of ebon sands and fields of toxic ghost mold are riotous purple-worm spawning grounds, a roving behemoth that lurks beneath the desert, a cabal of serpentfolk liches, and a small city of undead drow who unabashedly revere Urgathoa. Above it all, leering from a ceiling nearly 3, feet in the air, are thousands of blightburn crystals that glow and sparkle in a sick parody of the surface's stars. History Although the Black Desert has been home to vile denizens for untold eons, nearly 4, years ago a new force shifted its previously nonexistent politics: the drow ofHouse Shraen.

In the early centuries of the drow empire of Sekamina, House Shraen emerged as the only house to eschew demon worship. These drow instead turned wholeheartedly and fanatically to Urgathoa for guidance.

In exchange for the power the Pallid Princess granted them, the drow of House Shraen committed increasingly vile atrocities in her name. Not even the evil, sadistic drow could abide House Shraen's depraved behavior. After the Shraens committed a vile, long-forgotten act involving the bodies of the city's top nobles, the drow empire united to drive the Shraen from Zirnakaynin.

The members of House Shraen who survived the initial dangers of exile faced a harrowing journey into Orv, where they hoped to finally escape their enemies. Somehow managing to dodge purple worms and the Black Desert's other dangers, these refugees found sanctuary in the mysterious ruins of a city built in the ancient Osirian style. The exiled drow named the settlement Shraen, and have been holed up there ever since, revering Urgathoa, fighting among themselves for power, and struggling to survive among the other horrors native to the Vault.

Among the Vault's threats are the militant urdefhans, who have long sought to claim the pyramids of Shraen as their own.

So far, despite their best efforts, the clear-skinned bloodsuckers have not managed to oust the drow from their stronghold. Since long before the drow arrived in the isolated Vault, the Black Desert's established ecosystem thrived despite the fact that its environs are poisonous. This ecology includes massive purple worm spawning grounds, which some say have existed since Golarion's own primordial beginnings.

The mythic beast called Iffdahsil has long inhabited these grounds. It now ripples beneath the sands, feeding on any vulnerable creatures that venture too close, including even the mightiest purple worms. Other horrific features that predate the drow's arrival in the Black Desert include a crumbling shrine to Ydersius, ancient patron of the serpentfolk. It's said that, far before the deity's fall at the hands of an Azlanti hero, a contingent of the Sundered God's faithful colonized the Black Desert.

All that remains of this failed effort rises out of the sand in the haphazard form of a temple shaped like Ydersius's serpentine head. Within this temple's winding underground corridors dwell serpentfolk liches, who long ago succumbed to the foul, necromantic energies that permeate the Black Desert.

Yet another example of this locale's strange powers is the Field of Horrors. This ghost mold field of unknown age is thought to have developed sometime before the drow arrived. It first began to expand when an unfortunate party of dwarven prospectors errantly stumbled here instead of reaching the legendary Vault they sought, known as the Crystal Womb.

In the centuries since, the field has swollen in size due to its malevolent ghosts' ability to lure new dwarves into the plants' clutches. For some inexplicable reason, the ghost mold in this area does not feed on the ghosts it creates, as is typical.

Instead, they seem to linger, growing in malevolence and power almost daily-just like most other denizens of this harsh and foul place. Region Gazetteer In addition to the threats and hazards presented in the specific locations mentioned below, two hazards ubiquitous throughout the Vault pose a significant threat to living creatures who encounter them. Many low points in the desert are home to enormous pools of quickdeath gas Into the Darklands 11 , including the entire area surrounding Shraen.

Noticing an area contaminated with quickdeath requires succeeding at a DC 25 Survival check. Creatures exposed to quickdeath-whether breathing it or not-must succeed at a DC 18 Fortitude save once per minute of exposure or take 1 point of Wisdom damage. Quickdeath is a CR 6 hazard. In addition to the quickdeath pools in the Vault's lowest levels, the Black Desert's 3,foot-high ceiling is covered with radioactive blightburn crystals. The green-glowing crystals burn anyone who touches them, dealing 2d6 points of fire damage per round of contact, and their radiation causes blightburn sickness.

The substance also limits teleportation. To successfully cast a teleportation spell in a cavern with blightburn in its walls or to successfully cast a teleportation spell to travel to such a location, the spellcaster must succeed at a DC 30 caster level check.

Blightburn is a CR 7 hazard. Today, the cradle is home to approximately 50 purple worms and dozens of egg chambers, proving that the beasts are immune to the desert's poisonous environs.

The drow of House Shraen have captured and domesticated some of these purple worms, but most are incredibly wild and aggressive-as the nearby urdefhans can attest. Field of Horrors: What began as a small, relatively innocuous patch of ghost mold Into the Darklands 13 quickly grew into a field that now spans thousands of square feet.

The impetus for this growth was, as legend holds, a doomed party of dwarven prospectors who ventured into the depths of Orv in search of the mythical Crystal Womb. Before they reached their destination, the dwarves fell victim to the ghost mold. The Black Desert's foul necromantic energy ensured that many of these prospectors' ghosts remain to this day.

Scores of ghosts now haunt this field, including that of head prospector Tord Brickfist CE male dwarf ghost ranger The ghosts' sole aim, it seems, is to lure more unsuspecting victims here to expand the ghost mold field even further. Iffdahsil: Perhaps the most compelling evidence that the Black Desert is infested with pure evil is the enormous creature that lurks beneath its sands. Iffdahsil CE shoggoth mythic vampire takes its name from an Elven phrase meaning "monstrous fiend," though this description hardly does the horror justice.

The creature pulls its bulk beneath the sands in its attempts to launch surprise attacks on its prey, so it can feed on their blood. Although Iffdahsil is usually found near an otherwise uninhabited tunnel leading north, the beast often roams elsewhere, and all intelligent denizens of the Black Desert fear it.

Any subtle rumbling beneath the sands is usually enough to scatter drow and urdefhans alike. Renegade Tower: This enormous natural rock formation is a formidable fortification due to its hollow interior. Centuries ago, whenHouse Shraen still wielded great power in the drow empire ofSekamina, a rival murdered Weylin.

He soon rose as a revenant, and his kin vowed to help him track down his murderer. While he hunted for leads to his killer's identity, Weylin quietly trained himself to use the strange and potent magic he plans to unleash against the object of his hate. When his house was driven from the empire, Weylin followed their descent, hoping his family would someday help him exact revenge against the scions of his killer. Eventually, Weylin realized that his kin never intended to help. He soon broke from his family's colony and holed up inside this enormous outpost, where he conducts terrible ceremonies to try to learn his killer's identity.

Shraen: The bizarre, mined city in the heart of the Black Desert is built in the style of ancient Osirion, raising questions as to what might have influenced the rise of that ancient empire at the dawn of the Age of Destiny. Regardless, these buildings were abandoned by the time the drow of House Shraen took up residence in them. The central pyramid serves as the colony's core, and is home to most of the surviving members of House Shraen, including Zyra Shraen NE female drow lich conjurer i7 and Nyrinda Shraen CE female drow vampire sorcerer i6 , who coordinate the family's efforts to expel the encamped urdefhans.

There are approximately drow-most of them undead-living in Shraen, and in recent years their primary purpose has been to assault, spy on, and generally try to drive out the urdefhans who covet their infrastructure. Of the over undead drow inhabiting the city, none are ghouls or ghasts. The members of House Shraen have a millennia-old feud with the ghoul inhabitants of nearby Nemret Noktoria, so they destroy any ghouls or ghasts they find in the Black Desert.

Four large purple worm enclosures fabricated using large stalagmites and interconnecting walls ef force surround Shraen. These worms, which the drow have domesticated using strange techniques that took centuries to hone, act as mounts for House Shraen's traveling envoys, reconnaissance missions, and battle parties.

The drow ride on the beasts' backs in special howdahs built to let them ride both above and below the desert's surface. Because training just one purple worm is an arduous task that can take years, typically only Zyra and Nyrinda are permitted to teleport within these enclosures to retrieve mounts for their kin. Stashed deep within Shraen's primary pyramid are the treasures the drowtook with them when they fledSekamina.

Items that remain stashed in the pyramid's armory-which is located in a hidden, underground room-include a corset ef dire witchcraft Ultimate Equipment , a robe ef bones, a bloodthirst dagger Ultimate Equipment i52 , and scrolls and spellbooks full of mythic necromancy spells.

Slave Corrals: The Shraens keep their growing crop of slaves in these tightly secured quarters. Made of materials culled from the city's ruins, these corrals contain upward of slaves that include derros, pechs, zombies, and other unfortunate creatures.

The drow captured these slaves either when the creatures errantly wandered into the desert or during the house's intermittent raids against bastions of civilization in Sekamina and occasionally Nar-Voth. Where these duergar make their base of operations remains a mystery, since they don't live in the Vault itself Spore Gardens: These experimental gardens are the drow attempt to learn about the strange energy that powers the Field of Horrors.

Like the sporecrafting experiments that first created the vegepygmies, these experimentations are quite cruel. In fact, in an attempt to recreate the bizarre ghost mold in this controlled environment, the drow often sacrifice unruly slaves, so far to no effect. If the drow ever master the energy behind the strange mold, it's assumed that Zyra and Nyrinda Shraen will try to plant the toxic spores near the urdefhans in their attempts to drive the bloodsuckers from the Black Desert.

However, the drow were already entrenched in the mined city-and so the urdefhans made it their singular mission to slaughter them, or at least drive them away. In all, about urdefhans and several dozen of their skaveling mounts inhabit each of these fortified encampments. The battles have only managed to kill drow slaves, but the increasing scale of these attacks demands that the drow take action against these horrid creatures soon.

Urgathoa's Purlieu: This rock formation is a natural fortification used by several members of House Shraen who fanatically devote themselves to Urgathoa, including high priestess Larielle Shraen LE female banshee cleric of Urgathoa n. Larielle and three of her younger sisters are the keepers of the Bloodsoaked Bones, a collection of bone fragments said to have come from the foot of Urgathoa herself The relic's foul necromantic powers-which could explain many of the Black Desert's strange features-are also rumored to be able to transform even the most upright paladin into the most evil undead.

The divine herald Mother's Maw appeared to the sisters and promised them that, one day, they would be required to give the relic to a wandering stranger. They would know, the herald said, who was worthy. In exchange, the Pallid Princess would transform them into Daughters of Urgathoa. Their instructions received, the sisters wait, remain vigilant, and guard the relic with their undying lives.

Ydersius's Maw: The shifting sands of the Black Desert have revealed this ancient ruin, which dates to when the serpentfolk ruled Golarion. Still, the original colonists remain, perhaps due to the strange energy that pervades the Vault. Deep within this ruin is a cabal of serpentfolk liches, including an awakened demilich who quietly plots to destroy the blasphemous relic ofUrgathoa that lurks nearby.

Whether or not this is the case, the following suggested mythic trials can challenge even an advanced mythic party when adventuring in the Vault. The Bloodsoaked Bones: Whether the Bloodsoaked Bones are truly remnants ofUrgathoa, they are undeniably powerful necromantic artifacts capable of bestowing mythic power upon those who use them to do the Pallid Princess's will.

A party that could obtain these from their drow guardians would hold immense power. Destroying them by giving them sanctified burial in the high temple of Pharasma in Sothis would strike a mighty blow to her faithful the world over. The drow ofShraen would pursue such thieves through the Darklands and beyond to prevent such blasphemy. Iffdahsil's End: Destroying the mythic vampire shoggoth Iffdahsil is a feat that even the forces ofShraen have been unable to accomplish in thousands of years.

How the inhabitants of the Black Desert would react to such a display of power within their realm might not be as much a show of gratefulness as it is a uniting against a clearly formidable newcomer to the Vault. Certa inly th ere might be something to breathing in th e scent of a su m m er d ay, or to tasting th e food your slaves h ave so ca refully prepared.

But are th ose pathetic pleasures worth d enying you r true potentia I? Are you willing to forgo power and prestige because you cling to m ortality? Aban d on th e beating of your heart and th e n agging n eeds of your fl esh! Cast off your m ortal sha ckl es a n d embra ce th e void beyon d! An undead paradise, Mechitar is the unabashed demesne of vampires, wraiths, mummies, liches, and evil living necromancers.

At the height of the city's debased hierarchy is the ghost-king Geb himself. The evil wizard remains unconcerned, however, with the city's day-to-day affairs. Those he leaves to his trusted Blood Lords, his conclave of mostly undead necromancers. History More than 5 millennia ago, a wicked necromancer and exiled Osirian known as Geb raised the banner of a new nation.

Greedy for power, he traveled to the southern reaches of ancient Osirion much larger in the distant past and began exerting his toxic influence. In but a few years, Geb had employed potent wish-magic and an army of undead to rout the Osirian governor from the land that now bears his name. First he drove the Osirian officials from an ancient settlement south of the Axanir River.

Its original name is lost to time, as Geb renamed this hub Mechitar-and in short order made it his nation's capital, the seat of power from which he orchestrated the takeover of the former Osirian province. Although Geb quickly nullified Osirian laws and outlawed the ancient empire's customs in Mechitar, he appropriated its majestic architecture and dense urban structure as he sought to create a refuge for his undead minions.

The central corridor of Mechitar, as a result, quickly became dotted with grim pyramids. They now house the Blood Lords, who serve as the city's oligarchy and aristocracy. The largest and most central pyramid is the Cinerarium. A massive, foreboding structure, it stands more than feet tall, is faced with the blackest obsidian, and serves as a palace to the wizard-king and his Harlot Queen. Even the city's buildings-including the sprawling Cathedral of Epiphenomena-are built in step-pyramid style, underscoring Geb's obsession with creating a city that looks every bit the archetypical necropolis.

The war-torn centuries that followed, however, were a time of great paranoia within Geb's prized capital. During this period, the necromancer handed the city's daily duties to the Blood Lords, who spared no effort in protecting the city and its populous-themselves first and foremost-against Nex's wrath. They erected the city's walls, sealed off a nearby ancient Osirian ruin and the decrepit former governor's mansion, trapping Geb's enemies within, and closely monitored any outsiders who spent a significant amount of time in the city.

To ensure security even further, the Blood Lords established the Bellator Mortus-a legion of necromancers, graveknights, skeletons, zombies, ghouls, and ghasts that still today serve as the city's guard.

The paranoia in Mechitar faded in the centuries since Nex disappeared. Most of its citizens believe that Geb's war with Nex is long over, despite the fact that Geb-who slew himself more than 4 , years ago in a fit of uncertainty over his enemy's fate-lingers in Mechitar as a ghost.

Geb's lack of interest in his once-prized capital, however, hasn't stopped it from flourishing. In fact, a strict if chillingly evil measure of order has settled upon the city. This propriety exists thanks in no small part to the steady political hand of Arazni, who remains willingly enthroned in the Cinerarium while working alongside Mechitar's ruling class to push the city to new heights.

The fact that most of the city remains undead and ageless means that its leaders cultivate mysterious, long-term schemes. Region Gazetteer Mechitar is a sprawling metropolis that is at once full of decrepit slums, opulent pyramids, and some of eeriest temples in Garund. Below are details on some of the city's most prominent locations. Blood Lords' Alcazars: Ringing Mechitar's Cinerarium are six smaller pyramids alternatively gilded with gold, inlaid with black diamond chips, or outfitted with other precious materials.

These structures, "alcazars," are home to Mechitar's Blood Lords, their families, and favored minions. The alcazars are protected by the Blood Lords' private security which usually involves flesh golems, magically augmented beasts, and undead abominations as well as Bellator Mortus guards, the latter often are paid handsomely to look the other way during the Blood Lords' intermittent feuds. Indeed, although Mechitar's laws expressly forbid infighting among its ruling class, a centuries-old dispute over the ownership of chattel continues to pit three Blood Lords against each other see below.

Rumor has it that nearly all the Blood Lords have repurposed the alcazars' extensive security for more than personal protection. Deep beneath each pyramid are winding networks of repositories said to contain the personal treasures of that Blood Lord and her progenitors. The contents of these repositories are well-guarded secrets, but most speculate that each contains several scrolls of powerful even mythic necromantic spells; a multitude of magic items, including staves of necromancy, robes ofbones, and darkskulls; and artifacts of untold power, including at least one talisman of ultimate evil.

Cathedral of Epiphenomena: At the western end of Mechitar stands this strange and sprawling complex, which houses the living and undead clergy of Urgathoa, the most worshiped deity in the city. The cathedral's atrium is a pyramid inlaid with onyx and garnet, and is best known for its imposing sanctuary. This public worship space contains a foot-tall ivory statue of the Pallid Princess, complete with fresh, magic-laced blood perpetually flowing down its skeletal legs.

Connected to the cathedral's atrium is a much larger, four-story building built in the style of a geometric step-pyramid. This building-as well as the complex of buildings to the cathedral's north-serves as the living and working quarters of the temple's order. In the center of the cathedral rises a step-spire that rises nearly io stories skyward.

It's said that Brenon has an alliance with an oddly rational being similar to a nightwalker that never leaves her side. Chattel Ranches: Filling the desolate countryside surrounding Mechitar-and, spread throughout the entire nation of Geb-are countless farms where humanoid chattel is raised.

To keep the more ravenous undead that populate the nation sated, chattel serves primarily as food. This constant supply of humanoid flesh, raised from birth solely to be eaten, ensures the stability of Gebbite society by keeping the more useful living slaves and citizens ofMechitar mostly safe from the predations of their undead peers.

The Cinerarium is faced with polished jet and obsidian. It towers rise more than feet high, with catacombs rumored to stretch just as far below ground. It's surrounded on all sides by an octagonal moat filled with the poisonous waters of the River of Rot-the perpetually tainted canal that bisects the city. The Cinerarium's uppermost floors serve as the domain of the Harlot Queen Arazni, whose body Geb stole and reanimated as a lich more than 8 centuries ago. In an affront to her virtuous past, Arazni now lives embroiled in hedonism and excess-including keeping a harem of three dozen captured or fallen warriors from Lastwall's Knights of Ozem.

Near Arazni's chambers are the quarters of the five graveknights who serve as her bodyguards and personal envoys. Her chambers also include the city's treasury, rumored to contain an incredible assortment of golden sarcophagi, ivory statuary, gem-encrusted funerary items, and Geb's personal collection of necromantic artifacts.

Some say the vaults also hold the secrets of the wish-magic used to purposefully turn Nex into a barren wasteland. Beneath the Cinerarium is a maze of Osirian-style catacombs rumored to predate Geb's construction of modern-day Mechitar. The necromancer sealed these catacombs with powerful wards during the height of the wizard-kings' war, and now the maze of passages are almost entirely underwater due to the proximity of an underground stream.

Untold aquatic horrors dwell beneath Geb's palace, including a vampire scylla and the bizarre, aquatic mummies that reportedly guard a dormant wellspring of mythic necromantic power Geb employed during the height of his war with Nex. Deathless Arena: Located next to Ossum Harbor's docks, this coliseum is the city's main center of public entertainment. Its regular competitions help resolve the natural rivalries that occur among Mechitar's ruling class, who are otherwise forbidden from open conflict.

Per the city's laws, any citizen may enter into the arena's weekly gladiatorial battles, either personally or via a proxy champion. These martial extravaganzas routinely see dozens of combatants enter the largest, most heinous necromantic abominations they can craft in an attempt to win-or keep-the title of Deathless Champion.

Ebon Mausoleum: Directly north of the Cinerarium, this glittering complex is made almost exclusively of black, magically reinforced glass. It serves as a necromantic academy for those rich or powerful enough to gain admittance-mostly the families or agents of the Blood Lords. Public demonstrations of students' newfound abilities are common In the pyramidal front portion of the academy. Needless to say, the academy does not have a dearth of corpses for students to study and experiment on.

The back portion of the academy as well as several surrounding outbuildings contains classrooms and living quarters. Additionally, the heavily fortified center of the academy's northernmost wing contains the private studies of Chancellor Kemnebi LE male vampire necromancer 12 , the institution's leader, and Vice-Chancellor Vikroti Stroh LE female human lich necromancer 11 , both of whom quietly vie for prestige and power among the city's more well-established and long-serving Blood Lords.

Ossum Harbor: A small but important harbor to Geb's international trade, Ossum Harbor welcomes ships from all over the world, and serves as the primary outlet for the nation's food exports. The harbor is staffed by members of the city's rather large underclass, who live in Mechitar's Vassal Alley. Its peacefulness is thanks to the harbor's overseer, Vernetta Xenopha LE female mohrg fighter 12 , who has helped defend the city from several major naval attacks.

Xenopha's iron hold on the harbor and docks also may be explained by the rumor that she allies with a contingent of incorporeal undead she uses as spies. When not working for the overseer, these spies supposedly inhabit a southern storage building that Xenopha has made off-limits to her workers. Perdinatia: Once the mansion of the region's Osirian governor, this geometric step-pyramid has been in shambles ever since Geb murdered its occupants and claimed the city for his own.

Neglecting the structure once he was victorious, however, proved a blunder on Geb's part. Reports tell of a strange mist permeating the site, which has hallucinogenic and permanently maddening properties that can affect even undead.

Even worse, scholars believe that the angry souls of the region's former Osirian leaders haunt the place in ghostly forms who defy the rule of Geb and all who serve him.

Reportedly tethered to the mansion is the ghost of Khmet Khanrah LN male human ghost ranger 12 , the Osirian governor Geb slaughtered all those centuries ago, as well as the spirits of his compatriots and the powerful undead monsters who seem to be drawn to the site. The ghosts are bound here and cannot take their revolution against Geb beyond the facility's walls, but with access to living agents or unbound undead they could control, Khmet Khanrah and his allies could prove problematic for the Blood Lords.

Until such resources are available to them, however, the rulers of Geb are content to leave the ghosts isolated in the ruin. River of Rot: Many non-Gebbites see this fetid canal as an embarrassment to the Blood Lords, who, in the height of their paranoia, accidentally poisoned this waterway during the war between Nex and Geb. Once they sealed off the poisoned canal, though, the Blood Lords decided to leave the diseased water as a particularly potent way to protect the Cinerarium from the living.

The city's water supply now comes from underground springs far below Mechitar's sands. The River of Rot remains ignored and is rarely used, as it once was, to move goods toward the Cinerarium. This neglect has attracted several unsavory denizens to the natural catacombs beneath the canal, including a particularly lawless band of ghoul-thieves, ubashki lynxes see Pathfinder Campai.

Thanathotmos: This bizarre ruin dates to the early years of the Age of Destiny. Nearly ioo feet wide and feet tall, it's shaped like a coiled, headless serpent. Its crumbling stone head-like that of a jackal-lies buried in the sand.

Powerful tomb guardians are said to rest inside, and without sufficient reason to venture into the ancient crypt, the undead of Mechitar simply leave the site abandoned. Vassal Alley: Mechitar's most cramped, decrepit district is home to its vast underclass. Several gangs of thugs operate here, but no inhabitant is quite as feared as the dread wraiths that fly the night skies every few months, hungrily searching for any living creatures on which they might feed.

An incredibly strong dread wraith-whose abilities supposedly stem from otherworldly powers-is said to command these horrors, though to what end remains unclear. See page 45 for a suggested mythic trial involving the Harlot Queen Arazni. Agent of the Perdinatia: The restless vengeful spirits of the Perdinatia know many secret sources of power in and around Mechitar from before Geb's coup, and may be willing to share such with the PCs if they act as the ghosts' agents beyond the walls of the Osirian ruin.

What Khmet Khanramh and his allies ask of the PCs is up to the GM, and could include setting free throngs of rebellious slaves, purifying the River of Rot, or unleashing the terrors in the Thanathotmos upon the city. Blood Lord Assassination: While Geb and Arazni ostensibly rule the nation of Geb, the scheming Blood Lords are the un-lifeblood of the its inner workings.

The assassination of one or more of these influential politicians would surely have far-reaching ramifications throughout all of Geb. All th e gods pitch ed th eir l ot togeth er to cast th e Rough Beast d own th at pit. Asmodeus himself serves as his jail or. What would th e likes of you d o th ere, but die a n d offer you r souls to eternal torment? We h ere, who must l ive within earshot of th e unn atural sou n d s th at com e from th at gods-forsaken pit, d o n ot speak its n a m e lightly.

The pit is a yawning maw of misery, spawning nightmares born from the uneasy sleep of the Rough Beast, who strains against bonds that have sealed his earth-blasting fury since a time before time. History During the Age of Creation, the gods banded together to defeat and imprison the most destructive among their number, the Rough Beast Rovagug, setting aside their own personal differences for the sake of the multiverse. In the epic final battle of the conflict, Sarenrae rent a massive rift in the surface of one world, Golarion, cutting all the way to the planet's core.

Into this the gods threw Rovagug and sealed him within a demiplane therein, a prison known as the Dead Vault, to which Asmodeus himself holds the only key. To further sequester the Rough Beast within his cage, Sarenrae repaired the earth, leaving in place of the massive gash in Golarion's crust a smooth scar that stretched miles across the surface of the world.

As people began to spread over the world, the Dawnflower instructed her faithful to avoid this scar-a holy place that was too sacred for mortals to tread-as she knew Rovagug still possessed the ability to exert his influence from within his prison.

Over the millennia, however, Sarenrae's worshipers misunderstood her command, and the first human civilization to rise out of the Age of Darkness, Ninshabur, built a mighty city called Gormuz upon the scar. A holy site ofSarenites who believed they had done their goddess's will, Gormuz stood for millennia and became a destination for pilgrims from across Casmaron.

But as Sarenrae feared, Rovagug's mad rage extended from deep within the earth, and soon visions of destruction and depravity corrupted the goodly people of Gormuz. As the city slipped further and further into decadence and evil, Sarenrae sent ever increasingly vivid omens and portents to her priests in Gormuz, but her warnings went unheard or were misinterpreted.

In a final effort, the Dawnflower sent her herald, the angel Kohal, to offer the city a final chance at redemption in the year AR. The maddened hordes that now inhabited Gormuz overpowered the mighty angel, however, and destroyed him. Enraged at the death of her most trusted celestial agent, Sarenrae herself descended to Gormuz, and smote the city with her flaming scimitar. Gormuz was destroyed entirely in an instant, but the power with which Sarenrae struck the metropolis was more than she had intended, and the blow opened the rift that led to Rovagug's prison.

Instead of the clean, almost surgical incision she had made eons before when Rovagug was first placed within the Dead Vault, however, what now lay before her was a gruesome pit filled with all manner of foul beasts, including the first of the Spawn of Rovagug to disgorge itself upon Golarion's surface-Festering Ulunat, the great world-reaping beetle whose carapace now rests in central Sothis. Rovagug's spawn had hollowed out the earth beneath Gormuz such that the Dawnflower herself would be the one to excavate his prison when she sought retribution against the sinners of Gormuz.

Sarenrae, seeing that she had been tricked by the Rough Beast, learned a valuable lesson that day, and has since espoused more fervently than before the value of redemption over wrath. Other monsters may have been spawned from the Pit of Gormuz over the years, but the Tarrasque was the last on record, having emerged to destroy all of Ninshabur in AR.

Region Gazetteer The deafening roar of hot, fetid wind greets any who journey to the edge of the immense mile-wide Pit of Gormuz. No reasonable means of ingress presents itself along the circumference, though a treacherous series of continually crumbling handholds, bitterly named "The LastStairway," descends into the pit below a shrine of carved maws and jagged talons. Within the pit darkness, foulness, and heat reign, and few mortals can withstand the ear-splitting wails of the winds, the face-melting blasts of hell-furnace heat, and the pure and sinister stink of the pit without losing their sanity or their lives.

Still, dozens of fools try every year. Trough of the Rough Beast: Varying in width from a few feet to 6 miles, this ring of mostly flat stone is the first ledge below the yawning maw of Gormuz.

It's a carrion wasteland fed with fresh sacrifices by the incessant hordes of vicious pilgrims who bring captives to offer the Rough Beast, hurling them over the edge of the pit to break and splatter on the floor of the trough. A brood of nyogoth qlippoth infest the decay-filled ledge, scavenging among the detritus left there for Rovagug, and occasionally rising from the pit to snatch pilgrims whose offerings are deemed unworthy of the Rough Beast.

The ledge itself is a breeding ground of horrors where the broken bodies of sacrifices merge together to form great masses of amalgamated flesh that quickly absorb any living creatures that survive the fall to the trough. The unquestioned ruler of the Trough of the Rough Beast, however, is a hideous thing as old as the pit itself Known only as the Weeper, this towering, feet-tall, cloaked monstrosity menaces with the head of a carrion bird, four arms ending in slavering maws, and too many stinger-encrusted tails to count.

The Weeper's back bears one rotting wing on its right side; its left wing was sheared off by angelfire thousands of years ago. The twitching stump of this ruined wing weeps black blood continuously.

Drops of this ichor take hideous shape and life of their own and gather round the Weeper as mewling children and zealous subjects. Offal Mountain: Between the opening of the Pit of Gormuz and the advent of the Tarrasque, many Spawn of Rovagug emerged from the pit, most of which caused such a wake of destruction across the face of Golarion that none were left to record their passage.

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