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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 9359043" data-attributes="member: 2209"><p><a href="https://paizo.com/products/btpy991t?Pathfinder-Campaign-Setting-Undead-Unleashed" target="_blank">Undead Unleashed</a></p><p>Pathfinder 1e</p><p><strong>Arantaros, Ravener Ancient Blue Dragon, Fleshless Draconic Skeleton, Treacherous Ravener, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> The blue dragon Arantaros hoped for eternal life through alchemy, but failing to uncover the secrets of the sun orchid elixir and being too proud to steal them, he made a bargain with a demon lord to extend his life as a ravener. </p><p>While he is now feared for his cunning and quickness to anger, in life Arantaros was widely known for his learnedness more than anything else. Yet as he grew old—even by draconic standards—he became obsessed with his own mortality. This obsession reached its climax in the aftermath of an aerial duel with the brass dragon Keskasindrian in 4173 ar. Although Arantaros slew her, the grievous wounds she inflicted on him rattled him deeply. In the decades that followed, he sought a method to ensure his everlasting life, consulting scholars across Garund and thrice bidding on Thuvia’s renowned sun orchid elixir—but he failed to obtain the coveted draught all three times. </p><p>After his third failure, Arantaros took human form under the veil of illusion and traveled to Sothis to pore over the alchemical lore held within the libraries there. While in the Stormhaven of Osirion, the dragon encountered the glabrezu Nuremliath (NE female glabrezu conjurer 10), also masquerading as a mortal. A servitor of the Abyssal Lord Haagenti, the demonic patron of alchemy, she offered Arantaros the rituals necessary to slough off his mortality with the Lord of Transformation’s patronage. Haagenti saw a powerful and desperate tool in Arantaros, and offered the dragon his terms: in exchange for the immortality of undeath, Arantaros would destroy his hoard, willingly disperse his entire alchemical library to others (with the added condition that he leave those recipients unharmed during their natural lifespans), and likewise disperse every book he procured or discovery he made in undeath to others within a year. The dragon agreed. </p><p><strong>Arnlaugr the Fearless, Draugr Captain Ranger 10, Former Ulfen Monster Hunter, New Trophy, Lure For Potential Victims, Muscle, Property, Servant, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Though Arnlaugr was well prepared to face the fangs of the aquatic reptile, he was completely unprepared for the magical compulsions of the tarn’s true master, the conniving fey temptress Valdis (CE female rusalka witch 9). With her sweet calls and soft skin, the fey witch lured the Ulfen warrior to his untimely demise in the cold depths of the tarn, then reanimated him as a draugr. </p><p><strong>Erum-Hel, The Lord of Mohrgs, Mohrg Unique Assassin 10/Trickster 6, Mightiest of Undead, Figure of Myth, Powerful Undead Follower, General, Variant Mohrg, Mythic Lord of Mohrgs, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Scholars have long speculated on the nature of Erum-Hel’s origin. Some posit that the Lord of Mohrgs began as a mortal follower of Tar-Baphon who died and was raised in undeath by the wizard-king. Others speculate that Erum-Hel predates Tar-Baphon and sought him out like a vulture circling a battlefield, smelling the coming slaughter. Those who advocate this second theory largely hold that Erum-Hel was a creation of Thassilon’s Runelord Zutha, awakened from stasis when Tar-Baphon entered the Cenotaph atop the Runelord’s tomb. </p><p>Still others propose that Erum-Hel originated in the very place to which he fled after his defeat in the Battle of Three Sorrows: Orv. They believe that rather than being one of Tar-Baphon or Zutha’s creations, the Lord of Mohrgs began his existence as one of the death-obsessed, daemon-worshiping urdefhans. Descriptions of Erum- Hel’s form and abilities eerily accord with features of urdefhan biology, as well as the toxic crystal blightstone, a magical mineral common to the remote Vaults of Orv. </p><p><strong>Imaloka Ghalmont-Neverhome, Banshee Bard 9, Former Hostess, Foul Banshee, Banshee Proprietess, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> When the Worldwound engulfed Sarkoris, the pleasure palace known as the House of Reflections sank to the bottom of the lake on which it once floated, and all souls within perished. Among them was the Forlorn elven hostess Imaloka Ghalmont-Neverhome, who now rules the sunken manor as a banshee. </p><p>When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. </p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. </p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. </p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. </p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended.</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. </p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. </p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. </p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. Imaloka herself was twisted into a foul banshee, either by her own wrath or the taint of the Abyss. </p><p><strong>Jolanera, Advanced Nightwing, Servant, Overwhelming Nightshade, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> ?</p><p><strong>Meyi Pahano, Human Lich Diviner 12, Tool of a Mysterious Force From a Distant World, Overwhelming Lich, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Seeking the immortal embrace of lichdom is the province of necromancers, but Meyi’s arcane training was in divination (as was the case with most high-blooded Lirgeni). She specialized in viewing remote locations and communicating with whatever higher powers she could reach. Through her contact with Tzriek, Meyi learned the secrets of necromancy and began what she considered ascension to immortality. The price to pay for this immortality was high. In the end, Meyi used her persuasive powers to convince most of the surviving Saoc Brethren to take their own lives to atone for their failure— their very deaths fueling her ascension into undeath. </p><p><strong>Mirik the Drowned, Ghast Lacedon Rogue 1, Aquatic Ghast, Ravenous Ghoul, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Mirik indulged in murder and cannibalism long before she became undead. One of the many urchins roaming Absalom’s streets, Mirik disdained picking pockets and petty theft, instead taking a job as a rat killer for local business owners. In her eighteenth year, finding that exterminating rats no longer satisfied her bloodlust, she savaged a halfling who was drunkenly relieving himself in a dark alley. As Mirik sat in a pool of blood next to the body, high on adrenaline, she had a sudden urge to consummate her kill by tasting her victim’s flesh. It took several more murders before she worked up the courage to gobble down a thick chunk of fat from one of her victims, but by then, there was no going back. </p><p>Mirik chose her prey opportunistically, without regard to social status. When she gorged herself on the viscera of a prominent merchant from the Coins and left the body floating in Absalom Harbor, the First Watch finally took notice and quickly closed in on her. Imprisoned in a penitentiary now known as the Brine, Mirik seemed certain to face execution. Before she could be tried, however, a severe earthquake rocked the city, sinking the Puddles beneath sea level. Mirik’s cell collapsed and flooded, drowning the serial killer. Her skin turned blue from the bay’s icy waters, her eyes turned milky with death, and a ghast swam to the surface, her rebirth fueled by her cannibalistic hunger. </p><p><strong>Mother Comfort, Variant Allip, Allip Spirit, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer and eventually drove her killer to commit suicide. </p><p>In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. </p><p>It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. </p><p>The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. </p><p>Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. </p><p>In the years that followed Eledia’s death, Mother Comfort grew even more tyrannical in her management of the orphanage, her malice exacerbated by the ceaseless sobbing she heard throughout the house, even when she was the only person there. Eventually, the relentless aural misery snapped the old woman’s frail mind, and she attempted to burn the house down, turning her bed into a pyre atop which she climbed in an attempt to escape the sound. Some of the older children put the fire out, and the building was saved. Mother Comfort was not so lucky. The madness and guilt that caused her to commit suicide denied her respite in Pharasma’s Boneyard, instead turning her into an allip, which haunts her former home to this day. </p><p><strong>Poor Eledia, Variant Attic Whisperer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer.</p><p>In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. </p><p>It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. </p><p>The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. </p><p>Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. </p><p><strong>Ordelia Whilren, Human Ghost Cleric 9, Ghostly Outline, Spirit of the District, Well-Intentioned Ghost, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Ordellia Whilwren was an influential citizen of the Varisian city of Magnimar in the settlement’s earliest days just over a century ago. Her murder shook the city, and was considered notable even given Magnimar’s already tumultuous beginning. </p><p>In Magnimar’s early years, tension boiled between the Chelish newcomers settling the area and the Varisians, who considered the site of the city sacred. When the Varisians pleaded for the newcomers to move their settlement south of the Yondabakari River, only Ordellia was willing to listen. After witnessing what she believed to be an angel—an omen the native Varisians who shared her faith in Desna and reverence of various Empyreal Lords had promised her—she worked tirelessly to make right on her pledge. After the landmark known as Seacleft Spire was destroyed in a brutal storm, the construction of its replacement, the ambitious Arvensoar, brought the city’s disparate factions together. But despite the shared effort put into rebuilding, ethnic tension remained between the Varisians native to the region and the Chelish settlers, whose presence the Varisians saw as a defilement of an ancestral holy site. </p><p>Even in its fledgling years, Magnimar had a seedy underbelly. Its dark corners were occupied not only by the Sczarni, but also by criminals transplanted from Korvosa along with the rest of Magnimar’s fledgling population, and both groups saw the social progress Ordellia sought to bring to the city as a threat to their illicit schemes. Thus a band of conspirators hatched a plan to end Ordellia’s meddling. A minor noble who was a member of the Skinsaw cult known as the Brothers of the Seven hired a Sczarni thug to kill Ordellia. The Brothers’ plan was to shine a poor light on Varisians, thus making it harder for the Brothers’ Sczarni competition to make money, all the while easing the way for their own criminal activities. By getting rid of Ordellia, the corrupt minor nobles who belonged to the Brothers of the Seven could enact laws that would protect their shady pursuits from scrutiny. </p><p>The Sczarni assassin the Brothers hired stalked Ordellia for a week; then, in a moment of cruel inspiration, she decided to abduct Ordellia and throw her from the Seacleft to the base of the Arvensoar’s construction site. After a lengthy struggle that earned the Sczarni thug a few permanent scars, the killer threw Ordellia—barely conscious after the fight—from the cliff’s edge. Workers turning up early to the construction site discovered her broken body the next morning.</p><p>While this act was supposed to sour the city’s opinion of the Sczarni, the killer the Brothers hired was blessed with neither discretion nor a talent for lying. She was quickly captured, and fingered the conspirators during her trial before being executed for her crimes. The whole episode saddened the young city, and citizens of Magnimar—both Varisian and foreign—mourned Ordellia’s death for weeks. Desnan clergy held a long wake, performed a beautiful funeral, and interred Ordellia in the district that now bears her name. Despite the final farewell citizens bid to their fallen hero, Ordellia wasn’t gone from Magnimar for long. A few weeks after her murder, as the sun was setting and the fishing trawlers came into port, a young girl helping her father winch in his nets became tangled in the ropes. Ordellia, appearing as a ghostly outline of her former self, suddenly materialized and freed the girl before the machinery mangled her. No one but the child saw Ordellia’s ghostly form, but the story of her appearance quickly spread. This was the first ghost story involving Ordellia, but it wouldn’t be the last. </p><p>All ghosts have something left unfinished that, if completed, will allow their restless spirits to move to the Great Beyond. The event needed to end Ordellia’s vigilance is for an ethnic Varisian to be legitimately elected Lord-Mayor of the city, signifying the end of racial conflict between the city’s residents. Because of this, she remains tied to the city she helped found. Ordellia rightly feels that she is the spirit of the district— not only its namesake, but also its soul. </p><p><strong>Prince Kasiya, Human Vampire Aristocrat 2/Sorcerer 9, Vampire Prince, Osirian Vampire, Nemesis, Primary Villain, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> The sixth child of Khemet I of Osirion, Kasiya enjoyed a life of absolute indolence and privilege. His servants would fetch any object, perform any service, and even sacrifice their lives in pursuit of their prince’s desire. When that desire turned to mastery of all areas of learning, the pharaoh summoned the most learned scholars from across the Inner Sea and beyond to tutor his son. </p><p>Accustomed to attaining everything without effort, Kasiya proved a miserable student. He comprehended little and retained less. When his teachers dared test his knowledge, he flew into a merciless rage at their perceived insolence. Few of the tutors endured long, despite Khemet’s ample rewards to those who stayed more than a month. </p><p>Eventually, in an effort to avoid the beating he witnessed his predecessor suffer, a cunning Vudrani numerologist persuaded Kasiya that book-learning provided an insufficient stimulation for the prince’s noble mind. Only practical experience was sufficient for one of royal— nay, divine—blood. Through subtle encouragement, the numerologist persuaded Prince Kasiya to leave the royal palace and train as a Pathfinder. </p><p>The pragmatic Pathfinder Society weighed the risk of a dilettante prince damaging its reputation against the wealth and favor the pharaoh offered, and decided the risk was worthwhile. The leadership coddled him to keep him happy and his family’s money flowing, excusing him from the menial initiations required of other aspirants. Kasiya treated common-born Pathfinders as his personal servants, and surrounded himself with fellow nobles, including Count Varian Jeggare. </p><p>As others won notice in the Pathfinder Journal or distinguished themselves with discoveries, research, and publications, Kasiya seethed with jealousy. He hungered for those glories, but his intellectual laziness and impatience held him back. He had no desire to explore, report, or cooperate. He wished only to bask in the glory of an already completed task. Thus, with an entourage of loyal servants, Kasiya followed the expeditions of other Pathfinders, waiting to scavenge their success. Those he could not intimidate or bribe into surrendering their treasures, he murdered. </p><p>When Kasiya learned that Varian Jeggare’s expedition to the Mwangi Expanse would allow the count to complete his Bestiary of Garund, Kasiya desired credit for the book for himself. After failing to persuade Jeggare to surrender the book, Kasiya resorted to treachery and stole it. Soon after, he encountered a rare species of megafauna and fell to its sonic attack. </p><p>Count Jeggare returned Kasiya’s pulverized remains to Osirion and offered a story of misfortune rather than treachery, but the pharaoh was not deceived. Grateful for the foreign lord’s gesture, he nevertheless commanded Kasiya’s remains to be interred in the Contemptible Crypts, a network of hidden graves for disgraced royalty. </p><p>Months later, entombed among traitors, necromancers, and diabolists, Kasiya stirred. Reduced to rotting jelly, he oozed out of his sarcophagus, cracked open the canopic jars, and feasted upon his own withered organs and those of his vilest ancestors. Roused by his own undying avarice and empowered by the necromantic energies of his forebears, Kasiya became a vampire. </p><p><strong>Razinia, Ghul Sorcerer 4, Fair-Skinned Janni With Neat Short-Cropped Black Hair, Desiccated Corpse, Wretched Ghul, Monstrous Hyena, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Razinia was once a janni trader and tinker who traveled across the deserts of Qadira, using her skill at diplomacy and at crafting magic items to keep herself and her fellow jann free from slavers, as well as to ease the hard lives of her band and those Qadirans who could pay a fair price. However, this life was not to last. Over time, Razinia grew prideful and resented those who wouldn’t pay the exorbitant prices she demanded or praise her for doing such marvelous work. Her hubris eventually alienated her from her band, whereupon she destroyed the protective items she had made for them and sold her tribe out to a band of slavers who happened to make camp at a nearby oasis. The brigands thanked her for the information by killing her so that they could keep the turncoat’s payment. Learning of her betrayal, Razinia’s tribe cursed her to an afterlife of torment, bound her to the very oasis in which she died—known as the Solitary Pool—and left [her] alone in the desert as a wretched ghul. </p><p><strong>Rudrakavala, Ahmrit, Unique Devourer Oracle 9, Avatar of a Vudrani Deity of Destruction, Mystic Devourer, Eater of Souls, Mysterious Unmoving Creature, Avatar of Rovagug, Conduit, Black Shriveled Corpse of a Vudrani Man, Ravenous Devourer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> The monk named Ahmrit who journeyed into the Great Beyond returned to the monastery as a devourer called Rudrakavala. No living creature knows Rudrakavala’s genesis, though his creation was undoubtedly catalyzed by contact with an incomprehensible evil in the Shadow Plane. </p><p><strong>Seldeg Bhedlis, Human Graveknight Antipaladin 17, Licentious Spymaster, General, Graveknight Commander, Favored Concubine, Personal Champion, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. </p><p><strong>Walkena, Mummified Human Oracle 12/Hierophant 9, Mummified Child-God, Spirit of the Sun, Mummy of a Child-God of Ancient Mzali, Age-Old Power, Old God, Undead Child Mummy, Leader, Undead Tyrant, Descendant of the Gods of Ancient Mzali, Knotted Corpse, Child-God, Deathless Child, Child Mummy, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Walkena is a descendant of the gods of ancient Mzali—their blood both brought him back from the dead and granted him mythic power. </p><p><strong>Illcayna Alonnor, Wight Mother of Isger, Daughter of Urgathoa Cleric 11, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:</strong> Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. When they marched on Finder’s Gulch itself, the elder priestess abandoned her flock. But Illcayna didn’t flee—instead, she threw herself to the wights, weeping joyously and blessing Urgathoa as they tore her limb from limb. Illcayna spontaneously resurrected, rising above her killers as a bone white, black-eyed version of herself, wrapped in an ethereal grave shroud. The daughter of Urgathoa retained her mortal youth and beauty in all but two ways: one of her hands sprouted black, scythe-like claws, and a mass of writhing, putrid tentacles extends below her waist, equal parts slick flesh and ghostly ectoplasm. </p><p><strong>Demon Slaves Persistent Haunt:</strong> The spiral athenaeum was largely built by a labor force of demonic underlings, which were provided by Arantaros’s demonic patron, Haagenti. Many demons perished in the construction of the library—some fell into the blackness of the pit, others were victims of Arantaros’s violent impatience, and even more fell beneath the relentless lashes of their Abyssal slave driver’s whips. The collective stress of the demonic laborers still lingers in this space as a haunt. </p><p><strong>Drowning Pool Persistent Haunt, Literally Breathtaking Haunt:</strong> The floor of this low-ceilinged chamber drops off sharply, creating a 12-foot-deep pool. At the bottom of the pool is the body of another adventurer, pinned to the bottom by a fallen stalactite. An amulet of hidden light (Pathfinder RPG Advanced Race Guide 112) still hangs around her neck. Her drowning has created a literally breathtaking haunting. </p><p><strong>Entombed Alive Persistent Haunt:</strong> The walls of this large chamber are made of gigantic rib bones that reach over 40 feet upward. The ribs are connected by thick stretches of cartilage and connective tissue, shot through with pulsing veins. Melded into the connective tissue between the ribs are a half-dozen prisoners insensible with torment. The collective horror of their experience produces a haunt to lure the party toward a similar fate. </p><p><strong>Drowned Defenders Haunt:</strong> When Imaloka’s final guests attempted their ill-fated escape, the servants did their best to fend them off, but were among the first killed as the west wing collapsed and the House of Reflections began to sink. Their agony now manifests here as a haunt. </p><p><strong>Human Livestock Persistent Haunt:</strong> This large cavern is filled with 3 feet of fetid water. Six pairs of manacles are bolted into the stone walls at irregular intervals. When Mirik and her crew capture more victims than they can consume in one sitting, or when they wish to save a meal for later, they chain their captives to the wall. The horror of so many people waiting to be eaten alive has filled this space with a haunt. </p><p><strong>Forced Starvation Persistent Haunt:</strong> When Mother Comfort ran her orphanage, one of her favorite punishments was to deny children food for long stretches of time. As an additional torment, she would force the starving children to sit at the dining table and watch all the other orphans eat. The children’s residual suffering remains in the dining room in the form of a haunt. </p><p><strong>Compelling Jubilation Haunt:</strong> This large room is completely bare aside from a harpsichord collecting dust by the eastern wall and a spiral staircase that climbs to the second floor. Fond of entertaining large parties, Ordellia built her home with a grand front room. Here she hosted jubilant gatherings full of dancing and music that went on late into the night. These galas are some of Ordellia’s fondest memories, and her exceptionally strong spirit has manifested a haunt rooted in these joyous celebrations that is, ironically, quite dangerous to intruders. Those encountering the haunt hear a passionate rendition of their favorite music, and feel an urge to dance. </p><p><strong>Entertaining Feast Haunt, Curious Haunt:</strong> Ordellia’s dining room contains a curious haunt that manifests as a sumptuous feast because of her love of entertaining and feeding her guests. </p><p><strong>Mournful Revelation Haunt:</strong> When she was alive, Ordellia had books strewn all through the townhouse. After her passing, caretakers collected them and returned the books and notes to their shelves in the study. They also took her personal journals—dozens of notebooks and loose papers that she kept from her earliest adventuring days, long before she and her companions helped found Magnimar—and collected them here in locked chests stacked beneath her desk (Disable Device DC 20). These journals tell the story of the Wardens of the Eye before they came to Magnimar, their battle with the Vydrarch, and the early settlement of the city. There are gaps in the records and timeline, as if she wrote infrequently, but close inspection of the journals or half an hour of reading reveals that numerous pages have been removed. A silver flute holds the place of her last journal entry. The missive ends with her talking about meeting a mysterious contact who claimed to have information on clandestine attempts to halt construction on the Arvensoar. She was to meet her contact in Naos. The next morning, her body was found flung from the Seacleft at the base of the rising spire. Anyone thumbing through her journals triggers the following haunt. </p><p><strong>Disenchanting Haunt:</strong> The graveyard is home to a haunt formed from the restless spirits of jann from Razinia’s original band who were slain when the slavers attempted to capture them </p><p><strong>Sacrificial Ritual Persistent Haunt, Powerful Haunt:</strong> Adhaarm’s gruesome sacrificial ritual is performed here, as the last rays of sunlight disappear over the horizon. At that time, Gataasunh (see area 5) drags one of the prisoners from the slave pen (area 1) and forces the victim into Rudrakavala’s chest cavity, tossing the corpse into the bone field when the devourer has sapped its soul from it. The systematic cruelty exhibited here has tainted the area with a powerful haunt. </p><p><strong>Immolation Persistent Haunt:</strong> Behind the farms, on the outskirts of the town, are the remnants of a series of large bonfires. Amid the ashes are several metal stakes driven into the ground, as well as a scattering of blackened humanoid bones. A half-dozen holy symbols, including a platinum amulet bearing the symbol of Pharasma (worth 500 gp), can be found glittering in the ashes. </p><p>This area is sometimes used as a site for sacrifices, where would-be do-gooders are burned at the stake in the name of Urgathoa. The anguish and despair suffered by these victims still lingers in this area as a haunt. </p><p><strong>Cannibalization of Ciliedia Iomandi Persistent Haunt:</strong> Those who manage to pass through the center of town without attracting the attention of the cultists instead encounter the residual terror of Cileidia Iomandi, who was devoured alive after Illcayna Alonnor’s coup. Her horrific final moments are preserved as a haunt. </p><p><strong>Undead, Undead Creature:</strong> In one final act that sealed her [Illcayna Alonnor] status, she raised the cult members as undead and with them, pursued their former leader, Cileidia Iomandi. </p><p>In the years since her rebirth, the Wight Mother has expanded her cult and devised unique diseases and new forms of undead. </p><p><strong>Mightiest Undead:</strong> ?</p><p><strong>Undead Threat:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Ethereal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Summoned Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Decision-Maker:</strong> ?</p><p><strong>Hungering Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Mastermind:</strong> ?</p><p><strong>Terrifying Undead:</strong> ?</p><p><strong>Soldier:</strong> ?</p><p><strong>Priest:</strong> ?</p><p><strong>Temple Guardian:</strong> ?</p><p><strong>Ghast, Undead Servant:</strong> ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghost, Mere Ghost:</strong> When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. </p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. </p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. </p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. </p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended.</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. </p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. </p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. </p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. </p><p><strong>Ghost, Trapped Spirit:</strong> ?</p><p><strong>Ghostly Minion:</strong> ?</p><p><strong>Geb, Ghost:</strong> ?</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoulish Minion:</strong> ?</p><p><strong>Ghoul, Hungering Undead:</strong> ?</p><p><strong>Murderous Ghoul:</strong> ?</p><p><strong>Ravenous Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> Early in her new life as a ghast, Mirik happened to catch two sailors in a knife fight. She easily overpowered the wounded pair and dragged their corpses back to her lair, devouring one and saving the other for later. Much to her surprise, the latter arose mid-feast and joined her in her gruesome meal. It had never occurred to Mirik that her affliction might be catching, but she welcomed him as the first of her lacedon companions. </p><p><strong>Lacedon, Aquatic Undead:</strong> ?</p><p><strong>Lacedon Companion:</strong> ?</p><p><strong>Tar-Baphon, The Whispering Tyrant, Lich:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Ingenious Sinister Lich:</strong> ?</p><p><strong>Inkoria, Human Lich Necromancer 11, Researcher, Sibling Student:</strong> ?</p><p><strong>Wespris, Human Lich Necromancer 11, Researcher, Sibling Student:</strong> ?</p><p><strong>Shai-Khaba, Human Lich Necromancer 11, Ancient Lich:</strong> ?</p><p><strong>Arazni, The Harlot Queen:</strong> ?</p><p><strong>Nefarious Lich:</strong> ?</p><p><strong>Mohrg:</strong> Humanoid creatures killed by Erum-Hel rise as mohrgs in 1d4 rounds. </p><p><strong>Hemnetep, Advanced Mohrg:</strong> ?</p><p><strong>Advanced Mohrg:</strong> The creatures that now inhabit this area were sadistic murderers in life; Valdis has reanimated them as mohrgs. </p><p><strong>Mummy, Undead Mummy:</strong> The sarcophagi’s occupants are undead mummies raised by Prince Kasiya.</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Mindless Skeleton:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Skeletal Champion:</strong> Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. </p><p><strong>Skeletal Champion, Guardian:</strong> ?</p><p><strong>Kemota, Human Skeletal Champion Fighter 5, Guardian, Chieftan:</strong> Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions.</p><p><strong>Advanced Spectre:</strong> Lying at the edge of the water are the remains of three Ulfen brothers who ventured into the caves in the hopes of destroying Arnlaugr. The eldest fell through the sinkhole and broke his legs, and as fear and despair set in, the three murdered one another. Now their vengeful spirits haunt this chamber as spectres. </p><p><strong>Advanced Spectre, Vengeful Spirit:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ingenious Sinister Vampire:</strong> ?</p><p><strong>Ysmet, Vampire, Entrancing Vampire Performer, Undead Lover, Thrall:</strong> ?</p><p><strong>Vampire Infiltrator:</strong> ?</p><p><strong>Vampire, Soldier, Vampire Trooper:</strong> ?</p><p><strong>Vampire, Hungering Undead:</strong> ?</p><p><strong>Wight:</strong> Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. </p><p><strong>Mindless Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Sewer Gator Zombie, Crocodile Zombie, Zombie Reptile:</strong> ?</p><p><strong>Advanced Fast Zombie:</strong> This room contains the remains of dozens of servants who were deemed unworthy of honorable burial and were interred in Contemptible Crypts instead. Upon his awakening as a vampire, Prince Kasiya raised a number of the servants as zombies. </p><p><strong>Zombie, Zombie Foot Soldier:</strong> ?</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Haunt:</strong> [R]esidual necromantic effects left over from extreme suffering or horrific deaths at specific locations. </p><p><strong>Haunt, Residual Necromantic Effect:</strong> ?</p><p><strong>Draugr Captain:</strong> ?</p><p><strong>Charnel Colossus, Enormous Pile of Rotting Cadavers, Gatekeeper:</strong> ?</p><p><strong>Dybbuk:</strong> When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. </p><p>Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. </p><p>Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. </p><p>When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. </p><p>For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended.</p><p>It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. </p><p>The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. </p><p>Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. </p><p>Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. </p><p><strong>Dybbuk, Trapped Spirit:</strong> ?</p><p><strong>Karamorros, Ravener, Powerful Foe, Ravener Patron:</strong> ?</p><p><strong>Ecorche, Gift:</strong> ?</p><p><strong>Nightshade:</strong> This chamber is inscribed with a magic circle against chaos directed inward. It was used to call the xacarba Moxonorios, who now calls this place his home. With the assistance of a scroll of gate that Jolanera’s ecorche recovered from the Wizard-King’s Pit, Inkoria called Moxonorios for Jolanera. The nightwing arranged for Moxonorios to help her devise a way to extend the rift in the Well of Sorrows up through this cave in exchange for helping him unleash the full power of the Negative Energy Plane upon his foes. She did not, however, mention that she plans to help him do so by tossing him into the depths of the Negative Energy Plane, where he will provide the raw materials for the formation of a new nightshade whom she will direct to annihilate his old foes. </p><p><strong>Nightshade, Undead Monstrosity, Undead Horror:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Gloomtide, Nightwing, Gift:</strong> ?</p><p><strong>Nightwalker, Imposing Shadow Monstrosity:</strong> ?</p><p><strong>Nightskitter, Horrible Insect-Like Creature:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Tzriek, Bone Sage:</strong> ?</p><p><strong>Kian, Human Nosferatu Bard 7, Assistant:</strong> ?</p><p><strong>Shepsi-Ak, Advanced Geist:</strong> The necromancer Shepsi-Ak spent his life researching undeath, in the hope of becoming a lich. In the course of his study, he discovered a magical funerary mask that he only partially identified, believing it would allow him to masquerade as a living human. When he fell victim to a haunt and died prior to crafting a phylactery, the mask’s properties prevented him from rising as an undead. When Kasiya removed the mask, Shepsi-Ak arose shortly thereafter as a geist. </p><p><strong>Barrit Svalsdottir, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:</strong> ?</p><p><strong>Bjorg Nimbleaxe, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:</strong> ?</p><p><strong>Graveknight:</strong> Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. </p><p>Once Bhedlis’s five companions had likewise been transformed into graveknights, the group returned to Vigil and laid siege to the monument holding Arazni’s body, stealing her for their new master, Geb </p><p><strong>Sayona:</strong> ?</p><p><strong>Juju Zombie, Temple Guardian:</strong> ?</p><p><strong>Ochieng, The Strength of Light, Human Juju Zombie Brawler 15, High Priest:</strong> ?</p><p><strong>Juju Zombie Fighter 5/Rogue 4, Guard, Skilled Undead Archer:</strong> ?</p><p><strong>Juju Zombie:</strong> Mark of the Devoted feat.</p><p><strong>Gallowdead:</strong> ?</p><p><strong>Wayward Spirit:</strong> ?</p><p></p><p>Mark of the Devoted </p><p>You have pledged your life to defend Mzali against invaders, and will continue to do so even after your death. </p><p>Prerequisites: 1st-level character, human of Mwangi ethnicity, Walkena worshiper, must personally create a token worth at least 50 gp prior to an 8-hour branding ritual during which you survive taking 2d6 points of fire damage. </p><p>Benefit: Dedicated to ridding your land of colonialist invaders, you have pledged your eternal soul to the purging of their presence from Mzali. Upon completion of the ritual, you gain fire resistance 2 and a +1 morale bonus on Will saves. </p><p>When you are killed, you rise as a juju zombie (Pathfinder RPG Bestiary 2 291) after 1d4 minutes. Upon rising, your alignment changes to evil. Lawful and chaotic components of your alignment are not changed. After this transformation, you deal an additional 1d6 points of fire damage with the slam attack gained from the template. </p><p>Special: If you are a juju zombie at the time when Mzali is entirely purged of foreigners, your duty to Mzali is fulfilled and you are immediately destroyed.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9359043, member: 2209"] [URL=https://paizo.com/products/btpy991t?Pathfinder-Campaign-Setting-Undead-Unleashed]Undead Unleashed[/URL] Pathfinder 1e [b]Arantaros, Ravener Ancient Blue Dragon, Fleshless Draconic Skeleton, Treacherous Ravener, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] The blue dragon Arantaros hoped for eternal life through alchemy, but failing to uncover the secrets of the sun orchid elixir and being too proud to steal them, he made a bargain with a demon lord to extend his life as a ravener. While he is now feared for his cunning and quickness to anger, in life Arantaros was widely known for his learnedness more than anything else. Yet as he grew old—even by draconic standards—he became obsessed with his own mortality. This obsession reached its climax in the aftermath of an aerial duel with the brass dragon Keskasindrian in 4173 ar. Although Arantaros slew her, the grievous wounds she inflicted on him rattled him deeply. In the decades that followed, he sought a method to ensure his everlasting life, consulting scholars across Garund and thrice bidding on Thuvia’s renowned sun orchid elixir—but he failed to obtain the coveted draught all three times. After his third failure, Arantaros took human form under the veil of illusion and traveled to Sothis to pore over the alchemical lore held within the libraries there. While in the Stormhaven of Osirion, the dragon encountered the glabrezu Nuremliath (NE female glabrezu conjurer 10), also masquerading as a mortal. A servitor of the Abyssal Lord Haagenti, the demonic patron of alchemy, she offered Arantaros the rituals necessary to slough off his mortality with the Lord of Transformation’s patronage. Haagenti saw a powerful and desperate tool in Arantaros, and offered the dragon his terms: in exchange for the immortality of undeath, Arantaros would destroy his hoard, willingly disperse his entire alchemical library to others (with the added condition that he leave those recipients unharmed during their natural lifespans), and likewise disperse every book he procured or discovery he made in undeath to others within a year. The dragon agreed. [b]Arnlaugr the Fearless, Draugr Captain Ranger 10, Former Ulfen Monster Hunter, New Trophy, Lure For Potential Victims, Muscle, Property, Servant, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Though Arnlaugr was well prepared to face the fangs of the aquatic reptile, he was completely unprepared for the magical compulsions of the tarn’s true master, the conniving fey temptress Valdis (CE female rusalka witch 9). With her sweet calls and soft skin, the fey witch lured the Ulfen warrior to his untimely demise in the cold depths of the tarn, then reanimated him as a draugr. [b]Erum-Hel, The Lord of Mohrgs, Mohrg Unique Assassin 10/Trickster 6, Mightiest of Undead, Figure of Myth, Powerful Undead Follower, General, Variant Mohrg, Mythic Lord of Mohrgs, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Scholars have long speculated on the nature of Erum-Hel’s origin. Some posit that the Lord of Mohrgs began as a mortal follower of Tar-Baphon who died and was raised in undeath by the wizard-king. Others speculate that Erum-Hel predates Tar-Baphon and sought him out like a vulture circling a battlefield, smelling the coming slaughter. Those who advocate this second theory largely hold that Erum-Hel was a creation of Thassilon’s Runelord Zutha, awakened from stasis when Tar-Baphon entered the Cenotaph atop the Runelord’s tomb. Still others propose that Erum-Hel originated in the very place to which he fled after his defeat in the Battle of Three Sorrows: Orv. They believe that rather than being one of Tar-Baphon or Zutha’s creations, the Lord of Mohrgs began his existence as one of the death-obsessed, daemon-worshiping urdefhans. Descriptions of Erum- Hel’s form and abilities eerily accord with features of urdefhan biology, as well as the toxic crystal blightstone, a magical mineral common to the remote Vaults of Orv. [b]Imaloka Ghalmont-Neverhome, Banshee Bard 9, Former Hostess, Foul Banshee, Banshee Proprietess, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] When the Worldwound engulfed Sarkoris, the pleasure palace known as the House of Reflections sank to the bottom of the lake on which it once floated, and all souls within perished. Among them was the Forlorn elven hostess Imaloka Ghalmont-Neverhome, who now rules the sunken manor as a banshee. When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. Imaloka herself was twisted into a foul banshee, either by her own wrath or the taint of the Abyss. [b]Jolanera, Advanced Nightwing, Servant, Overwhelming Nightshade, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] ? [b]Meyi Pahano, Human Lich Diviner 12, Tool of a Mysterious Force From a Distant World, Overwhelming Lich, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Seeking the immortal embrace of lichdom is the province of necromancers, but Meyi’s arcane training was in divination (as was the case with most high-blooded Lirgeni). She specialized in viewing remote locations and communicating with whatever higher powers she could reach. Through her contact with Tzriek, Meyi learned the secrets of necromancy and began what she considered ascension to immortality. The price to pay for this immortality was high. In the end, Meyi used her persuasive powers to convince most of the surviving Saoc Brethren to take their own lives to atone for their failure— their very deaths fueling her ascension into undeath. [b]Mirik the Drowned, Ghast Lacedon Rogue 1, Aquatic Ghast, Ravenous Ghoul, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Mirik indulged in murder and cannibalism long before she became undead. One of the many urchins roaming Absalom’s streets, Mirik disdained picking pockets and petty theft, instead taking a job as a rat killer for local business owners. In her eighteenth year, finding that exterminating rats no longer satisfied her bloodlust, she savaged a halfling who was drunkenly relieving himself in a dark alley. As Mirik sat in a pool of blood next to the body, high on adrenaline, she had a sudden urge to consummate her kill by tasting her victim’s flesh. It took several more murders before she worked up the courage to gobble down a thick chunk of fat from one of her victims, but by then, there was no going back. Mirik chose her prey opportunistically, without regard to social status. When she gorged herself on the viscera of a prominent merchant from the Coins and left the body floating in Absalom Harbor, the First Watch finally took notice and quickly closed in on her. Imprisoned in a penitentiary now known as the Brine, Mirik seemed certain to face execution. Before she could be tried, however, a severe earthquake rocked the city, sinking the Puddles beneath sea level. Mirik’s cell collapsed and flooded, drowning the serial killer. Her skin turned blue from the bay’s icy waters, her eyes turned milky with death, and a ghast swam to the surface, her rebirth fueled by her cannibalistic hunger. [b]Mother Comfort, Variant Allip, Allip Spirit, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer and eventually drove her killer to commit suicide. In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. In the years that followed Eledia’s death, Mother Comfort grew even more tyrannical in her management of the orphanage, her malice exacerbated by the ceaseless sobbing she heard throughout the house, even when she was the only person there. Eventually, the relentless aural misery snapped the old woman’s frail mind, and she attempted to burn the house down, turning her bed into a pyre atop which she climbed in an attempt to escape the sound. Some of the older children put the fire out, and the building was saved. Mother Comfort was not so lucky. The madness and guilt that caused her to commit suicide denied her respite in Pharasma’s Boneyard, instead turning her into an allip, which haunts her former home to this day. [b]Poor Eledia, Variant Attic Whisperer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] When the mistress of an Isgeri orphanage brought about the death of one of her charges, the victim returned as an attic whisperer. In the entire history of Golarion, few conflicts have produced more carnage and collateral damage than Isger’s Goblinblood Wars. Isger’s warriors fought valiantly, but by the end, their villages and homesteads lay burned, the rivers and fields were choked with dead, scavengers (both human and animal) roamed the land, banditry ran unchecked, and a whole generation of war orphans faced a grim future. It was into these desperate and merciless times that Poor Eledia was born. Eledia was only 5 years old when her father took up a spear in defense of his homeland, never to return. Eledia’s mother kept the homestead afloat for a while, but eventually, the goblin tide swept over their home. Eledia’s mother was murdered and raiders fed the woman to their goblin dogs while Eledia hid whimpering under the floorboards. Hunger soon drove her from her hiding place, and she fell in with the steady stream of refugees making their way south. When the group with whom Eledia had fallen in passed the town of Haugin’s Ear, they handed the waif over to Mother Comfort’s Orphanage, just outside the settlement. The orphanage was founded by an old widow known locally as Mother Comfort, who had opened the large estate left to her by her wealthy husband to the orphaned beggar children overrunning the town. The impulse was a gracious one at the time, but it had been decades since Mother Comfort had reared children, and the stresses of dealing with the sometimes unruly orphans made her brittle and short-tempered. She subjected children who misbehaved to increasingly bizarre forms of discipline, and soon began to regard any sign of unhappiness, such as crying or complaining, as defiance that needed to be corrected. She wielded an ever-heavier hand, starving her most troublesome charges into submission. The most severe punishment, however, was confinement in the “bad box”—a chest in the attic in which Mother Comfort locked children who incurred her wrath. Every resident of the orphanage could expect to end up in the bad box at some point, for fabricated misdeeds if they avoided committing real ones. It wasn’t long before Eledia drew Mother Comfort’s wrath and was locked in the chest. But unlike the older children, whose grief and guilt had long hardened into stony hatred for their patron, Eledia could not stop crying. Her sobs echoed through the house in a continuous accompaniment to the other orphan’s voices, and made it difficult for Mother Comfort to sleep at night. Rather than eliciting pity from Mother Comfort, however, the sound of Eledia’s crying only infuriated the old woman further. The harder Eledia cried, the angrier Mother Comfort grew, and the longer she left the box locked. On the eleventh day of her imprisonment, the girl’s tears finally ceased, and the attic whisperer called Poor Eledia was created. [b]Ordelia Whilren, Human Ghost Cleric 9, Ghostly Outline, Spirit of the District, Well-Intentioned Ghost, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Ordellia Whilwren was an influential citizen of the Varisian city of Magnimar in the settlement’s earliest days just over a century ago. Her murder shook the city, and was considered notable even given Magnimar’s already tumultuous beginning. In Magnimar’s early years, tension boiled between the Chelish newcomers settling the area and the Varisians, who considered the site of the city sacred. When the Varisians pleaded for the newcomers to move their settlement south of the Yondabakari River, only Ordellia was willing to listen. After witnessing what she believed to be an angel—an omen the native Varisians who shared her faith in Desna and reverence of various Empyreal Lords had promised her—she worked tirelessly to make right on her pledge. After the landmark known as Seacleft Spire was destroyed in a brutal storm, the construction of its replacement, the ambitious Arvensoar, brought the city’s disparate factions together. But despite the shared effort put into rebuilding, ethnic tension remained between the Varisians native to the region and the Chelish settlers, whose presence the Varisians saw as a defilement of an ancestral holy site. Even in its fledgling years, Magnimar had a seedy underbelly. Its dark corners were occupied not only by the Sczarni, but also by criminals transplanted from Korvosa along with the rest of Magnimar’s fledgling population, and both groups saw the social progress Ordellia sought to bring to the city as a threat to their illicit schemes. Thus a band of conspirators hatched a plan to end Ordellia’s meddling. A minor noble who was a member of the Skinsaw cult known as the Brothers of the Seven hired a Sczarni thug to kill Ordellia. The Brothers’ plan was to shine a poor light on Varisians, thus making it harder for the Brothers’ Sczarni competition to make money, all the while easing the way for their own criminal activities. By getting rid of Ordellia, the corrupt minor nobles who belonged to the Brothers of the Seven could enact laws that would protect their shady pursuits from scrutiny. The Sczarni assassin the Brothers hired stalked Ordellia for a week; then, in a moment of cruel inspiration, she decided to abduct Ordellia and throw her from the Seacleft to the base of the Arvensoar’s construction site. After a lengthy struggle that earned the Sczarni thug a few permanent scars, the killer threw Ordellia—barely conscious after the fight—from the cliff’s edge. Workers turning up early to the construction site discovered her broken body the next morning. While this act was supposed to sour the city’s opinion of the Sczarni, the killer the Brothers hired was blessed with neither discretion nor a talent for lying. She was quickly captured, and fingered the conspirators during her trial before being executed for her crimes. The whole episode saddened the young city, and citizens of Magnimar—both Varisian and foreign—mourned Ordellia’s death for weeks. Desnan clergy held a long wake, performed a beautiful funeral, and interred Ordellia in the district that now bears her name. Despite the final farewell citizens bid to their fallen hero, Ordellia wasn’t gone from Magnimar for long. A few weeks after her murder, as the sun was setting and the fishing trawlers came into port, a young girl helping her father winch in his nets became tangled in the ropes. Ordellia, appearing as a ghostly outline of her former self, suddenly materialized and freed the girl before the machinery mangled her. No one but the child saw Ordellia’s ghostly form, but the story of her appearance quickly spread. This was the first ghost story involving Ordellia, but it wouldn’t be the last. All ghosts have something left unfinished that, if completed, will allow their restless spirits to move to the Great Beyond. The event needed to end Ordellia’s vigilance is for an ethnic Varisian to be legitimately elected Lord-Mayor of the city, signifying the end of racial conflict between the city’s residents. Because of this, she remains tied to the city she helped found. Ordellia rightly feels that she is the spirit of the district— not only its namesake, but also its soul. [b]Prince Kasiya, Human Vampire Aristocrat 2/Sorcerer 9, Vampire Prince, Osirian Vampire, Nemesis, Primary Villain, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] The sixth child of Khemet I of Osirion, Kasiya enjoyed a life of absolute indolence and privilege. His servants would fetch any object, perform any service, and even sacrifice their lives in pursuit of their prince’s desire. When that desire turned to mastery of all areas of learning, the pharaoh summoned the most learned scholars from across the Inner Sea and beyond to tutor his son. Accustomed to attaining everything without effort, Kasiya proved a miserable student. He comprehended little and retained less. When his teachers dared test his knowledge, he flew into a merciless rage at their perceived insolence. Few of the tutors endured long, despite Khemet’s ample rewards to those who stayed more than a month. Eventually, in an effort to avoid the beating he witnessed his predecessor suffer, a cunning Vudrani numerologist persuaded Kasiya that book-learning provided an insufficient stimulation for the prince’s noble mind. Only practical experience was sufficient for one of royal— nay, divine—blood. Through subtle encouragement, the numerologist persuaded Prince Kasiya to leave the royal palace and train as a Pathfinder. The pragmatic Pathfinder Society weighed the risk of a dilettante prince damaging its reputation against the wealth and favor the pharaoh offered, and decided the risk was worthwhile. The leadership coddled him to keep him happy and his family’s money flowing, excusing him from the menial initiations required of other aspirants. Kasiya treated common-born Pathfinders as his personal servants, and surrounded himself with fellow nobles, including Count Varian Jeggare. As others won notice in the Pathfinder Journal or distinguished themselves with discoveries, research, and publications, Kasiya seethed with jealousy. He hungered for those glories, but his intellectual laziness and impatience held him back. He had no desire to explore, report, or cooperate. He wished only to bask in the glory of an already completed task. Thus, with an entourage of loyal servants, Kasiya followed the expeditions of other Pathfinders, waiting to scavenge their success. Those he could not intimidate or bribe into surrendering their treasures, he murdered. When Kasiya learned that Varian Jeggare’s expedition to the Mwangi Expanse would allow the count to complete his Bestiary of Garund, Kasiya desired credit for the book for himself. After failing to persuade Jeggare to surrender the book, Kasiya resorted to treachery and stole it. Soon after, he encountered a rare species of megafauna and fell to its sonic attack. Count Jeggare returned Kasiya’s pulverized remains to Osirion and offered a story of misfortune rather than treachery, but the pharaoh was not deceived. Grateful for the foreign lord’s gesture, he nevertheless commanded Kasiya’s remains to be interred in the Contemptible Crypts, a network of hidden graves for disgraced royalty. Months later, entombed among traitors, necromancers, and diabolists, Kasiya stirred. Reduced to rotting jelly, he oozed out of his sarcophagus, cracked open the canopic jars, and feasted upon his own withered organs and those of his vilest ancestors. Roused by his own undying avarice and empowered by the necromantic energies of his forebears, Kasiya became a vampire. [b]Razinia, Ghul Sorcerer 4, Fair-Skinned Janni With Neat Short-Cropped Black Hair, Desiccated Corpse, Wretched Ghul, Monstrous Hyena, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Razinia was once a janni trader and tinker who traveled across the deserts of Qadira, using her skill at diplomacy and at crafting magic items to keep herself and her fellow jann free from slavers, as well as to ease the hard lives of her band and those Qadirans who could pay a fair price. However, this life was not to last. Over time, Razinia grew prideful and resented those who wouldn’t pay the exorbitant prices she demanded or praise her for doing such marvelous work. Her hubris eventually alienated her from her band, whereupon she destroyed the protective items she had made for them and sold her tribe out to a band of slavers who happened to make camp at a nearby oasis. The brigands thanked her for the information by killing her so that they could keep the turncoat’s payment. Learning of her betrayal, Razinia’s tribe cursed her to an afterlife of torment, bound her to the very oasis in which she died—known as the Solitary Pool—and left [her] alone in the desert as a wretched ghul. [b]Rudrakavala, Ahmrit, Unique Devourer Oracle 9, Avatar of a Vudrani Deity of Destruction, Mystic Devourer, Eater of Souls, Mysterious Unmoving Creature, Avatar of Rovagug, Conduit, Black Shriveled Corpse of a Vudrani Man, Ravenous Devourer, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] The monk named Ahmrit who journeyed into the Great Beyond returned to the monastery as a devourer called Rudrakavala. No living creature knows Rudrakavala’s genesis, though his creation was undoubtedly catalyzed by contact with an incomprehensible evil in the Shadow Plane. [b]Seldeg Bhedlis, Human Graveknight Antipaladin 17, Licentious Spymaster, General, Graveknight Commander, Favored Concubine, Personal Champion, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. [b]Walkena, Mummified Human Oracle 12/Hierophant 9, Mummified Child-God, Spirit of the Sun, Mummy of a Child-God of Ancient Mzali, Age-Old Power, Old God, Undead Child Mummy, Leader, Undead Tyrant, Descendant of the Gods of Ancient Mzali, Knotted Corpse, Child-God, Deathless Child, Child Mummy, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Walkena is a descendant of the gods of ancient Mzali—their blood both brought him back from the dead and granted him mythic power. [b]Illcayna Alonnor, Wight Mother of Isger, Daughter of Urgathoa Cleric 11, Unique Undead Creature, Deathless Enemy, Villain, Golarion's Most Fearsome Foe, Foul Exemplar of Undeath:[/b] Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. When they marched on Finder’s Gulch itself, the elder priestess abandoned her flock. But Illcayna didn’t flee—instead, she threw herself to the wights, weeping joyously and blessing Urgathoa as they tore her limb from limb. Illcayna spontaneously resurrected, rising above her killers as a bone white, black-eyed version of herself, wrapped in an ethereal grave shroud. The daughter of Urgathoa retained her mortal youth and beauty in all but two ways: one of her hands sprouted black, scythe-like claws, and a mass of writhing, putrid tentacles extends below her waist, equal parts slick flesh and ghostly ectoplasm. [b]Demon Slaves Persistent Haunt:[/b] The spiral athenaeum was largely built by a labor force of demonic underlings, which were provided by Arantaros’s demonic patron, Haagenti. Many demons perished in the construction of the library—some fell into the blackness of the pit, others were victims of Arantaros’s violent impatience, and even more fell beneath the relentless lashes of their Abyssal slave driver’s whips. The collective stress of the demonic laborers still lingers in this space as a haunt. [b]Drowning Pool Persistent Haunt, Literally Breathtaking Haunt:[/b] The floor of this low-ceilinged chamber drops off sharply, creating a 12-foot-deep pool. At the bottom of the pool is the body of another adventurer, pinned to the bottom by a fallen stalactite. An amulet of hidden light (Pathfinder RPG Advanced Race Guide 112) still hangs around her neck. Her drowning has created a literally breathtaking haunting. [b]Entombed Alive Persistent Haunt:[/b] The walls of this large chamber are made of gigantic rib bones that reach over 40 feet upward. The ribs are connected by thick stretches of cartilage and connective tissue, shot through with pulsing veins. Melded into the connective tissue between the ribs are a half-dozen prisoners insensible with torment. The collective horror of their experience produces a haunt to lure the party toward a similar fate. [b]Drowned Defenders Haunt:[/b] When Imaloka’s final guests attempted their ill-fated escape, the servants did their best to fend them off, but were among the first killed as the west wing collapsed and the House of Reflections began to sink. Their agony now manifests here as a haunt. [b]Human Livestock Persistent Haunt:[/b] This large cavern is filled with 3 feet of fetid water. Six pairs of manacles are bolted into the stone walls at irregular intervals. When Mirik and her crew capture more victims than they can consume in one sitting, or when they wish to save a meal for later, they chain their captives to the wall. The horror of so many people waiting to be eaten alive has filled this space with a haunt. [b]Forced Starvation Persistent Haunt:[/b] When Mother Comfort ran her orphanage, one of her favorite punishments was to deny children food for long stretches of time. As an additional torment, she would force the starving children to sit at the dining table and watch all the other orphans eat. The children’s residual suffering remains in the dining room in the form of a haunt. [b]Compelling Jubilation Haunt:[/b] This large room is completely bare aside from a harpsichord collecting dust by the eastern wall and a spiral staircase that climbs to the second floor. Fond of entertaining large parties, Ordellia built her home with a grand front room. Here she hosted jubilant gatherings full of dancing and music that went on late into the night. These galas are some of Ordellia’s fondest memories, and her exceptionally strong spirit has manifested a haunt rooted in these joyous celebrations that is, ironically, quite dangerous to intruders. Those encountering the haunt hear a passionate rendition of their favorite music, and feel an urge to dance. [b]Entertaining Feast Haunt, Curious Haunt:[/b] Ordellia’s dining room contains a curious haunt that manifests as a sumptuous feast because of her love of entertaining and feeding her guests. [b]Mournful Revelation Haunt:[/b] When she was alive, Ordellia had books strewn all through the townhouse. After her passing, caretakers collected them and returned the books and notes to their shelves in the study. They also took her personal journals—dozens of notebooks and loose papers that she kept from her earliest adventuring days, long before she and her companions helped found Magnimar—and collected them here in locked chests stacked beneath her desk (Disable Device DC 20). These journals tell the story of the Wardens of the Eye before they came to Magnimar, their battle with the Vydrarch, and the early settlement of the city. There are gaps in the records and timeline, as if she wrote infrequently, but close inspection of the journals or half an hour of reading reveals that numerous pages have been removed. A silver flute holds the place of her last journal entry. The missive ends with her talking about meeting a mysterious contact who claimed to have information on clandestine attempts to halt construction on the Arvensoar. She was to meet her contact in Naos. The next morning, her body was found flung from the Seacleft at the base of the rising spire. Anyone thumbing through her journals triggers the following haunt. [b]Disenchanting Haunt:[/b] The graveyard is home to a haunt formed from the restless spirits of jann from Razinia’s original band who were slain when the slavers attempted to capture them [b]Sacrificial Ritual Persistent Haunt, Powerful Haunt:[/b] Adhaarm’s gruesome sacrificial ritual is performed here, as the last rays of sunlight disappear over the horizon. At that time, Gataasunh (see area 5) drags one of the prisoners from the slave pen (area 1) and forces the victim into Rudrakavala’s chest cavity, tossing the corpse into the bone field when the devourer has sapped its soul from it. The systematic cruelty exhibited here has tainted the area with a powerful haunt. [b]Immolation Persistent Haunt:[/b] Behind the farms, on the outskirts of the town, are the remnants of a series of large bonfires. Amid the ashes are several metal stakes driven into the ground, as well as a scattering of blackened humanoid bones. A half-dozen holy symbols, including a platinum amulet bearing the symbol of Pharasma (worth 500 gp), can be found glittering in the ashes. This area is sometimes used as a site for sacrifices, where would-be do-gooders are burned at the stake in the name of Urgathoa. The anguish and despair suffered by these victims still lingers in this area as a haunt. [b]Cannibalization of Ciliedia Iomandi Persistent Haunt:[/b] Those who manage to pass through the center of town without attracting the attention of the cultists instead encounter the residual terror of Cileidia Iomandi, who was devoured alive after Illcayna Alonnor’s coup. Her horrific final moments are preserved as a haunt. [b]Undead, Undead Creature:[/b] In one final act that sealed her [Illcayna Alonnor] status, she raised the cult members as undead and with them, pursued their former leader, Cileidia Iomandi. In the years since her rebirth, the Wight Mother has expanded her cult and devised unique diseases and new forms of undead. [b]Mightiest Undead:[/b] ? [b]Undead Threat:[/b] ? [b]Undead Minion:[/b] ? [b]Ethereal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Slave:[/b] ? [b]Summoned Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead Horror:[/b] ? [b]Lesser Undead:[/b] ? [b]Undead Decision-Maker:[/b] ? [b]Hungering Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Undead Servant:[/b] ? [b]Undead Mastermind:[/b] ? [b]Terrifying Undead:[/b] ? [b]Soldier:[/b] ? [b]Priest:[/b] ? [b]Temple Guardian:[/b] ? [b]Ghast, Undead Servant:[/b] ? [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghost, Mere Ghost:[/b] When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. [b]Ghost, Trapped Spirit:[/b] ? [b]Ghostly Minion:[/b] ? [b]Geb, Ghost:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoulish Minion:[/b] ? [b]Ghoul, Hungering Undead:[/b] ? [b]Murderous Ghoul:[/b] ? [b]Ravenous Ghoul:[/b] ? [b]Lacedon:[/b] Early in her new life as a ghast, Mirik happened to catch two sailors in a knife fight. She easily overpowered the wounded pair and dragged their corpses back to her lair, devouring one and saving the other for later. Much to her surprise, the latter arose mid-feast and joined her in her gruesome meal. It had never occurred to Mirik that her affliction might be catching, but she welcomed him as the first of her lacedon companions. [b]Lacedon, Aquatic Undead:[/b] ? [b]Lacedon Companion:[/b] ? [b]Tar-Baphon, The Whispering Tyrant, Lich:[/b] ? [b]Lich:[/b] ? [b]Ingenious Sinister Lich:[/b] ? [b]Inkoria, Human Lich Necromancer 11, Researcher, Sibling Student:[/b] ? [b]Wespris, Human Lich Necromancer 11, Researcher, Sibling Student:[/b] ? [b]Shai-Khaba, Human Lich Necromancer 11, Ancient Lich:[/b] ? [b]Arazni, The Harlot Queen:[/b] ? [b]Nefarious Lich:[/b] ? [b]Mohrg:[/b] Humanoid creatures killed by Erum-Hel rise as mohrgs in 1d4 rounds. [b]Hemnetep, Advanced Mohrg:[/b] ? [b]Advanced Mohrg:[/b] The creatures that now inhabit this area were sadistic murderers in life; Valdis has reanimated them as mohrgs. [b]Mummy, Undead Mummy:[/b] The sarcophagi’s occupants are undead mummies raised by Prince Kasiya. [b]Greater Shadow:[/b] ? [b]Shadow:[/b] ? [b]Mindless Skeleton:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Skeletal Champion:[/b] Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. [b]Skeletal Champion, Guardian:[/b] ? [b]Kemota, Human Skeletal Champion Fighter 5, Guardian, Chieftan:[/b] Long ago, she [Meyi] lured a Koboto tribe to the site, offering to hire them to serve as guardians, but she eventually slaughtered them all and raised them as skeletal champions. [b]Advanced Spectre:[/b] Lying at the edge of the water are the remains of three Ulfen brothers who ventured into the caves in the hopes of destroying Arnlaugr. The eldest fell through the sinkhole and broke his legs, and as fear and despair set in, the three murdered one another. Now their vengeful spirits haunt this chamber as spectres. [b]Advanced Spectre, Vengeful Spirit:[/b] ? [b]Vampire:[/b] ? [b]Ingenious Sinister Vampire:[/b] ? [b]Ysmet, Vampire, Entrancing Vampire Performer, Undead Lover, Thrall:[/b] ? [b]Vampire Infiltrator:[/b] ? [b]Vampire, Soldier, Vampire Trooper:[/b] ? [b]Vampire, Hungering Undead:[/b] ? [b]Wight:[/b] Arrogant and ambitious beyond her capabilities, Cileidia raised a legion of wights the following year, only to see them slip the bonds of her control and rampage through the surrounding countryside. [b]Mindless Zombie:[/b] ? [b]Fast Zombie:[/b] ? [b]Sewer Gator Zombie, Crocodile Zombie, Zombie Reptile:[/b] ? [b]Advanced Fast Zombie:[/b] This room contains the remains of dozens of servants who were deemed unworthy of honorable burial and were interred in Contemptible Crypts instead. Upon his awakening as a vampire, Prince Kasiya raised a number of the servants as zombies. [b]Zombie, Zombie Foot Soldier:[/b] ? [b]Zombie, Mindless Undead:[/b] ? [b]Haunt:[/b] [R]esidual necromantic effects left over from extreme suffering or horrific deaths at specific locations. [b]Haunt, Residual Necromantic Effect:[/b] ? [b]Draugr Captain:[/b] ? [b]Charnel Colossus, Enormous Pile of Rotting Cadavers, Gatekeeper:[/b] ? [b]Dybbuk:[/b] When Sarkoris fell and the Worldwound subsumed it, the new wasteland became home to more than demons. Among the creatures perverted by the taint of the Abyss was one of the former Kellid nation’s most elite socialites, the Forlorn elf Imaloka Ghalmont-Neverhome, patroness of the floating pleasure palace known as the House of Reflections. A century after her death and the sinking of her illustrious home, Imaloka and her final guests still haunt the ruined barge in undeath—but the former hostess is now a banshee and her guests are ghosts or worse. Born to retired elven adventurers Merania and Telderal Ghalmont, Imaloka spent her earliest days listening to fantastical tales of derring-do from both her parents. When Imaloka was still mere decades old, her father convinced her mother to come out of retirement and hunt down a green dragon that had been terrorizing the countryside near Storasta, their home. They left Imaloka in the care of human neighbors, promising to return in a month’s time. That was the last Imaloka saw of her parents. Within only a few years, she had been fully adopted into the Neverhome hold, and lived the rest of her life Forlorn, ever wondering what a fully elven life would have been like. After several generations of her adopted family members died of old age, Imaloka left Storasta for the Sarkorian Steppe in northwestern Sarkoris, with the aim of living a libertine life of opulence, decadence, and only shallow relationships with fellow revelers rather than risk watching more loved ones pass into the Boneyard. When she came across the twin lakes known as First Rains, Imaloka found a location both beautiful enough to inspire her future guests with its magnificence and remote enough that the pleasure palace she envisioned would become a destination for Sarkorians and foreigners alike. With the wealth inherited from her parents upon their presumed deaths, Imaloka commissioned the construction of a floating manor house the likes of which Sarkoris had never seen. The need for buoyancy mandated smaller rooms than Imaloka desired, so she had many of the walls covered floor to ceiling in shimmering mirrors. She had the mirrors enchanted such that they would accentuate the beauty in those who gazed upon their reflection within, hiding their flaws. Thus did her pleasure barge earn its name—the House of Reflections. For nearly 200 years, Imaloka hosted some of the most elite galas north of Oppara, and aristocrats from nations as far from Sarkoris as Jalmeray, Osirion, Cheliax, and Qadira traveled for months in order to attend them. Some parties lasted for weeks, and some had so many guests they couldn’t all fit in the House of Reflection’s limited second-floor quarters and bound their vessels together alongside the buoyant manor, creating a flotilla of debauchery. Once per year, Imaloka hosted the “Lock-In Ball,” a gathering so elite that invitations were magically encrypted to prevent them from changing hands or being forged, and only those select nobles she invited were granted entry. At the start of the Lock-In Ball, the doors to the House of Reflection were sealed for 2 weeks during which she feted the revelers lucky enough to be invited, and under no circumstances was anyone allowed in or out until the gala ended. It was during one such Lock-In Ball that the world changed forever. The Worldwound opened in Sarkoris, and in mere days, the land fell to the demonic hordes. Fearing for her own safety and that of her guests, Imaloka tightened the House of Reflection’s defenses. She increased the efficacy of the doors’ locks, and had her servants set aside their trays of food, musical instruments, and bottles of wine to construct barricades over the windows and the iron latticework of the east wing’s solarium. When the time came for the Lock-In Ball to end, Imaloka maintained the lockdown, and just as none were allowed to come or go during the gala itself, none of her guests were permitted to leave from that point on. The elite from across Avistan and Garund, now prisoners in the very pleasure palace they’d paid such a price to be locked in only weeks prior, grew angry quickly, demanding that Imaloka release them. She did not waver in her dedication, and took increasingly dire actions to quell the growing rebellion. Perhaps influenced by the miasma of Abyssal chaos that enveloped the land, the once-gracious hostess quickly became a tyrannical warden, who eventually struck a Taldan duchess dead with a broken wine bottle rather than allow her to escape out an upper-story window. Imaloka’s cruelty and lack of remorse for her actions pushed the remainder of her guests into open revolt. Armed with broken furniture, candelabra, and the cutlery they once used at dinner, the guests stormed the House of Reflections’s lowest level, home to the palace’s servants and the engineers who kept the barge afloat. In an effort to find egress from their jail, they inadvertently ruptured one of the key floatation devices supporting the western wing of the structure. The west wing collapsed upon the servants guarding the kitchen and the upper floor’s guest quarters were thoroughly destroyed. Shortly thereafter the eastern tower stairwell leading to the second floor toppled into the lake. In less than an hour, the entire House of Reflection sank to the lake’s bottom and all souls within drowned. Now, more than a century later, the water in the First Rains has dried up and the House of Reflections is one again exposed to the sky, albeit a dark and dire sky unlike any it saw prior to Sarkoris’s fall. The aristocrats who died within its mirrored walls are now ghosts or other forms of undead, tied to the magically enchanted mirrors that made them appear so beautiful in life. [b]Dybbuk, Trapped Spirit:[/b] ? [b]Karamorros, Ravener, Powerful Foe, Ravener Patron:[/b] ? [b]Ecorche, Gift:[/b] ? [b]Nightshade:[/b] This chamber is inscribed with a magic circle against chaos directed inward. It was used to call the xacarba Moxonorios, who now calls this place his home. With the assistance of a scroll of gate that Jolanera’s ecorche recovered from the Wizard-King’s Pit, Inkoria called Moxonorios for Jolanera. The nightwing arranged for Moxonorios to help her devise a way to extend the rift in the Well of Sorrows up through this cave in exchange for helping him unleash the full power of the Negative Energy Plane upon his foes. She did not, however, mention that she plans to help him do so by tossing him into the depths of the Negative Energy Plane, where he will provide the raw materials for the formation of a new nightshade whom she will direct to annihilate his old foes. [b]Nightshade, Undead Monstrosity, Undead Horror:[/b] ? [b]Nightwing:[/b] ? [b]Gloomtide, Nightwing, Gift:[/b] ? [b]Nightwalker, Imposing Shadow Monstrosity:[/b] ? [b]Nightskitter, Horrible Insect-Like Creature:[/b] ? [b]Poltergeist:[/b] ? [b]Tzriek, Bone Sage:[/b] ? [b]Kian, Human Nosferatu Bard 7, Assistant:[/b] ? [b]Shepsi-Ak, Advanced Geist:[/b] The necromancer Shepsi-Ak spent his life researching undeath, in the hope of becoming a lich. In the course of his study, he discovered a magical funerary mask that he only partially identified, believing it would allow him to masquerade as a living human. When he fell victim to a haunt and died prior to crafting a phylactery, the mask’s properties prevented him from rising as an undead. When Kasiya removed the mask, Shepsi-Ak arose shortly thereafter as a geist. [b]Barrit Svalsdottir, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:[/b] ? [b]Bjorg Nimbleaxe, Human Graveknight Fighter 10, Most Trusted Skeletal Minion:[/b] ? [b]Graveknight:[/b] Geb incinerated him with a single spell and bound his soul into his superheated armor, transforming him into a graveknight. Once Bhedlis’s five companions had likewise been transformed into graveknights, the group returned to Vigil and laid siege to the monument holding Arazni’s body, stealing her for their new master, Geb [b]Sayona:[/b] ? [b]Juju Zombie, Temple Guardian:[/b] ? [b]Ochieng, The Strength of Light, Human Juju Zombie Brawler 15, High Priest:[/b] ? [b]Juju Zombie Fighter 5/Rogue 4, Guard, Skilled Undead Archer:[/b] ? [b]Juju Zombie:[/b] Mark of the Devoted feat. [b]Gallowdead:[/b] ? [b]Wayward Spirit:[/b] ? Mark of the Devoted You have pledged your life to defend Mzali against invaders, and will continue to do so even after your death. Prerequisites: 1st-level character, human of Mwangi ethnicity, Walkena worshiper, must personally create a token worth at least 50 gp prior to an 8-hour branding ritual during which you survive taking 2d6 points of fire damage. Benefit: Dedicated to ridding your land of colonialist invaders, you have pledged your eternal soul to the purging of their presence from Mzali. Upon completion of the ritual, you gain fire resistance 2 and a +1 morale bonus on Will saves. When you are killed, you rise as a juju zombie (Pathfinder RPG Bestiary 2 291) after 1d4 minutes. Upon rising, your alignment changes to evil. Lawful and chaotic components of your alignment are not changed. After this transformation, you deal an additional 1d6 points of fire damage with the slam attack gained from the template. Special: If you are a juju zombie at the time when Mzali is entirely purged of foreigners, your duty to Mzali is fulfilled and you are immediately destroyed. [/QUOTE]
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