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A Pathfinder Fanzine Made By Fans For Fans
Ustalav
The Immortal Principality
Volume 13 | PaizoCon 2015 | Not For Sale
L SHATTER
ROCKS WIL
WILL IGNITE
TREES
WILL BREAK
BONES
THE
GIANTS
ARE
COMING
LARGER THAN LIFE
brings these terrifying titans to your campaign!
This collected volume covers six races of giants, with new NPCs,
spells, feats, and gear by RPG Superstar Mike Welham.
Now available at www.KoboldPress.com
Coming soon:
Southlands
Pulp fantasy adventure in the jungles and deserts
Kobold Press is a trademark of Open Design. Pathfinder and associated marks and logos are trademarks of Paizo Publishing,
and are used under license. See paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game.
Contents
Foreword
Suspicions and Superstitions
Weal or Woe: Captains of Caliphas
Golarion Gazetteer: Kavapesta
Rituals Secret and Superstitious
The Account of the Lingering Dead
Heroes’ Hoard: Forbidden Tomes
Children’s Songs of Ustalav
Songs Heard in the Void Between the Stars
Despair In Darkwell
The Feast Of Urgathoa
Under A Hunter’s Moon
Professor Nicodemus’ Emporium Of Wonders
The Field Hands of Zyphus
Weal Or Woe: Songs And Secrets
Legends Of Lepidstadt
Behind The Veil Of Mist
Afflicted: A Witch Archetype
Tanjit’s Travel Guide: County Of Caliphas
Heroes’ Hoard: The Knight, Soul Of Honor
Geist Warden: A Witch Archetype
Fear Not The Dead: Ustalavic Alchemical Items
The Accidental Necromancer
Ustalav is for UstaLovers
Lycanthropic Bloodlines
Folk Charms of the Common People
Playing Cards in Ustalav
Operatic Duelist: A Swashbuckler Archetype
Tales from the Vales
A Letter to the New Investigator
Golarion Gazetteer: Chastel, The Crossroads
Haunts of Ustalav
Side Trek Seeds
Golarion Gazetteer: Ardagh, Bastion of the North
The Tale of Haral Moritz
Power Over Undeath
Weal Or Woe: Wizardry and Witchcraft
Blood Drawn Reunion
Bestiary
Open Game License
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Charlie Bell, Dylan Brooks, Jake Burnett, Jeremy Clements, Ryan
Crossman, Kalyna Conrad, Sarah Counts, Matt Duval, Jeff Evans,
Christoph Gimmler, Wojciech Gruchala, Garrett Guillotte, Bran
Hagger, Andrew Hoskins, Kiel Howell, Jason Keeley, Joseph
Kellogg, Joe Kondrak, Cole Kronewitter, Thomas LeBlanc, Jeff Lee,
Christopher Lockwood, Nate Love, Ron Lundeen, Ben Martin,
Matthew Medeiros, Alex J. Moore, Matt Morris, Mark Nordheim,
Nicholas S. Orvis, Michael Riter, Matt Roth, Laura Sheppard, Joe
Smith, Neil Spicer, Stephen Stack, Jessie Staffler, Jacob Trier, Ian
Turner, Andrew Umphrey, Christopher Wasko, Nick Wasko, and
Scott Young.
Contributing Authors
Becky Barnes, Catherine Batka, John Bunger, Darran Caldemeyer,
Paul Chapman, Gabrielle Clark, Tyler Clark, Paige Connelly, Jeremy
Corff, Emilie Cormier, Andrew DeFelice, Jess Door, Lynnette Fetters,
Crystal Frasier, Erin Frye, Bob Greyvenstein, Frank Hessefort,
Michael Jaecks, James Keegan, Jason Kirckof, Danny Hedager
Krog, Clay Lewis, Mike Lowe, Dio Mahesa, Dave Mallon, Taylor
McKeown, Alex J. Moore, Allen Morris, Brian Patterson, dodeqaa
Polyhedra, Basil Arnould Price, Tanyaporn Sangsnit, Hugo Solis,
Carlos Torreblanca, Todd Westcot, and Stephen Wood.
Contributing Artists
Special Thanks To
Cartography:
Liz Courts, Crystal Frasier, and Alex J. Moore
Front Cover Art:
Erin Frye and Basil Arnould Price
Sponsors:
Archives of Nethys, Drop Dead Studios, Jon Brazer Enterprises,
Kobold Press, Legendary Games, LPJ Design, PathfinderWiki, Sean
K Reynolds Games, and Shane Glodoski.
Special Thanks To:
Wes Schneider
And thanks, as always, to the Paizo staff and the whole Paizo fan
community for their continuing support.
Editor-in-Chief/Publisher
Tim “Timitius” Nightengale
Assistant Editor-in-Chief
Cover Design and Layout
Dain “zylphryx” Nielsen
Editors
Charlie Bell
Jess Carson
Paul Case
Kalyna Conrad
Robert Gresham
Eric Hindley
Andrew Hoskins
Dave Mallon
Will McCardell
Cassandra McQueen
Tom McQueen
David Schwartz
John C. Rock
Matt Roth
Mike Welham
A Pathfinder Fanzine
made by Fans for Fans
VOLUME NO. 13: PAIZOCON 2015 | NOT FOR SALE
Paris Crenshaw
Layout Design and Production
Dain “zylphryx” Nielsen
Garrett Guillotte
Art Director
Tim “Timitius” Nightengale
This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Bestiary 2, Pathfinder Roleplaying Game Bestiary 3, Pathfinder Roleplaying Game Bestiary 4, Pathfinder Roleplaying Game GameMastery
Guide, Pathfinder Roleplaying Game Advanced Player’s Guide, Pathfinder Roleplaying Game Ultimate Magic, Pathfinder Roleplaying Game Ultimate Combat, Pathfinder Roleplaying Game Ultimate Equipment, Pathfinder Roleplaying Game Ultimate Campaign, Pathfinder
Roleplaying Game Mythic Adventures, Pathfinder Codex, Pathfinder Inner Sea World Guide and Pathfinder Advance Race Guide, Pathfinder Roleplaying Game Beginner Box. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.
com/pathfinderRPG/prd.
Open Content:
The game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d), found on page 83 of this magazine.
Foreword
What Mist Veils
I
Art by Paige Connelly
t’s always daunting writing a foreword for
Wayfinder.
The
sheer amount of talent and enthusiasm that go into
creating any volume of this magazine is staggering. When all
that zeal turns toward a part of the world that I created and
have spent years exploring, though, the results are nothing
short of humbling. The Pathfinder community certainly has
no lack of twistedly brilliant souls.
I could wax repetitive and spoil all the great stories, clever
rules, and unnerving art you’re about to sadistically enjoy—or I
could tell you something you don’t know.
Things no one knows.
I might have written the book on Ustalav, but in keeping with
that land of mists and mystery, I certainly didn’t share all its secrets.
Since so many of you have distilled your favorite nightmares into
this collection, let me tell you about a few of mine you that you
might not have noticed. Here is one subtle bit of inspiration or
veiled homage from each of Ustalav’s 13 haunted regions.
Amaans:
Prior to its renaming, Lake Kavapesta was Lake
Divirmis. The name for that disease-riddled lake hearkens to
De Vermis Mysteriis,
an infamous fictional tome originating
from Robert Bloch’s “The Shambler from the Stars.”
Ardeal:
Rather than taking its inspiration from the ghost stories of
many gothic tales, I wanted war-scarred eastern Ardeal to evoke more
modern horrors, particularly the sobering realities of the American
Civil War and the labyrinthine trenches of World War I and II—hence
its name, the Furrows.
Barstoi:
Aspects of Count Aericnein
Neska’s personality are modeled after the
ruthless calm of Thomas Harris’s
iconic villain, Hannibal Lecter.
Fittingly, one of the villages in
his thrall is named Sturnidae—
the root of the word “Starling.”
Caliphas:
The mysterious
palace known as Chateau
Douleurs has been home to
generations of eccentric, oft-
sadistic members of the Caliphvaso
family. As such, Swinburne’s poem
“Dolores (Notre-Dame des Sept
Douleurs)” came to mind when naming
this bastion of decadance and severity.
Canterwall:
My second-favorite
haunted location in all of Ustalav,
the Saffron House hunkers in the depths of the Sclerain
Swamp, a place of disappointed love and shattered sanity. Much of the
inspiration behind it, and even its titular color, are owed to Charlotte
Perkins Gilman’s “The Yellow Wallpaper.”
Lozeri:
Among the most famous tales to feature monstrous wolves are
those of the Beast of Gévaudan, which terrorized France in the 1760s.
That deadly beast was finally slain by hunter Jean Chastel, whose last
name now lends courage to the people of Lozeri’s largest city.
Odranto:
The name Odranto stands only a step away from Otranto,
the Italian town that serves as the setting of
The Castle of Otranto—
Horace Walpole’s 1744 novel, which is widely considered the first
work of gothic fiction.
Sinaria:
Those familiar with Robert E. Howard stories set in
the piney woods of eastern Texas—like the chilling “Pigeons
from Hell”—might notice the connection
between the Brides of Damballah in “Black
Canaan” and the Graidmere swamp’s
Queens of Baallalota.
Ulcazar:
The Monastery of the
Veil, the mountaintop redoubt of
the masked assassins known as the
Anaphexia, bears similarities to
Prince Prospero’s secluded, death-
stalked abbey in “The Masque of the
Red Death.”
Varno:
In honor of Tracy and Laura
Hickman’s classic horror adventure, the
home of Ustalav’s only vampire count is
named Corvischoir. Corvus, of course,
is the genus name for ravens. Then there’s
also the high, loft-like architectural structure known as a
“choir” or “choir loft.” The portmanteau was too tempting not to use.
Versex:
As the county for cosmic horror, Versex holds several locations
with names suggestive of Lovecraft’s New England haunts. Among
these is Rozenport’s Sincomakti School of Sciences—”Sincomakti”
being an anagram of “Miskatonic.”
Vieland:
The home of Vieland’s Dr. Frankenstein-like Count Alpon
Caromarc rises from the marshlands called the Dipplemere. Dubiously,
this bog honors Johann Conrad Dippel, a real-world alchemist born in
Castle Frankenstein who is said to be one possible inspiration for Mary
Shelley’s famous novel.
Virlych:
The cultists of the Whispering Way seek to restore the
infamous Whispering Tyrant. As such, it’s no coincidence that
their fortress, Renchurch, shares similarities with the name of the
archetypical undead slave, R. M. Renfield.
Lest any of you be too concerned, though, don’t worry—I haven’t
given away all of Ustalav’s secrets quite yet. In truth, I can’t even claim
to know them all anymore—especially not with the shuddersome
collection bound between these covers. So if you’re hungry for more
unsettling truths from Golarion’s cradle of terrors, just turn the page.
F. Wesley Schneider
Editor-in-Chief
Paizo Inc.
Suspicions and
Superstitions
By Matt Duval
Art by Mike Lowe
N
ijole eased back from her soup as the latest travelers brushed through
the inn’s door. For three
weeks she had sought the beast
known as the Red Wolf up and
down Varno, tracking it from
murder to murder. She carefully
examined each newcomer, her right
hand idly running over the half
dozen charms and bands on her left
arm—ash wood for the undead,
iron for fey, silver for shapechangers.
As the fifth man entered,
Nijole felt the silver charm heat
up. She observed him as he settled
into a chair. He was human in
appearance, but his hands bore long
index fingers and were gloved even
by the hot fire. His wandering eyes
lingered on the coughing barmaid
and reflected the firelight. She
noted a stripe of red hair twisting
through his black mane.
When the traveler left, laughing,
with the drunken local smith,
Nijole followed. She carefully
twined wolfsbane around a silver
amulet sprinkled with the blood of
the Red Wolf’s first victim, staying
downwind as she traced the pair’s
steps through the snow, and found
the hungry beast crouched over the
smith’s pleading form.
Its growls soon turned to yelps
of pain as the silver icon struck its
snout. After the fur receded, leaving
a shivering, nude man, his pleading
mirrored his victims’ as Nijole went
to work with her blade.
Folklorist (Investigator Archetype)
Folklorists know that monsters masquerade as ordinary folk to better hunt
mortals. Using knowledge gleaned from old wives’ tales, superstitions,
and their own research, these investigators learn how to expose such
supernatural predators and render them powerless.
Suspicious Gaze (Ex):
The folklorist is vigilant for the strange signs
and behaviors of concealed monsters and the telltale hints of supernatural
influence. At 2nd level, whenever the folklorist comes within 10 feet of a
creature using a disguise to conceal its race, he can attempt a Perception skill
check to notice the disguise, regardless of whether he is actively looking. At
5th level, when within 10 feet of a creature with the shapechanger subtype,
he can attempt a Knowledge skill check to identify the creature. At 8th level,
when within 10 feet of a creature under the influence of a charm, compulsion,
or possession effect, he can attempt a Sense Motive skill check to sense the
enchantment. The folklorist can use inspiration on these skill checks without
expending a use of inspiration, provided he is trained in those skills.
This ability replaces poison lore and poison resistance.
Ward against the Unnatural (Ex):
From old tales and legends, the
folklorist learns the secret weaknesses of many supernatural foes. At 3rd
level, the folklorist can produce a talisman that holds a specific creature
at bay. The folklorist must first make a Knowledge check to identify the
creature, successfully recalling a weakness, a racial spell-like or supernatural
ability, or damage reduction or regeneration it possesses and that can be
negated. He can then spend a full-
round action that provokes attacks
of opportunity and expend one
use of the folklorist’s inspiration to
produce a special talisman.
While the folklorist holds the
talisman, he gains the benefits of
protection from evil
against that
creature for up to 1 minute per
level. The talisman loses its power
if it leaves the folklorist’s possession.
The folklorist may expend the
talisman and use it to make a melee
or ranged touch attack against the
creature. If successful, the creature
must succeed at a Fortitude save
(DC 10 + 1/2 the folklorist’s
level + the folklorist’s Intelligence
modifier) or shed any disguise and
revert to its true form and cannot
use spells or abilities to alter its
shape or appearance for a number
of rounds equal to the folklorist’s
Intelligence modifier. The creature
can spend a full-round action to
attempt another Fortitude saving
throw to end the effect.
At 9th level, the talisman grants
the folklorist and nearby allies
the benefits of
magic circle against
evil
against the chosen creature,
and the creature cannot enter the
warded area. If the creature fails
its save against the talisman when
expended, it also loses the benefits
of any racial defensive abilities and
regeneration for the duration of the effect.
At 15th level, the folklorist’s talisman renders the chosen creature
powerless. If the creature fails its save against an expended talisman when
expended, it is also nauseated for the duration of the effect but can still
attempt to end this effect as a full-round action.
This ability replaces the investigator talents gained at 3rd, 9th, and 15th
levels.
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