On the opposite side of the crescent desert from Nuria-Natal lies the wondrous sky-city of Aerdvall. Roughly 2,100 years ago, refugees from far Sikkim raised their city to hover high above the foreboding Black Lotus Mesa. Today, seven bridge-connected districts orbit the Celestial Waterfall, which is a cascade flowing from the Well of Urd through a tear between the realms. Among these stately gleaming white domes and towers are the aeromancers. Masters of air magics, the aeromancers not only keep the city floating in the sky, but they also protect its borders from any and all interlopers who would dare to challenge the rule of Palash Yazad, the Athravan of Aerdvall.
The arts of aeromancy are taught in dakhmas or schools in Aerdvall. Each dakhma focuses on a different aspect of aeromancy. Scour teaches its students to use air magic to physically change the world. This includes lifting, pushing, and even blasting with controlled winds, clouds, air, and lightning. Windcrafters create air-formed constructs and objects. Zephyr students learn to use air magic for transportation and speed. Skybinders focus on summoning and controlling air elementals. Finally, the Void school teaches how to dispel and block air magics. There are rumors that master void aeromancers can even pull the air out of their enemy’s lungs. Only by passing the rigorous tests of each school can a student earn the title of aeromancer.
Leaning casually against the edge of the balcony opening, the lion-headed rakshasa peered at the heroes with yellow cat-eyes.
Gunnar stepped forward, hefting his thrice-blessed axe. “Foul creature! We shall free this land of your evil touch!”
“DO WE HAVE GUESTS, BHUKASTA?”
The booming voice crashed down upon them as a massive face appeared beyond the balcony. The titan, human in form but bald and gargantuan, grinned at them all.
“Not guest, great Gamka,” Bhukasta replied with a drawl. “Intruders.”
“WELL THEN,” Gamka thundered, his grin growing even wider. “THEY MUST DIE.”
Be they dark entities, Sith lords, or rival archeologists, villains remain at the heart of any great adventure. For the Southlands, we created enemies ranging from minions to dark heroes to ultimate opponents. In this preview, we thought it best to show you our favorite antagonists. Take a peek, then visit the Southlands Kickstarter to learn more about this project.
It’s a not-so-secret fact that I’m a total monsterholic. The Monster Manual was the first hardcover book I bought for AD&D, the Bestiaries from Paizo are totally my gaming addiction, and I am always excited to get new and original monsters in my hands, whether it is from a design contest, a book of mythology, or a brainstorming session with fellow gamers. If it’s got claws and fur, I’m for it.
Some things naturally go together, like cake and ice cream. Among them are incredibly rich and unique campaign settings and adventures that stir them to life. Kobold Press combines the distinctive flavor of the Middle East, Egypt, and Africa with the Southlands Kickstarter. Southlands draws upon those exotic lands and distinctive cultures to add even greater diversity to your Pathfinder RPG game. What could be more exciting?
Allow me to confess my deep and abiding love for all things wild and free, dangerous and ancient, roguish, magical, and lost in a distant time. This can be Russian myths or Norse sagas, but it can also be something closer to the heart of the ancient world.
Now, I blame King Tut for this. I was still in grade school when his treasures and mask toured the U.S. in 1976, but I fell hard for the power of antiquity—the sheer rich stretch of time separating me and this young pharaoh. It’s been more than 4,000 years since the last pyramid was built. It’s tough to wrap your brain around how different things were, and it completely obsesses me at the same time. I remember learning that baboons took a role similar to police dogs in ancient Egypt, and the hieroglyphics looked like pure magic to me. History is more fantastical and bizarre than we give it credit for, sometimes.