Deities of Palimpsest: Brambleson, the Prince of Rabbits

[After I wrote up Panopticon, Kirsty wanted to see the write-up for her own character’s god next, so here we go. Brambleson the Rabbit Prince is actually the name and title of a character in default Pathfinder canon, but he’s a weird storybook fey creature rather than a god. Brambleson the deity in the world of Palimpsest is sort of inspired equal parts by that guy and by El-ahrairah, the Prince With a Thousand Enemies, from Watership Down – although His church is a little more “rural British Christian/Pagan cult” than either of those.]


Brambleson

Titles: The Prince of Rabbits; First Child of the Briarpatch; the Everbloom Prince

Pronouns: He/Him

Adjective: Brambleite

Realm: The Briarpatch

Alignment: Chaotic Good

Areas of Concern: Prickly Plants, Luck, Freedom, Protection

Worshippers: The Bramble Church, Bunbun in general

Edicts: Protect yourself and others, provide for those around you, look for beauty wherever it may be found

Anathema: Harm others for non-defensive reasons, permit another to go hungry, destroy something pretty

Cleric Alignments: CG, CN, NG

Domains: Animal, Liberation, Luck, Plant, Protection

Subdomains: Fur, Stars, Thorns

Favoured Weapon: Rapier

Symbol: a bramble branch twisted into a circle, often with a berry, flower or thorn prominent in the centre

Sacred Animal: Rabbit

Sacred Plant: Brambles

Sacred Colours: Pink and purple

Dogma

The Bramble Church’s three-part motto is inspired by the three primary components of bramble plants: “Protected by Thorns, Providing through Berries, Pretty as Roses”. These are the three central tenets of Brambleite dogma. Just as the thorns of the bramble protect it from harm without moving from their stem, so Brambleites are taught to protect those around them without bringing the fight to others. Just as the berries of the bramble provide sustenance for any herbivorous creature that passes by, so Brambleite doctrine insists on feeding and providing for others wherever possible. And finally, just as the roses of the bramble make it pretty despite its thorns, so Brambleites are encouraged to always “seek the rose amidst the thorns”, valuing art and beauty in even the most unlikely places as a worthwhile end unto itself, and seeking to make anything they create as beautiful as possible.

As a patron deity of rabbits and Bunbun, it is usually taught that Brambleson is inimically opposed to predators and meat-eaters. Even the few Brambleites who are not Bunbun are usually vegetarians. However, this doctrine is not entirely without question – Wolpertingers are also sacred to Brambleson, despite being omnivorous beings with wolflike teeth designed for predation, which some have theorised may indicate that even predatory creatures may have some path to the Briarpatch available to them, albeit perhaps one that does not look identical to the paths followed by the Bunbun.

History

According to Brambleite myths, Brambleson was born as a tiny baby rabbit from the fruit of a lonely bramble bush in a celestial Briarpatch, that wished upon a star for a playmate. The newborn god consumed His own brambleberry cradle for sustenance, and admired the beautiful flowers and protective thorns of the plant that had birthed Him, and promised that He would uphold the values of this marvellous bush, and furthermore would fulfil its wish for a playmate by spending the rest of His days merrily running and jumping through the Briarpatch that was now His home – a promise which he has seemingly upheld even as other deities from his pantheon and those that came after perished in one or other of Palimpsest’s successive apocalypses.

Brambleson does not like to talk about his original pantheon, perhaps because even He can find no beauty in a loss of such magnitude. He has let slip on a handful of occasions that He did once have family, including children of his own, whom He was ironically unable to adequately protect when the apocalypse came. It is also known that from early on the Prince of Rabbits somehow caught the obsessive attention of an archdemon known as the Terrier Beneath the Sands, who has hunted Him fruitlessly ever since, somehow Itself surviving multiple apocalypses to continue hunting Its prey as seemingly the sole other remaining member of Brambleson’s pantheon, in a cruel irony.

The Briarpatch, it seems, was scorched by each apocalypse, its protective thorns and providing berries largely burned away each time, and only Brambleson’s combination of swiftness and luck has allowed Him to dodge unharmed through the flames. The Terrier’s realm of the Undersands, located – in a cosmic sense – ‘under’ the protective layer of the Briarpatch, has perhaps been thus sufficiently shielded for the Terrier to survive also – although it should be noted that the Briarpatch has mostly regrown to its former lushness each time, whereas the Undersands, so far as anyone can tell, has never been anything but a barren wasteland without much of note for the apocalypse to scour in the first place.

Since the loss of His pantheon and family, Brambleson seems to have mostly kept to himself, hiding from the newer deities who are often more violent or more predatory than He is. In recent times, however, He has become more active. The Briarpatch contains a hidden entrance to the Garden Beyond the Stars which only Brambleson and his chosen Bunbun can access, and Brambleson claims to have snooped around enough over time to pick up all the information He needs to put together a plan to break the cycle and prevent the next apocalypse before it starts – if He can get enough of the other deities on His side.

Home

The Briarpatch is a vast thicket of brambles cosmically adjacent to the Garden Beyond the Stars, and is the realm where Brambleson was reputedly born and has lived ever since. Navigation through the near-endless tangle of briars is said to be impossible for any non-lapine creatures, but for Bunbun and other rabbit-adjacent beings is simple and intuitive. Bunbun souls are therefore freely able to hop between the Briarpatch and the Garden Beyond the Stars through one or more secret entrances that are impenetrable to anyone else.

The plants of the Briarpatch embody the principles of Brambleson’s doctrine, being at all times equally thick with beautiful flowers, delicious berries and powerful protective thorns.

However, it is also said in a few more obscure texts that, if one were to travel far enough through the Briarpatch, away from both Brambleson’s influence and the border with the Garden Beyond the Stars, one would eventually find a place where the pleasant and fruitful brambles give way to ugly, twisted, charred, scoured and blighted dead brush, revealing what this realm was reduced to over the course of several apocalypses – although, even here, gradually, new growths bloom among the ashes, as the Briarpatch slowly heals and reclaims itself over time.

Somewhere far beneath the Briarpatch, at the base of its many thorned roots, lie the barren, oppressively hot, ever-crumbling shifting tunnels of the Undersands, where the Terrier Beneath the Sands constantly hunts and plots and designs Its traps, surrounded by the lesser demons which It spawns as Its young or which breed on its hide like fleas. Legends say there may have been a small handful of times when the Terrier managed to briefly break through the protective thicket of roots and chase Brambleson down on the surface, but all the stories agree that Brambleson’s swiftness, cleverness and luck have never allowed the Terrier to get very far in such incursions before It is returned to Its own realm once again.

Appearance

Brambleson is most often depicted as a tall, lithe Bunbun with particularly rabbitlike features, or simply a somewhat anthropomorphic rabbit. He is almost always shown to be dressed in fine clothes in various brambleberry shades, as befits His commitment to prettiness and His station as prince. Often He is said to be constantly twitching His ears and nose or hopping from spot to spot, even when trying to remain still.

Those Brambleite Oracles that have heard Him speak agree that He has a refined, noble accent but always speaks as an excitable, breathless rush of hurried, almost stuttered thoughts.

In many depictions, Brambleson is armed with a rapier, considered the sacred weapon of the deity as it befits both his princely station and his love of thorns – however, in recognition of His principle not to engage in violence except where absolutely necessary for protection, the rapier is almost always depicted as snapped in half with the actual pointy end missing.

Relationships

Brambleson’s relationship with the other deities of Palimpsest is best described as ‘wary’. He is old enough to have seen several pantheons come and go, and has experienced hostility from many of them. As a prey animal, His instinct is always to leave others to their affairs and focus on the survival of Himself and His followers. However, there are known instances of Him approaching other deities for help when it seems such cooperation will be necessary to protect those Brambleson cares for.

Like all unsanctioned deities from before the Eight arose, Brambleson is decried as a false deity by the churches of the Eight, which He evidently does not appreciate. For His part, Brambleson seems to view the Eight mostly as inexperienced and irresponsible, and dangerously powerful at best, actively predatory at worst.

Philosophically He is aligned with the Beggar Man and the Sailor in his love of freedom and play, and does seem to perhaps have somewhat a softer view on those deities than on the more actively predatory likes of the Soldier, the Rich Man or the Thief. His love of pretty things is also shared with the Tailor, but they differ severely in their tastes, with the Tailor seemingly unable to see any beauty in creations that predate His own, which Brambleson obviously resents.

Brambleson shares many values with his close neighbour in the sky, Tybalt, the Prince of Orphans, as both are whimsical Chaotic Good princely figures committed to the protection of their respective subjects. Tybalt, however, was originally a deity of the Catfolk, and so They have the boldness, boisterousness and cunning of a predator animal which Brambleson’s prey instincts drive Him to avoid in spite of their shared values. Tybalt, for Their part, finds Brambleson flighty and reclusive, and a little old fashioned – where Tybalt lives and cares for Their charges in a stationary tree-fort of Their own design, Brambleson has no fixed abode and sees no need to design a house for Himself, preferring to be always on the move throughout the Briarpatch and rely on its natural resources rather than any artificial creations of His own.

Much less is known about Brambleson’s relationship, if any, with the third of the celestial Princes: the Prince in Saffron, He-That-Walks-Beyond-The-Wall. If Brambleson even knows anything at all of that eldritch, wandering fellow Prince, it is likely that He finds the Prince in Saffron’s vibe threatening enough to keep His distance.

Brambleson has an ancient enmity with his exact opposite number in the sky – Worgoth, the Wolf at the Door. The two draw on opposite extremes of the animal kingdom. Brambleson represents survival and subsistence through cooperation, mutual protection, wariness and flightiness, while Worgoth represents survival and subsistence through desperate struggle, predation and dog-eat-dog aggression. Brambleson represents the kind and helpful side of luck and fortune, while Worgoth represents the cruel callousness of random chance. Brambleson represents nature as a cradle, a source of beauty and provision and protection, while Worgoth represents nature red in tooth and claw. Perhaps most simplistically, Brambleson is a rabbit, and Worgoth is a wolf. Brambleson fears Worgoth as He fears no other deity, and despises the cruelties It visits upon even Its own followers, while Worgoth, for Its own part, views the Prince of Rabbits as a weak, pampered and spoiled aristocrat well overdue for some true suffering. The Gnolls that follow Worgoth particularly relish any opportunity to capture a Bunbun.

Panopticon, the Eyes and Arms, has a surprisingly cordial relationship with the Rabbit Prince, considering the latter’s chaotic sensibilities and the former’s usual commitment to containing that which It-and-They do not approve of. In fairness, the Eyes and Arms has a strict code against killing (preferring to lock up and seal away Its-and-Their various enemies), and so is one of the few other deities that definitively is not, at least in the traditional sense, a predator. Perhaps it is this, along with their shared interest in the value of protection, that led Brambleson to consider Panopticon one of the deities most worth approaching when He committed Himself to trying to stop the next apocalypse.

It is known that Brambleson is at least aware of Conscript Hodge, the Walking Wounded, and even has memories of Her lost pantheon – however, those memories are mostly of hiding from them. As a rabbit, Brambleson is understandably reluctant to approach anyone who carries a gun.

The Terrier Beneath the Sands is, in many ways, the deity with the most direct relationship with Brambleson, in that It has seemingly marked Brambleson as its designated prey and dedicated Its existence to hunting Him. Brambleson, however, while He does acknowledge the danger of the Terrier, does not seem to have had cause to dedicate very much effort towards staying ahead of It.

Providence

Brambleson’s star, like all the celestial bodies of Palimpsest, exerts a sort of astrological gravitational influence on forms of magic that align with His areas of concern. Spells and rituals to do with plants, or with being fleet-footed and alert, are particularly potent in areas where Brambleson’s astrological influence is stronger than that of any opposing stars, or during periods when Brambleson’s star is particularly bright.

The growth of brambles and other thorny plants is often considered an indicator of the presence of Brambleson. If the plants are particularly thorny, it is considered a warning of trouble ahead, while those with more berries are considered a sign of encouragement, and those with flowers are considered a sign of approval.

Servants

Brambleson is not alone in the Briarpatch, and is said to have several playmates or princely subjects even beyond the Bunbun whose souls He shepherds.

Brambleson’s primary race of Divine Servitors are known as Briarpatch Wolpertingers. These celestial beings have two forms, both of which have barklike skin which naturally grows a coat of thorns like fur, often with highlights of flowers or brambleberries. Their default form otherwise resembles a mundane wolpertinger as can be found on the Material Plane, but for the purposes of interacting with mortals more easily they can also assume a form that resembles a Bunbun with the addition of wings, antlers, hooved hindlegs, wolflike teeth and a squirrely tail.

Mundane wolpertingers are also sometimes viewed as heralds of Brambleson, and it is said that Celestial wolpertingers, along with Celestial rabbits and Celestial hares, can be found populating the Briarpatch.

Pookas are an interesting case, as they share Brambleson’s rabbitlike features and trickster magic but are not usually known to serve Him directly, being more independent and freewheeling. Pookas who have been convinced to speak on the matter have confirmed that they do have some connection to the Briarpatch, and speak of its resident deity, whom they call “Uncle Bram”, as if He were something of an older relative whom it amuses them to play tricks on but whom they nonetheless ultimately view with some measure of respect. For His part, Brambleson seems to at least tolerate the presence of Pookas in the Briarpatch and among his followers on the Material Plane, exasperated as He may be by their antics.

The magic of the Briarpatch seeping into the Material Plane has also been known to produce Leshies, who often revere Brambleson, the “First Child of the Briarpatch”, as their natural leader, and seek to serve Him in their horticultural pursuits.

Church of Brambleson

The Bramble Church controls the Bunbun Warren in the underground depths of the city of Palimpsest as an insular theocracy, separated and protected from the outside world by a surrounding thicket of brambles known as the Tangle. The Church’s authority derives largely from their ability to sustain the Tangle deep underground, using their divine magic to provide the necessary light and water for the plants to thrive, and thereby providing the Warren with protection as well as a food supply.

Every evening, the Bunbun of the Warren are gathered in silence for a communal meal, during which a member of one of the three holy orders of the Bramble Church will deliver a sermon in Earspeak, the silent, ear-based sign language of the Bunbun. The word for ‘preacher’ in Brambleite churches is literally ‘Twitcher’, in reference to the twitching of their ears as they deliver these silent lessons. During this time, vocal speech is not permitted, but the congregation are permitted to converse in Earspeak themselves, and the church is thereby able to watch their conversations and monitor the concerns of its people.

Notably, this leaves lop-eared Bunbun, who cannot speak Earspeak, systematically ostracised, unable to contribute to these evening community meetings and unable to serve as Twitchers.

Temples and Shrines

Brambleson is so rarely worshipped outside of the Warren that no formal temples to Him exist there, and Brambleites outside of the Warren tend to create makeshift shrines for themselves out of bramble branches.

In the Warren, the Bramble Church maintains a single vast, multi-level central temple of shaped wood and earth decorated with bramble plants, located in the middle of the settlement for the purposes of their nightly sermons. This structure is centred around the dining hall where the communal meals are held, which is then attached by twisting tunnels to the respective headquarters of the three holy orders.

Clergy

Interestingly, despite their deity being male, the Brambleite religion is a matriarchy, as Bunbun culture places a great deal of value on procreation and birthgiving. The Bramble Matriarch, currently Easter Lindt, is the head of both Bramble Church and Warren, at once a queen, a religious leader, and the symbolic mother of every Bunbun within the warren. Traditionally the Bramble Matriarch is expected to have no more biological children once she ascends to the role, to better allow her to care for her entire warren of symbolic children.

The Matriarch most often chooses her own heir when she is old, guided – supposedly – by visions from Brambleson. Most of the time, the Matriarch will be Brambleson’s Oracle on the Material Plane, and when she dies her Oracular gift will miraculously pass to her chosen heir. On some occasions – including, as it happens, at present – Brambleson will instead empower a different Bunbun as Oracle, usually because He has some task He requires of them which the established church is not positioned – or not trusted – to adequately carry out.

Under the Bramble Matriarch, the church is split into three holy orders, each representing one of the three core tenets of the religion – “Protected by Thorns, Providing through Berries, Pretty as Roses”. Each of these orders is headed by a figure called a Brer, with the three Brers considered symbolically the “elder brothers” of the Warren just as the Matriarch is their mother. Brers are forbidden from marrying or procreating, as they are expected to dedicate their lives wholly to the order – as such, it is tradition for the eldest nephew of a Brer to be his heir and the one to take over as Brer when the old Brer dies.

The Brambleknights of the Briar are the first of the three holy orders, and serve as the protectors of the faith and the border guards of the Warren. They are currently headed by Brer Bigwig Briar, a tall, scarred, lop-eared hare-blooded Bunbun who commands several Chevaliers who, in turn, command the rank-and-file Knights. They embody the principle of protection, and contain most of the church’s Paladins and its few Warpriests, along with many Fighters, Swashbucklers and combat-focused clergy.

The Tangle Tenders of the Berry are the second order, whose job is to maintain the Tangle and handle the Warren’s food supply. They are currently headed by the elderly Brer Dependability Berryld, an expert navigator and gardener (assisted by his Bramble Leshy familiar Jamtop), who instructs several Cultivators who in turn instruct the rank-and-file Tenders. They embody the principle of provision, and contain most of the church’s Druids and Rangers, as well as the more agriculturally inclined clergy.

The Petal Archive of the Rose is the third order, and serves as the centre of culture and learning for the Warren – part library, part art gallery, part schoolhouse. They are currently headed by the clerical young Brer Petallion Rosa, who governs several Curators who in turn govern the rank-and-file Archivists. They embody the principle of prettiness, and contain most of the church’s Bards and more scholarly or artistically inclined clergy.

Clergy of all three orders who are able to speak Earspeak also serve as Twitchers for the Warren’s nightly sermons.

Outside of the Warren, Brambleson-worship is rare enough that essentially no clergy can be found, although some Bunbun who do venture further afield for whatever reason have been known to take it upon themselves to spread the word of Brambleson amongst their friends and allies.

Holy Texts

The principle holy text of Brambleson is a collection of stories known as Passages Through the Briarpatch. These various collected tales about Brambleson and his devoted followers across history, mostly quite twee in tone, together paint a picture of how – in the opinion of the Bunbun – to best live in a way that will please Brambleson and ensure that one’s soul reaches the Briarpatch upon death.

It has been noted by some critics that the entrenched orthodoxy of the Bramble Church – and even some of the very texts collected in Passages Through the Briarpatch – seems to assume that the passages collected in this book are the only routes by which a follower might reach the Briarpatch, but this assumption is never actually stated as fact within the text itself.

Holidays

Twice a year, when the Wandering Moon is closest to Brambleson’s star (at the mid-points of Sailormoon and Beggarmoon), Brambleites observe the food festival of Berryfest, which celebrates the end of the brambleberry harvest.

The festival lasts for two nights. Food, most of it brambleberry-based, is prepared on the first night and served on the second. The centrepiece of any family’s Berryfest feast is traditionally a brambleberry tart, the sacred foodstuff of Brambleson, with each Bunbun family having their own family recipe, traditionally handed down the maternal line. The sacred drink of mulled berry wine (or “mull’berry wine” as the Bunbun often confusingly call it) is also traditionally plentiful at a Berryfest feast. This drink is very mildly alcoholic, to an extent that would not be noticeable for most creatures but is just potent enough to affect a Bunbun.

During Berryfest, music is played and carols are sung, making it the only night of the year when the evening meal is not held in silence. In fact, it is the only time of year where vocal speech at the dinner table is permitted by the Church.

Sacred Animals and Plants

Rabbits, of course, are the sacred animal of the Prince of Rabbits – although this is often expanded to include other lagomorphs such as hares and wolpertingers.

Just as obviously, His sacred plant is, of course, the bramble bush.


Monsters of Palimpsest: the Huntsman

The design of this monster was unusual in that I started by making the visual appearance of it on Heroforge and then worked backwards from there. This is, of course, the Divine Servitor of Panopticon, mentioned previously. Usually in Pathfinder all Divine Servitors are CR4, but, eh.


Huntsman (CR 6)

A mass of eyes and limbs bristle from the central chitinous torso of this creature – some spiderlike, some more humanoid. A fanged, myriad-eyed humanoid head smiles blankly without emotion, seemingly unresponsive to the creature’s movements.

XP 2400
LN Large outsider (extraplanar, lawful)
Init +3; Senses darkvision 120 ft., detect chaosdetect evildetect magicPerception +18

DEFENSE

AC 19, touch 13, flat-footed 15; (+3 Dex, +1 dodge, +4 natural, +2 shield, –1 size)
hp 76 (8d10+32)
Fort +8, Ref +9, Will +9; -2 vs gazes and vs spells or effects with the ‘pattern’ or ‘light’ descriptor
DR 5/chaotic; Resist acid 10; Immune sleep; SR 17
Defensive Abilities all-around vision, decoy head
Weaknesses Light sensitivity

OFFENSE

Speed 40 ft., climb 30 ft.
Melee +1 handstaff +11/+5 (1d6+4 or grab), bite +5 (1d6+1 plus poison), 4 claws +5 (1d4+1)
Space 10 ft.; Reach 5 ft. (10 ft. with handstaff and claws)
Special Attacks bounty hunter,collect bounty, impaling claws, maw (1d8+3 plus poison), imprisoning swallow (maw only – poison, AC 12, 7 hp), web (+11 ranged, DC 18, DR 5, hp 9)
Spell-Like Abilities (CL 8th, concentration +11 [+15 to cast defensively or while grappled])
Constant—detect chaosdetect evildetect magic, spider climb
At will—locate creature, true seeing
3/day – dimension door (self and swallowed creatures only, DC 17), freedom of movement (self only), knock, long arm
1/day—clairaudience/clairvoyancemaddening oubliette (DC 20), order’s wrath (DC 17), plane shift (self and swallowed creatures only, DC 20)

STATISTICS

Str 14, Dex 16, Con 18, Int 15, Wis 16, Cha 16
Base Atk +8; CMB +11 (+17 to grapple [+18 with handstaff]); CMD 24 (36 vs. trip)
Feats Blind-FightDodgeCombat Casting, Run
Skills Climb +18, Intimidate +14, Knowledge (planes) +13, Perception +18, Spellcraft +13, Stealth +14, Survival +14 (+18 to follow tracks), Swim +14; Racial Modifiers +8 Climb, +4 Perception, +4 Survival to follow tracks
Languages Abyssal, Aklo, Celestial, Common, Infernal
SQ many arms, master tracker, undersized weapons

SPECIAL ABILITIES

Bounty Hunter (Su)

A huntsman gains a +2 bonus on attack and damage rolls when attacking a specific individual it has marked as a target. At the beginning of each day, it determines an individual to serve as its target. It may not change this target until the next day. The target may be any specific creature the huntsman knows of, even if it has not seen its target before. This target is treated as being known to a huntsman for the purposes of using its locate creature ability, even if the huntsman has never seen its victim before.

Collect Bounty (Su)

When a hunstman kills its chosen Bounty Hunter target with a coup de grace,the victim’s soul is immediately shunted to a celestial prison cell in the Bridewell of Panopticon. The soul can be returned to life, but upon casting the spell, the spellcaster attempting the resurrection takes an amount of acid damage equal to 1d6 × the victim’s number of Hit Dice, and must make an immediate concentration check (DC 10 + damage dealt + spell level) or lose the spell.

Decoy Head (Ex)

A huntsman’s ‘head’ is actually a decoy appendage which does not house the creature’s brain or any vital organs. A huntsman that is decapitated (such as by a vorpal weapon) loses its bite attack but does not die or suffer any other ill effects.

Impaling Claws (Ex)

This functions identically to the Grab ability, except that the huntsman must successfully hit the same creature with two or more claws in the same round to grab it. If it chooses to hold the creature without gaining the grappled condition, two of its claws are occupied until the creature is released or transferred to its Maw.

Many Arms (Ex)

A huntsman has a total of 6 arms, and is able to use its unoccupied arms to deflect attacks and assist in grappling. So long as it has at least two hands free, it gains a +1 shield bonus to its AC and a +1 circumstance bonus on grapple checks. These bonuses increase by +1 for every additional two free hands the huntsman has.

Master Tracker (Ex)

A huntsman adds a bonus equal to half its Hit Dice on Survival checks to follow tracks (+4 for a typical huntsman). It can move at normal speed while tracking without penalty, and takes only a -10 penalty (instead of -20) to move at double its speed while tracking.

Maw (Ex)

The ‘mouth’ on a huntsman’s decoy head is able to bite and to talk but is not a true mouth and cannot swallow. The creature’s real maw is disguised beneath the eyes on its torso, and only opens when it transfers a grappled creature to it.

The huntsman that begins its round grappling a creature may transfer the grappled creature to its maw as a part of the standard action to maintain the grapple (as an additional alternative to using the usual ‘damage’, ‘move’ or ‘pin’ options). This deals 1d8+3 damage and exposes the creature to the Maw’s paralysing poison. The creature remains grappled while held in the huntsman’s maw, but the huntsman no longer has the grappled condition itself.

Imprisoning Swallow (Su)

If a huntsman begins its turn with a Medium or smaller creature grappled in its maw, it can use a supernatural variant on the Swallow Whole ability. This ability is identical to Swallow Whole, except that the swallowed creature is imprisoned in a tiny pocket dimension within the huntsman. It takes no damage, but it is exposed to the huntsman’s Maw poison each round, and is treated as a willing creature for the purposes of the Huntsman’s Dimension Door and Plane Shift abilities (although it does still get a Will save). A hunstman’s internal prison can hold 1 Medium, 2 Small, 4 Tiny, 16 Diminutive, or 64 Fine creatures at a time. A huntsman can regurgitate a swallowed creature of it’s choice as a move action, leaving the regurgitated creature prone in an adjacent open square. If a creature successfully cuts its way out of the huntsman, the huntsman can repair the damage to its internal prison by concentrating as a full-round action that provokes an attack of opportunity, without needing to heal the damage to itself.

Poison (Ex)

Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.

Maw – injury or swallow whole; save Fort DC 18; frequency 1/round for 6 rounds; effect paralysed for one round; cure 1 save. The save DC is Constitution-based.

Undersized Weapons (Ex)

Although a huntsman is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most huntsmen).

ECOLOGY

Environment any
Organization solitary, pair, posse (3-5) or cluster (6-8)
Treasure standard

Panopticon, the Eyes and Arms, deity of observation and imprisonment, created these servants in Its-and-Their own image to hunt down and bring in anyone whom Panopticon wishes to imprison, or anyone who manages to escape from their existing imprisonment.

Relentless, unsleeping, and capable of tapping into Panopticon’s own magic to see almost anything and be almost anywhere, Huntsmen are among the most formidible hunters in the cosmos. Closer to extensions of Panopticon’s own will than individual personalities, they seldom seem to care much for anything beyond capturing their designated target.

In accordance with Panopticon’s own taboos, Huntsmen are generally reluctant to slay their targets except as a last resort, preferring to swallow them and transport them bodily to the Bridewell. However, it is said that Panopticon Itself-and-Themself always knows when a Huntsman has resorted to killing its target, and will immediately snatch up the soul of the recently deceased to ensure that, even in death, they cannot escape the judgement of the Eyes and Arms.

It is not known exactly why Panopticon sought to give Its-and-Their servitors faces, given Panopticon Itself-and-Theirself is said to lack any true face, and the imitation heads It-and-They gave to the Huntsmen are thus the unconvincing replicas of an imitator without true understanding of the source material. Perhaps It-and-They felt that Its-and-Their own abstract facelessness was making it easier for humanoids to dismiss It-and-Them as a relatable threat, and merely sought to correct this weakness by proxy with the unsettling faces of these horrifying servants.

Deities of Palimpsest: Panopticon, the Eyes and Arms

Of all the deities on offer to go into further detail on, why would I start with this one?

Well, a couple of reasons. For one thing, Panopticon’s main role in the ongoing campaign is already concluded, so I can publish a lot about It-and-Them without risking spoilers for Kirsty. For another, I really like the monster I designed as Panopticon’s Divine Servitor and I wanted to provide the necessary context to post the stats for that thing sometime soon. Also, I just really like Panopticon, you guys. Its-and-Their whole deal is delightfully unsettling. I always wish Pathfinder had more genuinely alien deities that weren’t essentially just very big humanoids with a few odd features.

I should note that I didn’t quite match all of Paizo’s standards when I made the gods of Palimpsest. For example, in Paizo it’s very unusual (although not unheard of) for a deity to grant a subdomain without the associated domain, which I tend to ignore because, look, man, sometimes the subdomain is thematically appropriate and the parent domain just isnt. Also, I didn’t realise at the time I made these that Paizo’s convention is that each deity grants exactly five domains (and a highly variable number of subdomains). Additionally, I added some extra stuff, like each deity having a Sacred Plant as well as a Sacred Animal, because it’s fun.


Panopticon

Titles: The Eyes and Arms

Pronouns: It-and-They/It-and-Them

Adjective: Panoptican

Realm: The Bridewell

Alignment: Lawful Neutral

Areas of Concern: Law, Observation, Containment of Threats

Worshippers: The Pupils and Hands (mainly Dwarves and Drow)

Edicts: Maintain order, remain watchful, contain those who threaten order and safety

Anathema: Threaten the order of society, slay others unnecessarily, seek to conceal one’s activities from Panopticon Itself-and-Themself

Cleric Alignments: LE, LG, LN

Domains: Knowledge, Law, Protection, Rune (optionally add Artifice to bring up to 5)

Subdomains: Espionage, Fortifications, Judgement, Revelation, Solitude, Wards

Favoured Weapon: Armstaff

Symbol: an eye in a clawed hand

Sacred Animal: Spider

Sacred Plant: Adonis

Sacred Colours: Blue and Purple

Dogma

Despite their occasional boasts to the contrary, no deity is ever actually truly all-seeing or all-knowing. All are limited in where they can direct their attention at any given time, and most do not care to pay attention even to those things they can see for every second of every day. Panopticon, however, comes closer to true omnipresence than any other deity: Panopticon’s invisible eyes are still limited in how much they can see all at once, but they can see anything It-and-They wish to see, anywhere, at any time. Those who believe in Panopticon are encouraged by this fact to behave at all times as though their god may well be watching them at that very moment – for Panopticon’s judgement on those that break any of Its-and-Their numerous taboos is known to be swift, firm and unyeilding, and It-and-They have as many invisible arms as It-and-They have eyes, always ready to descend on the lives of those It-and-They have judged. It-and-They will very seldom if ever resort to killing Its-and-Their enemies, as the spreading of unnecessary death and destruction is one of the very taboos Panopticon exists to judge, but It-and-They do have many extreme methods to contain those that It-and-They feel the need to, both in body and in soul, for anything up to eternity.

History

Panopticon was once an important part of some long-forgotten pantheon, in charge of monitoring the planes and ensnaring and containing any entity that became a threat to the world, the gods, or the fabric of the cosmos.

When the apocalypse came, Panopticon’s ability to be anywhere It-and-They chose to be allowed It-and-Them to retreat, wounded but intact, where most of its fellow deities perished. Many of Its-and-Their containment measures, however, were destroyed and had to be rebuilt. One very secret tale indicates that at least six individuals on different occasions throughout history have escaped from Panopticon’s imprisonment by slipping out of their collapsing prison during an apocalypse – indicating that the deity has now survived through six separate apocalypses, rebuilding Its-and-Their defences and containment measures every time to the best of Its-and-Their remaining ability and trying Its-and-Their best to continue safeguarding the cosmos even in Its-and-Their reduced state.

Very little is known about the nature of Panopticon’s original pantheon, as very little record has survived the many centuries and multiple apocalypses since. It may be relevant that a disproportionate number of Panopticans in modern Palimpsest are Drow, whose civilisation also seems to share some aesthetic similarities with Panopticon’s symbology (both in regards to the spider being Its-and-Their sacred animal, and in regards to its sacred colours of blue and purple). It is possible that Panopticon may once have been one of the token Lawful Neutral deities in a Drow pantheon otherwise more suited to that culture’s general value of bloodthirstiness, but this is entirely speculative.

It is recorded that Panopticon did once have a wife at some point, but that the marriage ended poorly when the Eyes and Arms discovered that Its-and-Their bride had been using her marital connection to Its-and-Their own power to track where exactly Panopticon was looking at any given time, thereby allowing her to manipulate events unseen, for her own ends, without fear of observation. For these crimes, Panopticon’s bride was sentenced to be stripped of her power and imprisoned indefinitely in a prison which the Eyes and Arms designed especially for her, and which was named in her honour as ‘the Bridewell’.

Home

Although Panopticon is always in many places at once and may at any time be anywhere, the one place It-and-They always leave at least some of Its-and-Their many eyes and arms is the Bridewell: a demiplane of Its-and-Their own construction composed entirely of one unfathomably huge prison. Originally constructed solely to hold Panopticon’s own taboo-breaking bride, the Bridewell has since been expanded to a vast complex with enough cells to hold anyone the Eyes and Arms may deem it necessary to contain – although it has had to be rebuilt on several occasions. The cells within the Bridewell vary in their design and security depending on the threat they are expected to contain, but only three of the occupied cells are designed with the maximum security possible at great expenditure of Panopticon’s own power, located in the deepest possible pits of the Bridewell where they may remain intact even as successive apocalypses periodically breach all other defences – for these contain the three demigod-level entities among the Prisoners, whom Panopticon most wishes to keep contained.

Part of the security of the Bridewell is that each Prisoner is stripped of their name, for Panopticon knows that there are rituals by which an entity may be summoned by its name and will not allow this to become a potential means of jailbreak. The Prisoners are, from the moment of their imprisonment, only ever known by their crime. Panopticon’s bride is thus known only as the Eye-Dodger or the Puppeteer. The other demigods among the Prisoners are known as the God-Swallower and the Subornist.

Some say, however, that there exists a fourth cell of equally high security to these three, currently waiting empty for a Prisoner that the Eyes and Arms has yet to succesfully entrap, and that this fourth cell is labelled ‘Destroyer’.

Appearance

In all cases where Panopticon has chosen to reveal Its-and-Their usually undetectible presence to others, It-and-They have done so in the form of huge indigo eyes peering from corners and shadows, and/or long, spindly, many-jointed arms tipped by clawed hands which reach from whatever nooks and crannies are available, or otherwise from just out of the viewer’s sight.

Relationships

Panopticon’s hyper-focused commitment to Its-and-Their purpose leaves It-and-Them somewhat disinclined to pursue relationships with any other deities. However, it is known that Panopticon is not above working with other deities if they offer to help It-and-Them neutralise some threat that It-and-They do not have the power to easily contain on Its-and-Their own.

It can be presumed that It-and-They do not approve of the Eight, whose Ecumenical Tabernacle have outlawed all worship of Panopticon and officially deny Its-and-Their existence, making Its-and-Their purpose harder to carry out. In particular, the Thief is almost wholly antithetical to Panopticon, being a Chaotic Evil god of crime and rulebreaking, even though they do share an interest in espionage and the ferreting-out of secrets. The greater power of the Eight over the Survivor Stars essentially renders it impossible for Panopticon to make any serious effort to contain any of them, however, which is likely the sole reason why It-and-They seemingly have not made any moves against the Thief so far.

It can also be presumed that the Prince in Saffron, another Chaotic Evil deity with a fondness for pushing beyond taboos and no regard for what is safe or orderly, would doubtless be in the Bridewell himself by now if only Panopticon were powerful enough to bring him in.

It is known that Panopticon is on something like speaking terms with Termagant, the Iron Sultan, in spite of the latter’s mercurial temper, as a fellow connoisseur of defensive construction and unyeilding enforcement of order.

It is also known that It-and-They do not wholly trust the judgement or competence of the whimsical and mercurial Brambleson, but does respect the Rabbit Prince’s commitment to protection of himself and his community enough to hear him out on certain matters.

It is likely that Panopticon is keeping at least one careful eye on the ongoing imprisonment of the Thing in the Downstairs Room, but whether It-and-They see sufficiently eye-to-eye with the Thing’s current jailer, the youthful and luck-reliant Survivor deity known as the Prince of Orphans, to offer Them any kind of open assistance, is unknown.

Panopticon’s most famous and direct relationship is, of course, with the Prisoners of the Bridewell, to whom It-and-They are an obsessively commited judge, jury and jailor. There is much that even Panopticon may be convinced to overlook for the sake of ensuring the continued imprisonment of those Prisoners. Moreso even than the lesser Prisoners, Panopticon is obsessed with the containment of the three demigod Prisoners whose faint stars share Its-and-Their own patch of sky – and even moreso than even the other two of those, the Eyes and Arms’s first and foremost commitment is always to the continued imprisonment of Its-and-Their own treacherous bride, the Puppeteer.

Providence

Panopticon’s star, like all the celestial bodies of Palimpsest, exerts a sort of astrological gravitational influence on forms of magic that align with Its-and-Their areas of concern. Spells and rituals to do with observation, judgement or imprisonment are particularly potent in areas where Panopticon’s astrological influence is stronger than that of any opposing stars, or during periods when Panopticon’s star is particularly bright. It is said that, if one pays attention, such places can be identified by the growth of blue or purple adonis flowers, or by spiders weaving tiny webhenges.

Servants

As a matter of principle, Panopticon considers Itself-and-Themself the only being required – or appropriate – to act as judge, jury or jailer over those the Bridewell holds. However, It-and-They have reluctantly compromised in regards to Its-and-Their self-reliance given Its-and-Their weakened state since the destruction of Its-and-Their pantheon.

It-and-They permit Its-and-Their worshippers to lend a hand with the containment of threats and maintenance of order on the Material Plane, but beyond that It-and-They has also created a race of Divine Servitors known as Huntsmen – spiderlike beings composed almost entirely of innumerable eyes and limbs whose purpose is to hunt down and bring in those that Panopticon wishes to judge, sentence and imprison, or any who manage to escape from Its-and-Their clutches.

Some have rumoured that Panopticon may also have created some lesser, more mortal reflections or extensions of Itself-and-Themself in the form of giant invisible floating eyes with the ability to psychically manifest arms as needed, to gift to Its-and-Their worshippers for use as jailers and watchguards.

Church of Panopticon

The worshippers of Panopticon are known amongst themselves as the Pupils and Hands – both because they seek to be extensions of the Eyes and Arms and also because they see their role as one of learning and serving. Due to the unsanctioned nature of non-Tabernacle religions in Palimpsest, the Pupils and Hands lack any formalised structure and so organise through loosely connected secret groups, but nonetheless they retain a fairly uniform aesthetic and set of principles due to the strict instructions towards order inherent in the religion. The Pupils and Hands are taught to submit to the judgements of Panopticon in all things: the central doctrine and official motto of the religion is “One Judge, One Jury, One Jailor.”

The Dwarven noble House of Nightkeeper were once openly worshippers of Panopticon, and displayed Its-and-Their holy symbol of an eye in a clawed hand upon their family crest. Before the nobility was restructured by the humans, the Nightkeepers were largely in charge of the city’s nightwatch, jails and prisons – as reflected in their House motto, “Nowhere to Hide, Nowhere to Run”. In modern times, they keep up the practice in secret, with the clawed hand removed from their crest but the purple eye still displayed as a coded message to fellow Panopticans. The current Nightkeeper estate in constructed on top of several centuries’ worth of chapels and prisons. Among Panopticon-worshipping dwarves in the Dwarven Settlements, and other Panopticans in the higher parts of the city, the Nightkeeper family is often regarded with a degree of reverence.

Deeper in the city, the insular Drow Settlements have a local Panoptican clergy of their own, but keep up a token level of contact with the Nightkeepers and other Pupils and Hands on the surface and in the Dwarven Settlements.

Of particular note, an extremely elderly drow named Jonas Fogg currently owns and operates a medical college in the Academic District which, before it sank to its current level, had been a Panoptican prison, likely run by the Nightkeepers. Fogg uses the facility to experiment in the imprisonment of Divs and similar extraplanar threats, and although he receives funding from the Nightkeepers to continue his secret work he personally believes that the family lack vision.

Temples and Shrines

Cells of Pupils and Hands generally meet to observe various worship rituals in secret, heavily secured chapels, which almost always contain or connect to privately maintained dungeons and scrying pools known only to the members of the cell, and utilise various methods of espionage and/or magical scrying to keep their communities under secret observation, mobilising to abduct and imprison any they observe whom they consider a sufficient threat to the community to be worth risking drawing attention. Panoptican holy sites often resemble prisons, with thick walls and barred doors, and are usually constructed in the approximate shape of an eye, with a central viewing area from which all other parts of the site can be observed.

Clergy

Panoptican clergy are known as Panoptipriests, and whenever they are conducting worship or leading a hunt, they tend to dress in identity-concealing, heavily armoured vestments decorated with representations of eyes and claws, and weild Panoptican armstaffs as weapons.

It is unknown at present whether Panopticon has an Oracle currently representing It-and-Them on the material plane, although if so it is likely to be someone in the Dwarven or Drow Settlements where such work can be done in relative safety.

Holy Texts

The principle holy text of Panopticon is known as the Guide to Prohibitions Within Sight and Reach of It-and-Them. It is mostly concerned with detailing taboos, forbidden acts and laws that must be followed, along with providing various rites, rituals, practices and mnemonic devices that can be used to ensure one remembers these taboos and does not accidentally commit any.

Holidays

Twice a year, when the Wandering Moon is closest to Panopticon’s star (at the mid-point of Tinkermoon and Thiefmoon), Panopticans observe the holiday of Watchnight. Observers traditionally gather for a meal and stay awake for the entire night. Panopticon’s sacred drink, Watchman’s Brew, is consumed in order to stay alert during this period, and as part of the meal the sacred food of shortcommon is consumed.

A shortcommon is a round cake of shortbread modeled after a Panoptican prison or chapel, with several sectors surrounding a round centre. Each sector represents a different Prisoner said to be held in the Bridewell, and as each sector is consumed the tale of that Prisoner is told, detailing their crimes and how they came to be imprisoned. Each tale focuses on a different crime, each considered a threat to the world in its own way, and the tales are told as a reminder of why it is important to avoid those particular crimes and contain those that threaten to commit them.

How many sectors the shortcommon has varies. It always has at least three, representing the Puppeteer, the God-Swallower and the Subornist, whose respective crimes can be seen as representing the whole of the larger categories of exploitation, violence and corruption. However, there are said to be many non-demigod Prisoners contained in the Bridewell at any given time, and a given worshipper may bake a shortcommon with as many sectors as there are Prisoners whose tales they are able to tell.

During Watchnight, it is customary to leave a place of honour set at the table for Panopticon Itself-and-Themself, as a reminder that one can never know whether or not Panopticon is present and watching.

Sacred Animals and Plants

Spiders of all kinds are sacred to Panopticon, being as they are creatures with many eyes and many limbs. Of particular favour are species of spider that weave silkhenges, whose resemblence to both an eye and a Panoptican temple or prison structure leads them to be considered signs of Panopticon’s providence.

Panopticon’s sacred plant is the adonis, as its cluster of petals around a central head can be said to resemble Panopticon’s holy symbol of an eye surrounded by claws. The appearance of blue- or purple-petaled adonis flowers is also considered a sign of Panopticon’s providence.


Related Item: Panoptican Armstaff

Cost 15 gp Weight 10 lbs.
Damage 1d4 (small), 1d6 (medium) Critical x2 Type piercing
Category two-handed Proficiency exotic
Weapon Group
 polearms
Special grapplereach

This polearm resembles a long arm with a clawed hand. The claws can be used for either stabbing or snagging an opponent, depending on technique, allowing the weapon to be used either like a trident or like a mancatcher.

On a succesful hit with an armstaff, you can forego damage to instead attempt a grapple check (without the –4 penalty for not having two hands free) as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. On a critical hit, the weapon can be used to both damage and grapple.

While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.


Related Item: Watchman’s Brew

Price 70 gp; Weight —

ABOUT

This more concentrated variant of the Desert Coffee favoured by Palimpsest’s dwarves is the sacred drink of Panopticon, and is said to be as much of a shock to the system for dwarves as usual dwarven coffee is for everyone else.

DETAILS

Type ingested; Addiction moderateFortitude DC 16

EFFECT

1 hour; user gains a +8 alchemical bonus on saves against sleep effects.

EFFECT

8 hours; user ignores the effects of the fatigued or exhausted conditions. After 8 hours; the user becomes exhausted, which is reduced to fatigued only after at least 8 hours of rest (instead of 1 hour).

DAMAGE

1d4 Constitution damage

Palimpsest: The Man Who Is Not There

I mentioned this guy in my previous post, where I provided the homebrewed aspects of his whole deal. Figured I might as well post his actual stats sheet.

I’m pretty proud of this guy, who seems to have made an impression despite not having actually done much in the story yet other than provide exposition and general creepiness. It helps that I sort of stumbled into a very fitting voice for him – he talks like Robert Helpmann’s Childcatcher trying to do an impression of Anthony Hopkins’s Hannibal Lecter, with just a little bit of Mark Hamill’s Joker thrown in when he laughs.


The Man Who Is Not There (Nightmare Lord Bogeyman Oracle 8) CR 15

XP 51,200
NE Medium fey
Init +14; Senses darkvision 120ft.; low-light visionPerception +25; Aura deepest fear (60 ft., DC 31)

DEFENSE

AC 28, touch 28, flat-footed 17 (+7 deflection, +10 Dex, +1 dodge)
hp 146 (17d6+8d8+51); regeneration 5; terrible rejuvenation 5
Fort +12, Ref +22, Will +21
DR 15/cold iron; SR 21

OFFENSE

Speed 30 ft.; fly 10ft. (perfect)
Melee 2 claws +24 (1d8/19-20)
Special Attacks frightful presence (30 ft, DC 35); night terrors; sneak attack +6d6; striking fear
Spell-Like Abilities (CL 25th; concentration +38)

Constantdetect thoughts (DC 25), protection from good, tongues
At willdarknessgaseous formghost sound (DC 23), invisibilitysuggestion (DC 26)
3/daycrushing despair (DC 27), deep slumber (DC 26), dreamhold person (DC 26), nightmare (DC 32), plane shift (from the Material Plane to the Netherrealm or back again, DC 30), quickened phantasmal killer (DC 31), shadow walk (DC 33)
1/dayfeeblemind (DC 28), modify memory (DC 27), shadow conjuration (DC 30), shadow evocation (DC 32).

Oracle Spells Known (CL 8th; concentration +21)

4th (6/day)inflict critical wounds (DC 27), oracle’s vessel, phantasmal killer (DC 31)
3rd (8/day) detect anxieties (DC 26), inflict serious wounds (DC 26), confusion (DC 26), shadowmind (DC 30)
2nd (9/day)
dark whispers, flickering lights, inflict moderate wounds (DC 25), oneiric horror (DC 29), oracle’s burden (DC 25)
1st (10/day)
bane (DC 24), cause fear (DC 24), doom (DC 24), face of the devourer (DC 24), haze of dreams (DC 24), inflict minor wounds (DC 24), sense fear
0th (at will)ball of smoke, bleed (DC 23), card trick, create ice, detect magic, guidance, read magic, stabilize

Mystery nightmare

STATISTICS

Str 10, Dex 30, Con 16, Int 19, Wis 20, Cha 36
Base Atk +14/+9/+4; CMB +8; CMD 36
Feats Dodge, Extra Revelation (x3) Great FortitudeImproved Critical (claw), Improved InitiativeMobilityQuicken Spell-Like Ability (phantasmal killer), Shadows of Fear, Skill Focus (Stealth), Spring AttackWeapon Finesse
Skills Bluff +33, Diplomacy +26, Disable Device +28, Disguise +22, Escape Artist +31, Intimidate +45, Knowledge (local) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +33, Sense Motive +33, Sleight of Hand +21, Spellcraft +22, Stealth +48; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Aklo, Celestial, Common, Infernal; tongues

SQ Feign Death, Illusion Resistance, Oracle Curse (Not There), Oracle Revelations (Aura of Madness, Call Forth Fear, Channel the Nightmare Realm, Dreaming of Things to Come, Fear Mastery, Touch of Nightmares)

SPECIAL ABILITIES

Aura of Madness (Su)

The Man Who is Not There can emit a 30-foot aura of maddening images for 8 rounds per day. Enemies within this aura are affected by confusion unless they make a DC 27 Will save. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Call Forth Fear (Su)

Twice per day, the Man Who is Not There can take a standard action to reach into the mind and call forth the nightmares of a single intelligent enemy within 100 feet. The target receives a Will save (DC 27) to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with memories of their own fear, and take 5 points of wisdom damage. After successfully attacking with this ability, the Man Who is Not There can use a full-round action to sort through the jumble of fearful thoughts and memories called forth, treating the knowledge gained as if he had used detect anxieties. This is a mind-affecting fear effect.

Channel the Nightmare Realm (Su)

As a standard action, the Man Who is Not There can become a conduit that allows nightmares to penetrate the minds of those usually immune. This lasts for 13 rounds. During this time, all creatures within 10 feet of the Man Who is Not There lose any immunity to fear effects they might possess and take a -4 penalty on saves against fear effects.

Deepest Fear (Su)

A bogeyman is cloaked in a 60-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 31 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.

Dreaming of Things to Come (Su)

Once per day, the Man Who is Not There can spend a full hour in uninterrupted meditation. During this period, his subconscious mind sifts through the dreams and nightmares of others in search of any fragments of prophecy, and he awakens at the end of the hour with unfamiliar knowledge pieced together from the dreams of others. This knowledge manifests as a casting of commune with no material component required.

Dream Slave (Su)

Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect (DC 35). The enslaved creature is healed of all Charisma damage taken from night terrors.

Fear Mastery (Ex)

The Man Who is Not There gains a +4 insight bonus on saves against fear effects and Illusion (phantasm) spells.

Feign Death (Ex)

Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 35) to recognize it is actually alive.

Frightful Presence (Su)

This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.

Illusion Resistance (Ex)

A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.

Nightmare Magic (Su)

The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm and shadow subschools.

Night Terrors (Su)

Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw (DC 35), it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

Not There (Su)

The Man Who Is Not There has a unique Oracle curse. He cannot exist outside of the Netherrealm. Any spell or effect that would normally allow a creature to travel to another plane automatically redirects back to the Netherrealm when used on The Man Who Is Not There.

However, he also cannot be detected by any sense that could not detect an incorporeal creature, including scentblindsight, blindsense, and tremorsense.

Additionally, he always has concealment from others (20% miss chance).

Striking Fear (Su)

If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightenedfrightened creatures become panicked, and panicked creatures cower in fear). A DC 31 Will save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any target that has successfully saved against the creature’s fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.

Terrible Rejuvenation (Su)

A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.

Touch of Nightmares (Su)

16 times per day, as a standard action, the Man Who is Not There can perform a melee touch attack that causes a living creature to become panicked for 4 rounds. This is a mind-affecting fear effect.

Environment any (Netherrealm)
Organization solitary (unique)
Treasure double

The Man Who Is Not There, otherwise variously known as the Nightmare Man, the Man Upon the Stair, or simply the Bogeyman, is a uniquely powerful dark fairy born of the nightmares of children in days gone by, who serves as the chief representative and dream-messenger of his parent, master and mentor: the imprisoned archfiend and demigod of fear, kidnap and powerlessness known as the Thing in the Downstairs Room.

Pathfinder 1e Homebrew: The Nightmare Oracle Mystery (and bonus ‘Not There’ curse)

You ever find yourself in the position where you want to make a Bogeyman based on the poem ‘Antigonish‘, with Oracle levels gifted to him by the sealed-away god of the nightmare realm, to be a villain in a 1st Edition Pathfinder campaign you’re running, and you only realise when you go to check that there is no existing nightmare-themed or even dream-themed Oracle Mystery in Pathfinder 1e?

Yeah, probably not, but I did.


Oracle Mystery: Nightmare

Your mind and soul resonate with the troubled dreams and childhood fears of mortal minds.

Class Skills: An oracle with the nightmare mystery adds DisguiseIntimidate, Perception and Stealth to their list of class skills.

Bonus Spellssense fear (2nd), oneiric horror (4th), confusion (6th), phantasmal killer (8th), nightmare (10th), cloak of dreams (12th), vision (14th), scintillating pattern (16th), weird (18th).

Revelations

An oracle with the nightmare mystery can choose from any of the following revelations.

Army of Darkness (Su): Whenever you cast a summon monster spell and summon a creature that normally has the celestial or fiendish template, you can instead summon it with the shadow creature template. This revelation counts as having the Spell Focus (conjuration) feat for the purpose of meeting the prerequisites of the Augment Summoning feat, as well as any feat that lists Augment Summoning as a prerequisite.

Aura of Madness (Su): You can emit a 30-foot aura of maddening images for a number of rounds per day equal to your Oracle level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Oracle level + your Charisma modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive. You must be at least 7th level to select this revelation.

Call Forth Fear (Su): You can take a standard action to reach into the mind and call forth the nightmares of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with memories of their own fear, and take 1 point of wisdom damage plus an additional point per 2 oracle levels you possess. After successfully attacking with this ability, you can use a full-round action to sort through the jumble of fearful thoughts and memories called forth. Treat the knowledge gained as if you had used detect anxieties. This is a mind-affecting fear effect. You can use this ability once per day at 1st level, plus 1 use per day at 5th level, and 1 use for every 5 levels beyond 5th.

Channel the Nightmare Realm (Su): As a standard action, you can become a conduit that allows nightmares to penetrate the minds of those usually immune. This lasts for a number of rounds equal to your Charisma modifier. All creatures within 10 feet of you that are not immune to mind-affecting effects lose any immunity to fear effects they might possess and take a penalty on saves against fear effects equal to 1/2 your oracle level (minimum –1). At 10th level this also applies to creatures who would normally be immune to mind-affecting effects. You must be at least 3rd level to select this revelation.

Dreaming of Things to Come (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your subconscious mind sifts through the dreams and nightmares of others in search of any fragments of prophecy, and you awaken at the end of the hour with unfamiliar knowledge pieced together from the dreams of others. At 1st level, the prophetic knowledge manifests as an augury spell with 90% effectiveness. At 5th level, the knowledge takes the form of a divination spell with 90% effectiveness. At 8th level, the knowledge manifests as a casting of commune with no material component required.

Fear Mastery (Ex): You gain a +2 insight bonus on saves against fear effects and Illusion (phantasm) spells. At 7th level, the bonus increases to +4. At 11th level, you gain immunity to fear effects.

Hide in Plain Sight (Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow. You must be at least 7th level before selecting this revelation.

Touch of Nightmares (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked. This is a mind-affecting fear effect.

Spectral Spells (Su): You gain Ectoplasmic Spell as a bonus feat. In addition, once per day, you can cast a spell with the Ectoplasmic Spell metamagic feat as a standard action that does not increase the level of the spell. You can use this ability one additional time per day at 7th level and every 4 levels thereafter.

Untouchable Horror (Su): You can surround yourself with a cloak of shadows that makes you seem like a near-invulnerable nightmare monster, granting you a +4 deflection bonus to AC. At 7th level and every 4 levels thereafter, the deflection bonus increases by 2. You can use this shadowy armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Final Revelation

Upon reaching 20th level, you become a living window into the nightmare realm. Your type changes to Outsider. Whenever you cast a spell of the illusion school or one with the fear descriptor, you may choose to cast it as either an enlarged, extended, scarring or traumatic spell, without affecting the spell level. You may cast Dream Travel and Shades each once per day as a spell-like ability, using your Oracle level as your caster level. 


As an extra bonus, while I was at it I also homebrewed a unique Oracle Curse for the same NPC. This one’s maybe not so versatile, as I imagine it would be difficult to make it work for a Player Character, but it fit my purposes for this guy very well. Maybe some of you will have a use for it.


Oracle Curse: Not There

You are more a creature of dream and imagination than flesh and blood.

EFFECT

You cannot exist outside of the nightmare realm. Any spell or effect that would normally allow you to travel to another plane automatically redirects back to the nightmare realm. However, you also cannot be detected by any sense that could not detect an incorporeal creature, including scentblindsight, blindsense, and tremorsense.

At 5th level, you always have concealment from others.

At 10th level, you cannot be detected by supernatural senses such as thoughtsense or lifesense, and cannot be flanked.

At 15th level, you always have total concealment from others.


My own Oracle Curse is called ‘being broke’ and its main drawback is it compels me to keep linking to the Support page.

Pathfinder 1e Homebrew Setting: The City of Palimpsest

I’ve been holding off on uploading any of my homebrew stuff from the Pathfinder 1st Edition campaign I’m currently running, because I generally try not to give players any way of accidentally encountering spoilers.

However, this particular campaign only has one actual player (my partner Kirsty), and she herself said I should start posting some of the stuff I homebrewed for it online, so… I guess, content for the content gods?

(That’s you. You are the content gods.)

Anyway, I’m going to be posting some of it here sporadically over the next little while. Much of what I’ve made, however, does require a little bit of introductory groundwork on account of being a mite setting-specific. So here’s a quick overview of the setting in question: The ever-sinking city of Palimpsest.

The culturally shrewd among you will no doubt quickly realise that this setting is largely inspired by A House of Many Doors, blended with a little bit of 1001 Arabian Nights. And by ‘largely inspired’, I mean the same sort of way as the original official D&D settings tended to be largely inspired by the works of Tolkein.

I would apologise for this, but I am not going to.

The City

Palimpsest is, at least as far as any of its inhabitants know, the only non-ruined settlement anywhere in the Screaming Desert.

The Screaming Desert is named after the sounds that can occasionally be heard from it at night, when the Ghouls get too close. The desert is a wasteland of rolling sand dunes and barren rock outcrops stretching in every direction as far as the people of Palimpsest have ever been able to explore, and is extremely hostile, populated entirely by mindless giant vermin, the occasional struggling plant life and, most significantly, hordes and hordes of Ghouls (and a few other related undead). The citizens of Palimpsest fear Ghouls above almost anything, and always cremate their dead as soon as possible.

The city of Palimpsest is an enormous walled citadel, towering up into the sky like a colossal Tower of Babel, protected from the Ghouls by the staggeringly thick stone Wall that fully encloses the city itself, and by the various automated munitions built into the Wall and powered by clockwork and gears and elementals bound by magic, and by the regular patrols of similarly bound elementals and genies enslaved by the city’s ruling classes.

The most notable feature of the city, however, is that it sinks. Whether a simple consequence of its own weight being too much for the unstable sands of the desert, or the results of some ancient magic, or even – as a few pessimistic individuals suggest – an effect of the sins of the city’s inhabitants gradually dragging them closer to this world’s equivalent of Hell, whatever the cause, the city of Palimpsest sinks into the ground an inch or two per day. To combat this, the city’s authorities are constantly building upwards – the walls stacked higher and higher to keep their ramparts out of reach of the Ghouls below, and the towers within ever stretching towards the sky as their inhabitants periodically move and resettle upwards in response to homes and streets below being swallowed up by the ground. Meanwhile, a little lower down, as demand increases for space at higher levels, new buildings and gardens and walkways and connecting bridges are squeezed in wherever there’s room between the towers, gradually merging into fully covered streets, which sooner or later are inevitably vacated to be repurposed as basements and cellars, then as sewers and maintenance tunnels, then as forgotten catacombs, then finally abandoned by the surface-dwelling species entirely and populated by more insular and secretive subterranean species with designs of their own.

Nobody (or, at least, almost nobody) at surface level has any real idea how old the city is or how far down it goes. Urban Spelunking is a huge part of archaeology in Palimpsest, with any journey downwards through the abandoned parts of the city providing a cross-section of the civilisation’s forgotten history, as if the entire thing were one vast ice core.

The Culture

The nature of Palimpsest is that, the higher up in the city you get, the brighter, less cramped, flowerier and generally more pleasant your surroundings are likely to be. Predictably, this has resulted in competition for real estate and, from there, a complicated and boneheaded feudalistic class system that dictates your chances of moving – literally – up in the world. Palimpsest puts the ‘higher’ in ‘social hierarchy’.

At the top of the city and the social food chain is the Amira, who dwells in the Amira’s Court – the highest floors of the tallest towers in the city, topped by nothing except its own neverending upwards construction site and the starry sky above.

As far back as any record or memory can attest, there has always been an Amira, although how many times (if at all) the position has changed hands is probably known only to the members of the Amira’s Court itself. For what it’s worth, the current calendar year at the time of the campaign I’m running is given on official documents as The Year of Our Amira 1313, although no-one seems to be sure what exactly that number is counting from.

No-one not initiated into the Amira’s Court has ever been known to gain entry to those city-topping halls, and the Amira herself has never been known to step outside of them, leaving almost everything about her existence a complete mystery, but her presence is nonetheless felt throughout the city in the form of her representatives. Wherever the efficient running of the city encounters a major snag, or social conflict threatens to overwhelm some important cog in the state aparatus, one of the Amira’s Hands will soon be there to smooth things out with guile and diplomacy and just a little bit of supernatural trickery. Wherever open rebellion breaks out and needs to be put down to maintain order, one of the Amira’s Heels will doubtless arrive to mercilessly crush what must be crushed. Should a more deft and subtle kind of violence be called for to remove troublesome individuals before they become too much of a threat to civic functioning, the Amira’s Teeth are always waiting. The Amria’s Ears can somehow always be found by anyone with secrets to snitch on or neighbours to report, while it is said that the Amira’s Eyes snoop out everything going on in the city that doesn’t get reported on. The Amira’s Tongue delivers royal decrees and official statements semi-regularly, delivered up and down the city by strange insectile messengers. The Amira’s Chest works ceaselessly to manage the city treasury, dedicated to ensuring that Palimpsest never quite runs out of food or supplies despite its isolated nature, and maintains a network of Royal Hammams all down the city which provide public health services such as clean water, heated baths, and crematoria. Some rumours even speak of other representatives that never leave the Court grounds – Amira’s Sinews who guard the Court’s borders, Amira’s Hairs that decorate and serve the higher-ranking Court members, an Amira’s Heart who is her personal consort, lover and trusted advisor, and maybe even an Amira’s Womb who is her heir.

No-one knows for sure what species the agents of the Amira’s Court are, let alone the Amira herself. They tend to present themselves in forms that are certainly humanoid, but not necessarily human, often with odd colouration of eyes, hair and skin, and unusually shaped ears and cheekbones. People don’t tend to question this.

Beneath the Royal Court are the Offices of the Honourable Company. When humans arrived in Palimpsest, some time in the last century, they brought with them a body of arcane research the city at that point generally did not have – while the interference of supernatural powers has always dotted Palimpsest’s population with Sorcerors and Witches, more learned arcane casters such as Alchemists and Summoners had largely died out at the time the human’s arrived, and Wizards were rarest of all. The humans’ Honourable Company of Wizards changed that, and rapidly instilled themselves as the lynchpin of Palimpsest society, able to reliably provide the lonely city with reliable means of interplanar trade, and access to the outside resources that come with it, which made them irreplacable in the eyes of the Amira’s Chest and allowed them to rapidly accrue enough wealth to put humans at the top of the racial hierarchy and Company humans in particular at the top of the class hierarchy.

You can probably deduce, from your own experience with humans, how responsible they have so far been with this near-unparallelled power. Suffice to say that the Honourable Company now has some very favourable trade agreements with some of the worst slavers, arms dealers and drug lords across the Elemental Planes, and it’s probably best not to think about what exactly those various ruthless villains are getting in return for all the imprisoned genies and addictive elemental spices the Company keeps importing. More than one peaceful indiginous minority culture has been decimated across all of Palimpsest in the name of Company progress.

Like the Amira’s Court above them, the Company Offices are off-limits to most; even human nobles cannot enter without specific permission. After all, those offices are where they keep their company secrets, the formulae for their arcane rituals and the interplanar gates they rely on for their city-wide monopoly on extraplanar foods, drugs, artifacts and slaves.

Further down is the Noble District, wherein are located the chambers of the city’s Second Court, the estates of the court’s sixteen noble families, and the cathedra of the nine state-sanctioned religions that make up the Ecumenical Tabernacle.

Before the Company all but took over the city, the nobles of the Second Court were second only to the Amira herself and her direct agents, and functioned as a ruling aristocracy over the various aspects of the city. At that time, the Court was a mere eight families, each headed by a single Vizier, and was largely multicultural with two of the noble Houses being composed primarily of orcs, two of elves, two of goblinoids (one of goblins and one of hobgoblins), one of dwarves and one of gnomes. However, in order to bypass the bureaucracy of the court and ensure that they could smoothly acquire approval for whatever city-spanning projects they wanted, the Honourable Company had a representative of their own – the Lord Captain Emissary – placed in a position of power in the Second Court, and had him gradually appoint eight new human families to noble status, resulting in a court of eight human Viziers and eight nonhuman Viziers, with the Lord Captain Emissary himself as a tie-breaking vote for the humans any time the nonhumans manage to show a united front against them.

While the Amira and the Company remain largely distant and untouchable, the nobles of the court carry out most of the actual day-to-day running of the city and oppressing of the poorer citizens of Palimpsest. Of course, Palimpsest is nothing if not a city of secrets, and every single noble House, human or otherwise, has at least one dark secret of their own that would permanently ruin their reputation and standing if it got out. As such, the noble families these days probably spend more time working to conceal their own secrets and to learn or expose the secrets of others than they do actually governing.

The Noble District is generally off-limits to anyone of lower social standing than the nobles themselves. The ramparts and battlements of the City Wall, and the ever-present ongoing construction projects to extend them upwards, are located just below this level, to allow for the best unobstructed views from the towering estates of the nobles.

The next level down, and the highest level to be completely encased by the wall, is the Socialite District where the rich commoners live. Here is where you’ll find the mansions and flowery suburbs of the nouveau riche, the distant relatives of the nobility, the landlords and slumlords and mill owners whose operations are useful enough to the nobles or the Company to accrue generational wealth, and those celebrities beloved enough, connected enough and just plain lucky enough to somehow make it rich in the entertainment business. This is the highest level not to be officially off-limits to outsiders, although it is heavily policed (by aesthetically pleasing clockwork police constructs called Watchsprings, mostly, because normal police presence might ruin the atmosphere) and any loitering riff-raff are likely to find themselves encouraged to move along.

The Socialite District still has a distinct bias towards humans in its population, but it also has its fair share of elves, orcs, goblins, hobgoblins, some dwarves and gnomes, and even a few halflings, who strike most people as close enough to human-looking to get just enough of a pass to pull off climbing the ranks high enough to become a Socialite, even without a supportive presence in the noble Second Court.

The Academic District is next down, where can be found the campuses of the two great universities of Palimpsest (stuffy, prestigious, old-fashioned Elderton and modern, Company-backed, techbro-favoured Northtown) along with various smaller schools and colleges, and the necessary halls, bars, libraries, and general services necessary to support the student population of each.

This is the highest level (other than the Royal Courts of the Amira) where humans are outnumbered, and where you are most likely to find elves, orcs, halflings, dwarves, gnomes, goblinoids of every stripe and even some ogres (whose only presence on any higher levels is almost exclusively as indentured bouncers or bodyguards). It’s also about the highest you can ever expect to find any self-owned members of the animal-like races known among the upper classes as beastfolk – a category that covers catfolk, ratfolk, tengu, grippli, boggards, kitsune, vishkanya, syrinxes, vanara, kobolds, lizardfolk, gnolls, minotaurs and bunbun, perhaps among others. Such figures aren’t exactly absent from the Socialite or Noble districts, but the only ones you are likely to find up there are going to be either slaves or pets. Beastfolk get to be counted as people only if it suits the whims of the humans or the nobles. Even in the Academic District, they tend to be relegated to roles as poorly paid menial labourers.

Under the Academic District is the Mercantile District, composed mostly of markets, shops, mills, allotments and other places of business. This is as low into the city as nobles are ever likely to venture, and even then only to visit the fancier boutiques and menageries to pick up quaint trinkets, niche magical paraphernalia or new exotic pets (which might unfortunately be sapient beastfolk, and might even more unfortunately have been surgically or magically altered by the menageries to better appeal to noble aesthetics – puglike pygmy gnolls are a current fashion trend).

The Mercantile District is as high as is normal for any of the beastfolk to rise, and it’s not unusual for fortunate beastfolk to become the owners of small shops here. Only unusually unfortunate humans have to resort to working in the mills and factories of the Mercantile District. Elves, orcs, gnomes, ogres, halflings and goblinoids are most often found around this level.

Around ground level is the Plebian District where the poorer commoners are forced to dwell in crowded slums. This is where most of the beastfolk can be found, along with those particularly unfortunate of the more humanoid races. The clockwork Watchsprings found commonly higher up have less presence here where the nobles never see, allowing for a greater amount of criminal activity. Criminal enterprises powerful enough to push back against the Company’s monopoly on drugs and magic weaponry essentially control most of the area down here, but it’s also where you will find the largest presence of resistance and freedom-fighting, with the occasional rebel activist cell and the secret headquarters of the Undergazette: a collection of unsanctioned undercover journalists exposing the secrets and misdeeds of the powerful to the disenfranchised people of the city.

Below ground level are the sewers, crumbling abandoned older streets now largely uninhabited except by the occasional homeless Kobold or Ratfolk, but also where you might start to encounter the lowest racial caste of Palimpsest’s social structure – the so-called Mongrelfolk. Not actually a singular species, they are the genetically muddled offspring of multiple interspecies partnerships, resulting in a gallimaufrey of unique hybrid beings with wildly mixed features, almost universally considered not even fit to be classed as beastfolk, and forced into a life of subterranean vagrancy, ekeing out an existance however they can.

The sewers quickly give way to the Gnoll Catacombs, where the crumbling remains of abandoned streets have been claimed by various loosely affiliated packs of gnolls. As one of the largest and strongest kinds of beastfolk (mostly beaten out only by Minotaurs who are vanishingly rare), Gnolls are often hired by more well-off citizens to do their dirty work, particularly when that dirty work takes the form of violence against other beastfolk. The fondness of the noble classes for artifically stunted gnolls as pets provides a handy threat for unscrupulous employers to keep the gnolls in line, as often the favour of influential employers from higher up the city can be all that keeps the menagerie’s eager grasp away from any given gnoll’s pups.

Below the Gnoll Catacombs, some of the old-fashioned dwarves who prefer to dwell underground have converted the abandoned and half-collapsed passageways into settlements of their own. These Dwarven Settlements are one of the lowest levels to have any significant contact with the above-ground citizens, maintaining relationships with higher dwarven communities all the way up to the dwarven nobles of the Second Court.

Below them, the ancient sunken streets are generally too troublesome for above-ground citizens to get to, and have been almost completely left to their own devices, claimed by a series of increasingly old and well-established self-contained insular communities of subterranean creatures: first the isolationist theocracy of the Bunbun Warren, then the skulking Kobold Nests, then the aloof and hostile Drow Settlements who enjoy the freedom to hunt the strange monstrous pests that have sprung up in the long-abandoned lower reaches of the city and whose occasional ambassadorial representatives on the surface largely serve as a gesture of appeasement to the nobles in order to ensure they largely continue to be left to their own self-government.

Below even the Drow, are an unknown quantity of even older levels which, so far as your average citizen can tell, are entirely abandoned and uninhabited save for the vermin and the Mongrelfolk (whom many would count as the same thing) that eventually wound up there after being gradually pushed out of everywhere else. Rumours are spreading, however, that those dispossessed Mongrelfolk have formed a united civilization of their own somewhere down there in those dark caverns, united under a leader they call the Patchwork King, and that this ‘Patchwork Empire’ has been gathering its strength for a vengeful offensive on the upper eschalons of the city that so long despised and oppressed them.

Whether any strange ancient beings may yet dwell even deeper than the Patchwork Empire remains wholly to be seen.

The Cosmos

The people of Palimpsest, broadly speaking, worship the stars.

There is no sun above the Screaming Desert. The concept of a sun is unknown. But there are stars, and a moon, which populate the sky above, and it is known that these stars are representations of the great powers of the planes beyond the Material.

The Material Plane, as far as anyone can tell, may well consist of nothing more than the Screaming Desert, with the city of Palimpsest in its centre, but spellcasters have been able to forge connections to other planes and cosmic powers whose influence bleeds into the Material Plane through their respective celestial bodies.

A starmap of the sky above Palimpsest, as made by Kirsty.

Most straightforwardly, there are the Cardinal Stars, down low in the sky near the horizon. The North Star, from which an icy chill wind blows upon the desert, is a gateway to or representation of the Plane of Air, The South Star, from which blows a coarse, dry wind, is similarly linked to the Plane of Earth. The East Star, from which a hot sirrocco wind blows, is linked to the Plane of Fire. Finally, the West Star, from which blows a refreshing humid wind, is linked to the Plane of Water.

These Elemental Planes are the easiest for wizards and other arcane mages to access, and it is from these that the Honourable Company acquires their trade goods and their genie slaves. Wealthy nobles sometimes go on touring holidays or hunting trips to the Elemental Planes, although even for a noble this is a prohibitively expensive pastime to keep up for long.

Directly above Palimpsest, at the very highest point of the sky, is the star called Salsabil, which is similarly linked to the ‘element’ of light, or of positive energy. Every morning, tendrils of soft golden-white light spill from Salsabil and grow across the sky like the branches of some great tree, increasing in both length and brightness until the sky is entirely lit up, the stars become drowned out, and the city is bathed in daylight. Every evening, the light fades and retracts back into Salsabil as night falls.

Salsabil is by far the most difficult star in the sky to connect to magically, due to being the furthest away and also due to the arcane pull of all of the closer stars creating a sort of ‘turbulent interference’ that makes Salsabil impossible to target magically without first solving a series of equations well beyond the mathematical capabilities of anyone alive. As such, it is not know what kind of Plane that light may be spilling through from. However, the majority of the people of Palimpsest believe, or hope, that when they die their souls will journey to a spiritual Plane called the Garden Beyond the Stars, or the Garden Beyond Salsabil, where they will dwell in peace for eternity in a vast, comfortable, verdant, walled garden.

A few particularly cynical souls believe that somewhere far under the ground, on the opposite side of the Material Plane, is an equal and opposite sky, with a dark black star named Alnar at the very nadir; Salsabil’s opposite number, linked to negative energy and darkness. Some of them say that just as there is a Garden Beyond Salsabil, there is a Well Beyond Alnar into which will fall for eternity any souls too dangerous or choked with sin for the Garden to have any place for them. This is far from a majority belief, but, in fairness, all those spells that channel negative energy presumably must be channeling it from somewhere.

Between Salsabil and the Cardinal Stars, the sky around Palimpsest is filled with eight constellations, each of eight stars. These are the physical manifestations of the Eight, the primary pantheon of sanctioned deities recognised by the Ecumenical Tabernacle that controls all religious doctrine in Palimpsest as it currently stands. The Eight are primarily human deities, although all species are encouraged to worship them. They are split into two ideological ‘sides’, based on whether they are concerned primarily with noble, high-minded pursuits or with practical worldly realities, with the Noble constellations on the west side of the sky and the Profane constellations on the east side; and are further split into their divine ‘roles’ of Creator, Evangelist, Domestic and Trickster, with the two gods that share each role having their respective constellations directly opposite one another in the sky. Their ‘names’ (or rather, titles, as none of the sanctioned gods have true names at all) are Tinker, Tailor, Soldier, Sailor, Rich Man, Poor Man, Beggar Man and Thief.

The Tinker is the Profane Creator Deity, the god of artifice, architecture and construction. His constellation is a hammer. Amongst the human noble families of the Second Court, His interests are represented by the House of Mason, who govern the city’s engineering and manufacturing and, most importantly, the constant construction of its towers and walls.

The Tailor is the Noble Creator Deity, the god of art, beauty and magic. His constellation is a needle and thread. His interests are represented by the House of Laureate, who govern the city’s arts and entertainment sectors.

The Soldier is the Profane Evangelist Deity, the god of conquest, war and violence. His constellation is a sword. His interests are represented by the House of Ironside, who govern the military.

The Sailor is the Noble Evangelist Deity, the god of exploration, travel and learning. His constellation is a sextant. His interests are represented by the House of Stargazer, who govern the academic sector and the controlled flow of knowledge throughout the city.

The Rich Man is the Noble Domestic Deity, the god of wealth, finance and the rich. His constellation is a crown. His interests are represented by the House of Dargent, who govern trade and finance.

The Poor Man is the Profane Domestic Deity, the god of work, home life and the poor. His constellation is a workboot. His interests are represented by the House of Carterhold, who govern the workforce and the provision of labour and human resources to all of the city’s other industries.

The Beggar Man is the Noble Trickster Deity, the god of trickery, luck and beggars. His constellation is a begging bowl. His interests are represented by the House of Bakerstreet, who govern all criminal investigations and detective work throughout the city.

The Thief is the Profane Trickster Deity, the god of theft, secrecy, espionage and assassination. His constellation is a pair of handcuffs. His interests are represented by the House of Underhand, who are the spies and assassins of the Second Court.

The Wandering Moon is the only non-star celestial body visible in the sky above Palimpsest. It is the personification of Death, and the only other deity sanctioned by the Ecumenical Tabernacle, although She is not a very popular goddess to worship. She orbits in a strange multi-lobed orbit that takes her through the centre of every one of the Eight’s constellations in the course of a single year, spending roughly one month (eight days) directly under each one – a celestial reminder that no matter who you may worship, death always arrives in time. Unlike constellations in our world, the stars of each of the Eight constellations above Palimpsest are actually linked together by some as-yet unidentified thin strands of cosmic matter which reflect the moonlight when the Wandering Moon is close enough, meaning that whichever constellation the Moon is currently under actually shows up as a fully-drawn image in the sky rather than merely a series of unconnected stars.

The calendar of Palimpsest is based around these constellations – it has eight months in the year of eight days each. The months are named after the Eight directly, named for which constellation the Wandering Moon is currently directly under (Tinkermoon, Tailormoon, Soldiermoon, Sailormoon, Richmoon, Poormoon, Beggarmoon and Thiefmoon), and the names for the days are inspired by the divine portfolios of the Eight (Scrapday, Needleday, Woundsday, Mapday, Goldday, Copperday, Givesday, Takesday). You may have noticed from the order there that, every couple of months, the Wandering Moon needs to journey from the Noble side of the sky to the Profane side or vice-versa in order to move between the two opposite constellations of two deities that share a divine role. When this happens, it spends a day directly above Palimpsest, blocking out the light from Salsabil and casting the entire city in shadow. These are known as Eclipsedays, and are not considered part of any month. There are four Eclipsedays in a year, and it is considered very bad luck to venture outside during one, partially because the Ghouls outside the city are always more active when it is dark, and on Eclipsedays their screams can often be heard constantly all throughout the day.

However, these are not in fact the only stars in Palimpsest’s sky. Older, fainter stars, largely faded or burnt out and thus mostly invisible, can just-about be seen between the brighter constellations if one knows where to look. These are linked to older, unsanctioned deities, unknown to most of the general populace and mostly worshipped in strict secrecy by specific insular groups or communities who pass on the secret knowledge of where to look to see their god’s star.

These are known, to those vanishingly few that know of them at all, as the Survivor Stars, because each is somehow associated with a kind of survival or a kind of survivor, and also because each is a relic of a time before the human deities existed, when the sky itself was different as the Eight constellations nowhere to be found.

The faint seafoam-green star between the Tailor and the Poor Man represents Whirling-in-Rags, the Queen of the Sea, a little-known ancient goddess of the sea and the out-of-place. The Material Plane as it currently stands, of course, is famously all desert, and does not have a sea. It’s not known who originally worshipped Whirling-in-Rags, but some of the Mongrelfolk seem to have adopted Her, given her identification with outsiders who don’t fit in.

The faint leaf-green star between the Poor Man and the Soldier represents Conscript Hodge, the Walking Wounded, goddess of recovery, trauma, endurance and homesickness. She is worshipped by some hobgoblins, who have a long history of being drafted into wars they didn’t really care for. Clustered around Conscript Hodge’s star are a handful of black holes collectively known as the Fallen Kin.

The faint blood-red star between the Soldier and the Thief represents Worgoth, the Wolf at the Door, genderless deity of desperation, poverty and hunger. It is worshipped primarily by gnolls, although some other dregs of society ekeing out a violent existence on the brink of destitution have also come to it. It makes sense in the bitter philosophy of the ever-exploited gnolls that, if no other higher power can be trusted to help keep the wolf from your door, you might as well take to worshipping the wolf itself, and maybe It will randomly spare you this time.

The faint indigo-blue star between the Thief and the Tinker represents Panopticon, the Eyes and Arms, multigender deity of law, observation and the containment of threats. Both the drow and the more insular communities of dwarves have been drawn to Panopticon – the drow for Its-and-Their persona as a keen-eyed and powerful hunter, and the dwarves for Its-and-Their persona as a watchful protector of order. There are three even fainter stars clustered around Panopticon’s own star, collectively known as the Prisoners.

The faint purple star between the Tinker and the Rich Man represents Termagant, the Iron Sultan or Iron Sultana, genderfluid goddess-or-god of metalworking, power and industry. She-or-He is a traditional goddess-or-god of the orcs, whose culture historically respects those that acquire power through strength and skill.

The faint yellow star between the Rich Man and the Sailor represents He-That-Walks-Beyond-The-Wall, the Prince in Saffron, god of hedonism, decadence, forbidden knowledge and dangerous exploration. Cults of the Prince in Saffron within Palimpsest seem to be even more secretive and insular than most, but He is also the only deity bold or mad enough to seek worship outside the city walls, where the Ghouls in the Screaming Desert conduct all manner of strange and unpleasant observances to Him. A cluster of three even fainter stars around the Prince in Saffron’s star are known collectively as the Hyades.

The faint pink star between the Sailor and the Beggar Man represents Brambleson, the Prince of Rabbits, god of prickly plants, luck, freedom and protection. He is, as his title may suggest, the patron god of the Bunbun, whose insular society tucked away in their warren away from the Ecumenical Tabernacle’s prying eyes is a full-blown Brambleite theocracy. Another even fainted star clustered near Brambleson represents the Brambleite devil-figure, the Terrier Beneath the Sands.

Finally, the faint orange star between the Beggar Man and the Tailor represents Tybalt, the Prince of Orphans, nonbinary deity of orphans, childhood, adventure and storytelling. Originally a catfolk deity, They are nonetheless traditionally worshipped by young children, particularly orphans in orphanages, who can get away with such things as the adults around them tend not to listen to the tales they share with each other. Two even fainter stars are clustered around Tybalt’s own, known ominously as the Orphanmaker and the Thing in the Downstairs Room.

The fainter stars clustered around some of the Survivor Stars are representations of demigods that were closely enough tied to the Survivor deity to survive alongside it. Mechanically speaking, they are essentially archfiends rather than gods. In addition, each of the deities (both sanctioned and unsanctioned, and even some of the archfiends) have their own Divine Servitor races that serve them on their home demiplanes. Some of these are repurposes or reskins of existing Pathfinder monsters, while others are entirely homebrewed creations (although I have taken some minor artistic license with how some of them – in default Pathfinder all of the Divine Servitors have a CR of 4, and one or two of mine… don’t exactly). I’m sure I’ll end up going into a lot more detail about the deities, their servitors, and their home planes in future posts.

While the sanctioned deities have entire churches of Clerics and Adepts and so forth doing their bidding, the unsanctioned deities generally have many fewer empowered followers furthering their values in the Material Plane, and so they often resort to miraculously empowering one chosen follower at a time as an Oracle to serve as a more direct representative, albeit necessarily in secret.

One of the great mysteries of the setting is how exactly the sky changed, and where these new constellations came from. A secret known to only a very very few is that this has actually happened more than once – in fact, each of the primary Survivor Stars is the last remnant of a different incarnation of the sky. The cosmos in which Palimpsest sits has, unbeknownst to anyone but the most dedicated pursuers of highly forbidden research, experienced multiple apocalypses, each one somehow resulting in the decimation of both the mortal population and the gods, burning out most of the stars in the sky and most of the souls of the mortals, only for the world to be somehow reset, new stars appearing in the sky and new memories smoothing over the minds of those who ought to remember the decimation, leaving behind scar tissue and traces of the old paradigm that can only be spotted if one knows where to look.

These apocalypses also gave rise to the last of the major cosmic powers acting on Palimpsest: the Divs. Every Genie, from its birth, has an intimate spiritual connection to the Cardinal Star corresponding to its elemental affinity. When a genie dies on the Material Plane, its elemental quintessence or ‘soul’ returns through that link to its native Elemental Plane, where in time it will birth a new genie. Every time there is an apocalypse, however, some of those connections get severed, and the quintessence of the stranded genies instead builds up on the Material Plane, rotting and fermenting with nowhere to go, until it spawns a div: a fiendishm corrupted mockery of the idea of a genie, born spiritually broken and incomplete, and driven by the trauma of that to corrupt, tear down and destroy everything that anyone else, mortal or genie, has built.

Summoning divs is extremely illegal in Palimpsest, and is the kind of thing that can get the Amira’s Teeth sent after you. Unfortunately, if you happen to already be an oppressed pariah underclass forced into hiding, like many of the Mongrelfolk in the Patchwork Empire, then you don’t really have a whole lot to lose by violating the city’s most serious summoning laws, and a unique willingness to send divs after their enemies might just be the only advantage over the nobles that the scrappy underdogs of the Patchwork Empire can get, so things, as you can imagine, get messy.

Solving the mystery of what exactly keeps almost-but-not-quite obliterating the world and then imperfectly overwriting reality with a new paradigm – and more importantly, figuring out how to stop it – is, of course, the main goal of the campaign I’m running right now (although the solution might just be tied up in the secondary goals of overthrowing the Second Court, resolving the brewing civil war and bringing down the Honourable Company – our heroes have a lot to do). It may or may not be relevant, in that regard, that the name for “a thing that has been scoured almost clean and then overwritten with only traces of the original showing through” is “a palimpsest“. Mysteries upon mysteries…


I have some plans already for what the next few posts about Palimpsest are going to contain, but if there happens to be any part of this nonsense that you’d like to hear more on, do let me know in the comments.