Professional Documents
Culture Documents
Locations in Arl
Arch-Priest Haluun
The most politically influential priest in Arl, Arch-Priest
Haluun finds himself facing his most powerful opponent
ever in the form of Princess Verrish. Though they see eye
to eye on many issues, the greatest wedge between them
is one dear to Haluun's heart: his own political power.
For the past two Akitoni decades, Arch-Priest Haluun has
ruled Arl in all but name. With the rise of Princess Verrish,
he has found in her a worthy political opponent, and one
who seems utterly immune to bribes, intimidation,
blackmail, and covert violence. With most of the
implements in his political toolkit proving useless, ArchPriest Haluun find himself considering radical options.
First and foremost is the hope of interlopers from
Golarion. After all, it was their interference that put her
on the throne in the first place, and ignorant outsiders
would prove the perfect way to legally depose the
princess.
Second off is aid from one of Akiton's other city-states.
Arl is one of Akiton's most powerful cities, and having the
de facto leader of Arl owe one a favor would be enticing
indeed, but Haluun is loathe to ask for aid or be beholden
The Circle
From the beginning, Arl's priest caste has followed a
convoluted, mutable calendar of ascension and decline of
its divine patrons, wherein the power of the pantheon's
individual gods waxes and wanes according to esoteric
signs, portents, and the motion of the stars themselves. In
the past, collating and processing the data required for
accurate prognostication proved nearly impossible, but
with the advent of the God Machine (see below), the
priests could devote themselves to their true desire:
maintaining their political stranglehold on Arl and its
citizens. With the assistance of the near-omniscient God
Machine, factors in divination could be understood,
disseminated, and, eventually, altered. The faithful of
Abadar and Pharasma in particular were quite adept at
keeping their gods (and by extension, their political might)
in a more-or-less permanent position of ascension, leaving
the other faiths subject to the whims of the metaphysical
tide.
Most of the other faiths accepted their lot, taking power
as fate decreed, or being pushed into irrelevance when
their fortunes turned. But two faiths in particular are no
longer willing to accept the meager power their fellow
faiths dole out to them. The cults of Groetus, god of the
end times, and Nurgal, demon lord of the burning sun,
once received their divine due, but neither faith has been
in ascension since the God Machine was installed a
millennium ago. And they are very, very angry.
Even in the best of times, neither faith proved
particularly popularNurgal's threat of a vengeful sun to a
cold desert world seemed a hollow one, and Groetus'
insane, nihilistic, and frequently self-defeating clerics
frightened off far more converts than they attracted. Even
when the divine cycle put their faithful on top of the
political heap, their leadership proved too chaotic and
will run red with the blood of believers and innocents alike
in a genocidal purge until there's only one faith left
standingor nothing at all.
Within half a year, the priests had taught it all they knew,
and made their request to divine the will of the gods.
The machine began its formulation, outputting data onto
its viewscreens, including a centrally-located multiwheeled representation of Arl's divine order. With each
calculation, the wheels moved, representing the rising and
setting of the various key players in Arl's celestial order. It
constantly required more information, from the broad to
the oddly specific. Births and deaths across Arl were
dutifully recorded and provided, as were sacred dreams of
the priesthood, large trade agreements, and, in one
instance, the travel patterns of one stone mason over the
course of thirteen days. All the while, output poured from
the machine's many screens.
The God Machine, as the high priests dubbed it, has to
this day performed admirably. It predicted the ascent of
Thurok Novelian thirty-three years before his birth, and
accurately timed his demise, from accidental allergy, to
the millisecond. Factoring in tectonic motion, it
forewarned of a massive earthquake in time for the
populace to shore up their homes and businesses,
preventing a massive tragedy. However, two factors hinder
its ability to directly aid the high priests in their
endeavors.
The first is simple time and entropy: as parts of the God
Machine fail, the priests must constantly seek out
replacements, often at exorbitant cost from the techpriests of Akiton or the Vercites themselves. Most of the
God Machine's output screens have broken down and been
replaced, often by crude printing devices of Arl's own
design, and the Machine's power source, once considered
eternal, will eventually fail as its core begins to melt
down. Jury-rigged power supplies made from old tech and
Akiton's subterranean gases will only delay the inevitable,
and the priests worry that if they directly trade the
Vercites for a ship's generator, their violent initial
encounter will be discovered and they will be devastated
by fire from an orbiting vessel in retribution.
The second development is the God Machine's own everexpanding aloofness. At first, it seemed eager to receive
and transmit the massive volumes of data that kept Arl
running smoothly. But over the last century, it has become
more and more withdrawn, accepting new input but often
ignoring priests' requests for divination. Oblique
references in its now-rare communications indicate that it
has made contact with the Godmind of Axis, the dreaming
terrors of the Dark Tapestry, or both, and its readings
become more esoteric and oblique with each passing year.
What little information it now presents seems to deal
exclusively with the Origin Formula, a sort of allencompassing mathematical calculation designed to
understand the birthing of the multiverse, and the
Contraction, the eventual end of all things. Both cause
concern in the priests of Arl, who are every day being
shown the futility and unimportance of their universe,
their gods, their planet, their city, and even their very
lives.
As word has slowly leaked out from Arl of the existence
of the God Machine, the tech-priests of Akiton have grown
increasingly curious about its design, and how they might
make their own or, barring that, steal it. They know Arl's
theocratic government would never willingly surrender the
The Invictus
Colossal land vehicle
Squares 3,000 (150 ft. by 500 ft.); Cost
DEFENSE
AC 2; Hardness 20
hp 120,000 (5,999)
Base Save +4
OFFENSE
CR 11
Speed 30 ft.
Melee +2 longsword +14/+9 (1d8+3/19-20)
Ranged mwk revolver +13/+8 (1d8/x4)
Special Attacks bardic performance 30 rounds/day
(bladethirst +3, dirge of doom, distraction, fascinate,
inspire competence +4, inspire courage +3, inspire
greatness, soothing performance)
Bard Spells Known (CL 12th; concentration +16)
4 (4/day)dimension door, freedom of movement,
greater invisibility, hold monster
3 (5/day)cure serious wounds, displacement, haste,
see invisibility
2 (6/day)blindness/deafness, calm emotions, cure
moderate wounds, hold person, mirror image
1 (6/day)charm person, cure light wounds,
comprehend languages, expeditious retreat, grease,
identify
0 (at will)detect magic, know direction, light, mage
hand, message, read magic
STATISTICS
Str 12, Dex 16, Con 11, Int 12, Wis 10, Cha 18
BAB +9; CMB +12 (+14 disarm); CMD 23 (25 vs. disarm)
Feats Agile Blade*, Agile Maneuvers, Arcane Strike,
Combat CastingB, Combat Expertise, DisruptiveB, Dodge,
Improved Disarm, SpellbreakerB, Weapon Finesse
Skills Acrobatics +18, Intimidate +19, Knowledge
(engineering) +18, Knowledge (geography) +21,
Linguistics +6, Perception +15, Perform (oratory) +19,
Profession (pilot) +21, Spellcraft +15
Languages Akitoni, Azlanti, Edaian, Low Arl, Shobhad
SQ arcane armor, arcane bond (longsword), bardic
knowledge +6
Combat Gear wand of cure moderate wounds (17
charges); Other Gear +1 mithral shirt, masterwork
buckler, +2 longsword, masterwork revolver with 24
bullets, amulet of natural armor +1, belt of incredible
dexterity +2, cloak of resistance +1, ring of protection
+1, captain's outfit worth 500 gp
*See the New Rules PDF.
CR 10
Speed 30 ft.
Melee mwk longsword +13 (1d8+1/19-20)
Ranged +1 revolver +16/+11 (1d8+6/x4) and +1 revolver
+16 (1d8+6/x4) or
+1 revolver +18 (1d8+6/x4)
Special Attacks deeds (bleeding wound, deadeye, dead
shot, gunslinger's dodge, gunslinger initiative, pistolwhip, quick clear, startling shot, targeting, utility shot),
grit 2/day, gun training (revolver, rifle, shotgun)
STATISTICS
Str 12, Dex 20, Con 13, Int 10, Wis 15, Cha 8
BAB +11; CMB +12; CMD 27
Feats Deadly Aim, Dodge, GunsmithingB, Improved Precise
Shot, Point Blank Shot, Precise Shot, Rapid Shot, Snap
Shot, Two Weapon Fighting, Weapon Focus (revolver)
Skills Acrobatics +19, Intimidate +10, Knowledge
(engineering) +14, Knowledge (geography) +9, Knowledge
(local) +11, Perception +16, Profession (pilot) +16
Languages Akitoni, Low Arl
Combat Gear 2 potions of cure serious wounds; Other
Gear +1 mithral shirt, 2 +1 revolvers with 60 bullets,
belt of incredible dexterity +2, cloak of resistance +1,
ring of protection +1, officer's outfit worth 300 gp
First Mate K'hymm is a man ruled by ambition. Born of
common stock, K'hymm proved exceptionally adept at
firearms and sandship piloting, allowing him to climb Arl's
only ladder to political powerthe Blessed Scions. K'hymm
is bound by geas to obey his superior's commands, as are
all the Invictus' crew, but K'hymm is nothing if not crafty
about increasing his own wealth and prestige while still
remaining within the bounds of his magically-enforced
orders. Captain Vurrask is unaware of her first mate's
schemes, much to the frustration of the ship's crew.
CR 5 Vercite Hovertank
Speed 30 ft.
Melee mwk longsword +8 (1d8+1/19-20)
Ranged +1 revolver +11/+6 (1d8+4/x4)
Special Attacks deeds (deadeye, gunslinger's dodge,
gunslinger initiative, pistol-whip, quick clear, utility
shot), grit 3/day, gun training (revolver, rifle)
STATISTICS
Str 12, Dex 18, Con 10, Int 13, Wis 16, Cha 8
BAB +6; CMB +7; CMD 21
Feats Expert Driver, GunsmithingB, Point Blank Shot, Siege
Gunner, Siege Weapon Engineer, Skilled Driver (land
vehicles)
Skills Craft (machines) +10, Heal +9, Knowledge
(engineering) +10, Knowledge (geography) +7, Perception
+12, Profession (pilot) +12 (+16 land vehicles), Survival
+9
Languages Akitoni, Low Arl, Vercite
Combat Gear 3 potions of cure light wounds, potion of
cat's grace; Other Gear +1 mithral shirt, +1 revolver
with 24 bullets, gunsmith's kit, healer's kit, masterwork
repair tools, pilot's outfit worth 50 gp
Arl's Vercite tank crews are comprised of elite members of
the Blessed Scions, soldiers with specialized training in the
maintenance and use of exotic and complex Vercite
technology. Blessed Scions who show impressive aptitude
during sandship pilot training are taken out of their basic
classes and put under a special regimen that includes
mechanics, repair, survival skills, and training in the
Vercite language. Graduates are assigned to one of Arl's
dozen or so hovertanks, which they pilot with their
teammates in regular three-months-on, nine-months off
rotations, spending their remaining time serving aboard
standard sandships as mechanics or soldiers.
Due to the extremely limited number of hovertanks
under Arl's direct command, the actual number of
hovertank crewmembers is extremely limited. Each
hovertank has a total of four teams of three crewmembers
assigned to it, with new positions opening up only when a
crewmember is promoted, dies, or retires (mandatory
after fifteen full-year rotations). This means that, at any
given time, there are no new hovertank pilots undergoing
training, leaving skilled sandship trainees to work their
way up the usual chain of command under the Blessed
Scions. Some pilots have clamored for a reform of the
system to allow the cream of the crop to get their training
regardless of available openings, but Arl's staunchly
traditionalist hierarchy has consistently dismissed such
requests.
The statistics above are for an average crewmember;
other, more ace crews certainly exist.
AC 6; Hardness 15
hp 640 (319)
Base Save +4
OFFENSE
VERCITE HOVERTANK
Gargantuan land vehicle
Init +4; Senses darkvision 120 ft., low-light vision;
Perception +12
DEFENSE