Sky King's Tomb Player's Guide
Sky King's Tomb Player's Guide
Player’s
Guide
By John Compton
AUTHOR
John Compton
ADDITIONAL WRITING
Crystal Frasier
DEVELOPERS
John Compton, Adam Daigle, and Vanessa Hoskins
DESIGN LEAD
Michael Sayre
EDITING LEADS
Patrick Hurley and Avi Kool
EDITORS
Felix Dritz, Ianara Natividad, and Simone D. Sallé
COVER ARTIST
Mirco Paganessi
INTERIOR ARTISTS
Rael Dionisio, Nazar Havrulyuk, Sammy Khalid,
Mirco Paganessi, Riccardo Rullo, Luis Salas Lastra,
and Darko Stojanovic
Player’s Guide
Sonja Morris
PUBLISHER
Erik Mona
Character Suggestions 5
by John Compton
Alignments 5
Languages 6
Table: Suggested Character Options 6
Faiths 7
Ancestries 9
Classes 11
Skills and Feats 11
Backgrounds 11
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
[Link]
Player’s Guide
Living Among Legends
With a continuous history stretching back more than
9,000 years, the Five Kings Mountains and its dwarven WHERE ON GOLARION?
culture are truly ancient—and they know it. Statues of The Sky King’s Tomb Adventure Path begins in
legendary heroes, friezes of grand victories, and even Highhelm, a fortified dwarven metropolis built within
millennia-old graffiti remind residents of their storied a mountain. For more information about the Five Kings
past, inspiring them to emulate and even surpass their Mountains surrounding Highhelm, see pages 125–126
ancestors. Yet that same past can bring stagnation. of the Pathfinder Lost Omens World Guide. This guide
Cleaving to tradition, dwarven society is often slow to provides an overview of Highhelm, though you can
change and slower to question its own shortcomings learn much more in Pathfinder Lost Omens Highhelm.
until some new discovery threatens the status quo.
They don’t yet know it, but your player characters
are about to make just such a discovery!
The Sky King’s Tomb Adventure Path explores passages where none existed. For years at a time, the
dwarven history and the Darklands, taking your vast caravan had to settle temporarily or scatter into
PCs from levels 1 to 10 as they uncover forgotten smaller groups to forage and rebuild strength. The
lore, challenge old legends, and discover a mythical hardships caused countless deaths, and over time, many
site that could change Five Kings Mountains culture began doubting Torag’s plan. The first to defect did so
forever. Despite the dwarven focus, this campaign
isn’t exclusive to dwarves; PCs of almost any ancestry
can excel and become engaged in the story. Whether
they already live in the metropolis of Highhelm or are
honored guests of the dwarven Clan Tolorr, the PCs
begin the adventure in Highhelm and later explore a
wide range of subterranean sites.
This document provides you with an overview
of Highhelm and dwarven history, followed by
recommendations for designing your PCs. It concludes
with the “Adventuring in the Dark” article, which
provides extensive advice for spelunking adventurers
braving the lightless caverns ahead.
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Player’s Guide
almost immediately, staying deep underground and dwarves of Clan Tolorr memorize oral sagas, learn
becoming what most call hryngars. Others gradually archaic scripts, and study techniques for restoring and
split off, migrating to other parts of Golarion or dying preserving ancient manuscripts.
in obscurity. The so-called Quest for Sky might have Yet not all is dusty reverence for bygone days. Clan
failed entirely were it not for a young dwarf whose Tolorr also holds that history must be relevant to
compassion, charisma, and decisiveness rallied the the living, and its members find many ways to teach
majority to push ahead. Highhelm’s ordinary citizens about the grandeur and
That young dwarf was Taargick, whose steady tragedies of their past. Clan Tolorr holds lavish puppet
leadership over the next century finally brought shows, ceremonial dances, and martial demonstrations
dwarves to the surface. As they spread out, claimed as well as fascinating public displays of centuries-old
territory, and raised the mighty Sky Citadels to fortify sculpture, smith work, and battle machinery, all of
their new home, they named Taargick their high which have been carefully preserved and, in some cases,
king. Blessed with supernatural longevity by Torag, replicated for demonstration purposes.
Taargick ruled for several centuries, abdicating once
he was confident the growing dwarven empire was HIGHHELM
prosperous and safe. The PCs begin this Adventure Path in
After that, his legend becomes ambiguous. Highhelm and have ample opportunity to
It seems the aging monarch departed explore the city. The following provides
on a final expedition underground, a brief overview of the city and its
disappearing on a personal quest traditions. More information about
he confided to few. The mystery Highhelm and Clan Tolorr appear in
has fed various theories, such as him Pathfinder Lost Omens Highhelm.
still battling evil to this day or having
created a secret sanctuary to house his HIGHHELM SETTLEMENT 14
remains. No matter his ultimate fate, LN METROPOLIS
Taargick’s legend is truly famous and is Ancient dwarven city embodying
taught to any young dwarf growing up in the essence of dwarven culture
the Five Kings Mountains. in its architecture, arts, and
social organization while gradually
GETTING STARTED Clan Tolorr Symbol becoming more cosmopolitan.
At the start of this campaign, you and Government Monarchy with a council
your party members have arrived in Highhelm as Population 41,527 (83% dwarves, 7% humans, 5% elves, 5%
guests of Clan Tolorr, known for its dedication to other)
uncovering, preserving, and teaching history. The six Languages Common, Dwarven, Elven, Terran
unique backgrounds presented on pages 11–13 present Religions Torag, Folgrit, Grundinnar, Kols, other deities of
various reasons your PCs might have been scouted, the dwarven pantheon, Abadar, Pharasma
recruited, or invited to visit (as well as a contact you Threats aberrant horrors and monsters from the Depths
have as a result). While you aren’t required to choose and Darklands, evil orcs, infighting, natural disasters
one of these backgrounds, your character’s backstory Of Dwarven Make Uncommon dwarf items, including magic
should involve some reason Clan Tolorr respects and items, are common within Highhelm.
has reached out to you. Forged with Power Highhelm offers higher level access
to weapons and armor thanks to the city’s forges;
CLAN TOLORR armaments of up to 17th level are available.
Size: 1,080 dwarves across 102 families Borogrim the Hale (LN male dwarf magnate) High King
The Goldhilt Clan Tolorr considers itself the living of Highhelm and convener of the Gathering Council
repository of Highhelm’s history, a tradition that of leaders from other Five Kings Mountains’ dwarven
stretches back thousands of years. Their clan hall in city-states
King’s Crown was built during the kingdom’s founding, Arridor Orridus (LG male dwarf cleric of Folgrit) Head priest
and its archives extend back to the Quest for Sky and of Folgrit and co-head of the powerful religious council
even, in pieces, before. From earliest childhood, the called the Nine-Eyed Hammer
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Player’s Guide
Vanth Orridus (LN female dwarf cleric of Torag) Head negotiating deals, and making plans. Dwarves work
priestess of Torag and co-head of the powerful religious hard and play hard; in the evening, taverns are filled,
council called the Nine-Eyed Hammer sporting events roar, and contests of all kinds make
Kaltan the Pike (LN male dwarf battle master) General of Highhelm echo with delight.
the Highhelm First Army Geography: Nearly all of Highhelm is built inside
Geralde Brightfist (LN female dwarf ruffian) Head of the a mountain, spread across three main layers: King’s
Blacknoon Thieves’ Guild, Highhelm’s largest gang Crown at the top, King’s Heart in the middle, and
Stonebreach at the bottom. Slivers of each layer
Culture: Dwarven culture draws heavily on its extend onto exterior ledges, yet the only practical
history. Without exposure to the weather, stone entrance into Highhelm from the surface is through
statues and inscriptions dating back millennia the large cave for which Stonebreach is named. A
survive in Highhelm, preserving their wisdom and swath of tunnels and caverns beneath Stonebreach
legends for current generations. Historical figures are forms an informal fourth district known as the
honored through song, and many dwarves aspire to Depths. A massive spiraling ramp called the Clamber
attain that same level of battlefield prowess, crafting winds through Highhelm’s center, connecting each
mastery, or unshakable integrity that would see layer. However, savvy residents know secondary
them remembered in the same way. Non-dwarven stairwells and shortcuts that bypass this hub,
residents tend to share this dedication to their crafts including a variety of sanctioned messenger tunnels
and community, which is often what drew them to and illegal smuggler paths.
Highhelm in the first place. Light: With its numerous openings to the outside
In general, dwarves have a reputation for dourness world, King’s Crown enjoys sunlight throughout the
toward strangers, rarely displaying the unbridled day, with some parts of the cavern ceiling fitted with
warmth they show to friends and family. But in mirrors or prisms to redirect rays to otherwise darkened
Highhelm, residents feel particularly at ease, showing areas. Other districts see sunlight rarely, if at all, relying
their emotions more openly and extending that on magical lights in public areas to accommodate
camaraderie beyond their inner circles. non-dwarven residents. Thanks to its population’s
Among Highhelm’s oldest traditions is its clan and overwhelming access to darkvision, entire blocks
caste system. Most dwarves belong to one of the major might not be illuminated. That said, most residents
clans, each of which has about a hundred families and a keep lamps and other light sources handy when those
few thousand individuals. Many others belong to much without darkvision visit.
smaller clans, and a minority are clanless, carving their Exploring dark environs is a recurring theme in
own destinies without the support or obligations of an this Adventure Path. Familiarize yourself with the
extended family. Castes are largely a formality often “Adventuring in the Dark” article that begins on
reflected in a clan dagger’s design, with the Goldhilt, page 15.
Steelhilt, and Ironhilt designations applying to the
various clans based on their specialties. Goldhilt clans Character Suggestions
consider themselves guardians of dwarven culture, Though you’re free to make any kind of character you
favoring political, religious, and academic roles. Steelhilt like for the Sky King’s Tomb Adventure Path, taking the
clans often specialize in elite crafts, warfare, and trade. following suggestions into consideration will help you
Ironhilt clans usually handle essential trades that get the most out of this campaign.
are considered the “least dwarven,” such as farming,
herding, and heavy labor. Even though every dwarf’s ALIGNMENTS
labor earns respect and contributes to the whole, In general, Sky King’s Tomb takes a heroic approach to
Goldhilt activities often command the most respect, and adventuring; player characters have many opportunities
Ironhilt work earns the least. Still, a clan’s caste doesn’t to help others, thwart evil, fight for the common
bar a dwarf from pursuing other trades, and expressing good, de-escalate lethal situations, and challenge tired
any prejudice or disrespect based on caste is uncouth. prejudices. While Highhelm’s inhabitants don’t all
Daily Life: The Highhelm workday starts early and worship the dwarven pantheon—most of which are
involves little socializing. That changes after lunch, lawful good, neutral good, or lawful neutral—those
when social business prevails, like meeting clients, gods’ edicts and values shape much of dwarven society.
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Player’s Guide
As a result, any non-evil alignment is a good fit for Ignan, Terran, Undercommon, or Ysoki. Some
Sky King’s Tomb. Good-aligned or lawful-aligned PCs scholars learn languages like Celestial or Utopian,
might find they connect especially well with elements as some dwarven contracts, records, and academic
of dwarven culture; however, since this Adventure literature incorporate these languages to better
Path travels beyond that Sky Citadel, a wide range of describe esoteric topics or record very specific terms.
alignments might thrive elsewhere. Although rarely spoken in Highhelm, many dwarves
are familiar with Goblin, Jotun, or Orcish, languages
LANGUAGES that have been traditionally used by enemies of the
In Sky King’s Tomb, the PCs begin in Highhelm and Five Kings Mountains.
later travel deeper into the Darklands. Darklands Languages: Many languages appear in
Highhelm Languages: Nearly everyone in the subterranean wilds. The humanoid inhabitants of
Highhelm speaks Common, but visitors are far Nar-Voth and Sekamina might speak Caligni, Draconic,
more likely to overhear everyday conversations in Dwarven, Elven, Gnomish, and Undercommon. Those
Dwarven. Depending on the neighborhood, a PC fey who favor caverns often speak Sylvan, though
might also encounter Draconic, Elven, Gnomish, many prefer Aklo, Terran, or Undercommon.
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Player’s Guide
FAITHS BOLKA [NG]
As the de facto center of Avistani dwarven culture, it’s Daughter of Torag and Folgrit, Bolka is a beautiful maiden
no surprise that worshipping the dwarven pantheon who oversees marriage, courtship, and romance.
is extremely popular in Highhelm. Torag (Pathfinder Edicts encourage those seeking love, seek the beauty in
Core Rulebook 440) presides over that pantheon, others, support others’ relationships
which in turn includes his spouse, siblings, and Anathema betray your spouse, disrupt a genuine marriage,
children. This section presents deity entries for each of prevent a suitor from seeking a partner
these deities, drawn from Pathfinder Lost Omens Gods Alignments LG, NG, CG
& Magic, should your character want to worship one Divine Font heal
as their patron. Not listed is Droskar, an evil deity cast Divine Skill Diplomacy
out of the pantheon ages ago for stealing credit for Favored Weapon mace
others’ creations. Worshipping him openly is unheard Domains confidence, family, healing, passion
of in Highhelm, comparable to brazenly venerating Cleric Spells 1st: soothe, 4th: creation, 3rd: collective
Norgorber in polite society; it’s inadvisable that your transposition
PC worship him, as his tenets and history clash with
this adventure’s premise. DRANNGVIT [LN]
Other popular deities in Highhelm include Abadar, Few adore Dranngvit, yet this goddess of debts and vengeance
Cayden Cailean, and Pharasma. Abadar’s orderly earns wary respect. Compared to Kols, Dranngvit’s brand of
objectives align closely with dwarven culture and justice favors grudges, retribution, and dogged persistence.
commerce. Though Magrim plays a more immediate Edicts help reclaim just debts, seek appropriate vengeance
role in maintaining and sanctifying graves, against transgressions
Pharasma’s presence in Highhelm is as ubiquitous Anathema allow a slight to go unpunished, avoid paying a
as anywhere else in the world. She and Magrim debt, force others into debts you know are unpayable
are often invoked and portrayed together. Cayden Alignments LN, LE
Cailean’s carefree antics chafe slightly at dwarven Divine Font harm or heal
norms, yet his bravery and brews have earned him Divine Skill Intimidation
converts over time. His followers are respected so Favored Weapon light pick
long as they avoid recklessness. Domains knowledge, might, travel, vigil
In Sky King’s Tomb, most good- and neutral-aligned Cleric Spells 1st: longstrider, 2nd: knock, 5th: passwall
deities are appropriate. Be aware that the campaign
takes place almost entirely underground, so deities FOLGRIT [LG]
with strong connections to the sun, stars, and sky Wife to Torag and mother of many demigods in the pantheon,
might feel uncomfortably distant or even irrelevant as Folgrit likewise oversees family, children, and parental love
the PCs delve farther from the surface. in dwarven society. Among the often dour gods, she’s a lively
presence who encourages recreation and recuperation, lest
ANGRADD [LG] their responsibilities sap their energy.
Whereas Torag focuses on defensive strategy, his brother Edicts maintain the sanctity of a home, remain patient with
Angradd believes in taking the offense. His is the righteous others, take in those without families
fire that will illuminate and then burn away evil. Anathema abandon your family, fail to defend your neighbors
Edicts seek and destroy evil, study evil to learn the best Alignments LG, NG, LN
way to destroy it, train others in righteous ways Divine Font heal
Anathema allow weaker evils to survive due to the presence Divine Skill Medicine
of larger evils, deceive others outside of tactical gain Favored Weapon staff
Alignments LG, LN Domains cities, family, protection, repose
Divine Font heal Cleric Spells 1st: endure, 4th: fire shield, 9th: resplendent
Divine Skill Athletics mansion
Favored Weapon greataxe
Domains fate, fire, protection, zeal GRUNDINNAR [LG]
Cleric Spells 1st: burning hands, 2nd: blistering invective, Dwarven grudges are infamous, yet their friendships are
3rd: fireball as unshakable as stone. Ever the diplomat, Grundinnar
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Player’s Guide
encourages friendship and peace. He’s quick to de-escalate Favored Weapon warhammer
a fight, and he’s equally quick to investigate and resolve Domains death, duty, fate, glyph
whatever caused the fight in the first place. Cleric Spells 1st: temporary tool, 2nd: expeditious
Edicts attempt to bridge the gap between feuding sides, excavation, 9th: earthquake
maintain just treaties, maintain relations with neighbors
Anathema sow discord among friends and allies, attack TRUDD [NG]
during parley Youthful and muscular, Trudd can physically overpower
Alignments LG, NG any other member of the pantheon, yet he’s a gentle and
Divine Font heal protective soul. He encourages his followers to develop
Divine Skill Diplomacy their own strength and share it with the world, making him
Favored Weapon light hammer an informal patron of dwarven adventurers.
Domains confidence, family, protection, truth Edicts offer your strength to aid others, protect those
Cleric Spells 1st: anticipate peril, 4th: resilient sphere, 6th: weaker than you
wall of force Anathema engage in petty showcases of strength, use your
strength to take advantage of others
KOLS [LN] Alignments LG, NG
Kols is the embodiment of dwarven honor and Divine Font heal
oaths, holding mortals to their word. He’s
protective and politely forthright, and he
expects the same from his disciples. His
no-nonsense tenets aren’t just intended to
keep order; he adores the bonds that mortals
form when they communicate honestly and
honorably with each other.
Edicts seek those that break oaths and enforce just
restitution, uphold your promises
Anathema lie, dishonor yourself or your family,
shirk your duties, break an oath
Alignments LG, LN
Divine Font harm or heal
Divine Skill Society
Favored Weapon light hammer
Domains duty, knowledge, might, truth
Cleric Spells 1st: unseen servant, 4th: suggestion, 6th:
unrelenting observation
MAGRIM [LN]
Magrim oversees the dwarven afterlife, making him a patron
of dwarven ancestor reverence and communion. He takes a
special interest in damaged souls, which he repairs so that
they might be reborn. He deeply respects Pharasma,
often offering her his services to sustain the cycle of
souls.
Edicts perfect a craft or trade, carve runes, destroy undead,
aid others with completing unfinished tasks
Anathema treat gravesites irreverently, mistreat your tools,
create undead, damage a soul
Alignments LG, LN, N Magrim
Divine Font heal
Divine Skill Crafting
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Player’s Guide
Divine Skill Athletics of refugees having fled to Highhelm following Isger’s
Favored Weapon warhammer Goblinblood War in recent memory. However, goblins’
Domains confidence, duty, might, protection acceptance in Absalom and some goblins’ noble
Cleric Spells 1st: endure, 3rd: haste, 4th: stoneskin contributions against the Whispering Tyrant have
softened many dwarves’ hearts.
ANCESTRIES Human: In the distant past, the Five Kings Mountains
Although built and maintained as a majority-dwarf controlled and exploited what’s now Druma as a colony,
city, Highhelm welcomes visitors, businesspeople, and which drove millennia of rebellion and resentment
immigrants of countless backgrounds. from the mostly Kellid inhabitants. Over 2,000 years
of trade and close partnership since has repaired nearly
Common Ancestries all those grievances. The Five Kings Mountains hosts
The following ancestry choices have noteworthy numerous humans of Kellid and Taldan ancestry,
representation in Highhelm. drawn from places like Druma, Taldor, Andoran, and
Dwarf: Highhelm is the nexus of Avistani dwarven the River Kingdoms. The vital Sellen River also passes
culture, and dwarves comprise most of the Sky Citadel’s nearby, carrying people from countless lands near the
population. The primary element of social structure is border, so humans of any origin periodically grace
the clan; the largest typically include a few thousand Highhelm’s caverns.
members divided among a hundred or so families.
Twelve major clans operate in Highhelm, each with a Uncommon Ancestries
professional focus that’s become part of that clan’s Neighbors, politics, and opportunities have drawn a
identity: Aringeld (trade), Breakiron (invention), Firecask variety of other species to Highhelm.
(brewing), Gelderon (farming), Grimmark (defenses), Aasimar and Aphorite: Thanks to the predominantly
Ironfist (smelting), Molgrade (smithing), Oriddus good-aligned and lawful-aligned dwarven pantheon,
(religion), Runebinder (magic), Stonefist (military), Highhelm maintains ancient traditions of communing
Tolorr (history), and Vanderholl (labor). In addition, with, summoning, and drawing magic from celestials
a host of less influential clans operate in Highhelm, and aeons. Even where a distant immortal ancestor
as do various clanless dwarves. Even though clan and isn’t involved, the trace holiness that accumulates
profession influence a dwarf’s capital, connections, and in Highhelm sometimes imbues a child with sacred
opportunities, dwarves frown on classist rhetoric and vitality as an aasimar or reconfigures their physiology
celebrate the upstanding accomplishments of any dwarf. to become an aphorite. Citizens respect aphorites and
Elf: The Five Kings Mountains and Kyonin recently aasimars, considering them a blessing.
began vigorous defensive coordination and training to Catfolk: A lively population of amurruns reside in
better thwart the nascent demon lord Treerazer and the Highhelm’s Stonebreach district, where their tight-knit
dread necromancer known as the Whispering Tyrant. social proclivities have ingratiated them with the dwarven
Elven delegations, merchants, scholars, and small majority—despite amurrun children’s rambunctious
military training detachments are increasingly common antics. Over generations, amurruns have earned respect in
in the Five Kings Mountains, to the overall delight of the Five Kings Mountains, having mobilized independently
dwarven residents. to fight in its defense on numerous occasions.
Gnome: Highhelm’s crafts and historical records Geniekin: Not only does Highhelm’s subterranean
are among the finest in Avistan, drawing hundreds design create an upwelling of primal energies from the
of gnomes who are captivated by dwarves’ masterful Darklands, but part of the city even maintains portals
artistry, lore, and magic. Even though few gnomes to the Plane of Fire for metalworking and trade. Ifrits
live here for more than a few decades before seeking and oreads are relatively common here, whereas sylphs
excitement elsewhere, Highhelm’s professionals deeply and undines are quite rare. Like with aasimars and
respect gnome ingenuity, industriousness, and drive. aphorites, dwarven families and society celebrate these
Goblin: Highhelm’s people have taken great steps geniekin children.
toward accepting goblins, and while few goblins live Hobgoblin: When hobgoblins recently founded the
there, they come and go with minimal prejudice. small nation of Oprak across Lake Encarthan, they took
Even so, dwarven myth remembers goblins mostly as care not to conquer the nearby Sky Citadel Kraggodan.
arsonists, kidnappers, and raiders, with a fair number While this proved the hobgoblins weren’t an immediate
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Player’s Guide
threat to the Five Kings Mountains (and might even be roleplaying that prejudice isn’t necessary at all to enjoy
allies against the Whispering Tyrant), Highhelm holds the story. When creating an orc or half-orc PC, talk
Oprak at arm’s length. The hobgoblins’ provocative with your GM about how the group might approach
politics unnerve most dwarves. Even so, hobgoblin orc bias, and consider implementing safety tools (Core
diplomats, merchants, and adventurers occasionally Rulebook 485) to ensure everyone has an enjoyable
travel to Highhelm, slowly changing attitudes about experience.
the dwarves’ distant neighbor. In particular, hobgoblin Ratfolk: To the west, Druma’s economic opportunities
alchemists have developed a tense, fruitful collaboration drew ratfolk in droves, and as these entrepreneurs
with Clan Breakiron, with both parties eager to learn pitched their wares in the Five Kings Mountains,
from each other while not yet being willing to share all many chose to relocate there permanently. A sizable
their hard-earned secrets. population of ratfolk lives in the Depths, Highhelm’s
Kobold: While considered more of a nuisance in deepest district, where the countless tunnels provide
Andoran to the south, kobolds have developed a cordial ratfolk opportunities to forage, prospect, serve as
relationship with Highhelm. This didn’t come without guides, and invent new devices far from spying eyes.
conflict early on, but centuries ago, dwarven leadership
weighed the costs and benefits in favor of peace. Rare Ancestries
After all, kobolds are exceptional miners, engineers, Sky King’s Tomb presents several exciting opportunities
and scouts, bolstering the dwarves’ intelligence and for rare ancestries.
mastery of the Darklands. Plus, kobolds’ residential Fleshwarp: More than a mile below Highhelm,
needs differ enough from dwarves’ that the former deros and other evil scientists infamously experiment
happily occupies some of the Stonebreach district’s on unwilling subjects, creating aberrations. Test
more claustrophobic neighborhoods. subjects periodically escape, and those who approach
Leshy: With its limited sunlight, Highhelm tends to the surface might seek refuge in Highhelm. The city
make most leshies uncomfortable within a few weeks. accommodates and rehabilitates these rare victims,
However, fungus leshies thrive in the upper Darklands, though only half stay. Dwarven compassion often
including in Highhelm. A few dozen reside here at translates as pity, discouraging some from staying.
any given time, either sharing discoveries from deeper Those who remain, though, find a welcoming home
underground, trading rare reagents from forgotten and ample opportunities.
tunnels, or seeking a diversion. Because they’re among Skeleton: Without a doubt, the dwarven pantheon
the more acerbic and macabre of leshies, the prevailing disapproves of undead, and even Magrim encourages his
assumption in Highhelm is that leshies are irreverent followers to destroy the unliving. However, the ancient
and eccentric. rivethun tradition of spirit communion has instilled a
Orc: Half-orcs regularly visit Highhelm, though few deep respect for those rare unliving beings who cling to
live there permanently. Over time, dwarven societies the mortal realm because they’re driven by unfinished
have reconciled their conflicts with many cultures, business. The Sky King’s Tomb story involves delving
most of all in cosmopolitan Highhelm. However, deep into the past, often to undo or challenge past
conflicts with orcs are so central to and prevalent in wrongs. As a result, a dwarven skeleton PC sustained
dwarven history that many in Highhelm can’t shake by some past injustice could be an exceptional fit for
their unconscious bias. When Belkzen’s orcs defied the campaign. With Clan Tolorr’s sponsorship, they
the Whispering Tyrant a few years ago, the Five Kings would be free to conduct business in Highhelm with
Mountains began recalibrating its stance on orcs and the twin understanding that their behavior is held to
considering ways to open diplomatic channels with the a high standard and that eventually the PC will depart
eminent leader, Ardax the White-Hair. for the afterlife. Under similar conditions, skeletons of
However, popular dwarven sentiment doesn’t pivot other origins might also thrive in this Adventure Path.
so quickly. While an orc or half-orc player character Sprite: Highhelm’s orderly society often clashes with
could defy expectations, earn widespread respect, and freewheeling fey sensibilities. That said, subterranean
challenge Highhelm’s narrative in this Adventure Path, sprites periodically appear in the Sky Citadel,
such a PC might experience moderate prejudice early finding outlets for their creativity, magic, and energy.
in their career. While the dwarven history of fighting Highhelm’s melixies most often resemble burrowing
orcs plays some role in Sky King’s Tomb, actually beetles, and their industrious inventiveness earns
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Player’s Guide
them many friends. The vibrant bat colonies scattered Exploration: Moving around underground is tough,
throughout the region also attract nykteras, some of and a rugged adventurer stands a better chance of
which residents mistake for domovoi and other house surviving the dangers of the Darklands. Skills like
sprites thanks to the nykteras periodically sneaking Acrobatics and Athletics will help you navigate tunnels.
into homes, cleaning up, and baking treats. Nature, Survival, and Thievery can prevent getting lost,
identify hazards, and disarm traps left by malicious
CLASSES creatures. Don’t discount Occultism, which helps
The Sky King’s Tomb Adventure Path presents a balanced identify many creatures that dwell underground. Finally,
mix of adventuring styles, ranging from exploration to remember that you’ll spend some time away from
intrigue to combat. As a result, any character class will settlements and need to be self-sufficient, so skills like
enjoy the spotlight regularly. The following explores Crafting and Medicine could patch up your gear and
several campaign themes and which classes might excel. allies enough to get to safety.
Exploration: There are many tunnels riddling the Subtlety: Your PC’s adventures will regularly lead
Darklands, but very few roads. Expect journeys through them to large cities, where cunning could open more
lightless tunnels and uneven paths where athleticism doors than combat would. Being able to negotiate
and wilderness knowledge can keep the party alive. with Diplomacy could earn unlikely friends, and many
Classes with excellent survival skills excel, such as Darklands inhabitants respect Intimidation tactics.
druids, investigators, and rangers. Muscle might be key Because Deception includes not only lies but also
to clearing a path, catering to the skills of barbarians, disguises, that skill can help you avoid confrontation
champions, and fighters. in hostile settlements just as readily as Stealth might.
Infiltration: The good news is that many settlements Finally, know your surroundings; skills like Society
dot the Darklands. The bad news is that many of these can help you understand local customs and identify
settlements pose a risk to surface travelers. Being able useful contacts.
to blend into a crowd, gather information, and respect Dwarven Lore: This adventure explores dwarven
local customs can help the PCs avoid danger, playing culture and features many dwarf NPCs, and being versed
well to the talents of a bard, investigator, rogue, or in their many traditions could help win friends and
sorcerer. With the right tools, anyone can become overcome obstacles. Skills like Crafting, Performance,
an infiltrator, whether that’s a shapeshifting druid, a Religion, and Society will all help a PC understand and
mutagen-swigging alchemist, or a psychic charming fit in among dwarves. It should come as no surprise
guards with words and magic alike. that Lore skills like Dwarf Lore, Highhelm Lore, and
Tradition: Not only are the PCs guests of a dwarven Lore tied to dwarven deities feature regularly during
clan dedicated to history, but also they begin the your adventures.
adventure in Highhelm, a center of dwarven culture.
Certain professions and adventuring styles enjoy BACKGROUNDS
prestige in Highhelm, whether the PC is a dwarf or Though you can choose any common background for
not. Dwarves are famous for their honorable warriors your character (including the ones starting on page 60
clad in metal armor, which might appeal to fighters, of the Core Rulebook), the following new backgrounds
champions, maguses, and even clerics with the warpriest are designed specifically for the Sky King’s Tomb
doctrine. Anyone versed in dwarven performance Adventure Path. You can use these backgrounds to
or craft finds friends and employment easily, making inspire personality traits and details that tie your
alchemists, bards, inventors, and oracles welcome. character to Highhelm and Clan Tolorr.
Finally, given the age and historical richness of dwarven Most of the following backgrounds provide a
treasures, investigators, thaumaturges, wizards, and connection to someone in Clan Tolorr—likely the
others versed in studying the past will thrive. person who advocated for the PC’s addition to the
upcoming Family Festival guest list. In addition, each
SKILLS AND FEATS background slightly modifies your party’s starting
As with any campaign, it’s great to select skills and feats Reputation Points total in Highhelm; your party
that complement your character concept. That said, starts with 0 Reputation Points, adjusted by each
there are several skill categories that will be especially PC’s background, though this can’t increase the score
useful in the Sky King’s Tomb Adventure Path. above 4 or below –4. During your adventures, you’ll
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Player’s Guide
gain many more Reputation Points, so this starting You’re trained in the Society skill and the Highhelm Lore
adjustment just provides a minor effect until the PCs skill. You gain the Multilingual skill feat.
makes a name for themselves! Connection: You have no special connection or sponsor
in Clan Tolorr.
CHILD OF NOTORIETY BACKGROUND Reputation Points: +2
UNCOMMON
One or more of your ancestors committed a grave atrocity, and CONSERVATOR BACKGROUND
even though you’ve tried to live your own life, your family’s UNCOMMON
grim past looms over you like a relentless shadow. You might Some history survives only so long as its physical remains
have traveled a thousand miles to escape the legends, learned do. You’ve developed robust museum skills to identify relics,
how to ingratiate yourself to others, just tried to ignore the preserve artifacts, recreate ancient technologies, and even
everyday accusing glances, or even accepted the notoriety just rebuild shattered treasures—often with painstaking patience,
to be left alone. You didn’t commit the crime, yet it haunts you. a steady hand, and even a little magic. Your contributions
Whether you’re proving the world wrong, proving to yourself don’t end there, as whether you’ve mastered diligent
that you’re no monster, earning wealth to pay reparations, or recordkeeping or helped uncover smuggling rings that are
just driven to do some good with your life, it’s time to break looting archaeological sites, you’ve made an impression.
free of the past. That journey begins with understanding. Hearing of your promising abilities, representatives from
Clan Tolorr preserves the deeds and misdeeds of dwarven Clan Tolorr contacted you, inviting you to study with their
legend. With their help, you might not only understand museum masters and share your own techniques, all while
dwarven crimes and reparations, but also learn how to accept helping preserve over 10,000 years of history!
your past and leave the world a little better than when you Choose two ability boosts. One must be to Dexterity or
found it. You’ve corresponded with Clan Tolorr, but your most Intelligence, and one is a free ability boost.
recent message came instead from one of the clan’s guests: a You’re trained in either the Crafting skill or the Thievery
lizardfolk mystic named Valahask who studies the dead and skill, and you’re trained in either the Accounting Lore or the
is eager to meet you. He has lobbied on your behalf, earning Underworld Lore skill. If you selected Crafting, you gain the
you an invitation to Clan Tolorr’s upcoming Family Festival. Quick Repair skill feat. If you chose Thievery, you gain the
Choose two ability boosts. One must be to Constitution or Assurance (Thievery) skill feat.
Charisma, and one is a free ability boost. Connection: Ria, an oread gnome curator who studies
Choose whether you’ve navigated your past through rivethun traditions
kindness or notoriety thus far. For the former, you’re trained Reputation Points: +1
in the Diplomacy skill and the Genealogy Lore skill, and you
gain the Group Impression skill feat. For the latter, you’re DEDICATED DELVER BACKGROUND
trained in the Intimidation skill and the Underworld Lore UNCOMMON
skill, and you gain the Intimidating Glare skill feat. Filled with predators, pitfalls, and other perils, the Darklands
Connection: Valahask, an iruxi mystic rightfully scares off most travelers. Not you! Whether you’re
Reputation Points: –1 a veteran Darklands caravanner, a cartographer seeking
safer paths through dangerous territory, or just a spelunker
CLAN ASSOCIATE BACKGROUND who loves to escape the surface and hear the caverns sing,
UNCOMMON you’re adept at navigating underground obstacles and
You already have a close connection to Clan Tolorr, such finding your way back to civilization.
as having been born into the clan, worked as an esteemed Clan Tolorr specializes more in studying the past than
contractor for them, or married into the clan (even if you extracting it from dangerous areas. Its leader, Arghan
chose to retain your prior clan affiliation). Whether through Tolorr, was an avid explorer in his youth, and he’s begun
dedicated study or just overhearing your fellows’ academic an initiative to befriend, recruit, and train subterranean
debates, you’ve absorbed boundless trivia about history— daredevils who can extract relics responsibly. You’re one of
especially local lore. Beyond Tolorr halls, your affiliation his candidates for this pilot program. Helping administrate
earns you respect in Highhelm. Your clan expects you to recruits is Ria, a gnome curator and close Tolorr confidante
behave well, as your actions reflect on them. who helped arrange your travel to Highhelm.
Choose two ability boosts. One must be to Constitution or Choose two ability boosts. One must be to Strength or
Wisdom, and one is a free ability boost. Dexterity, and one is a free ability boost.
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Player’s Guide
You’re trained in either the Athletics skill or the You’re trained in the Occultism skill and the Dwarven
Survival skill, and you’re trained in the Cave Lore skill. If Pantheon Lore skill, an uncommonly broad Lore skill that
you selected Athletics, you gain the Combat Climber skill pertains to Torag’s faith and those faiths of his divine family.
feat. If you chose Survival, you gain the Terrain Expertise You gain the Quick Identification skill feat.
(Underground) skill feat. Connection: Rosha Coppervein, a Blue Warder who
Connection: Ria, an oread gnome curator who studies married into Clan Tolorr
rivethun traditions Reputation Points: +0
Reputation Points: +0
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Player’s Guide
Adventuring
in the Dark
To those born in light, the sun seems as vital as air or challenges inspire new strategies and innovations that
water—a thing all life needs to survive. But those born drive the mortal spirit ever forward.
in the Darklands recognize light for what it is: a tool, And downward.
a resource, an option.
A privilege. Dark Locales
One rarely afforded to the true survivors Surface dwellers think of the Darklands as
of the world. Beyond cave mouths and another world—an alien realm of unnatural
brazier-lined dwarven halls, the endless, conditions. But darkness is the default state
twisting passageways of the of the cosmos, interrupted only by insipid
Darklands exist in an umbral pinpricks of light. Gloom persists in
haze, and its societies and the world wherever light can’t shine,
creatures thrive. and so resourceful survivors know to
Below the surface always be prepared in the different
of Golarion, light is a places where murk prevails. Wary
foreign ware, something survivors recognize the shadows
natives will trade when for the advantages they provide,
convenient, but even the understand how to exploit them,
youngest dero knows and, most importantly, understand
never to depend on it. Only where to find them.
outsiders cling to flames
and spells for safety, always NATURAL DARKNESS
to their detriment. Surface Natural darkness is the most common
folk trust what they can see, danger adventurers encounter. Caves and
and robbed of illumination, all canyons—including the unseen expanses of the
becomes uncertain. Predators hide in the shadows, but Darklands—make natural nests for a wide variety
so do sheer drops, rushing rivers, and broken ankles. of monsters and hiding places for those evading the
They depend on their sight for everything, from crafting law, and in turn, they become common destinations
to navigation to understanding the subtleties of speech. for hired muscle, glory seekers, and bounty hunters.
While individual humanoids can and have overcome In addition to their natural denizens—who are better
this dependency, society at large centers upon vision to adapted to the lightless world—these tunnels abound
the exclusion of all other senses. with cliffs and pits, bad air, and labyrinthine corridors
Those who need the light to thrive can survive below, designed by random chance rather than practical
too, through innovation, adaptation, and bargaining, need. In the winding depths, small inconveniences like
as they have for thousands of years. Adventurers plumb becoming lost, running out of food, and small injuries
the depths for treasure and glory, and whole societies can become life-threatening ordeals as the darkness
have found sanctuary within the earth’s dismal compounds every challenge with no end in sight.
embrace. Adventuring below Golarion’s surface brings More common than caverns, however, is the night.
a host of new challenges revolving around the lack of While the full moon and stars provide dim illumination
light and all the comforts it brings. However, those ideal for those with low-light vision, an overcast night,
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Player’s Guide
new moon, or forest canopy blots out even this soft is never considered a permanent fixture. Adventurers
benefit and plunges adventurers into a featureless void. can’t simply add new fuel to a brazier and instead
Many dangerous creatures stalking a community use must carry their light with them. Like natural caverns,
the cover of night to conceal their thefts or murder ruins make ideal homes for dangerous creatures and
sprees. Conversely, adventurers can take advantage contain perilous drop-offs, but artificial structures
of the night for their own needs, moving on enemies are far more prone to collapse. Those places humans
unseen or escaping pursuit. The benefit of night is its neglect in the darkness might even attract dangerous
predictability—the sun sets and rises in a cycle, so no creatures while still in active use.
matter how bad things get, light is only a few hours
away. But that same cycle means the night—and PRETERNATURAL DARKNESS
anything that lurks within it—always looms. And at the In some rare cases, darkness is a force unto itself
Crown of the World, winter nights can last for weeks at rather than an inert default—an aggressive thing
a time, with only short reprieves of twilight in between, that tears away at light and asserts itself against
creating endless opportunity for creatures adapted to intruders. The Shadow Plane is the most overt of the
the darkness. variety of preternatural darkness that adventurers
While not the same looming black as nightfall, dense might encounter. The nature of reality here swallows
fog presents the same general hazard as darkness: up light and generates pockets of gloom so intense
limiting adventurers’ vision. Swamps, river valleys, even normal darkvision can’t penetrate it. Locals
moors, and coastlines all struggle with dense banks of see illumination not only as an intrusion, but as an
mist that obscure sight lines and hazards, often with offense. Deadly outsiders lurk within the lightless
aquatic dangers rarely found underground. When depths outside common material reality; attracted
a traveler can’t see more than 30 feet, even familiar by the heretical light adventurers need to survive,
roads become unremarkable and confusing. Worse, these entities can bring esoteric dangers like magic to
light can actually make the haze worse, eliminating bear on trespassers in addition to claw and fang. The
the most common escape from the dark. Negative Energy Plane similarly generates a hostile
The sea likewise swallows light, and adventurers and overwhelming darkness—this one so intense it
diving beneath the waves must consider not only how drains the very light of creation from visitors and
they’ll breathe, but how they’ll see. Little sunlight annihilates them from reality.
filters down beyond a few hundred feet—far less in Magical effects can reproduce the persistent effect
murky waters—and even adventures below the open of the Shadow Plane in the mortal realm. Spells like
ocean make visibility an issue. Underwater, the easiest darkness can briefly recreate this effect but rarely
and most reliable source of artificial light—fire—is dominate an entire adventure unless facing foes like
impossible, while the solutions nature provides, like caligni or ayindilar elves who can unleash it at will.
electrosensitivity and echolocation, are difficult for Powerful curses and profane events might plunge an
adventurers to mimic. entire region into perpetual night or extend the effects
of a darkness spell over an entire building or prolong
UNNATURAL DARKNESS its effects into hours, days, or seasons. While the gloom
Like caves, mortal structures and buildings blot out the of these effects complicates even normal tasks, the far
light. Windows can illuminate outer rooms, but large greater danger is the source of such powerful magic.
palaces, fortresses, and other sprawling complexes
must provide alternative lighting. Humans fill their Born to Darkness
strongholds with candles and oil lanterns, elves rely on Surface cultures often—mistakenly—worship the sun
magic and bioluminescence, and halflings provide an as the source of all life. In their limited perspective,
abundance of cozy hearths, but most of these sources the sun nourishes plants, animals eat the plants, and
require constant attention and fuel (or food). Once humanoids eat both. These same cultures mark the
abandoned or ruined, light gives way to dark, and passage of time by the sun’s rise and set and trust
adventurers must treat these places as they would any their holy days to its specific positions. Robbed of this
natural cavern. convenience, they imagine the world will end.
Worse by far are the tunnels dug by mortal hands— But the Darklands run by cycles all their own, and
siegeworks, mines, sewers, and cisterns—where light life finds new ways to thrive.
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Player’s Guide
CYCLES OF LIFE and an unsteady hand can notch individual hours
The Darklands have neither a sunset to mark when along its length—or else the steady burn of an oil-
creatures should sleep nor a sunrise to wake them. lamp clock, which consumes a pint of oil at a steady
No noon alerts them to eat, and no midnight marks rate and can track individual hours over the course
the height of danger. The mundane cycles of life run of a full day (with a flame too small to cast a useful
different for every living creature—sleeping when amount of light); larger and more expensive versions
they’re tired and eating when hunger strikes. Those can track the time over 10 days before being refilled
who come from the surface still carry a memory of the with 10 pints of oil. Darklands expeditions with gold
sun in their bodies and maintain a roughly 24-hour to burn—and few expeditions enter the Darklands
cycle thanks to a lifetime of habit, but native creatures short on cash—rely on mechanical devices like the
run their own cycles ranging from short 10-hour days pocket watch. Other adventurers turn to magic to
to achingly long cycles of sleep that last centuries. track the time; divination spells like scrying allow
A few cycles still mark the passage of days the caster to see a creature on the surface and read
underground for those who pay attention. On the position of the sun and stars to estimate the
larger lakes and subterranean seas, the pull of date, while sending allows them to contact topside
the unseen moon still generates tides sailors must peers for that exact information. More practical
plan around. Large communities use massive spellcasters can use the fixed duration of longer-
pendulums to track the planet’s lasting spells to track the passage of time—three
rotation as well, using them as castings of alarm each day, for example,
public timepieces in much the can mark the passage of a full day.
same way surface communities
rely on sundials. Many of the FOOD
glowing plants that dwell in the To some extent, the surface feeds the
deep seem to thrum in time with this 24-hour Darklands. Nutrients—decaying organic
cycle, likely responding to the same gravitational matter and even whole bodies—wash
tug as waterways, and glow brighter and softer at downstream through caves or filter through the
different periods of the day. groundwater to deliver precious fertilizer. This
Without the sun and clouds, seasons look very bounty primarily feeds decomposers and scavengers.
different in the Darklands. Late spring and early These harmless fungi and arthropods make up most
summer bring rainfall and snowmelt on the of the subterranean ecosystem, who in turn
surface, which feed creeks and springs into feed larger beasts. In the absence of light, life
raging rivers far below ground. Endemic takes its energy from other available sources.
societies mark the spring and autumn by the Chemosynthetic bacteria live in volcanic pools
reversal of wind patterns: the warming temperatures and fissures, feeding on heat and exotic chemicals to
of spring lowers the air pressure at cave entrances form the foundation of a new food web. Many fungi
and pulls cooler air up from deep below, while the have adapted to feed off radiation instead, basking in
falling temperatures in autumn reverse the process. the sickening light of the Darklands’ many irradiating
The biannual “changing of winds” marks the minerals in a parallel to surface plants’ dependence on
beginning or end of various activities underground— the life-giving sun. Hardy crickets, beetles, isopods,
for example, scaling back hunting and warfare in the and foraging oozes graze on the fungi and bacterial
spring to prepare for flooding and the new growth matter, which in turn feed spiders, centipedes, and
season that it brings. steadily larger predators.
Visitors from the surface will need to bring their Many of the strangest denizens in the lightless
own system for tracking time. Many simply trust their depths don’t need food in the conventional sense.
circadian rhythms and mark the passage of days and Some, like xorns, can feed on raw minerals, magically
meals by when they feel a need to sleep, but these converting them into nutrition and then shedding
indicators grows increasingly unreliable over extended organic scat upon which scavengers feed. Others, like
periods. Even a few minutes’ variation can add up ayindilar elves, use magic to create bounty on a large
over weeks or months belowground. Many rely on enough scale that their garbage and waste support life
candles—a single candle lasts 8 hours and even a knife well beyond their cities’ borders.
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Player’s Guide
These foundations support a complex food web, but these unseen features become landmarks in their own
with calories in shorter supply than on the surface, right. Many animals rely on scent, especially in this
predators and grazers alike must adapt. Prey species lightless realm, to mark their territory and highlight
must be able to scrape every last bit of nourishment safe passage.
from the rocks, and many have developed symbiotic Adventurers visiting from above find the twisting
relationships with bacteria, fungi, or plants they carry caverns confusing—every rock looks the same to
with them to supplement their diets. For example, the surface dwellers in much the same way every tree
iconic slurk’s disgusting grease is actually produced looks the same to a hryngar. Until they learn to gauge
by a symbiotic bacteria that feeds on the toads’ the subtleties of color and texture that distinguish
waste. Predators conserve energy by lying dormant chambers, humanoids rely on detailed maps for
for extended periods and employing low-energy distance travel and safety lines strung between
ambush hunting techniques. Many grow to incredible them when exploring away from the party—a few
size—paralleling the surface phenomenon of “island hundred feet of cord is often the only thing keeping
gigantism”—to better defend their hunting grounds a neophyte caver from a slow and lonely death.
and endure famine or hibernation. Specialized lenses, alidades, and barometers can help
Strangers in this strange land, even those well-versed a team better assess their depth and location via
in living off the land, should bring their own food dead reckoning, but these tools are the first choice
supply or means of magically creating sustenance. of only the most optimistic explorers, as the rigors
Many of the endemic fungi in the Darklands are of the Darklands take their toll on delicate scientific
toxic or must be carefully prepared to neutralize instruments. Wise adventurers make friends to learn
psychoactive or radioactive properties. Countless the lay of the land, and practical adventurers steal
native creatures survive thanks to mutualistic that knowledge whenever friendship fails; most
infections to which humanoids have no resistance, underground societies know not only their own
making their meat inedible. Even benign foodstuffs, territories, but their enemies’ as well, and they have
such as the omnipresent cave crickets and beetles, are their own secret techniques for navigating in the dark.
unappetizing to nearly everyone but perhaps kobolds. For example, kobolds use ‘assay bowls’ made from
rare stone. By pouring water into it and studying the
NAVIGATION liquid’s swirls as it drains out the bottom, they can
Where the sky avails itself, navigation depends sense the directions and distances to known elemental
on celestial bodies. Sailors and caravans track the hot spots used as landmarks.
movement of the sun for general reconnaissance
and the position of stars to learn their location, Dark Designs
while anything titanic enough to block the sky, from Mechanically, darkness and light impose
mountains to city skylines, provides a landmark by straightforward mathematical consequences. Dim
which to chart their movement from miles around. light requires a DC 5 flat check when targeting
But the Darklands presents no stars and blocks sight a creature to avoid automatically missing, while
lines beyond a few dozen feet, and any bright light one darkness calls for a more punishing DC 11 flat check
finds can herald danger as much as salvation. for the same, assuming you can first locate your
Darklands creatures most often navigate via target with an inaccurate sense (hearing for most
landmarks, though the tight confines mean noting humanoids, but the Scent ability adds an additional
tunnel features every few hundred feet rather than option). Low-light vision and darkvision negate these
every few miles. Bodies of water, especially long- penalties, respectively. If darkness is going to feature
standing rivers, provide useful highways, but also prominently as an element in your adventure, carefully
dangerous hunting grounds for carnivores. Air review the rules for Perception on pages 464–467 of
currents, especially if one understands the local the Core Rulebook.
weather patterns, provide truer reckoning with fewer In practical terms, dim light and darkness represent
hunters. Many sophisticated humanoids and earth- an extra 20% or 50% drain on your player character’s
aligned creatures supplement this by reading the resources—spells, ammunition, and, thanks to
planet’s natural magnetic field; large mineral deposits prolonged combat, Hit Points—particularly when
can disrupt the normal pull of north and south, but facing opponents who can operate freely without light.
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Player’s Guide
This can turn minor enemies like goblins or kobolds into especially lanterns—can be difficult to recover even
more dangerous threats and make retreat hazardous or when a hero knows where to search.
impossible. Even if travelers bring their own lanterns, Countering darkness opens up new tactical options.
opponents with darkvision can stand beyond the glow’s Party members with darkvision must take up the
radius and snipe with arrows or spells. This miss chance role of spotters, informing their comrades of enemy
means that darkness tends to extend combat encounters, positions and local hazards. Adventurers without
meaning your group will fit up to one-quarter fewer darkvision must consider long-term light sources—
encounters into a gaming session. Ideally, a GM such as lanterns and everburning torches—as well as
plans accordingly and considers when environmental quick options to shine additional light during battles
conditions—illuminated highways, phosphorescent like alchemical flares and dancing light cantrips.
fungi, and strange weather conditions—might provide Archers don’t benefit from their weapons’ greater
light for an encounter, even deep underground. range when they can only see as far as a torch shines.
The concealment provided by darkness applies to Opponents, meanwhile, adjust their tactics to snuff
objects and obstacles as well, so heroes fighting under out or destroy sources of light rather than attack a
poor illumination can easily stumble into walls, pits, hero directly.
and traps. Hazards are especially deadly because they Spells that affect an area are the major exception
might not have a scent or sound and so can’t be noticed to most of the penalties darkness imposes. So long as
with imprecise senses. Likewise, dropped objects— a spellcaster has a general idea of where to aim, they
can still unleash broad swathes of damage. Snares,
which don’t depend on their user’s senses, can likewise
threaten attackers in the dark without restriction.
Darkvision isn’t a perfect escape from the
complications of darkness. While creatures with
darkvision can see without light, they only see in black
and white. This can apply penalties when differentiating
color would be useful, such as when searching for
creatures in the environment. Alternatively, it might
make some activities that rely on color—such as
identifying fungi and oozes or sorting alchemical
bottles—impossible. The people of the Darklands
carry their own lanterns for good reason.
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Player’s Guide
provide it briefly in an emergency. But don’t limit your while many animal companions possess low-light
solutions to darkvision. Scent is also available to some vision and scent. Most summon spells call outsiders
ancestries and is accessible both through spells like gifted with darkvision, and some conjured creatures
animal form and alchemical items like the bloodhound can cast light and similar spells at will. A rare few
mask; dwarves can also develop tremorsense with the summoned creatures like fire elementals can even
right ancestral feats. The cat’s eye elixir provides no shed their own light. Any of these creatures can
additional senses but radically reduces the penalties protect a traveler against lurking predators or warn
imposed by darkness. Solutions such as ooze form, them of unseen hazards. An adventurer can share
while extreme, give a suite of new senses that make their companion’s senses via a collar of empathy—a
darkness and light a non-issue. All these senses particularly useful item for familiars who can ride on
provide additional options when circumstances their partner’s shoulder.
beyond darkness rob adventurers of their sight.
Ingenuity: Sometimes simple solutions can Adapted to the Darkness
overcome complex problems. Adventurers worried From deep-sea fish to sightless cave spiders, life
about falling over unseen cliffs can lash themselves constantly finds ways to adapt to a lightless world.
together with lengths of rope. Throwing a torch or Some of best-adapted survivors in the Darklands
casting light onto an arrow before launching it can include the following.
illuminate hidden threats at range. A humble whistle Blindheim: An exquisite example of adaptation,
can help a lost traveler’s allies find them, and a thrown blindheims have developed both the ability to survive
stone might confuse the tremorsense of a slavering without light and the power to generate light to
cave worm. communicate and lure prey. As animals, they make
Magical Light: Travelers in the Darklands potentially trainable companions for adventurers.
depend heavily on magical light. Continual flame in Caligni: In the Darklands, one of the most common
particular is endlessly useful, not only for creating an survival strategies is making magical bargains with
everburning torch, but also for casting on weapons, powerful outsiders, and caligni fully embody this
lanterns, arrows, aeon stones, and other objects strategy. In exchange for worship, they gained innate
that can be drawn or concealed quickly. Shining magic and heightened senses that made surviving
ammunition and flaming weapon runes provide underground trivial. An extreme caste system also
similar benefits. Even simple cantrips like light and helps them survive by enforcing order and ensuring a
dancing lights provide long-lasting illumination to clear division of resources.
brighten surprisingly large areas. While the Core Dero: Having adapted to the darkness too well,
Rulebook doesn’t explicitly describe them as light deros are inhibited from living aboveground, and
sources, spells like fire shield, wall of fire, and other they desperately covet the surface world. While
energetic effects might also produce light as a torch. they possess many of the common survival traits
Instantaneous effects like a fireball and lightning of Darklands species—darkvision, stealth, innate
bolt only provide a moment’s illumination, requiring magic—their truest asset is a keen, analytical
a whole team to coordinate their attacks to take mind that applies a blend of magic, alchemy, and
advantage of the brief flare. deviousness to every challenge.
Mundane Light: While magic seems miraculous, Cave Fisher: While variations exist across different
wary travelers never rely entirely on one tool. climates and species, the cave fisher survival strategy
Lanterns, candles, sunrods, and even torches and relies on extreme conservation of energy. After setting
campfires provide illumination that can’t be snuffed a lure, each arthropod can lock its joints and sit
out with a casting of dispel magic or an antimagic motionless for days, with a few extremophiles even
field. To those who can tend them, the phosphorescent able to enter a torpor for months at a time, only to
fungi of the Darklands are a source of light, food, and snap into readiness the moment prey stumbles across
potential camouflage all in one. And every alchemist their sticky filament. Their large size helps them
knows that an enemy ignited by enough alchemist’s survive these long dormant periods and overpower
fire sheds light as a torch. even humanoids.
Outside Assistance: Familiars and eidolons can Gogiteth: Among the largest predators in the
possess darkvision and other extraordinary senses, Darklands, gogiteths stand out because they eschew
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Player’s Guide
the usual strategy of conserving energy. Their long Slurk: These frog-like creatures are the backbone
legs, powerful claws, and abundance of fast-twitch of many Darklands ecosystems. Slurks prey upon
muscle fiber allow them to move and react at arthropods of all sizes and, in turn, are the favored prey
incredible speed. They even have multiple mouths of many larger predators. The variety of excretions they
and digestive organs to quickly devour prey and produce demonstrates extreme evolutionary pressure
move on. Combined with their extremely adaptable from both ends, developing techniques both for binding
diet, they’ve found their niche by hunting literally prey and for escaping quickly when threatened.
anything that can’t outrun them, from slurks and Urdefhan: Urdefhans are the Darklands’ most
oozes to driders. successful artificial species, having been created
Gug: An extreme example of extraplanar symbiosis thousands of years ago by powerful daemons. Their
is infernal magic’s effect on gug society. This magic extreme aggression has shaped their unique society:
sustains them between meals, plays a crucial role in a complex, multi-tiered regime that relies entirely on
their reproduction, and can mature over time to grant hunting to survive. They also exhibit another common
them innate occult spells, allowing these giant-like survival trait of Darklands societies: fanatical devotion
aberrations to survive in squalid conditions that could to a social order that helps push them forward through
never support true giants. fear or privation.
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Player’s Guide
OPEN GAME LICENSE VERSION 1.0A PAIZO INC.
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Natural darkness is a pivotal element in the Darklands, forcing adventurers to adapt their tactics due to limited visibility. This theme necessitates reliance on other senses, fosters innovation in light-independent technology, and encourages deeper strategic planning to navigate and survive. Adventurers must learn to harness shadows for stealth or face the vulnerabilities such conditions present. This recurring theme challenges the traditional visual dependence of surface dwellers and expands the strategic depth required to thrive in this environment .
In the Sky King’s Tomb Adventure Path, Reputation Points influence character development by altering starting relationships and interactions within Highhelm. They provide a minor initial effect on how characters are perceived by others, adjusting from the default starting point of 0. Backgrounds such as the "Child of Notoriety" and "Clan Associate" affect the initial reputation score, influencing how characters must navigate social dynamics and build their standing. As the game progresses, characters accumulate more Reputation Points, impacting their growth and the narrative trajectory of their adventures .
The historical reenactor background aligns with Clan Tolorr's view of history as an engaging and dynamic narrative rather than a static record. It emphasizes bringing history to life through performance, demonstrations, and storytelling, underscoring the belief that history should be relevant to the living. Characters with this background receive training in either the Performance or Society skill, along with the Dwarf Lore skill, suggesting a blend of artistry and historical knowledge. This approach reflects Clan Tolorr's commitment to using historical narratives to inform and enrich present culture .
In the Darklands, light is not a constant or natural resource but a privilege and a tradeable commodity. Societies here must adapt to perpetual darkness, which shapes their culture and survival strategies differently compared to those on the surface who rely heavily on vision. Darklands societies do not depend on artificial light for survival; instead, they embrace the shadows for concealment and tactical advantage. This understanding of light as an optional resource rather than a necessity influences their interactions with outsiders and their overall survival tactics. The adaptation to and exploitation of darkness represents resilience and resourcefulness .
The "Child of Notoriety" background gives a character a starting Reputation Points adjustment of -1 in Highhelm. The character can choose between using kindness or notoriety to navigate their past, which affects their skill training and feats. If kindness is chosen, the character gains training in Diplomacy and Genealogy Lore, along with the Group Impression skill feat. If notoriety is chosen, they gain Intimidation and Underworld Lore skills, as well as the Intimidating Glare skill feat. This background reflects a complex character history and provides a nuanced approach to integrating one's past into current gameplay .
The "Eclectic Scholar" background integrates a character into the lore of Highhelm by providing training in the Occultism skill and the Dwarven Pantheon Lore skill, which encompasses the religious faiths of Highhelm. The character receives the Quick Identification skill feat, assisting in uncovering the deeper mysteries of dwarven history and culture. The background involves direct connections, facilitated by Rosha Coppervein, to Clan Tolorr, making the character's inclusion in local scholarly communities more plausible. This background enables characters to engage with dwarven histories and esoteric narratives actively .
Adventurers in the Darklands face significant challenges, primarily due to the lack of natural light. This creates environments where visibility is severely limited, making navigation risky with potential hazards like sheer drops and hidden predators. Society in the Darklands is adapted to these conditions, using darkness to advantage, while surface adventurers must innovate and adapt by relying on non-visual senses and technology to succeed. These challenges necessitate strategic planning and resourcefulness, driving adventurers to develop new tactics and tools to mitigate the dangers associated with natural darkness .