昏暗中的威胁 Threats In the Gloom 当她用那副插满针的嘴朝我们微笑，并示意我们进入塔中时，我当时觉得事情正在往好的方向发展。
艾维拉路口 Aevolar`s Crossing被水中之惧怖所守卫的水底宝藏地点 南乌斯克河，麦纳多山脉附近
掌控者 无敌者希尔夸 Xhilqua the Unmatched（中立邪恶雌性水元素长老4级战士）
住民 朽战尸（draugrs B2），泥霸（mudlords B4），各种体型的水元素
劇透 - 原文:
AEVOLAR’S CROSSING Drowned Treasures Guarded by an Aquatic Horror Location Southern Usk River near the Menador Mountains Master Xhilqua the Unmatched (NE female elder water elemental fighter 4) Inhabitants draugrsB2, mudlordsB4, water elementals of various sizes Features abandoned treasures, military history, warped elementals and soldiers risen from the dead
As the Mindspin Mountains ease into foothills and then into a broad plain south of the Uskwood, the Southern Usk River likewise broadens and flattens, transforming from a swift-churning torrent to a wide, calm waterway. A road runs alongside the river as it winds along the mouth of the pass through the mountains, but no bridge spans the wide waters here, and anyone looking to cross must ford the currents. At the site called Aevolar’s Crossing, an entire army once tried to do exactly that—and failed catastrophically, based on the mass of rusted, decaying equipment strewn along the riverbed and carried downstream: armor, weapons, wagons, crates, barrels, and more besides. A passerby looking closely enough might even see the gilded insignia of the old Chelish empire on a still-gleaming, certainly magical breastplate.
No one crosses the river at Aevolar’s Crossing, though the river here is shallow and the current is sluggish. An unnatural chill pervades the silent air, which is bereft of any of the usual sounds of river activity. No insects sing, no birds call, and no fish dare break the still surface. Locals speak of Aevolar’s Crossing only in hushed whispers, and they avoid the place like it might an harbor unholy agent of the Midnight Lord himself. They say the place is haunted, that it is here where Zon-Kuthon enacted his vengeance against those who would dare bring arms to bear against the god’s own realm. There may be treasure to be found here, the locals agree, but the cost is the seeker’s life—or worse—and so no hordes of local treasure-hunters descend on this hushed locale.
Parts of the tales are true. An entire battalion of the Chelish army was indeed lost here in the early days of the Everwar, when Commander Aevolar led her troops north into Nidal in what was to be the first attack against Cheliax’s northern neighbor. The entire battalion was lost, leaving no survivors but a wealth of abandoned equipment. Though most of the mundane supplies were lost to the intervening centuries, plenty of gold, jewels, and magical gear survives, some of it tantalizingly visible beneath the shallow currents.
The tales of haunts and troubled undead is partly superstition, though the truth here is far more complex. The leader of the terrors that devastated the commander’s troops and all looters since is no servitor of Zon-Kuthon, but a fierce elder water elemental named Xhilqua, who styles herself the Unmatched. Xhilqua has claimed this stretch of the Southern Usk River for millennia, since long before Earthfall, when a portal to the Elemental Plane of Water once existed just upriver. The elementals here are a far cry from the insular, nonaggressive creatures typically found near planar founts or on the Elemental Planes.
For a time, Xhilqua and the lesser elementals and mudlords that followed her lived here peacefully, even after the planar portal closed. However, following ZonKuthon’s descent into Nidal, the villagers from nearby towns—now long-gone—began practicing fell and torturous rituals to their evil god. Those rituals pulled forth energies that warped the elementals, rendering Xhilqua and her allies bloodthirsty and territorial. At first, they simply visited their wrath on passing locals. Soon, though, the elementals began hunting townspeople who ventured too close to their lair, and the seeds of the legend of this place began.
The elementals happened upon their first chance at widespread destruction when Commander Aevolar led her fateful foray across the river during the Everwar. The elementals descended upon the invading force gleefully, tearing them limb from limb as the soldiers waded through the murderous creatures’ watery territory. As the decades have passed, the horrific violence of their deaths and the same rank energies that turned the elementals bloodthirsty has reanimated some of the soldiers as draugrs. Now, any treasure hunters hoping for an easy score must face all of these deadly threats—always to their ultimate doom. Thought many have tried to raid Aevolar’s Crossing, none have yet escaped with any of its many treasures.
古坟荒原 Barrowmoor古代马王的殉葬地地点 奈多北部、乌斯科河附近
掌控者 迪里德恩·古什 Dridehn Goish（中立男性老年人类9级通灵者 OA）
住民 阿特伦的魂语者和看守者（spirit talker and caretaker），与古奈多马王相关的传奇英灵（Legedary spirit，PF战役设定：异能国度 10-11），无羁魅影（Unfettered Phantom B5）
特点 远古作祟和陷阱，地灵（loci spirits OA），古代人民的记录，与精魂交流
劇透 - 原文:
BARROWMOOR Burial Mounds of Ancient Horselords Location northern Nidal near the Usk River Master Dridehn Goish (N male old human mediumOA 9) Inhabitants Atteran spirit talkers and caretakers, incorporeal undead, legendary spirits (Pathfinder Campaign Setting: Occult Realms 10–11) tied to the ancient Nidalese horselords, unfettered phantomsB5 Features ancient haunts and traps, loci spiritsOA, records of ancient peoples, spiritual connections
Barrowmoor is ultimately a thoroughly descriptive name, applied to this eerie region of enormous burial mounds that date back to the ancient culture of Nidal’s horselords. Outsiders traveling the region find themselves lost, looping around the same handful of hillocks over and over again, their compass needles twirling uselessly. The people of the Atteran Ranches, who are the horselords’ descendants, speak of the place with quiet reverence, but even they tread here only rarely.
At their core, many of the tales of the Barrowmoor are true: the mounds are burial mounds, where one of the oldest surviving cultures in the Inner Sea region laid their fallen to rest. The smallest of these hills stands at the size of a small cottage, while the largest reach three times that, each enclosed by a cage of burned charcoal logs. Many further bear strange, skeletal towers of blackened wood reaching into the sky above them, and decorations of simple flint and braided horsehair offer a testament to those interred within. Though the uninitiated simply tell of “ghosts,” in truth many spirits roam the ancient mounds, both benevolent and malign.
As the burial ground of an ancient culture, Barrowmoor holds much of interest to scholars of history. Here lie archaeological records of one of the only civilizations on Golarion to have survived Earthfall, with some relics reaching as far back as those of ancient Azlant. Within these tombs, detailed tapestries of knotted horsehair track horse-breeding records over the course of centuries. Those studying religion find much to learn from those Kellids who lived in this part of the world before the Age of Darkness and Zon-Kuthon’s iron fist descended upon the land. Opportunistic explorers insist that treasures untold must certainly lie here, buried alongside those horselords who bore them in life so long ago. Individuals steeped in eldritch lore seek wisdom from the past or connections to the spirits who still roam the lands they knew in life.
For all the temptations Barrowmoor offers, even a traveler brave enough to face the unnatural chill rising from the ground and the subtle, eerie shifts in the mounds would find these tombs difficult to plunder. The horselords of ancient Nidal foresaw that outsiders might seek to pillage these burial lands, and so they constructed their barrows accordingly. Few of the mounds contain
entrances, and those that do have entryways also bear deadly traps that have survived countless ages. Oddly, newer mounds employ the same protections as the most ancient of them. Chief among these is a technique strangely akin to one found in ancient Osirion, though no scholars have yet found any other links between the two cultures; false doors, prominent and decorated to appear as portals to an inner tomb, serve only to house malevolent spirits bound within, eager to lash out at any who dare trespass upon their demesnes.
Around these intentional protections, a host of other defenses has arisen, from potent haunts to incorporeal undead to the very few living descendants of the horselords who have taken it upon themselves to serve as caretakers of the burial ground and as conduits for its spirits to the living world. Although there is no formal structure or society among this area’s mortal wanderers, the barrows’ unofficial lead caretaker is an aged man named Dridehn Goish, who has lived here since he was cast out decades ago from his family’s nearby farm for his unsettling connections to and comfort with the dead. It’s said that Goish knows these tombs’ every nook and cranny and can marshal the area’s significant undead energies and creatures against intruders. Those who seek information or other riches from this ancient place are wise to seek Goish’s counsel, though it’s unclear exactly where he lives, and he’s said to brook the attentions of only those who show the utmost respect to the Barrowmoor’s past.
As unsettling as the moor is, the place is not evil— haunted, yes, and weighted under a tremendous history, but most of those who lie at rest here were not evil in life and have remained uncorrupted by time. Many of the spirits that wander here are not malevolent if treated with appropriate respect, and they simply linger on the Material Plane because of some unfulfilled wanting of the soul or some cosmic confusion that bars them from reaching the Boneyard.
These loci spirits may take form and offer aid to travelers directly in exchange for succor, or they might simply offer support in the form of minor spells and solicitude to beneficiaries who protect their living descendants from the nation’s many evils. Other spirits offer great wisdom to those individuals who know how to harness them: many a medium’s legendary spirit can be found with roots here, as can an oracle’s mystery of bones, various implements wielded by the occultist, or even the ghostly steeds of the fabled cavaliers called ghost riders. These offerings are rare indeed, and those who seek to garner such wisdom had best prepare themselves accordingly; the horse tenders of the Atteran Ranches and their ancestors bear no great respect for Nidal’s shadowy masters, but neither do they welcome travelers from beyond their borders.
囚日城堡 Castle of the Captive Sun受虐癖不死者的奢华宅邸地点 乌斯克森林北部，帕格莱斯西侧
掌控者 沃萨兹尼·德扎尔 Volsazni Dezarr （守序邪恶男性吸血鬼10级催眠师 OA）
成为堡内的俘虏也就意味着能免受外界的威胁，而新来的一位客人则借助了这份保护。阿拉斯托斯·尼安纳 Alastros Niannah （守序善良男性人类5级血脉狂怒者 ACG）
劇透 - 原文:
CASTLE OF THE CAPTIVE SUN Luxurious Estate of Masochistic Undead Location northern Uskwood, west of Pangolais Master Volsazni Dezarr (LE male vampire mesmeristOA 10) Inhabitants cowed good-aligned individuals (aasimars, celestial bloodline sorcerers, clerics of Iomedae and Sarenrae), dhampirsB2, dire wolves, vampires Features dark vampiric dinner parties, hoards of magic items and artifacts, vampire spawn
Though Volsazni Dezarr maintains a townhouse in Pangolais—as all members of Nidal’s high society do— the Castle of the Captive Sun is his favored abode and the location where he spends the vast majority of his time. From the outside, the estate seems a traditional country manor akin to one that might be found in any civilized nation, given its manicured lawns and pristine architecture. But the perpetual gloom of Nidal’s shadows dims the estate into a gray monotone, the first sign that the great house is not what it seems.
First of all, Volsazni Dezarr is a vampire, as well as a devout Kuthite who embraces agony in a way that only a creature truly of the night can.
The Castle of the Captive Sun takes its name from Volsazni’s “guests,” a collection of celestial-blooded captives kept in utter luxury alongside an astounding treasury of holy and solar-related artifacts gathered over the years. Volsazni keeps aasimars, Sarenites, and other holy creatures as his preferred feeding stock, as their divinely tinged blood offers a delectable, searing pain in addition to sustenance. The artifacts, meanwhile, the vampire uses in profound devotions to his dark god. He wields their light-bringing powers upon his own flesh and that of several dhampir offspring he sired in the years before establishing the Castle of the Captive Sun.
Volsazni keeps his guests in the height of luxury, though they are chained to their gilded chairs at the feast table. Volsazni’s guests are hemmed in not only by the vampire and his spawn but also by countless traps, spells, and his dire wolf guardian. From time to time, Volsazni even hosts decadent dinner parties during which other noble vampires stay as honored visitors and escalate the captives’ torment to despicable heights over the course of a fortnight.
What keeps the captives in also keeps them safe from outside predations, and one recent arrival has taken advantage of that protection. Alastros Niannah (LG male human bloodragerACG 5) is on the run from the Silent Enforcers; though the castle’s full reputation was no secret, Alastros knew that the celestial blessings in his blood would grant him sanctuary within. Now, the Iomedaean bides his time, aghast at true horrors of the castle. Now he seeks a way to escape so that he can rescue his tormented lover in Nisroch.
The collection of artifacts Volsazni keeps has its own reputation among arcane scholars, historians, and treasure seekers. Some items are no more remarkable than a wand of daylight, while others are priceless artifacts. Yet the vampire regards few with any particular affection; he is more than willing to part with any if offered a new useful trinket. Those attempting such trades had best be prepared, though, as Volsazni scorns any who think they can treat his collection as a mere shopping arcade, and woe to those who think to outright steal from the ancient lord.
艾德迈拉的愚行 Edammera`s Folly跨越位面的古代实验室
掌控者 凯达娄斯 Kaidalous（守序邪恶无性别邪验魔B3 6级调查员 ACG【法医UI】）
住民 邪窥魔（augur kytons B3），邪验魔（ interlocutor kytons B3），幽影领主脑泥怪（shadow lord B4 brain oozes B3），各种幽影（shadow）和高等幽影（greater shadow）
从传送门泄露出的暗影精华深深地渗入了这些残存脑泥怪的躯体中，如今他们全员都获得了幽影领主（shadow lord B4
劇透 - 原文:
EDAMMERA’S FOLLY Ancient Laboratory Straddling the Planes Location western Nidal, northwest of the Usk River’s fork Master Kaidalous (LE agender interlocutor kytonB3 investigatorACG [forensic physician] 6; Pathfinder RPG Ultimate Intrigue 33) Inhabitants augur kytonsB3, interlocutor kytonsB3, shadow lordB4 brain oozesB3, various shadows and greater shadows Features mysteriously mobile portals to the Shadow Plane, roving shadow horrors, surgical laboratory
The mysterious archmage Mesandroth Fiendlorn is well known among Nidalese scholars of the arcane; the ancient wizard’s lifelong quest for immortality produced a wealth of knowledge on various outsiders, necromantic arts, abjurations, and more—if not the desired outcome. Like many great minds, Fiendlorn was paranoid and secretive, and he segmented his various areas of research into separate laboratories across the land, each in the care of one of his many apprentices. No one knows how many such lairs exist, as only a few have been discovered and explored, and all proved destroyed from within.
Edammera’s Folly is one such location. The titular wizard, an apprentice of Fiendlorn, maintained this pristine research facility—a sterile tower of steel and glass etched with meticulous columns of precise arcane runes. Its protections were near absolute, save that this tower, like all of Fiendlorn’s facilities, remained accessible to the archmage. The damage he wrought within its halls during his research is nearly imperceptible from without; most who see flickering shadows crawling along the sides of the tower simply attribute the shifting pattern to the perpetual Nidalese gloom.
If an explorer were to gain access to the facility—no small feat, given the layered arcane protections atop the reinforced steel doors—she would find that the interior likewise shows few signs of its downfall. Permanent light spells gently illuminate the halls, while the laboratories and surgical theaters are enchanted such that much brighter lights flare into near daylight when a humanoid creature enters the space.
Of course, this illumination is limited to those spaces that exist on the Material Plane—a fact that becomes clear upon stepping through nearly any doorway in the facility. Here, the treachery Fiendlorn unleashed becomes evident: every interior doorway in the entire facility has been replaced with a portal to a twisted replica of the tower on the Plane of Shadow. These portals are permanent, but they are not fixed. Each connects with a doorway in the counterpart tower at random, and the destination changes from use to use, even between two creatures passing through only moments apart. Savvy explorers might realize they can at least ensure they pass through together by joining hands, although this leaves them rather disadvantaged against whatever might await them on the other side of the portal.
The Shadow Plane version of Edammera’s tower is forged of blackened, rusting iron and blood-spattered obsidian in place of the Material Plane’s sterile steel and glass, and the eerie silence is replaced by screams and gasps of torment. A cabal of interlocutor kytons and the augur kytons who act as their sentinels use the laboratories here as an ideal location for them to work their arts upon one another and upon pitiable souls captured from the Shadow Plane or who have crept through the portals. The kytons navigate their portion of the tower courtesy of their innate plane shift spell-like ability, though they find the plentiful illumination of Edammera’s tower distasteful and typically avoid it. The greatest of these kytons, Kaidalous, is rumored to once have been Edammera herself.
The residents of Edammera’s tower on the Material Plane are far more subtle but no less dangerous than their Shadow Plane counterparts. Edammera’s research focused on harnessing the innate abilities of oozes to withstand the ravages of time, and while she quickly dismissed the mindless varieties as an unviable option for her efforts, the peculiar and intelligent brain ooze (Bestiary 3 43) came to the fore as a candidate for her experiments, its reputation bolstered by the rumors that these creatures themselves were the result of another race’s efforts to achieve immortality. Of the dozens of specimens Edammera kept here at the facility’s height, only a handful remain, the rest having fallen into Fiendlorn’s hands, wasted away in captivity once their handlers had perished, or fallen prey to guests from the Plane of Shadow.
These few remaining brain oozes have been thoroughly infused by the shadow essences seeping through the portals, and now all of them bear the shadow lord template. Since their non-humanoid presence doesn’t activate the tower’s lights, the creatures can slink along the shadows throughout the facility without passing through the portals. Of course, the tower is also home to shadows and greater shadows, who consistently slide from their home plane to the Material Plane and back, looking for victims along the way.
A few opportunists aware of Edammera’s Folly have considered whether the facility’s semistable portals to the Plane of Shadow could be used as a means of transit between the two planes. The challenges facing such an endeavor are manifold: not only would a traveler need to avoid or appease the denizens of each planar tower, but she would also need to find some way to stabilize the portals enough to secure a route that lets her exit the Shadow Plane’s tower rather than shifting randomly between the two for what could become eternity. Of course, some explorers are willing to risk that fate in the hope of gaining access to the wealth of research material and magical items that are no doubt abandoned within the shady facility.
碎梦堂 Hall to the Broken Dream刁滑链魔和其狂热信众的秘密教派地点 眩心山脉南部，基斯丹诺堡东北方
掌控者 斯克里亚斯肯 Skrialsiken （中立邪恶女性lampadariu kyton 8级催眠师 OA【操影师】；PF战役设定：内海诸神 315，内海战役设定：异能国度 16）
特点 离奇的塑肉和塑魂实验（flesh- and soulwarping experiments），秘教徒招揽者，喧主链魔（kyton demagogue，链魔的半神）的神坛
坐落在奈多南部的碎梦堂的外观像是完全由阴影铸造而成，它是一个有趣教派的根据地，而教派成员们的忠诚与奸智发生了意料之外的变化。该教派由lampadarius 链魔（PF战役设定：内海诸神 315）和狂热的凡人信众组成，他们崇拜维沃若（Vevelor），被称为破碎之梦（the Broken Dream）的链魔喧主（kyton demagogue）。教派的首领，斯克利亚斯肯，自称是维沃若在格拉利昂的神使，不过她想借此身份带领其链魔教团所欲何为还不得而知。
劇透 - 原文:
HALL TO THE BROKEN DREAM Cult of Rogue Kytons and Fanatics Location southern Mindspin Mountains, northeast of Citadel Gheisteno Master Skrialsiken (NE female lampadarius kyton mesmeristOA [umbral mesmerist] 8; Pathfinder Campaign Setting: Inner Sea Gods 315, Pathfinder Campaign Setting: Occult Realms 16) Inhabitants hopeful cultists, lampadarius kytons Features bizarre flesh- and soulwarping experiments, secret cultist recruiters, shrine to a kyton demagogue
Seemingly constructed from pure shadowstuff, the Hall to the Broken Dream in southern Nidal is home to a curious sect of malignant beings whose loyalties and machinations have taken a perhaps unexpected twist. The sect is made up of lampadarius kytons (Pathfinder Campaign Setting: Inner Sea Gods 315) and fanatic mortals who revere Vevelor, the kyton demagogue known as the Broken Dream. Their leader, Skrialsiken, claims to be Vevelor’s herald on Golarion, though what actions she has planned for her cult of kytons regarding that role are unclear.
Regardless, the Umbral Court is aware of the Hall to the Broken Dream. In fact, every year, a contingent from the hall visits Pangolais to soak in the urban atmosphere, bathe in the latent suffering that looms so large in the city, and quietly explain their particular faith to any who will listen. They openly discuss the Broken Dream’s apotheosis to first a kyton and then a demagogue, and they adroitly argue against any possible merits of fatalism or predestination.
Were any other contingent to dare such proselytizing in Nidal, the Umbral Court would visit torturous sufferings on the perpetrators without thought. And indeed, most court members openly dislike the worship of anyone other than Zon-Kuthon in Nidal, even if Vevelor is a powerful, evil deity from the Plane of Shadow. However, the hall’s faithful insist that their adherence to Vevelor is simply defiance of the predestination that they believe limits Zon-Kuthon’s servants. For their part, the members of the Umbral Court realize that the vast majority of Nidalese citizens can discern little difference between Vevelor and Zon-Kuthon. They wish to avoid the appearance of infighting within the church of the Midnight Lord, and so the hall’s contingents continue to travel to Pangolais on their dark missions without reprisal.
During their trips to the Nidalese capital, the cultists also clandestinely look for potential recruits to join their sect. Among rural villages and back urban alleys alike, they seek Kuthites or secret atheists who are discontent with their lot in life, and wish to translate indomitable wills into more power than the state would ever allow.
So far, the sect contains about a dozen non-kyton cultists, all of whom undergo horrific rituals and experimentations at the Hall to the Broken Dream as they try to map Vevelor’s journey of the flesh and soul. Most of these cultists hope to transform themselves into kytons, though some seek very different and specific goals, such as becoming another type of evil creature.
The sect has carefully hidden its recruitment and flesh- and soulwarping activities lest it lose its very tentative peace among members of the Umbral Court. Nevertheless, the Umbral Court is wily, and some of its members suspect the truth. Because they have no proof, and because Skrialsiken has a few powerful allies, these Umbral Court agents quietly seek a powerful team of agents who can be sent to eliminate the rogue outpost.
谎言之屋 House of Lies闹鬼的公会大堂和宝物库地点 乌斯克森林西北角
掌控者 塔克希娜 Takhina（混乱中立女性中年人类9级通灵者 OA【说书人 OA】）
影碎是奈多历史中的一段反常时期，它大约持续了3个世纪，在此期间奈多与他国之间的帷幕被拉起，奈多国民得以一瞥世界上其他地区的生活，而外来的冒险者们偶尔也被准许进入这处阴影国度。正是在这个时期，在签署了与切利亚斯的主权条约以后，德拉里斯·伊文吉奥（Delaeris Iovengio ）建下了谎言之屋。
总的来说，这是一次成功的尝试。谎言之屋的名号，获得奈多第一手体验的机会，以及海量奇珍藏品的诱惑，年复一年地吸引着造访者。那些参加过比赛的家伙，无论输赢，都开始自称是谎言公会（Guild of Liars）的一员。德拉里斯在退休时家财万贯，而他家族后辈则将宅邸一直维持到了今日。
劇透 - 原文:
HOUSE OF LIES Haunted Guild Hall and Repository of Curiosities Location northwestern corner of the Uskwood Master Takhina (CN female middle-aged human mediumOA [storytellerOA] 9) Inhabitants Guild of Liars, Umbral Court agents, unquiet guardian spirits Features arcane and occult treasures, haunts and traps, supernaturally strong security
The Shadowbreak was an anomaly in Nidal’s history; it was a 3-century period during which the veil between Nidal and other nations was drawn back, Nidalese citizens gained a glimpse of life in other parts of the world, and adventurous souls were, occasionally, permitted to travel within the shadowy realm. It was during this time, not long after the treaty granting Chelish sovereignty was signed, that Delaeris Iovengio built the House of Lies.
A savvy entrepreneur who saw a particular opportunity in the newly opened Nidalese borders, Delaeris established this estate with the intention of inviting renowned storytellers to Nidal to marvel at the previously inaccessible country. Of course, such guests would pay a fine price to visit this luxurious retreat, and Nidalese guests, curious to hear tales of the outside world, likewise paid well for seats in the theater.
To further drive attendance and interest in his venture, Delaeris began a contest. Every 5 years, the most talented storytellers from across the Inner Sea region were invited to compete for the title of “truth maker.” Contestants were, of course, required to lodge at the House of Lies at exorbitant festival rates, but entering the contest merely required the participant to contribute a unique curiosity to the house’s collection. Archaeological oddities, eldritch tomes, unique magic items, puzzle boxes, and all manner of strange objects made their way into the collection. Each time, the truth maker’s true prize was access to the amassed curiosities garnered from competitors over the years. The winners could study the curiosities but were not permitted to take them from the site.
It was a thoroughly successful venture. Word of the House of Lies, the opportunity it provided to experience Nidal firsthand, and the allure of its collection of curios drew visitors year after year. Those who had taken part in the competition, winners or not, began to call themselves the Guild of Liars. Delaeris retired a wealthy man, and the younger generations of his family have kept the institution going to this day.
Not even the Iovengio management realized the subtle influence the Umbral Court has had on their institution. From the first days the House of Lies opened its doors, Nidalese agents have watched and steered the public perceptions and understanding of the locale. While at first only the estate’s name hinted at the false nature of the tales told within its halls, as the years passed, such deception became more and more central to the house’s operations, until it was explicitly stated and then even outright required that the stories told within its halls be firmly in the realm of fiction. The Guild of Liars was advertised as consisting of individuals with the best lies, who competed in a contest of falsehoods on an epic scale. Thus the only stories from outside of Nidal that citizens heard were lies—further reinforcing the Umbral Court’s control over information about the outside world. The regional fame of the House of Lies came to an abrupt end with the Chelish Civil War, as Nidal again tightened its borders. However, the Guild of Lies continues, meeting every 5 years to declare a new truth maker, who gains access to the invaluable collection of artifacts in the house’s collection for the years to come.
The current truth maker is Takhina, a well-traveled Garundi woman with a rocky relationship with the Pathfinder Society, who has lived in the House of Lies since winning the contest. In the years since, she has gradually taken over administration of the manor from the remaining Iovengios and is now its unequivocal mistress. Though she allegedly entered the contest at the Society’s request and using Society funds, she has since refused to allow other Pathfinder agents to share in her access to the manor’s curio collection. To warn away overeager visitors, Takhina has summoned several spirits to linger within the premises, lending some veracity to the Nidalese claims that the site is haunted—and ironically making her one of the first literal truth makers.
晚夜平原 Plains of Night黛丝娜神秘学使们的堡垒地点 阿特伦牧区
掌控者 星触者艾特莉西亚 Etrixia Star-Touched （混乱善良女性神裔6级黛丝娜的牧师/8级异能者 OA）
特点 梦境魔法，神秘仪式（occult rituals），成功隐蔽在牧场内的有组织抵抗势力
护梦使们是一群神秘学（occult and mystical）学者，他们欢迎那些试图躲避酷烈主子的奈多裔逃亡者。黛丝娜信徒们向这些弃民们提供居所和庇护，而护梦使们还擅长通过心灵咨询、魔法、或其他更加神秘的手段，来帮助曾受奈多折磨的受害者们克服各类创伤。这些手段包括各类仪式，它们不仅是治愈伤者的良药，更是护梦使在这片阴暗国度中赖以生存的武器。 黛丝娜的学者们在漫长岁月中走遍世界各个角落才找到了这些仪式，它们能将受术者的惨痛记忆和梦魇从心灵中提取出来，显化出物理形态。这些半实体的梦境生物中大部分都不受控制，必须被彻底摧毁，但其中一些可控性强的品种则成为了护梦使们的武器，被派去寻找和袭击该份苦痛的始作俑者。梦境怪兽们极难被追踪；探寻它们来源的预言法术所找到的记忆线索，通常只会指向正与怪物搏斗的奈多特工本人，这使得它们成为了一种有效而恼人的武器。
劇透 - 原文:
PLAINS OF NIGHT Stronghold of Desnan Occultists Location Atteran Ranches Master Etrixia Star-Touched (CG female aasimar cleric of Desna 6/psychicOA 8) Inhabitants Desnan occultists, Nidalese refugees Features dream magic, occult rituals, successful ranch obscuring organized resistance
The plains of Nidal are no place for Desnans, and yet for generations Desnans have come here, fighting to defend the night as the realm of their virtuous goddess rather than the domain of Zon-Kuthon. Though various sects have slipped into Nidal’s northwestern reaches over the years, those known as the Dreamtenders approach their work with methods and tools far removed from those of most followers of the Whispered Song.
The Dreamtenders harbor no illusions about the effectiveness of an outright rebellion against Nidal’s shadowy rulership. Though the Umbral Court and ZonKuthon’s hand are just as overt as devils’ grasp on Cheliax, their grip over the land is perhaps even stronger than their neighbors’ contracts with Hell. Armed rebels in Nidal would be utterly crushed by Zon-Kuthon’s shadowy servitors—depending on the perceived severity of the insurrection—and though whispers speak of Desnan agents infiltrating the Umbral Court, millennia of history prove that subversive efforts bear little fruit under the sunless sky. Instead, the Dreamtenders focus their efforts on the night and the dreams that fall under the purview of their goddess.
Scholars of the occult and mystical, Dreamtenders welcome Nidalese refugees who seek to escape the land’s cruel masters. The Desnans offer these pariahs of the state shelter and safety, and the Dreamtenders are well versed in helping victims of Nidal’s torments overcome the trauma of their abuse, whether through counseling, magic, or more esoteric means. These methods consist of rituals that are not only a salve to those Nidal has wounded but also a weapon the Dreamtenders bring to bear against the shadowy realm. Discovered in far corners of the world by traveling Desnan scholars over the ages, the rituals pull the victims’ traumatic memories and nightmares out from the psyche to manifest in physical form. Many of these quasi-real dream creatures are unmanageable and must be destroyed, but some of the more pliable specimens become the Dreamtenders’ weapons and can be sent to find and assail the root of the afflictions that caused them in the first place. The dream-beasts are difficult to trace; divinations seeking their origin find that such psychic threads typically lead back to the Nidalese agent who finds himself fighting them off, making them an effectively anonymous weapon.
The Plains of Night, a modest but successful horse ranch some distance from the nearest village, serves as the base of operations for the Dreamtenders’ efforts. The distance from civilization allows the Dreamtenders to bring new guests to the ranch without drawing overmuch attention, and the horses raised here help the Desnans claim a legitimate identity in the region and finance some of their more expensive operations. They maintain amenable relations with their rural neighbors but remain careful to keep their rebellious activities under close guard. For all that the Atteran residents have allowed Desnans into their communities in the past, they have been equally willing to purge those same outsiders when challenged by the Nidalese authorities.
Most of the Dreamtenders are mediums, mesmerists, psychics, and spiritualists (see Chapter 1 of Pathfinder RPG Occult Adventures). They are led by Etrixia Star-Touched, a Nidalese refugee persecuted since early childhood by agents of the Umbral Court due to her celestial blood. While she has healed her spiritual scars through the practice of healing others, she still bears the physical scars inflicted by the clerics of Zon-Kuthon, who meant to torture her to a slow and agonizing death. She refuses to speak of how she escaped their clutches, but those who hear even this much of the tale realize the dedication it has inspired in her for her work with the Dreamtenders.
The Plains of Night employs staff to handle the ranch’s operations. These hostlers are handpicked by Etrixia; a few are those the Dreamtenders have helped who then decided to repay the service, some are non-Desnan refugees who can no longer face life in this evil nation, while others are simply experienced hands who have been found trustworthy. Etrixia loathes turning away any who might need her help, so long as they’re not double agents, and the hands’ periodic journeys to Orolo’s Quay to sell the ranch’s quality steeds double as cover for the refugees escaping Nidal.
The Dreamtenders have a secondary mission that they keep an even closer secret: since their formation, they have been seeking the Harp of Night’s Hope (see page 39), a Desnan relic said to have the power to free those who hear its song from the grasp of Zon-Kuthon’s shadows. Though the search began when a Dreamtender heard tales of the artifact and suggested it might aid in their work, Etrixia has recently caught wind of a rumor that a member of the Umbral Court has personally undertaken the search for the artifact (this is true; see page 6 for more information about Virihane of Pangolais). The implication that its power is great enough to merit such high-level attention has given their search more urgency, and the Dreamtenders keep a careful watch for trustworthy agents who can assist in finding the relic. The Desnans’ divinations have given them several clues as to the harp’s location, but the journey to find and procure the relic is certain to be treacherous indeed.
影穴 Shadow Caverns奴隶们前往幽暗之地的入口地点 乌斯克森林，帕格莱斯附近
掌控者 维切洛斯 Visceroth（守序邪恶老年雄性影龙 B2）
住民 幽暗生物（dark folk），幽暗之魂（owbs B4），地下怪物，战蜥人（troglodyte）
劇透 - 原文:
SHADOW CAVERNS Slavers’ Entrance to the Darklands Location Uskwood near Pangolais Master Visceroth (LE old male umbral dragonB2) Inhabitants dark folk, owbsB4, subterranean monsters, troglodytes Features Darklands entrance, dragon’s hoard, slave trade
First discovered during the Everwar some 4 centuries ago, these caverns in the Uskwood’s shadows southwest of Pangolais have become far more than the tomb of the unfortunate Chelish legionnaires who first found their way into the caverns’ depths. Explorers during the Shadowbreak (see page 48), intent on learning what had become of the lost troops, found that the previously unexplored caverns delved far deeper into the earth than anyone would have expected, eventually opening into the Darklands layer of Nar-Voth. Once peaceful contact and amicable relations were established with the dark folk of the settlement called Rauhlos, the caverns took on their present-day role as perhaps the most profitable and active slave-trade route between Nidal and the Darklands.
The caverns’ mouth is an unassuming crack in the stone, accessible only by wading through an ice-cold natural spring—an experience that many Nidalese slavers consider a suitable display of devotion to their deity. The first few caves appear ordinary enough, and the roving bands of troglodytes working in service to the caverns’ master are sufficient to drive away those who happen here by chance or curiosity. Those permitted access deeper into the caverns find the remnants of that lost legion of Chelish soldiers, alongside rough iron cages holding all manner of captive humanoids brought to Nidal by pirates from the Shackles. These unfortunates are ultimately sold off to the Rauhlosian dark folk in regular exchanges overseen by the umbral dragon Visceroth, a devotee of the Midnight Lord who both guards the caverns and ensures that the slaves are sold at rates that garner sufficient profit for the Nidalese traders.
Rauhlos, though a relatively small village, is tremendously prosperous. As a gateway into Nar-Voth with relatively easy access from the surface of Golarion, it maintains a fierce rivalry in the slave trade with the Sekamina city of Sverspume located beneath it. The insular dark folk inhabitants of Rauhlos are protective of their holdings, and any travelers looking to pass through the settlement—whether to gain access to the surface or to reach the Darklands from above—must either prove themselves a valuable asset to the residents or purchase passage at exorbitant rates.
Rauhlos is frequented by one or more of the mysterious owbs that control the fate of the dark folk— the owbs’ lack of distinguishing features and its shrouds of darkness make it nearly impossible to tell whether it is the same benefactor who visits each time or if they are different creatures. Regardless, their visitations grant the settlement yet another unique means of generating income for its denizens. Aboveground, Pangolais holds a sizable population of caligni residents who without hesitation would buy a caligni infant to raise as their own, without regard for whether the infant was freely given or stolen. Nowhere else in Nidal is this exchange carried out with such deliberate frequency as the Shadow Caverns. While such an arrangement would leave most outsiders aghast, it appears to work perfectly well for those directly involved in the exchanges: the caligni gain families, the dark folk avoid any unpleasant confrontations with estranged offspring stirring up trouble in their homeland, and the slave brokers make a tidy profit.
影舍总部 Shadowreach废弃后又被重新发现的暗影大师的老巢地点 乌斯克森林南部
掌控者 瓦尔尼卡·希宛塞恩 Valnica Sivanshin（中立邪恶女性吸血裔B2 4级术士）
住民 肉食性植物，吸血裔 B2，影兽和阴影蕨（请见60页和62页）
特点 关于一位已死恶魔领主（demon lord）的文献，一个古代文明的记录，被阴影束缚的秘密
虽然伊尔尼瑞克离开了影舍总部，他并没让此地毫不设防；他的幽影生物（shadow creature B4
劇透 - 原文:
SHADOWREACH Abandoned and Rediscovered Shadowmaster’s Lair Location southern Uskwood Master Valnica Sivanshin (NE female dhampirB2 sorcerer 4) Inhabitants carnivorous plants, dhampirsB2, shadow animals and shadow ferns (see pages 60 and 62) Features archive of a dead demon lord, records of an ancient culture, shadowbinding secrets
Those who travel the Uskwood know to beware sites that appear overly wholesome, as such locales in Nidal are almost always too good to be true. Such is the case with this rustic lodge tucked into a thick stand of ancient red oaks. From the exterior, it resembles an idyllic woodland retreat adorned with a tall stone chimney, stout log walls, and shuttered windows. But no smoke rises from the chimney, and climbing vines cover more of the structure’s exterior every year. Further driving locals and wary travelers away are the crawling, miasmatic shadows drifting through the area and the fearsome shadow beast guardians that prowl the dusky undergrowth around the dwelling.
For all that the locals avoid the lodge, claiming it is protected by Zon-Kuthon’s servitors, few would guess the site’s true nature. Over a century ago, a half-elf Pathfinder Society agent named Ilnerik Sivanshin fled Westcrown carrying an ancient artifact dedicated to Vyriavaxus, demon lord of shadow. Though the icon’s demon lord patron was long deceased, its power remained, and it siphoned away the agent’s life force. After his death, the half-elf arose as a vampire, seeking the shelter of the Uskwood’s gloom and building a haven in which he could study the artifact that had given him such power. Christened Shadowreach, part in bitter mockery of the Pathfinder Society’s Absalom stronghold and part describing Ilnerik’s ultimate goals, the lodge grew from a solitary abode to the headquarters for a small but talented mercenary crew of local shadowtouched recruits and Sivanshin’s vampiric thralls.
Ilnerik’s research into the shadowy powers granted by the artifact that shaped his fate was fruitful, and though Ilnerik and his mercenaries departed half a century ago to return to his home in Westcrown, Shadowreach still holds many of the secrets into which he delved during his years here. One section of the lodge’s remarkable library houses expansive lore about the lost Jaytirian culture that forged Ilnerik’s shadowy artifact, while another catalogs with startling accuracy a host of profane rituals and boons long thought lost with Vyriavaxus’s demise. Most dangerous of all, however, are those secrets and treasures Sivanshin collected to gain control over Nidal’s shadowy creations, not least of which are the shadow beasts that famously plagued the streets of Westcrown.
Though Ilnerik left Shadowreach, he did not leave it undefended; his shadow creatures, gloomwings, shadow ferns (see page 62), and far stranger shadow guardians defend the lodge both within and without. While many of these still follow the last commands given them by their absent master, subjects of earlier experiments in shadowbinding are less predictable. Sivanshin considered the occasional loss of one of his mercenaries a fair price for the additional security these creatures provided.
The lodge, though seemingly simple enough from the outside, is a confounding maze within. Ilnerik’s illusions lie heavy over every hall and room, from the entryway with an ever-shifting number of exits to unending corridors of shadowstuff that lead victims to wander in infinite loops. Arcane and mechanical traps alike await unwary intruders, all the more deadly in areas cloaked in preternatural darkness, where the most valuable lore lies. Unquestionably larger than the simple cottage containing it, the lodge extends down into an expansive sublevel carved into the earth and stone beneath its foundation; other portions, though, are more akin to extradimensional spaces not unlike those created by a simple rope trick spell.
Recently, a new mistress arrived at the house. She is Ilnerik’s dhampir daughter, Valnica Sivanshin, who carries her father’s legacy in her sorcerer’s shadow bloodline. The elegantly cruel dhampir has recently returned from a brief stint with the Midnight Guard and seeks to master the eldritch lore of Shadowreach with the help of some like-minded dhampir friends. So far the disappearances of those travelers and villagers due to Valnica’s predations and experimentations have been attributed to the typical dangers of the Uskwood, but there are only so many sources of prey in the sparsely populated region, and word of Valnica’s presence here is sure to reach the Umbral Court soon.
影斜塔 Tower of Slant Shadows挂满鲜活肉体布帘的铁塔地点 奈多西南部平原
掌控者 修女拉维尔 Mother Ravel（守序邪恶女性人类14级炼金术师apg【活体解剖师UM】/7阶诡术大师；PFRPG神话冒险 44页）
住民 洛瓦古格的秘教徒，魔孽（demodand B3）， 血肉魔像，撕皮魔（shredskin B4），skincrawler B6，缝皮傀儡（skinstitch B4）
洛瓦古格的教徒们总是对拆除星塔怀有几分兴趣，因为这么做能削弱囚禁他们神祇的牢笼。影斜塔也一直面对着这类教徒的定期监视和不定期的袭击。这些教徒在草原南部一处植被茂密的峡谷中建立了一个小型的非法据点。他们偶尔也得抵御来自黛丝娜斗士们的袭击，后者希望能从切利亚斯和奈多的夹缝中求得一席之地。然而最近，这两个团体都面临着第三方的袭击——由蓬毛和墨油魔孽（shaggy and tarry demodands，B3 69,71）组成的战团也盯上了影斜塔。这些可憎生物遵从着一位暴亡泰坦（thanatotic titan，B2 267）的号令，它本人则被封印在一处靠近深渊（Abyss）的位面监狱之中。魔孽们并不想摧毁高塔，而是希望能将其伟力为己所用，把他们的泰坦主子主带入物质位面。它们的企图激怒了洛瓦古格的教徒，后者认为魔孽们想要肆意鼓弄封印自己神祇监牢的其中一把钥匙；与此同时，该地区的黛丝娜信徒们也因魔孽的举措而开始行动起来，他们要阻止如此毁灭性的邪恶之力被带入物质位面。
劇透 - 原文:
TOWER OF SLANT SHADOWS Iron Tower of Living Flesh Tapestries Location southwestern plains of Nidal Master Mother Ravel (LE female human alchemistAPG [vivisectionistUM] 14/trickster 7; Pathfinder RPG Mythic Adventures 44) Inhabitants cultists of Rovagug, demodandsB3, flesh golems, shredskinsB4, skincrawlersB6, skinstitchesB4 Features hybridized religions, Star Tower piercing the prison of the Rough Beast, tapestries of living flesh
In the umber grasslands in Nidal’s southwestern plains, the rugged Tower of Slant Shadows stands like a massive iron spike cast from the heavens into the ground. Tales about the tower abound, from the simple theories that the structure extends far deeper into the earth than the hundred or so feet it rises into the sky to the assertion that the tower is one of the iron needles that pierces Zon-Kuthon’s flesh, manifested in his realm on Golarion. Rare is the scholar who realizes th