When storm clouds gather over cities, harbors, and twisted badlands, electrical energies fill the air. During these times, miniscule fey dance upon church steeples, desolate peaks, and ships’ masts, kicking up a ghostly, sparkling fire as they jostle and jig. These are the spire walkers.
Also known as “corposanti” among scholars, spire walkers stand about 12 inches at the tallest, and have dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with too many buttons, and often carry a handful of tiny copper darts which they hurl at each other in the incomprehensible games they play among the pinnacles and points that captivate them.
Coronal Discharge. Spire walkers are suffused with crackling energies which define their everyday activities, from frolicking to fighting. When excited (which is most of the time), spire walkers emit a soft, sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.
Curators of destiny and enforcers of what must be, skein witches voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Though they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate in the favor of powerful petitioners whose interests align with their goddess’s.
A skein witch appears as an androgynous humanoid mummified in writhing diamond thread. Their skin is translucent, and one sees suspended inside their bodies not organs, but rather dozens of quivering hourglasses.
Despite their profound supernatural abilities, a skein witch’s physical body is relatively frail – as such, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.
If the Deck of Many Things is brought within 30 feet of a skein witch, the skein witch emits a psychic wail before discorporating.
These small globes of metal have three to six jointed legs which are attached near the base of the sphere of their bodies. Most often, these creatures are formed from copper, brass, or bronze, though gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants. Designed and given a semblance of life by a gnomish tinkerer, their purpose was to act as clean up for the somewhat messy gnomish enchanters that tended to leave their workshops in a state of littered disarray.
While xanka do not actively seek combat, they are capable of determining if they are threatened by another creature, and will defend themselves.
Xanka do not have language of their own, though they understand commands from intelligent beings speaking the language of the xanka’s creator, most commonly gnomish. However, xanka only obey commands that relate to the removal of garbage. Xanka seem to be able to communicate with one another, though it is not truly understood how this occurs.
When a xanka touches matter with its globe shaped body, it can absorb that matter into itself, and break it down into energy. This way, the gnomes used them to clean up litter and refuse throughout the halls and streets of the city. Xanka are capable of absorbing half their body size in matter per round.
Resembled a humanoid-shaped distortion flickering between the past, present, and future, chronalmentals are formed from temporal energy. Chronalmentals flow like hourglass sands and can step between the ticking hands of clocks.
As Old as Time. The first chronalmentals were forged from extra time leftover from the early days of the universe. Many were used as a loyal shock troopers in unfathomable wars between angels and fiends or gods and titans. Most chronalmentals were lost between seconds or abandoned to drift aimlessly in the astral plane.
Dire Portents. Location of historical significance – both past and future – attract chronalmentals. They have a fondness for battlefields and other sites of conflict and strife. As they are drawn to noteworthy places, chronalmentals have a reputation as a harbingers of disaster or woe, and sightings of one have been known to incite panic.
Uneven Passage. Whatever the terrain, the environment behaves strangely around the stressed and combative chronalmental. Collapsed walls might suddenly rise up, seedlings become massive trees, and fallen soldiers replay their dying moments. These changes occur randomly, a side-effect of its presence, and things return to their present state when the chronalmentals departs.
The son of a declining noble house, Josef Kortz sought his fortune in the Southlands and stumbled on an ancient vault of lore deep within a ruined city guarded by fierce white apes. Now, a decade after entering the dark heart of the southern continent, Kortz and his army of apes and magic-devouring undead have conquered the nearby tribes—and the brooding aristocrat turns his eyes to the countries of the north…
• NPC stats for Josef Kortz (CR 15), his great white ape eidolon, and an awakened dire ape warrior (CR 5)
• Plots and adventure hooks for party levels 1 to 12
• New Spellscourged Creature template and a spellscourged coatl (CR10)
• New magic items: The father’s staff and white ape hide
• Using the Servants of the White Ape in the Midgard Campaign Setting
Can your PCs survive a journey into madness and horror, and put an end to Kortz’s schemes? Show your players a new challenge with Demon Cults: Servants of the White Ape today from the Kobold Store, DriveThruRPG, or Paizo!