We travel to the Plane of Fire for this week’s Magic Market, in order to fetch some goods that would be useful to the mephits that took over our website earlier in the week. These hot deals will hopefully be enough to tempt any mephit to the market (and away from my work area).
Mephit Week continues with the mephit paragon, a new base class for players that want to play as a mephit, and includes two elemental infusions, allowing players to create powerful mephit characters associated with fire and magma.
Necromancers of the Northwest is proud to present The Traveler's Guide to the Elemental Plane of Fire. Currently available at www.paizo.com, www.drivethrurpg.com, and www.d20pfsrd.com, here's what the back of the book has to say:
Can You Take the Heat?
The Furnace. The Crematorium. Inferno. These are among the names that have been ascribed to the Elemental Plane of Fire, one of the most exotic, dangerous, and misunderstood of all the planes of existence. Home to the fabled City of Brass, the trading hub of the planes and the seat of power of the mighty efreet, the Elemental Plane of Fire also houses the ashen wastes, a massive continent of soot and ash inhabited with the ancient ghosts of the lost azer empire, the lava seas, vast oceans of liquid rock traversed by huge galleons made of volcanic rock, and much more.
This book presents the Elemental Plane of Fire as a campaign setting for the Pathfinder Roleplaying Game. The first section of the book provides rules for creating player characters and NPCs of the four main races that inhabit the plane: azer, efreet, fire elementals, and salamanders. As in the critically-acclaimed Liber Vampyr: Secrets of the Blood by Necromancers of the Northwest, each of these races is presented as a race suitable for a player character, rather than what is found in their bestiary entry, as well as a 20-level base class that allows characters of that race to unlock their full potential. The book also includes over 50 feats that allow characters to unlock additional fire-based or racial powers.
Following this is a detailed look at the Elemental Plane of Fire itself, from the magical and supernatural effects that pervade the plane, to special environmental hazards only found here, and expanded rules for managing the size, spread, and intensity of fire on any plane, as well as a 40-page gazetteer of the Elemental Plane of Fire’s five main regions: the City of Brass, the ashen wastes, the lava seas, the plain of burning coals, and the treacherous volcanic range known as the teeth of Soraak.
Whether you want to set a whole campaign in the Plane of Fire, or just a single adventure, or even if you just want to play an azer, efreet, fire elemental, or salamander in a game set in a less exotic locale, this book brings the Elemental Plane of Fire to life in a way that you haven’t seen before. The only question remaining is: can you take the heat?
When we first started on the book, back in 2013, we released a couple of short pieces showcasing some of what would be inside. We've gone ahead and combined and updated these into a single document, the Tourist's Guide to the Elemental Plane of Fire, which you can check out for free, before deciding whether or not to get a copy. As for the full Traveler's Guide to the Elemental Plane of Fire, print copies are on the way, and we expect both the hardcover and softcover versions to be available sometime in January. You can have this hot little PDF on your computer right this minute, though, to keep you warm through the holidays, for only $12.99. So don't wait, get yours today!
December 5th, 2016
We start Mephit Week with a new player character race for mephit characters, including those rare and unusual mephits that aren't associated with any element.
Necromancers of the Northwest is proud to present Weekly Wonders: Eldritch Archetypes Volume IX: Archetypes of Yuggoth. Currently available at www.paizo.com, www.drivethrurpg.com, and www.d20pfsrd.com, here's what the back of the book has to say:
Enhance Your Brain Power!
The eldritch, the strange, and the weird are often relegated to the domains of villains and NPCs in fantasy, with the good guys being the ones who stand in the way of the dark things that remain just beyond our perception, which we can never truly understand. But sometimes, it can be fun to take on the mantle of the otherworldly, and to embrace the alien terrors of the cosmos. Each installment of Weekly Wonders: Eldritch Archetypes contains five archetypes for eldritch characters—those that are weird, alien, and otherworldly, who don’t fit in with normal society—as well as a cleric domain devoted to a specific mythos entity or race.
For this book, we focus on the Mi-Go, also known as the fungi from Yuggoth, a strange race of alien creatures that are best known for their ability to harvest and preserve brains, still alive and sentient, within strange jars, to benefit from their knowledge. From H.P. Lovecraft’s The Whisperer in Darkness and The Fungi from Yuggoth, this deceptive and uncaring alien race is a staple of the Cthulhu mythos. Whether they mention the mi-go directly or not, each archetype in this book builds on themes of brain harvesting, deceptiveness, alien technology, and fungal biology. This book contains the following archetypes:
Whether you're about to embark on a campaign of eldritch horror (such as the official Paizo adventure path dealing with strange and alien entities), or you just want an excuse to play a servant of the unknowable and uncaring cosmic entities of the Cthulhu mythos, this book has lots of tantalizing options to offer. Even GMs can get in on the fun, as several of the archetypes here are perfect for insane cultist NPCs as well, and can make for exciting and memorable encounters.
And be sure to keep an eye out for next Friday's release, Eldritch Archetypes Volume X: Archetypes of Yig.
Get in touch with your inner goblin with this week’s Top Ten, an article outlining ten different goblin tribes, and the strange and kooky quirks that set them apart from all the other goblins.