Introduced all the way back in Paizo’s 3.5 era, urdefhans
sprang from the pages of Into the
Darklands to help people the lowest of Golarion’s subterranean realms. Creations of the daemons—ironically, to
be their allies in destroying all mortal life—urdefhans are now native to the
Material Plane, eager to drain the blood of or otherwise murder all of
existence.
An urdefhan has lots to recommend it as a creepy bad guy—transparent
skin, an iconic sword (take that, githyanki!), a bite that drains blood and
strength (and makes the skin around the wound translucent!), and, when push
comes to shove, the ability to commit suicide by activating its daemonic pact,
bursting in an explosion of negative energy as if it had triggered a giant
supernatural lysosome. Oh, and
riding giant undead bats doesn’t hurt either. Plus while urdefhans are only CR 3, given how far they are
below the surface, you can imagine most acquire class levels to deal with their
equally dangerous and horrible neighbors.
So all in all, a worthy new race of evil to stow beneath
your campaign world. Since they
want to extinguish all life, coming up with encounter motivations isn’t
hard—nine times out of 10, they want to kill the party.
That said, if you’ve got a group that likes in-character
role-play, it’s worth it to find an excuse for them to ally with or otherwise
coexist among urdefhans, just to you can spend some time with them at the
gaming table. (There’s precedent
in the Serpent Skull Adventure Path, in fact. If anything, urdefhans are easier to deal with than drow,
once you prove you’re no victim, because they might actually keep their word
for a while.) Because these guys
are weird, and trying to imagine what
their society is like is fascinating.
How do you live in a culture that explicitly serves death? Where
daemonic half-fiends are probably a common sight and undeath is probably considered
a viable career option—perhaps even a preferable one? How does a society balance the desire to constantly war
against the difficult of propagating the species with a nearly sterile
population? Do they rush into
battle madly or carefully husband their lives and resources? Do they serve all the horsemen equally
or favor one over the others? (Or
do they mourn the lost Fifth Horseman that created them?)
I have so many questions.
But hey, if your party never gets to that level of intimacy
with the urdefhans, don’t stress it.
There are rhoka swords to clash with, after all!
The werebat Axiol
Snub-Nose promises to help smuggle a party of surface adventurers out of a
drow mushroom plantation. The plan
is to hide the overlanders in sacks of morels, then load them onto giant bats
for shipping. But urdefhans net
the bats, intending to use them for more skaveling breeding stock, and round up
Axiol and the party as well. Is
the werebat a victim or was this his plan all along?
An urdefhan colony
long devoted to the Horseman of War was recently decimated after a
protracted war against the caulborn of the Sunken Spine. This caused an upswing in the colony’s worship
of the Horseman of Pestilence, whose followers moved into the religious and
political vacuum. The remaining
urdefhans have already begun to chafe under the new order—though they honor the
Lingering Demise’s end goals, they resent the foulness and discomfort of living
constantly surrounded by—and infected with—corruption and
disease. This time of upheaval
creates excellent opportunities for an alliance with one faction or the
other...or perhaps to wipe the colony out altogether…
Crusaders have been abducted! Worse yet, they’ve been taken over the
border into Charon’s Rest—a land like no other, where urdefhans walk in the
surface world, ruling over a terrified populace with their half-daemon,
vampire, and ghoul allies.
Interestingly, the urdefhan Captain of the Gates has no knowledge of the
abduction and will give any would-be rescuers leave to enter. (Or course, whether other urdefhans
will honor the passport is another story entirely.) And following the trail will lead to another mystery: moon-beasts
and other aberrations are gaining a foothold in Charon’s Rest right under the urdefhans’
translucent noses…
—Into the Darklands
60–61 & Pathfinder Bestiary 2 276
We’re back to adventure seeds! Are you excited?
I’m excited. But man, last week was fun for me! (Mmmm…sourcebooks.) Hopefully for you, too.
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