Solars may be the most powerful angels, the ne plus ultra of
pure Good. But there’s something special
about empyreans. Because they serve outside
the usual chain of command—often as secret agents—they are free to act in ways
that the regular choirs may not. Because
each empyrean tends to have a tie to a specific deity, they are considered
movers and shakers in both the celestial and infernal realms. Because they predate mortal life (and unlike
solars, their ranks are not replenished by either mortal souls or angelic
promotion), they truly take the long view in their plots, plans, and alliances.
And because there are only ever a set number of empyreans, the loss of one is
always a momentous event (even though a new empyrean will eventually be born to
take its place).
And then of course, there are the empyrean paragons, who
rival even the solars in power and who each have unique abilities determined by
their patron deity’s portfolio. All in
all, these are powerful agents of Good—sometimes secret agents, sometimes free
agents, but always working on the side of the Light. (Unless of course, one of them falls…)
Truly ancient beings,
empyreans usually refuse calling spells.
So why has one been answering the fire priests of Tarquin? Adventurers are dispatched to the colossus-guarded
port city to find out. Have the miserly,
mercenary priests turned over a new leaf and embraced the song of the Choir? Do they have some powerful artifact binding
the angel to them? Or is there some far
deeper and more ancient celestial plan in play?
There has never been
a god of vampires before. Indeed,
one of the defining features of vampirism on Terna is that the undead are
loathsome in the eyes of the gods—even the evil deities resent vampires for
diverting souls meant for the Black Court’s dark palaces. But somehow, a vampire has recently ascended
to godhood…and worse yet, he has claimed one of the few beings in the
multiverse who could thwart him, the empyrean Paragon of the Dawn, as an
enslaved thrall.
To save sorcery,
adventurers must kill an agent of Good.
When the Paragon of the Blood was slain, the damage to the Arcane Flow
was so great that good-hearted sorcerers began to lose their powers. Worse yet, the new paragon born in her place,
the Paragon of the Blaze, serves a god of invention…and gunpowder. Adventurers who wish to save sorcery may be
forced eliminate this new empyrean, ideally so that the eight gods of magic can
pour their energies into the birth of the next great angel.
—Pathfinder Bestiary 5
24–25
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