The Tri-System Synthesis

Eraedal is a synthesized reality woven from three legendary traditions:

  • The Physical Shell: Geography and factions drawn from the Palladium Fantasy World (preserved in Library/).
  • The Ancient Bones: Primordial history and metaphysics drawn from Monte Cook’s Praemal / Ptolus.
  • The Active Pulse: Mechanics, character options, and divine pantheons drawn from Pathfinder 2e Remaster.

The Living Lore of Eraedal

To walk the roads of Eraedal is to witness mortal kingdoms thriving upon the sealed roof of a cosmic tomb. Behind every imperial edict, trade caravan, and delve into subterranean vaults lies the confluence of three distinct forces that govern the cosmos.


1. The Physical Shell: Palladium Geography & Factions

The visible world—its continents, mountains, rivers, kingdoms, and sovereign powers—derives directly from the world maps and regional sourcebooks of Palladium Fantasy (found within Library/).

The Great Realms

  • The Western Empire (Library/Palladium - Book 08 - The Western Empire): The beating, decadent heart of mortal power. Ruled by ancient aristocratic dynasties and Emperor-appointed prefects, it spans regions such as West Kighfalton, the monumental metropolis of Caer Itom, and rival noble houses (Itomas, Paaslaan, Milaszc). Paved Romanesque roadways, competitive colosseums, strict caste distinctions, and sprawling sewer catacombs define its civilized core.
  • The Coast & Oceanside: Along the eastern edge of the Western Empire lies the Inland Sea and the Bay of Ptolus, where the frontier port of Ptolus nestles below the towering cliffs of the Spire.
  • The Old Kingdom & Frontier (Library/Palladium - Book 02 - Old Ones): The ruined birthplace of human and elven empires, now an overgrown wilderness littered with ancient tombs, monoliths, and wandering monstrosities.
  • The Northern Wilderness & The Wolfen Empire (Library/Palladium - Book 20 - Wolfen Empire, Books 04 & 05): A cold expanse where the disciplined, honorable Wolfen tribes forge an emerging empire that challenges human supremacy.
  • The Baalgor Wastelands (Library/PFRPG_09_The_Baalgor_Wastelands): The scorched, glassified desert basin created 8,600 years ago during the Elf-Dwarf War by the apocalyptic annihilation of the elven capital of Baalgor. Home to nomadic orcs, wandering giants, and the honorable reptilian Eandroth clans.
  • Mount Nimro & Mount Nimrod (Library/Palladium - Book 10 - Mount Nimro, Kingdom Of Giants): The Land of the Twin Furies overlooking the Sea of Scarlet Waters—a catastrophic volcanic realm where Fire Giant Warlord Sunder Blackrock is forging the unified Kingdom of Giants, waging an endless war of extermination against the winged Gromek.
  • The Yin-Sloth Jungles & Dragon’s Gate (Library/Palladium - Book 07 - Yin-Sloth Jungles): The vast primeval southern rainforest, cradle of the primordial Battle of Gods 90,000 years ago. Dominated by the human Commonwealth of Kingdoms (Mishala, Terellia), the sovereign Orcish Empire of Emperor Doragon, and the wyrm-peaks of Dragon’s Gate where dragons gather in sacred conclave at Dragonedara.
  • The Timro Kingdom & Eastern Territories (Library/Palladium - Book 02 - Old Ones, Book 11): The second-oldest human realm, renowned for chivalric knights, imperial navies, and the sovereign dwarven freehold of Acoroc, but shadowed by massive chattel slavery and the ancient fiends sealed beneath its capital Credia.
  • The Land of the South Winds (Library/Palladium - 1 Main Rule Book, Book 03 - Adventures on the High Seas): Declared sovereignty 2,100 years ago, this expansive realm of arid savannahs and mangrove deltas dominates the southern seaboard. Renowned for its global monopoly on natural rubber, lethal multi-hulled trimarans, and brutal chattel slavery, its fence capital of Sulanok on the Peninsula of Pendaltor commands the Strait of Relar opposite the Floenry Isles, while its fortress plantation on Burcee anchors its colonial reach.
  • The Land of the Damned (Library/Palladium - Book 20 - Land Of The Damned): An isolated, frozen nightmare realm surrounded by mountains of ice and madness, quarantined from the rest of mortal civilization.

2. The Ancient Bones: Praemal Metaphysics & Ancient History

While mortal eyes see the borders of the Western Empire, the deep metaphysical structure and ancient history belong to Monte Cook’s Praemal (the world of Ptolus: City by the Spire), preserved within Library/Ptolus/.

Mechanics Exemption

The volumes in Library/Ptolus/ (City by The Spire.pdf, Players-Guide-To-Ptolus.pdf, MP005_Banewarrens.pdf, NOD.pdf, Ptolus_Adventures.pdf) originate from legacy d20/D&D 3.5e systems. Their game mechanics are strictly disregarded. They serve as our authoritative canon for lore, history, factions, district cartography, NPCs, and subterranean hazards—all translated into Pathfinder 2e Remaster rules when implemented.

The Galchutt & The Old Ones Syncretized

In Eraedal’s primordial dawn, cosmic entities of chaotic entropy known as the Galchutt (syncretized with the Old Ones of Palladium lore) descended upon the cosmos. Rather than ruling from distant planes, they plunged into the physical mantle of Eraedal itself.

  • Unable to be utterly slain by mortal or divine forces, they were sealed in the deep bedrock through ancient sacrifice.
  • They slumber in nightmares beneath the continental crust. Their toxic, psychic ichor leaks upward, spawning aboleths, grotesque chaos cults, and mutagenic abominations in the lowest subterranean reaches.

The Spire & Ancient Monuments

  • The Spire: Rising 3,000 feet straight out of the earth beside the Bay of Ptolus, the Spire is an impossible pillar of blackened rock. Rooted in Praemal lore, it was raised in antiquity as an anchor of dark power, once capped by the dread fortress of Jabel Shammar.
  • The Moons of Eraedal: The skies are watched by the familiar pale moon Lunas and the dark, ill-omened moon Vallis, whose passage marks surges in chaotic sorcery and planar rifts.
  • The Banewarrens & The Subterranean Undercity: Beneath Ptolus lie endless strata of ancient ruins—from the dwarven fortress of Dwarvenhearth to sealed vaults housing reality-corrupting banes (Library/Ptolus/MP005_Banewarrens.pdf).
  • Ancient Historical Epochs:
    1. The Primordial Cataclysm & The Binding: When the Old Ones / Galchutt were bound into the world’s core.
    2. The Golden Age of Dwarvenhearth: The great dwarven civilization that carved vast underground citadels beneath the Spire.
    3. The Ghul Wars: An apocalyptic struggle where half-fiend conquerors and necromantic hordes battered the mortal realms before being driven back into the dark.
    4. The Imperial Frontier Era: The modern age, wherein the Western Empire established Dalenguard, appointed the Commissar, and allowed Ptolus to become a boomtown for adventurers delving into ancient subterranean vaults.
  • The Inverted Pyramid: A secretive cabal of high arcanists whose extradimensional sanctum floats unseen in the skies above the Spire, guarding cosmic secrets while remaining aloof from mundane imperial politics.

3. The Active Pulse: Pathfinder 2e Remaster Mechanics & Deities

When a mortal draws steel, weaves an incantation, or calls upon divine providence, Pathfinder 2e Remaster governs the laws of reality.

The Divine Pantheon (Golarion Syncretism)

The gods of Golarion are the true arbiters of divine power across Eraedal, organized into regional temples and imperial cults:

  • Abadar (Master of the First Vault): The patron of civic order, the Imperial Mint, commerce, and legal agreements. His golden scales are prominent throughout Western Empire banking houses and the Council of Coin.
  • Iomedae (The Inheritor): Revered by paladins, knightly orders, and provincial crusaders who uphold justice, honor, and martial discipline.
  • Asmodeus (Prince of Darkness): Openly or discretely venerated within the aristocratic upper tiers of the Western Empire to legitimize totalitarian rule, unbreakable contracts, and imperial slave markets.
  • Pharasma (The Lady of Graves): Feared and respected across all civilized lands; her clergy oversees the rites of passing and wages relentless war against the undead rising from catacombs like the Necropolis.
  • Torag (The Father of Creation): Championed by the dwarven clans who trace their lineage to Dwarvenhearth and the forge-temples of the mountains.
  • Desna, Cayden Cailean, & Sarenrae: The beloved patrons of free travelers, tavern brawlers, and common folk resisting the suffocating boot of imperial bureaucracy.
  • Lamashtu & Rovagug: The dark horrors whispered in undercity alleyways, venerated by mutant broods, beastfolk cults, and dwellers of the deep vaults.

Mechanical Rules

  • Tactical Engine: Every combat encounter, martial maneuver, skill action, and condition follows PF2e Remaster rules (3-action economy, 4 degrees of success, proficiency scaling).
  • Character Ancestries: Humans, elves, dwarves, and gnomes exist alongside custom and adapted ancestries:
    • Wolfen: Modeled using custom ancestry traits or beastkin/gnoll frameworks with cold-resilient and lupine heritage feats.
    • Ratlings & Goblins: Thriving in the undercity burrows and sewer labyrinths under standard PF2e ancestry structures.
  • Magic Traditions: Spells operate under the four divine, arcane, occult, and primal traditions. Ancient pre-cataclysmic relics are handled as high-level PF2e artifacts and reliquaries.

Observation from Lord Coake

“I have walked the battlefields of the Old Kingdom and crossed the rifts of the Megaverse. In Eraedal, heed this truth: the map you hold was charted by the Western Empire, the sword you draw obeys the laws of the Inheritor, but the madness slumbering under your boots was born before mortal gods had names. Delve with caution, delver.”