TEXT: The World of Aden originAlly creATed by ShAne lAcy henSley
  One of the many islands that dot the seas between the Known 
  Lands and the distant Misari Expanse is a verdant green wonder-
  land of towering, snow-capped peaks and thick, teeming jungles, 
  all virtually exploding with life. What’s more, this island has a 
  large number of life forms that are extremely rare or virtually 
  unknown anywhere else, and the reason why this ecosystem is 
  so unique is one of many questions that the Ancient & Intrepid 
  Cartographer’s Society would desperately love to see answered, 
  but like so much of the world in the modern age, the mystery 
  persists. The island is labeled on most maps as Nivera, after the 
  first explorer to walk its shores, Argus Nivera of Aramyst, and is 
  well known for its somewhat primeval nature.
  The waters surrounding Nivera are relatively placid compared 
  to many of the other islands in the region, most of which are rife 
  with jagged reefs that can send a ship to the bottom of the sea 
  in mere moments. This relative safety has encouraged approach 
  by vessels in the process of a lengthy sea voyage, which has in 
  turn given rise to the pseudo-permanent pirate community on the 
  island’s south eastern shore. Particularly large and well-armed 
  vessels have been known to approach the island from the west 
  and use landing parties to lure out some of the jungle’s larger 
  specimens, which can then be felled with ship-board cannons 
  and used to completely restock the ship’s supplies with little cost 
  other than ammunition and the time lost in harvesting the food 
  and water. 
  Arcanists in the employ of the Cartographer’s Society who 
  have visited Nivera have theorized that the island possesses a 
  strong natural connection to the realms of the fey, as was once 
  the case on the mainland in the region now occupied by the High 
  Credits
  Written by: Jerry Linscott & Shawn Carman
  Editing: Shawn Carman
  Interior Artwork: Jacob E. Blackmon
  For Kyoudai Games
  Shawn Carman, Creative Department
  Rich Wulf, Mechanical Design
  Ryan Carman, Logistics & Development
   
  Butch Carman, Chief Financial Officer
  Mike Brodu, Graphic Design & Branding
  Original Graphic Design: Robert Denton
  1
  
  Steppes. It is this link, they propose, that has resulted in the nigh-unique 
  offshoot of the faerkin race that occupies the island as well as the highly 
  unusual species of creatures that make their home on the island. Many 
  of these massive creatures have unique names assigned by various 
  pirate crews, but on the whole they are often referred to by one of two 
  ancient Vanoran terms that predate the Great War: dai-nosoru, which 
  means “lizard kings,” or kai-juru, which means “beast lords.”
  Features of the Island
  • The Stomping Jungle – Three quarters of the island is dominated by 
  a lush jungle and related terrain that towers high above the ground, in 
  some places blotting out the sun with the dense canopy created where 
  the trees have grown together. It is believed that this region was first 
  given its rather sardonic name by a member of the Nivera Expedition 
  some centuries ago, and as a clear comparison to the Crawling Jungle on 
  the mainland. Whereas the Crawling Jungle is dominated by insect life 
  of all shapes and sizes, some gigantic, the so-called Stomping Jungle is 
  ruled over by massive reptiles that come in a variety of sizes but which 
  tend toward the enormous. Quadrupeds, bipeds, herbivores, carnivores, 
  land-bound, avian, aquatic… the variety is endless but they have a few 
  traits in common: they tend to be extremely large and relatively unintel-
  ligent. This region of the island is bereft of sapient life because of the 
  sheer danger of living near such creatures, and a single predator can 
  easily wipe out an entire expedition in a very short amount of time.
  • The Towers – Although not a proper mountain range and far from 
  impassible, the easternmost quarter of Nivera is divided from the rest 
  by a series of sharp, tall peaks that are tall enough to be shrouded in 
  snow and mist despite the tropical climate. The mountains are an effec-
  tive barrier against the vast majority of the island’s giant saurian life-
  forms, which keeps the settlement on the eastern portion relatively safe 
  from the creatures. Smaller creatures can pass from one portion of the 
  island to the other, but it is difficult to cross the mountains under even 
  ideal circumstances, and requires some degree of skill in mountain-
  eering or at least an athletic aptitude for climbing in order to navigate a 
  path. Further complicating travel is the fact that a small mixed tribe of 
  extremely hostile goblinoids calls the mountains home and ruthlessly 
  defends their territory from anyone they consider an interloper. This 
  group has on occasion led raids into the Great Forest as a means of 
  striking back against “invasion” by travelers from the village there.
  • The Great Forest – The eastern portion of the island is dominated 
  largely by a forest that covers the northern half of the region. Unlike 
  other forests found on the mainland, however, the trees of this forest are 
  spectacularly massive, growing to be hundreds of feet tall and whose 
  trunks are dozens of feet in diameter when fully grown. 
  • Treetop Village – This settlement is highly distinctive in that it 
  was created, has grown, and remains entirely constructed amid the 
  treetops of the massive everwood trees that grow within the Great 
  Forest. Located hundreds of feet above the ground, Treetop Village is 
  completely secured and safe from even the largest saurian predators 
  of the Stomping Jungle, who have occasionally found their way into 
  the forest on one or more occasions over the centuries. The situation 
  is not as dangerous as it might appear for the majority of its denizens, 
  however; the bulk of the village’s citizens are a particular bloodline of 
  faerkin who have very strong ties to the pixie subrace of the fey, and 
  as a result have small but powerful wings that allow them to flutter 
  from place to place with very little risk of falling. Although members 
  of this particular bloodline are not unheard of on the mainland, they are 
  extremely scarce, and no one has as yet managed to identify exactly 
  why so many dwell on this island in such numbers. 
  • The Pirate Lowlands – The southern coast of the eastern portion 
  of the island is a lowland that has little to offer that cannot be found 
  in greater abundance within the Great Forest to the north, and for that 
  reason the denizens of the forest rarely travel to the relatively empty 
  lowlands. However, this is not to say that the lowlands are not without 
  their attractions: ample fresh water, a variety of fruit-bearing trees 
  and an abundance of small game make it a popular location for ships 
  that have no wish to make port at a settlement to drop anchor. In other 
  words, it is a haven for pirate vessels looking to replenish supplies and 
  make landfall for a short time. There roughly a dozen individuals who 
  have established permanent residences in the area in order to make a 
  living from the pirates who visit periodically, and a few empty build-
  ings from others who attempted the same but failed to find it to their 
  liking. The region is not entirely without danger, however, as there is a 
  species of extremely large and particularly vicious crocodile that nest 
  along the coastline and which have no compunctions about hunting and 
  eating pirates despite the danger inherent in doing so. Most visitors to 
  the island are wise enough to be cautious but sometimes drink gets the 
  better of them and it is not uncommon for several people to disappear 
  each season, their remains never recovered. 
  Denizens 
  of the Island
  There are a number of individuals who make their home on Nivera, 
  although obviously the majority are centered in Treetop Village and a 
  smaller number in the pirate lowlands. The others are an assortment of 
  survivalists and refugees who have ended up on the island mostly by 
  fate and for whatever reason have chosen to remain there rather than 
  seek to return from whence they came. 
  Tirsa Wingstorm
  [N Female faerkin sorcerer 11]
  For all that the denizens of Treetop Village appear to be primitives in 
  the eyes of those from the mainland, they are not unintelligent, and Tirsa 
  Wingstorm roundly rejects the idea that she is a “chieftain,” preferring 
  instead to be called mayor (a term learned from mainland visitors) or 
  “headwoman” (an archaic term once used in ancient Vanora). Regard-
  less, however, Tirsa is unquestionably the leader of the settlement and is 
  greatly respected by all who live there, and most others on the island as 
  well. Even the pirates to the south acknowledge that she is not someone 
  to be messed with, since her command of magic is significant and her 
  sense of humor toward those she regards as having wronged her people 
  can be particularly cruel. Rumors persist that she has sunk no less than 
  four vessels due to the actions of their crews toward her people, and 
  whether or not this is true, it is enough to ensure that most pirates don’t 
  think bothering her village is worth the risk.
  Toward her people, Tirsa is a gregarious and charitable person who 
  is beloved by virtually everyone. She has a gift for seeing strength in 
  others and encouraging it, and as a result she is aided in her duties by 
  highly skilled subordinates to whom she delegates when appropriate. 
  Despite the closeness of the various bloodlines among the faerkin of 
  Treetop, Tirsa does not discriminate against those of other races, and 
  welcomes any who wish to make the village their home. Her outlook is 
  truly a tribal one, wherein those she accepts into her group are consid-
  ered as family.
  Juri, “the Seahorse”
  [NG Male human unchained monk 8]
  An enigmatic figure who makes his home within the Stomping 
  Jungle, no one who is aware of his presence on the island is sure how 
  Juri arrived there or where he came from. A lithe but powerful human 
  male, Juri seems perfectly content to eke out a solitary existence in 
  the jungle, surviving by his wits and avoiding the massive predators 
  that dominate the region. Juri’s name comes from his unique weapon, a 
  2
  
  quarterstaff that has affixed to one end a spine from one of the massive 
  and deadly thrako seahorses that dwell within the depths of the southern 
  seas. How he came to possess such a weapon is unknown, as is the 
  source of the virulent seahorse venom he coats it with when hunting. 
  Despite his rather ominous reputation and his somewhat savage 
  appearance, Juri is a pleasant enough individual to encounter when in 
  the jungle, if a bit non-talkative. He is obviously of Vanoran descent, 
  although he does have a number of Misari tattoos on his upper arms 
  and shoulders as well. He has, on many occasions, aided shipwrecked 
  castaways and aided them in finding Treetop Village, where they are 
  safe from the predators of the Stomping Jungle (and where they will not 
  interfere with his hunting or his solitary lifestyle). Juri is well known 
  in Treetop Village and welcome there on the rare occasions when he 
  appears to trade furs or excess meat.
  Expanded Adventures
  Nivera represents a number of different, more or less self-contained 
  environments, each with its own opportunities for long-term adventures 
  and subject to change at the hands of adventurers depending upon their 
  actions. 
  The Stomping Jungle
  The jungle is the largest portion of the island, and the one least likely 
  to be affected long-term by any actions on the part of visiting adven-
  turers; its denizens are few in number and solitary by nature, whereas 
  the wildlife cannot easily be dominated or circumvented due to its 
  size and ruthless nature. It is not impossible that a stronghold could be 
  established in the region, however, as the jungle canopy is high enough 
  above the ground that it is out of reach of virtually all predators. Such 
  an endeavor could prove profitable for enterprising individuals, as the 
  notion of hunting such massive beasts for the wealth of resources they 
  provide would appeal to many in the Known Lands, and that is not even 
  to delve into the idea of the rich natural resources that exist virtually 
  untapped within the jungle itself.
  If desired, it is possible that there are indeed sapient people dwelling 
  within the Stomping Jungle, in the form of a more primal, primitive 
  sub-race of rapacians that have adopted absolute stealth and perhaps 
  subterranean living in order to survive encounters with the massive 
  saurian creatures with whom they share their home. These rapacians are 
  utterly unknown to the other denizens of the island, whose occasional 
  sightings of them are written off as some other species of reptilian that 
  dwells on the island (of which there are many, so the confusion is under-
  standable). For their part, the primitive tribe of proto-rapacians have a 
  very xenophobic outlook and, while not openly hostile towards other 
  races, are not exactly warm and welcoming either. Discovering their 
  existence is something that they will take as an indirect threat to their 
  ongoing way of life and will respond to very poorly, potentially trying 
  to permanently silence anyone, especially outsiders, who discover their 
  subterranean home or even their mere existence. 
  As noted previously, it is possible that a sort of cottage industry could 
  spring up on Nivera centered around hunting the massive reptiles in the 
  jungle for food to resupply sea-going vessels. There are very few well-
  supplied ports anywhere within a week or more of the island, and ships 
  that have experienced any kind of spoilage, or even those who merely 
  planned poorly, might look upon the island as a means of inexpensively 
  acquiring ample meat and fresh water for the remainder of their journey. 
  Some particularly greedy individuals might even consider taking the 
  meat to other ports to sell, although this is a difficult proposition at best. 
  The likelihood of permanent structures being erected in this region of 
  the island is highly unlikely for the same reason that the hunting itself 
  is so dangerous: even the most benevolent among the creatures being 
  hunted is of such size that they present an incredible danger to anyone 
  trying to capture, attack, or even approach them, but this is not neces-
  sarily enough of a deterrant to keep dedicated or desperate sailors away. 
  The Towers
  Far and away the most sparsely populated and inhospitable region 
  of Nivera, the Towers are surprisingly steep and jagged mountains that 
  make passage difficult for the large reptiles that dwell on the western 
  portion of the island. Smaller creatures, particularly intelligent ones, 
  have a much simpler time traversing the area but still require a steady 
  hand, a keen eye, and a sharp wit to avoid disaster when doing so. The 
  most populous species found in this region include a particularly large 
  and shaggy type of mountain goat and a similarly sized reptile species 
  that competes with the goats for the sparse vegetation in the area.
  The reason for the particularly dangerous aspect of the Towers is that 
  they are relatively young by mountainous standards and were still volca-
  nically active until a century or so ago. This relatively recent upheaval, 
  combined with the island’s inherent dangers and the inaccessible loca-
  tion, mean that they have never been truly assessed for what resources 
  it possesses. If anyone were to go to the trouble of performing such a 
  survey, the discovery would be incredible indeed: the Towers possess 
  a vein of manite richer by far than any ever found on the mainland. 
  Anyone who uncovers this fact will possess knowledge that could make 
  them an incredibly wealthy individual, but as always is the case with 
  things of such value, would also place their life at risk. Many would be 
  willing to kill such a person to claim the knowledge for their own or to 
  prevent others from discovering the location in question. Unfortunately, 
  passing the information to others is more or less the only way to truly 
  profit from the discovery, as extracting the manite in any significant 
  quantity is well beyond the scope of the average adventurer’s skill and 
  talent. Calling in a nation or organization with sufficient resources to 
  mine the mineral, however, will result in the wholesale slaughter of 
  local wildlife, deforestation of the jungle, and the likely extinction of 
  most if not all of the hidden rapacian tribe discussed above (assuming 
  they are part of the campaign), with the few remaining survivors left as 
  bitter and ruthless saboteurs.
  Worthy of note is that there is a controversial and often-dismissed 
  theory that a strong tie exists between the existence of manite and the 
  long-ago ties between the mortal realm and the realms of the fey. The 
  reasoning for this suggested tie is ill-defined and often inconsistent not 
  only among different proponents but occasionally by individual advo-
  cates as well. While there is virtually nothing to substantiate the theory 
  present at Nivera, the twin occurrences of a strong fey presence and a 
  significant quantity of manite would almost certainly spark a new and 
  vigorous discussion of this theory all throughout the Known Lands and 
  its adjacent island territories, potentially diverting research and devel-
  opment away from more trusted, useful theories.
  Treetop Village
  The only true settlement on Nivera, Treetop Village is unlike any other 
  village known to the citizens of Aden. It was built and has expanded 
  amid the treetops of the vast forest on the island’s northeastern area, 
  hence its name. Visitors to the village are initially alarmed by the lack 
  of sturdy railings and safety measures in place to prevent what would 
  likely be a fatal fall. What rails do exist are roughly knee-high or, at 
  best, slightly below waist level for most average sized beings. The fact 
  that the vast majority of the village is populated by faerkin means these 
  are sufficient, and most are not necessary at all since the lion’s share of 
  faerkin on Nivera are capable of flight on their pixie wings. Anyone who 
  takes a tumble merely flits back up with a laugh and a smile, and the 
  matter is forgotten. If someone without wings falls, the result is far less 
  frivolous. Even the most hardened, battle-scarred warrior ensconced in 
  heavy armor cannot survive a fall from such height.
  Treetop Village is highly unusual in more ways than its unique loca-
  tion. The villagers there have at least semi-regular contact with the 
  outside world through visiting ships, and are aware of the level of tech-
  3
  
  nology that exists elsewhere, particularly in the Known Lands. Despite 
  this, they have no interest in adopting such ways themselves. They are 
  not anti-technology, but they have little use for it and even less interest 
  in making it part of their daily lives. While it is never discussed openly, 
  the people of Treetop have a deep, abiding reverence for the ways of the 
  fey. It is not a religion per se, but more of a spiritual philosophy that is 
  so common among the faerkin that the handful of other residents have 
  sort of absorbed it simply by its overwhelming prevalence. Despite that 
  faerkin have no allergy to metals, the bloodlines in this village largely 
  eschew its use except when unavoidable; it is an unspoken way they 
  honor their otherworldly ancestors.
  Due to the unique beliefs of its faerkin people, Treetop Village has 
  become a renowned center for craftsmanship, with the tiny residents 
  turning their considerable dexterity to woodworking and other arts 
  utilizing primitive materials. A small number are familiar with and 
  competent in metal-working, but they prefer to trade with the few deni-
  zens of the lowlands to fulfill the needs they have in that regard rather 
  than do it themselves. Again, it is a show of respect more than anything 
  else, and one that they have maintained for many years.
  It is not uncommon for the average citizen in the Known Lands 
  to have some small affinity for the arcane arts, with folk magic and 
  lower level spells being known to a great many people who have not 
  studied them more than casually. In Treetop, this tendency is a bit more 
  pronounced, and the average villager is more skilled than would be 
  expected for people choosing to live a relatively primitive lifestyle. The 
  average villager in Treetop would be roughly the equivalent as a student 
  at a magical academy in the Known Lands perhaps halfway through 
  their first year of studies. Unfortunately there are few options for the 
  villagers to pursue the craft any further, unless they are accepted as an 
  apprentice by one of Treetop’s few genuine spellcasters, none of whom 
  are traditionally trained, but rather are primitive and powerful individ-
  uals with a strong, natural connection to the other realms. 
  The Pirate Lowlands
  The southeastern portion of Nivera is the only part of the island that 
  has anything resembling modern society from the perspective of citi-
  zens from the Known Lands. It is also the portion of the island best 
  suited for seagoing vessels to make a landing as well as the most recep-
  tive to outsiders, as the few permanent denizens who make that region 
  home are well accustomed to ships stopping by with little to no notice. 
  The shoreline along the southeastern coast is a natural harbor that can 
  allow even the largest galleons and other typical ships to moor within 
  perhaps a hundred feet or so of the land, and there are even a handful 
  of crudely constructed piers extending out that far that are available on 
  a first come, first served basis. IN theory up to half a dozen ships could 
  easily moor at once in the small harbor, but there have never been more 
  than three and rarely ever more than one or two at a time, with long 
  periods where none visit the island at all. The region’s handful of full-
  time denizens are accustomed to the feast-or-famine existence and have 
  ties to Treetop Village as well as a talent for rationing resources they 
  acquire during the frenzy of spending and bartering that accompanies a 
  ship’s arrival in port.
  Most of the goods that are available for visitors to purchase in the 
  lowlands are either manufactured by those who live there or, in the 
  cases of a few items, are traded for from the nearby faerkin village. In 
  addition to accepting coin for goods, the merchants of the lowlands also 
  barter for trade goods and raw materials, which they can either make 
  use of themselves, trade to the faerkin for a profit, or sell to other ships 
  interested in taking on cargo while in port. 
  By far the largest, best-constructed, and profitable enterprise on 
  Nivera is also the oldest, a massive and sturdy edifice called the Court-
  house. A combination inn, tavern, and brothel, the establishment was 
  created and is overseen by a half-elf who calls himself the Judge. The 
  Judge has been living on the island for more than a decade, well longer 
  than anyone else, and employs a half-dozen women of varying ages, 
  race, and appearance to work in many different capacities within the 
  business. All are there voluntarily and are treated well as well as being 
  well-compensated for their services. The Judge and his staff make up 
  more than half the island’s native population, and the Judge himself is a 
  skilled brewmaster responsible for the vast majority of the spirits served 
  in his establishment. Little is known about the Judge’s background, but 
  rumors persist that he is a former alchemist in service to the throne of 
  Columbey, or that he is simply a native of Steel Waters and learned his 
  trade there. The Judge himself has repeated both of these stories and 
  many others, seemingly at random.
  Other than the Courthouse, the only other true building in the 
  lowlands is the smithy, operated by a relatively young Jurak woman 
  named Zakalia. Originally from the Rhanate, Zakalia was a passenger 
  on a vessel that stopped off on Nivera some years ago and, for reasons 
  not even she truly understands, decided to stay. She has constructed a 
  sturdy building that serves as both her forge and her home, and she is 
  the only metalworker on the entire island, with the faerkin in Treetop 
  Village working almost entirely in wood and stone for their daily needs. 
  Zakalia supplies both the Courthouse and Treetop with all the materials 
  they require worked in metal, and has a brisk trade in replacement parts 
  for ships and crewmen who visit the island. She is particularly skilled 
  in rapidly forging custom replacement parts for firearms, even though 
  she herself is not a gunsmith. She has even on occasion replaced entire 
  cannons for the ships that moor at the island, although this is a process 
  that takes weeks if not months, and usually has to be ordered in advance 
  in order to be ready in a timely manner.
  Beyond these two major structures, there are a handful of other 
  ramshackle buildings that have been built by temporary residents over 
  the past few years. On average, four to six others make their home on 
  the island at any given time. At present, the other residents include a 
  trio of human brothers who are skilled at crafting everyday goods from 
  wood and other primitive materials, and who are frequently employed 
  as carpenters to make minor repairs to ships in the harbor. There is also 
  a young couple who allegedly operated a restaurant in Balaquim before 
  ending up on the island after pirates attacked the sailing ship on which 
  they were passengers. They are both talented cooks and make a brisk 
  trade whenever a ship is in harbor. They can only prepare enough food 
  for a small number of diners, however, so the Judge does not consider 
  them true competition for his tavern and thus lets them do as they wish, 
  even contracting with them for certain functions when he needs to 
  increase the quality of his wares. 
  The most immediate manner in which adventurers might have long-
  term, permanent impact on this region of Nivera would be altering the 
  extent of holdings that exist in the lowlands. Although the island is 
  meager in the way of ports, but if there were larger and more extensive 
  holdings there, its location could very well attract a significantly larger 
  degree of traffic. Although it would take many years of development, it 
  is possible that Nivera could host a true settlement and port. The most 
  significant opposition in this regard would be from the Judge, who 
  prefers the settlement remain small and thoroughly under his control. 
  The Judge is actually a fugitive from a war between crime cartels in 
  Synthica, and he has many powerful enemies that would eagerly see 
  him dead no matter where he was; the island would not be a safe refuge, 
  not for a cartel with a reputation for ensuring that no one survives a war 
  against their interests.
  4
  
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by  
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Pathfinder Roleplaying Game Bestiary. © 
  2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat.  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn Carman and Rich Wulf.
  Thunderscape The Aden Gazette #21, Islands of the Known Lands - Nivera. © 2018 Kyoudai Games, LLC; Author: Shawn Carman & Jerry Linscott.
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kyoudai/Aden Gazette 21 - Nivera.pdf