TEXT: Player’s 
  Guide
  By Patrick Renie
  Second Edition
  Second Edition
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Patrick Renie
  DESIGN LEAD
  Logan Bonner
  EDITING LEAD
  Avi Kool
  EDITORS
  Judy Bauer, Aaliyah Hudson, Avi Kool, and 
  Lu Pellazar
  COVER ARTIST
  Setiawan Lee
  INTERIOR ARTISTS
  Gislaine Avila, João Fiuza, Vlada Hladkova, 
  Robert Lazzaretti, Artur Nakhodkin,  
  Richard Pace, Matthias Rothenaicher, 
  Ernanda Souza, and Vicky Yarova
  ART DIRECTION
  Sonja Morris and Sarah E. Robinson
  CREATIVE DIRECTOR
  James Jacobs
  PUBLISHER
  Erik Mona
  CREATING CHARACTERS 
  3
  Alignments 
  3
  Sidebar: Playing without Law Enforcement 
  3
  Ancestries 
  4
  Classes 
  4
  Sidebar: Advice for Game Masters 
  4
  Languages 
  5
  Religions 
  5
  Agents of Edgewatch Backgrounds 
  5
  Sidebar: Special Rules for This Campaign  
  5
  Sidebar: Reporting for Duty 
  7
  Sidebar: Relevant Lore Skills 
  8
  ABSALOM 
  10
  Map: Absalom 
  10
  Absalom at a Glance 
  11
  The Radiant Festival 
  11
  The Edgewatch 
  11
  City Districts 
  12 
  PLAYER’S GUIDE
  CONTENT WARNING AND PLAYER CONSENT
  The Agents of Edgewatch Adventure Path centers around the player characters in their roles as newly enlisted members of 
  the city watch. The characters start their careers resolving minor disputes but eventually become the city’s only hope against 
  an evil power. Since this Adventure Path assumes the characters are city guards, the campaign (including this player’s 
  guide) makes frequent reference to aspects of law enforcement and policing—themes that might hew closely to real-world 
  situations and might make some readers uncomfortable.
  If you are reading this player’s guide because you’re considering playing through the Agents of Edgewatch Adventure 
  Path, talk to your Game Master about how they’ll handle themes of law enforcement throughout the campaign. As always, 
  the consent of everyone at the table is mandatory for a safe and fun play experience, so it’s important that you discuss any 
  concerns you have about this Adventure Path’s subject matter with the rest of your group. If your group is interested in the 
  Adventure Path’s other themes but one or more members don’t want to roleplay as city  watch, you can eliminate that aspect 
  of the campaign by using the suggested changes listed under Playing without Law Enforcement on page 3.
  Additionally, Agents of Edgewatch presents scenarios that fall into the realm of horror. This includes depictions of serial 
  killers, body horror, torture, nonconsensual voyeurism, violence against children, and bioterrorism (including a suicide 
  bombing), humanoid experimentation, self-harm, animal cruelty, and mental illness.
  This Adventure Path is intended to be an action-packed romp through a fantastical metropolis full of danger and 
  excitement, not an analysis of or mirror for real-world matters of law and justice. Nonetheless, you and your friends 
  might not enjoy the situations or conversations that arise as a result of your unusual roles in this campaign or the horror 
  elements. Remember that a fun game involves enthusiastic consent from everyone at the table, especially when discussing 
  or roleplaying themes that might closely resemble sensitive issues from the not-so-simple real world. What one person 
  might consider an opportunity to discuss real-life ethical dilemmas might be an upsetting or traumatic situation for another.
  Ultimately, it is your choice whether or not you wish to participate in this Adventure Path, as written or modified. We at 
  Paizo wish you a safe and fun gaming experience no matter what type of campaign you decide to play.
  
  Welcome to the Agents of Edgewatch Adventure Path!
  As a player in this campaign, you’ll get to take on the 
  exciting role of a city guard in Absalom, the City at the 
  Center of the World. You’ll be responsible for mediating 
  interpersonal disputes before they become violent, 
  protecting the people of your city from nefarious crooks 
  and rampaging monsters, and arresting criminals who 
  flaunt Absalom’s laws. With the safety of the city in your 
  hands, you’ll need to muster bravery, wit, and heart in 
  order to see that justice is fairly dealt.
  The Adventure Path kicks off at the outset of the 
  highly anticipated Radiant Festival, Absalom’s once-a-
  century world fair. It’s your first day as members of the 
  Edgewatch, the newly formed guard unit responsible 
  for ensuring the safety of not only Absalom’s residents 
  but also the countless visitors attending the festival. 
  Your hands might seem full enough at first with just 
  the matters of the fairgrounds in the partially restored 
  Precipice Quarter, but as the campaign progresses, 
  you’ll quickly find yourself visiting many other parts 
  of the city in order to pursue an increasingly dire 
  investigation. If you’re looking for adventures full of 
  high-octane action, intriguing NPC interactions, and 
  a sprawling urban backdrop, then you’ve come to the 
  right Adventure Path.
  CREATING CHARACTERS
  In this campaign, players take on the responsibilities 
  of actual city guards, so some of the time-honored 
  traditions of player characters might need to be adjusted 
  to accommodate for your unique role as law keeper.
  First and foremost, your character should strive to 
  uphold the law. This Adventure Path is not appropriate 
  for evil characters or those with no regard for justice. 
  The adventures’ events assume that you are an agent 
  of justice protecting the public first and foremost, not a 
  double-crosser or an abuser of power. There is room in 
  the campaign for an officer who sometimes bends the 
  rules, but such characters should do so to ensure the 
  safety of the people of Absalom and do right by them.
  ALIGNMENTS
  Since this Adventure Path is designed for characters who 
  honestly want to improve their city, lawful good is an 
  obvious choice for characters’ alignments, and the most 
  appropriate. Neutral good officers are also common in 
  Absalom, since many join the city watch’s ranks with 
  the goal of helping and protecting their communities. 
  These officers typically uphold the spirit—rather than 
  the letter—of the law. They might refuse to arrest those 
  who steal for food, for example, and instead focus on 
  catching those who steal for greed. A lawful neutral 
  agent could also be effective at their job, as long as their 
  personal creed isn’t at odds with the laws they’re paid 
  to uphold.
  Chaotic and evil characters are not appropriate for 
  this campaign.
  ANCESTRIES
  Humans are by far the most common ancestry in 
  PLAYING WITHOUT LAW ENFORCEMENT
  Not everyone is interested in roleplaying as officers 
  of the law in a Pathfinder game. Fortunately, it is a 
  relatively simple matter to remove the law enforcement 
  themes completely from this Adventure Path without 
  altering the story at its core. After all, the point of Agents 
  of Edgewatch isn’t to force you into uncomfortable roles, 
  but to tell a story of up-and-coming heroes who quickly 
  discover that they are the only people capable of saving 
  the city of Absalom from certain doom. If this is the 
  route your fellow players and your Game Master would 
  like to pursue with Agents of Edgewatch, consider the 
  following points as you create your character. (Direct 
  your Game Master to the sidebar on page 4 for Game 
  Master–specific suggestions.)
  • Pick a character background from the Pathfinder 
  Core Rulebook rather than one listed here. Use the 
  backgrounds and details on Absalom in this player’s 
  guide as inspiration for which district of Absalom 
  your character hails from. The rest of the advice under 
  Creating Characters is still relevant for creating any 
  player character that adventures in Absalom.
  • Rather than newly hired rookie law officers, your party 
  consists of up-and-coming adventurers who have been 
  invited to attend the Radiant Festival by the centennial 
  fair’s planning committee. The committee hopes that 
  the reputations of such heroic adventurers will deter 
  criminals from preying on a distracted populace.
  • Your character won’t need to report to Edgewatch 
  Headquarters or seek permission from neighboring 
  precincts to patrol their districts, but might wish to visit 
  the city watch leaders on occasion for advice or intel.
  • Instead of turning over seized evidence to the precinct for 
  bounty rewards, your character can return lost or stolen 
  items to their rightful owners for monetary rewards, and 
  sell found treasures to merchants or collectors. 
  • Whether you are playing the campaign as members 
  of the city watch or not, the events of the campaign 
  assume that your characters are dedicated to protecting 
  the people of Absalom and bringing villains to justice, 
  pursuing peaceful resolutions to conflicts first, and you 
  will still have to reckon with the city’s criminal justice 
  system if you choose a path of wrongdoing or flaunt 
  Absalom’s code of conduct.
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  PLAYER’S GUIDE
  
  Absalom, to an even-larger degree than in the world 
  of Golarion at large. Absalom’s oldest bloodlines 
  trace their familial roots to other major civilizations 
  that have risen (and often fallen) over the millennia, 
  including Taldor, Osirion, and Kelesh, making Taldans 
  Garundi, and Keleshite the most common ethnicities 
  for native Absalomians. Constant international trade 
  and a near-constant stream of immigrants means that 
  humans from just about every corner of the world—
  from insular Nidalese to any of the many ethnic groups 
  of the Mwangi Expanse to Erutaki and Tians—can be 
  found somewhere in Absalom, though naturally some 
  of these groups are rarer than others. Any and all of 
  these humans might be found among the Edgewatch.
  Halflings make up most of Absalom’s non-human 
  citizenry. Indeed, Absalom hosts one of the largest 
  concentrations of halflings in the world, and so halfling 
  officers are highly sought after among guard precincts. 
  Other playable ancestries of note include goblins (who 
  are becoming more incorporated into Absalom society), 
  gnomes (who have much to enjoy amid the ceaseless 
  hustle and bustle of the city), and dwarves (many of 
  whom form lucrative trading organizations for their 
  own benefit and that of their familial homelands). 
  Some elves call Absalom their home, especially those 
  who pursue study at any of the city’s vast libraries or 
  academies, though these are the exception rather than 
  the rule.
  Of course, in a city as massive as Absalom, people of 
  any and all ancestries can be found wandering its streets, 
  though anyone playing a character of an ancestry other 
  than those mentioned above may find few others of their 
  kind among their precincts or the people they’re charged 
  with protecting.
  CLASSES
  Good law officers come from all walks of life and 
  have a broad range of specialties. Champions and 
  fighters make up the majority of rank-and-file guards—
  champions are skilled at peacefully resolving conflicts, 
  and members of both classes are strong and hardy in 
  case they must protect the city from physical threats. 
  Bards, rogues, and (of course) investigators make 
  excellent detectives and undercover agents, and bards 
  in particular are often skilled at de-escalation; a 
  large number of ex-cons who have turned their lives 
  around and joined Absalom’s guard forces come from 
  these classes. Magic users are ever in high demand—
  wizards in particular, with their penchant for diligent 
  study and tendency to take an intellectual view of 
  social matters, can hardly be bested when it comes to 
  knowledge and application of Absalom’s byzantine 
  laws and ordinances. Alchemists often hold these skills 
  just as well. Sorcerers, with their incredible powers of 
  personality, make for excellent de-escalators. Many 
  precincts regard clerics as natural mediators who can 
  evoke the trust of citizens, and so brave members of 
  various clergies are recruited as expert negotiators or 
  as neutral arbiters of civil disputes; a number of priests-
  turned-officers have earned reputations for effective 
  cross-examination methods. Many oracles, witches, 
  and sorcerers maintain good relations with their local 
  precincts and sometimes serve as diviners for hire, 
  particularly in cases where the trail has gone cold or 
  the crimes contain some element of occult significance. 
  ADVICE FOR GAME MASTERS
  Due to the sensitive themes of this Adventure Path, you as 
  the Game Master should keep the following points in mind 
  as you run Agents of Edgewatch:
  • Never push your players to engage in combat if the 
  situation can be resolved peacefully.
  • Encourage PCs to attempt to resolve encounters 
  diplomatically before resorting to violence.
  • Refer to the Special Rules For This Campaign sidebar on 
  the next page, which supersedes any rules or suggestions 
  in the Adventure Path text (particularly the rule about all 
  damage being nonlethal).
  If your group wishes to remove the law enforcement 
  themes from this campaign (see the sidebar on page 3), 
  you will need to modify some of the specific scenarios in 
  each adventure as written. To that end, consider making the 
  following changes to the campaign as a whole.
  • Re-imagine the NPCs who populate the guard precincts 
  as fellow adventurers or leaders of various guilds. 
  Absalom’s many independent factions are always looking 
  for bounty catchers and treasure hunters to stifle crime 
  and uncover long-lost fortunes in their corner of the city. 
  For example, instead of describing Grospek Lavarsus as 
  the lieutenant of Edgewatch Headquarters, you might 
  have him instead be a high-ranking member of the 
  Radiant Festival’s planning committee, in which case he 
  would still have a vested interest in Absalom’s safety 
  and would be able to give the player characters leads on 
  crimes to solve.
  • As they solve mysteries and apprehend suspects, the 
  player characters will still garner much public acclaim, so 
  their gradual rise to fame can largely be kept as written.
  • NPCs won’t necessarily feel obligated to automatically 
  comply with the player characters’ requests, since the 
  characters have no actual legal authority. In such cases, 
  NPCs might still work with the player characters out of a 
  respect for their previous heroic deeds or out of the hope 
  that the adventurers can help make the city a safer place. 
  Roleplay accordingly.
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  The most uncommon—though not necessarily 
  unknown—law officers in Absalom include druids, 
  who typically join the Lotus Guard in the Ivy District; 
  barbarians, of whom Captain Runewulf, leader of the 
  Graycloaks, is a notable example; and swashbucklers, 
  most of whom find good company among the relatively 
  rough-and-tumble Harbor Guard.
  LANGUAGES
  This Adventure Path assumes characters will attempt to 
  peacefully resolve conflicts first, so having mastery of 
  an array of languages is advantageous. Common is the 
  official language of Absalom, though the huge variety 
  of people who dwell in the city ensures that there are 
  at least a few speakers of just about every language on 
  Golarion. Since humans are the predominant ancestry 
  in Absalom, an array of regional languages are in 
  common use, including Osiriani, Mwangi, Skald, Tien, 
  and Vudrani, though a fair number of people also use 
  the many non-human languages found in Absalom, such 
  as Halfling and Goblin. Criminals with connections to 
  monstrous elements might obscure their deeds by using 
  rare languages like Draconic, Aklo, or Necril.
  RELIGIONS
  With an entire city quarter dedicated to religions from 
  all around the world, Absalom is more welcoming of a 
  wide variety of religions than most places in the world. 
  In times since past, Arodenism was the most common 
  religion in Absalom, but with the city’s patron god now 
  vanished, other major human religions have risen to fill 
  the vacuum. Chief among these creeds are those of the 
  Ascended—Cayden Cailean, Iomedae (herself Aroden’s 
  former herald), and Norgorber—the gods who, having 
  bested the Test of the Starstone, rose to divinity right in 
  the spiritual heart of Absalom. 
  It may come as a surprise that worship of evil gods 
  such as Norgorber (and even Zon-Kuthon or Rovagug) 
  is legal within Absalom. Freedom of religion is a 
  cornerstone of Absalom’s body of law, but believers are 
  still beholden to the city’s many other laws and cannot 
  perform illegal activities as part of religious rites. This 
  means that while zealots of evil gods can congregate and 
  proselytize, Norgorberites can no more practice wanton 
  theft than Kuthites can torture the unwilling.
  While members of Absalom’s city watch come from 
  a variety of spiritual backgrounds, most honor lawful 
  deities like valiant Iomedae or jurisprudent Abadar. 
  Minor deities—including many of the empyreal lords, 
  primal inevitables, and even some psychopomp ushers—
  also find followers among the city watch. Since Absalom’s 
  guards strive to uphold the law, worship of just about any 
  lawful good deity makes sense for the spiritually inclined, 
  whereas gods of chaos make it difficult to square one’s 
  day job with their beliefs. For the agnostic and atheistic, 
  on the other hand, many allies can be found among the 
  ranks of the Ascendant Quarter’s Graycloaks, who are 
  famously nonreligious and whose leaders argue that only 
  a secular guard could fairly watch over a district with 
  people from so many different religions.
  AGENTS OF EDGEWATCH BACKGROUNDS
  As a newly transferred member of the Edgewatch, 
  you have already spent some time in one of Absalom’s 
  guard units. The following backgrounds represent your 
  previous training and association with one of these 
  factions. Nearly all of Absalom’s various law officers live 
  in the same district where they work, so your choice of 
  background likely also determines which city quarter 
  you call home. Some backgrounds also provide you with 
  a circumstance bonus to certain skills while interacting 
  with members of your old guard precinct and other 
  related individuals. Finally, each background includes a 
  SPECIAL RULES FOR THIS CAMPAIGN
  As noted to Game Masters in the first volume of 
  this Adventure Path, Agents of Edgewatch modifies 
  Pathfinder’s default rules in several important ways. 
  First, as city guards, your party’s player characters are 
  all assumed to be trained in nonlethal conflict resolution. 
  This means that, during combat encounters, your 
  character is always dealing nonlethal damage; you are 
  never allowed to deal lethal damage. You take no penalty 
  to attack rolls for dealing nonlethal damage, and all types 
  of damage you deal (whether from weapon attacks, spells, 
  or even poisons) are nonlethal. You gain no bonuses or 
  added benefits for making attacks using weapons with 
  the nonlethal weapon trait. As usual for nonlethal damage, 
  when you reduce a creature to 0 Hit Points using nonlethal 
  damage, the creature falls unconscious instead of dying.
  Second, as long as you are wearing your uniform, 
  you are generally considered to be in possession of any 
  tools necessary to secure suspects you have knocked 
  unconscious. Suspects generally can’t wake up and 
  escape while you defeat any remaining combatants, for 
  example. You can freely obtain more essential gear (such 
  as handcuffs for arresting suspects) during any time you 
  have downtime at Edgewatch Headquarters.
  Third, you can never abuse or harm innocent civilians. 
  If your Game Master puts you in a situation in which you 
  must fight, you can safely assume that your opponents 
  are determined to kill you and that your best means 
  of apprehension is through combat. As written, the 
  Adventure Path will never force you into combat with 
  anyone other than creatures determined to kill you.
  5
  PLAYER’S GUIDE
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  flavorful thematic “hook” for what kind of officer you 
  might be; though these personality details are of course 
  optional, you might find one inspiring enough to build an 
  entire character concept around!
  In addition to fleshing out your character history 
  and providing statistical benefits, the backgrounds that 
  follow influence how you are perceived by the other 
  guard factions in Absalom and may come into play 
  during various parts of this Adventure Path. That said, 
  if you prefer to instead choose a background from the 
  Pathfinder Core Rulebook, the following are the most 
  suitable choices for this campaign: barrister, bounty 
  hunter, criminal, detective, guard, merchant, noble, 
  prisoner, or street urchin.
  EX-CON TOKEN GUARD 
  BACKGROUND
  Not everyone starts life on easy street—your own experience 
  is testament to that. You took a wrong turn at some point 
  early on and became a career criminal. Perhaps you were a 
  petty pickpocket, or maybe you’ve even murdered someone. 
  Either way, your crimes landed you with a transformative 
  prison sentence in the Brine prison. Only then did you realize 
  that something needed to change. After your release, you 
  dedicated yourself to helping other downtrodden individuals 
  and those forced to resort to crime to survive. You joined the 
  Coins District Guard, but soon learned that this precinct was 
  a haven for the very corruption you sought to undo. Your 
  efforts at reform never took root and you feared that your 
  decision to become an officer of the law was a huge mistake.
  You transferred to the Edgewatch, the Precipice Quarter’s 
  new precinct, in the hope that you might meet others who 
  sought to help—not exploit—Absalom’s misguided.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Thievery skill and your choice of Legal 
  Lore or Underworld Lore. You gain a +1 circumstance bonus 
  to Deception, Diplomacy, and Intimidation checks to interact 
  with Token Guards and convicted criminals such as prison 
  inmates. You gain the Pickpocket skill feat.
  GODLESS GRAYCLOAK 
  BACKGROUND
  You were a member of a church once, and you saw some 
  things among Absalom’s religious elite that put you off piety 
  for good. Maybe it was one too many beggars turned away at 
  the temple’s front door, or maybe it was a high-ranking priests 
  consistent abuses of power. What got to you most, though, 
  was that according to just about every belief system out there, 
  sinners and saints, priests and paupers were all alike in one 
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  PLAYER’S GUIDE
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  key way: they never saw retribution or accolades until buried 
  6 feet under. You wanted more from Absalom. You wanted 
  more from the world. You wanted justice now, on this plane, 
  not in some indeterminate afterlife. So you left the church and 
  wandered the city, a ghost of your former self.
  You finally found a like mind in Captain Runewulf, “the 
  Unbeliever,” whose reputation and similar distaste for religion 
  inspired you to join the Graycloaks. As a sworn protector 
  of the Ascendant Court, you didn’t differentiate between 
  Sarenites or Pharasmins, Iomedaeans or Norgorberites; if you 
  saw someone in danger, you put your life on the line to save 
  them, whatever their place within or outside a church.
  Your good record has earned you a transfer—temporary 
  or not, the choice is yours—to the newly formed Edgewatch, 
  where you’ll use your authority to guard the lives of not just 
  Absalomians, but all who have come to your grand city to 
  experience its wonders. Choose two ability boosts. One must 
  be to Constitution or Wisdom, and one is a free ability boost.
  You’re trained in the Religion skill and your choice of a specific 
  religion Lore skill (such as Iomedae Lore or Norgorber Lore). 
  You gain a +1 circumstance bonus to Deception, Diplomacy, 
  and Intimidation checks to interact with Graycloaks, priests, 
  and clerics. You gain the Quick Identification feat.
  GRIZZLED MUCKRUCKER 
  BACKGROUND
  You’ve served on the Muckruckers, the unofficial guards of 
  the flooded Puddles district. The pay’s no good, the conditions 
  are squalid, and you’ve seen things during your time on 
  the force that’ve made you question your career entirely. 
  Perhaps you joined the group out of a sense of duty to your 
  fellow Absalomians, or maybe you felt an obligation to help 
  restore your apocalyptic home district to some semblance 
  of normalcy. Either way, the traumas you’ve endured, the 
  double-crossers who’ve betrayed you, the wretched monsters 
  that have crawled out of the muck to assail you—it’s enough to 
  turn an officer to weary cynicism or self-destruction through 
  merciful drink.
  Thankfully, you found an out: an invitation to transfer to 
  the newly formed Edgewatch. You accepted the offer in the 
  hope that some fresh experience in a new district, surrounded 
  by new people, might reignite the hope and passion you felt 
  for the job so long ago.
  Choose two ability boosts. One must be to Constitution or 
  Charisma, and one is a free ability boost.
  You’re trained in the Survival skill, as well as either Labor 
  Lore or Underworld Lore. You gain a +1 circumstance bonus 
  to Deception, Diplomacy, and Intimidation checks to interact 
  with Muckruckers, mercenaries, and adventurers. You gain 
  the Experienced Tracker skill feat.
  HARBOR GUARD MOONLIGHTER  
  BACKGROUND
  The Harbor Guard isn’t known for being the most honorable 
  precinct in town. A few years after you joined the force, you 
  became disillusioned by the rampant corruption within the 
  precinct and the district at large. One night, you stumbled 
  on an ad for a local monster hunter’s guild. You joined on 
  a whim, but fell in love with the swashbuckling lifestyle of 
  an independent bounty hunter. You’ve since earned quite a 
  reputation for your nocturnal adventures; everyone still knows 
  that you’re a Harbor Guard, but stories of your dungeon-
  delving adventures have long overshadowed that facet of 
  your life. Unfortunately, long nights of monster-hunting have 
  negatively impacted your performance at your day job, so 
  maybe it wasn’t a surprise when your supervising officer put 
  in a transfer request for you, spelling the end of your plucky 
  nighttime antics with that particular guild.
  Despite the decline in your performance, Lieutenant 
  Lavarsus of Edgewatch sees potential (and even, maybe, a bit 
  of himself) in you. You’re eager to be on a new unit and for the 
  chance to bring your monster-hunting skills to a district that 
  has been plagued by such supernatural beasts for far too long.
  Choose two ability boosts. One must be to Strength or 
  Constitution, and one is a free ability boost.
  You’re trained in the Athletics skill and your choice of 
  Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus 
  to Deception, Diplomacy, and Intimidation checks to interact 
  with Harbor Guards, ship captains, and freelance adventurers. 
  You gain the Quick Jump skill feat.
  LEARNED GUARD PRODIGY 
  BACKGROUND
  For some, the nuts and bolts of keeping the peace are 
  practically second nature. Such is the case for you, a member 
  of the Learned Guard with an incredible mind for investigation 
  as well as a gift for understanding magic. You probably aren’t 
  a hit with your peers, who find your intellect and natural gift 
  of deduction perhaps a bit off-putting, but when left to your 
  own devices you excel, and you get along well with professors 
  REPORTING FOR DUTY
  At the start of the Agents of Edgewatch Adventure Path, 
  you receive your first assignment as a rookie member 
  of the newly established Edgewatch, a specially formed 
  precinct tasked with ensuring the safety of visitors to 
  Absalom’s Radiant Festival in the Precipice Quarter. 
  As part of your first mission, you’ll meet your fellow 
  squad-mates (the other player characters), ensuring an 
  instant hook and reason for you all to work together.
  Of course, each of you comes to the Edgewatch with 
  your own personal backgrounds and agendas, and some 
  of you might even know each other from previous years 
  of working together in another of Absalom’s precincts 
  (particularly if you’re using the Agents of Edgewatch 
  backgrounds). Before beginning, make sure to talk with 
  one another to decide if you have some prior connections 
  or are meeting each other for the first time.
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  and mages such as those who work in Forae Logos or the 
  Arcanamirium. 
  After no shortage of debating the pros and cons, you 
  decided to transfer to the Edgewatch precinct. Sure, you have 
  a keen understanding of the theories and principles behind 
  law enforcement, but you’ve reasoned that in order to be a 
  truly effective guard you’ll need some first-hand experience in 
  a high-risk area nabbing suspects and protecting innocents—
  all the while taking fastidious notes and writing your grand 
  thesis on the merits and shortcomings of Absalom’s laws.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in your choice of the Arcana or Occultism 
  skill, as well as Legal Lore. You gain a +1 circumstance bonus 
  to Deception, Diplomacy, and Intimidation checks to interact 
  with Learned Guards and with academics such as librarians 
  and scholars. You gain the Recognize Spell skill feat.
  POLITICAL SCION 
  BACKGROUND
  Like your parents and your parents before them, you initially 
  followed the long path toward politics from an early age. Your 
  close association with Absalom’s upper echelons put you in 
  touch with the city’s various military or special operations 
  units—the First Guard, the Wave Riders, the Varlokkur—
  though you avoided any actual duty with these groups. 
  Thanks to your strict upbringing and the connections of 
  your family, you soon became a lauded and highly respected 
  member of Absalom’s political elite. But you couldn’t stifle 
  a certain feeling that you were destined for more than 
  simply filling the pointed shoes of your forebears. Despite 
  your easily earned accolades and a relatively cushy life as 
  a young lawyer or councilmember, you sought to do more 
  with your diplomatic training and not live out the exact same 
  life as your ancestors.
  Your decision to transfer to the Edgewatch has rubbed 
  your traditionalist family the wrong way, and they’ve cut 
  off the financial aid they’ve provided you your whole life. 
  But you don’t care—you know you’re doing the right thing 
  by taking on the rough jobs of a low-ranking guard, and 
  you’re ready to shine based on your own merits, not those 
  of your lofty kin.
  Choose two ability boosts. One must be to Constitution or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Diplomacy skill and Legal Lore. You 
  gain a +1 circumstance bonus to Deception, Diplomacy, and 
  Intimidation checks to interact with members of Absalom’s 
  political establishment. You gain the Hobnobber skill feat.
  POST GUARD OF ALL TRADES 
  BACKGROUND
  Not all cops are passionate about their jobs. For some, 
  the pursuit of justice is just another way to pay the bills. 
  Honestly, it was probably the Post Guard’s generous time-off 
  policy that drew you to their service, and during your yearly 
  sabbaticals you’ve dabbled in hobbies as diverse as fishing, 
  baking, or even stand-up comedy. Even while on duty, you’re 
  probably idly fiddling with a lucky coin or practicing magic 
  tricks with a deck of cards. You probably irritate your fellow 
  guards a bit with your non sequiturs, casual attitude, and 
  tendency to daydream, but results don’t lie, and more often 
  than not you prove your worth when the chips are down. 
  For all the excitement of guarding Absalom’s Postern 
  Gate, the Post Guard wasn’t really the right fit for someone 
  as distractible as yourself, so your boss put in a “promotion” 
  for you to transfer to the newly formed Edgewatch. You’re 
  all for the reassignment, since it will put you smack in the 
  middle of the most entertaining and diverse gathering of the 
  century, the Radiant Festival. 
  Choose two ability boosts. One must be to Dexterity or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Performance skill, a Lore skill of 
  your choice, and you gain a bonus language. You gain 
  a +1 circumstance bonus to Deception, Diplomacy, and 
  Intimidation checks to interact with Post Guards. You gain 
  the Dubious Knowledge skill feat.
  SALLY GUARD NEOPHYTE 
  BACKGROUND
  You joined the Sally Guard, Westgate’s guard precinct, at an 
  early age, bringing with you the requisite steel armor, sword, 
  and lance, though your gear is of dubious make. The other 
  RELEVANT LORE SKILLS
  Practically every officer worth their salt has at least a 
  little training in Legal Lore. Even those who lack this skill 
  are sufficiently trained in Absalom’s code, though, so 
  although helpful, being trained in the skill isn’t mandatory. 
  For agents who frequently go undercover or deal with 
  shady informants, Underworld Lore can unlock stores of 
  useful intel. Urban Lore, while broad, might prove useful 
  for resolving everyday dilemmas in the city or coming up 
  with quick solutions to common metropolitan problems. 
  Of course, common Lore skills can all be surprisingly 
  helpful in solving the myriad cases that come across an 
  officer’s desk, and Lore specialties related to particular 
  professions—such as Games Lore, Guild Lore, Library Lore, 
  Sailing Lore, or even Milling or Tanning Lore—might prove 
  abundantly useful while working with (or investigating) 
  Absalom’s commoners and aristocrats.
  Specific local lore, such as Absalom Lore, often comes 
  in handy, and such intimate knowledge of the city 
  usually marks a clear divide between the well-liked (or 
  at least tolerated) local constabularies and imported 
  law keepers from abroad. Hyper-specific local lore (such 
  as Docks Lore or Precipice Quarter Lore), while not as 
  broadly applicable, can also earn an officer in a hurry 
  some much-needed trust and cooperation from residents.
  8
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  guards may have suspected that you were a novice with 
  less combat experience than them; if so, you proved their 
  suspicions on your first day of training when your mount 
  immediately threw you in the mud. A supervisor took mercy 
  on you and offered to transfer you to another guard unit 
  in the city, promising that you’d have a place on the Sally 
  Guard when you decided you were ready for the challenge. 
  Biting your lip in shame, you took the Edgewatch 
  reassignment in order to gain the experience necessary to 
  go back to your home district with your head held high. 
  You’ll prove them wrong, one way or another, and show 
  everyone that you can protect the ones you hold most dear.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Nature skill and your choice of Hunting 
  Lore or Stabling Lore. You start out with a riding horse, as well 
  as a suit of shoddy half-plate armor, a shoddy longsword, and 
  a shoddy lance (see page 273 of the Pathfinder Core Rulebook 
  for the rules on shoddy items). 
  SLEEPLESS SUNS STAR 
  BACKGROUND
  Among your fellow guards who patrol the Foreign 
  Quarter, you’re something of a big deal. Your good 
  work and big personality have made a big enough 
  splash that word has gotten out about your status as 
  a rising star among the watchdogs of Absalom. Your 
  popularity has also earned you the trust of many citizens of 
  the Foreign Quarter.
  Your laudable performance has earned you a transfer 
  to the newly formed Edgewatch in the Precipice Quarter, 
  where you’ll put your formidable reputation to good use by 
  patrolling the Radiant Festival and ensuring the safety of 
  Absalom’s most vulnerable visitors.
  Choose two ability boosts. One must be to Wisdom or 
  Charisma, and one is a free ability boost.
  You’re trained in the Society, plus either Gladiatorial Lore 
  or Genealogy Lore. You gain a +1 circumstance bonus to 
  Deception, Diplomacy, and Intimidation checks to interact 
  with members of the Sleepless Suns and residents of the 
  Foreign Quarter. You gain the Multilingual skill feat.
  UNDERCOVER LOTUS GUARD 
  BACKGROUND
  It’s a well-known secret that for every playhouse in the Ivy 
  District, there’s an underground criminal element lurking 
  somewhere in the shadows. To get intel on the occultists, 
  assassins, and thieves’ guilds that pull the strings of power 
  in the Ivy District, the Lotus Guard trains some of the best 
  undercover agents and operatives in all of Absalom. You’re 
  one such agent, and you’ve put your life on the line more 
  times than you can count by getting close to the Ivy’s most 
  dangerous criminals. Your risky missions and thrill-seeking 
  derring-do have earned you many accolades—but also no 
  shortage of enemies.
  You transferred to the Edgewatch after your cover was 
  unexpectedly blown and you needed a safe place to lie 
  low away from the Ivy District. With your mastery of 
  disguise and your ability to confidently converse with 
  criminal masterminds, it won’t be long before you’ve 
  made yourself an indispensable undercover operator in 
  this precinct as well.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  9
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  ABSALOM
  1  MILE
  1  MILE
  THE DOCKS
  THE DOCKS
  PRECIPICE QUARTER
  PRECIPICE QUARTER
  THE PUDDLES
  THE PUDDLES
  WESTGATE
  WESTGATE
  FOREIGN  
  FOREIGN  
  QUARTER
  QUARTER
  THE COINS
  THE COINS
  EASTGATE
  EASTGATE
  ASCENDANT COURT
  ASCENDANT COURT
  IVY  
  IVY  
  DISTRICT
  DISTRICT
  WISE QUARTER
  WISE QUARTER
  AZLANTI KEEP
  AZLANTI KEEP
  PETAL DISTRICT
  PETAL DISTRICT
  STARWATCH KEEP
  STARWATCH KEEP
  FORT TEMPEST
  FORT TEMPEST
  10
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  You’re trained in the Deception skill, Art Lore, and 
  Underworld Lore. You gain a +1 circumstance bonus to 
  Deception, Diplomacy, and Intimidation checks to interact 
  with Lotus Guards and high-ranking criminals like guild 
  masters, gang leaders, and mob bosses. You gain the 
  Charming Liar skill feat.
  ABSALOM
  The City at the Center of the World is the heart of the 
  Inner Sea region as well as the Agents of Edgewatch 
  Adventure Path. As one of Absalom’s most promising 
  law keepers, you’ll spend the entirety of the campaign in 
  this metropolis, so it behooves you to get to know your 
  city. While it’s certainly possible to play a character who 
  hails from another land, you’ll get the most out of this 
  Adventure Path if your character has lived in Absalom 
  at least long enough to get to know some of the people 
  in the district you’ve come to call home.
  ABSALOM AT A GLANCE
  With nearly five millennia of history behind its walls, 
  Absalom is a monument to civilization, both good and 
  bad. It has withstood countless sieges and stood tall 
  while entire nations around it rose and fell. Even after 
  the death of its founder and patron deity Aroden, the 
  city has continued to flourish economically, culturally, 
  and technologically.
  Most recently, the city successfully staved off two 
  incredible assaults—one known as the Fiendflesh Siege 
  in 4717 ar and a shocking attack from the lich-king 
  Tar-Baphon, the Whispering Tyrant, 2 years later. It 
  was during the chaos of the former siege that the city’s 
  current primarch, Lord Gyr of Gixx, mysteriously went 
  missing. In response, the Grand Council named Wynsal 
  Starborn siege lord of Absalom, which bestowed upon 
  him broad emergency powers as well as the title and 
  responsibilities of acting primarch. Starborn has 
  remained in power since the Fiendflesh Siege, and with 
  no sign of the true primarch anywhere, it seems unlikely 
  that the siege lord’s de facto leadership, for better or 
  worse, will change any time soon.
  THE RADIANT FESTIVAL
  The centennial celebration known as the Radiant 
  Festival is a time-honored tradition in Absalom. It 
  was originally conceived in 1620 ar to celebrate the 
  anniversary of the thwarted Radiant Siege on Absalom 
  1 year before, and the original festival was such a success 
  that it was held again 100 years afterward. Since then, 
  it has expanded and changed forms numerous times. 
  Now, the fair is a celebration of Absalom’s role as a 
  leader of the region and brings in visitors from all over 
  Golarion. The 31st centennial Radiant Festival, which 
  would have been held on 4620, was canceled due to the 
  death of Aroden, the city’s patron deity, not 15 years 
  prior, the city still reeling from the loss. Now, it has been 
  200 years since the last Radiant Festival, and the city’s 
  citizens are excited to reestablish this amazing, once-in-
  a-lifetime event.
  The Radiant Festival is best known for the incredible 
  exhibits, performances, and markets brought in from 
  other societies around the world. Representatives from 
  every continent (and even other planes!) meet under the 
  banner of Absalom to celebrate the ingenuity of their 
  different peoples, show off their latest technologies, 
  and boost business for various trades new and old. 
  People from around the world use the Radiant Festival 
  as an opportunity to announce new discoveries and 
  inventions both revolutionary and mundane, making it 
  an incredible spectacle where never-before-seen marvels 
  are unveiled and shared with the world. The fair is a 
  celebration of ingenuity and cooperation, and thus 
  while many diverse groups are welcome (including, 
  for the first time, goblin tribes), any groups who have 
  shown themselves to be violent or otherwise a threat to 
  peace are forbidden from attending.
  This year’s Radiant Festival promises to be unlike 
  any before it, since the Festivals Committee, with the 
  support of the Grand Council, has decided that the 
  ruined Precipice Quarter will be the locus of the 4720 
  ar celebration. To accommodate the festival, legions of 
  mercenaries, work crews, and even powerful wizards 
  have been hired to clear a wide swath of the haunted 
  quarter and transform it into a suitable fairground. What 
  seemed at first like an overly ambitious dream finally 
  came to pass late in the summer of 4720, when workers 
  finished their preparations, the fair finally opened, and 
  tourists flocked to the previously inhospitable quarter 
  in droves. Although rumors persist that the Festivals 
  Committee cut corners or hired contractors of dubious 
  motive to accomplish their incredible feat, no one has 
  argued with the impressive results of all the hard work.
  The Radiant Festival’s grand exhibits this year include 
  incredible gyroscopic towers built by representatives 
  of Vudra, a stunning ornate temple from Minkai 
  called the Dragonfly Pagoda, a moving castle built by 
  Kelish engineers, and a massive digging machine called 
  Graveraker made by the gifted Arcadian engineer 
  Wakeiwa Atikak.
  THE EDGEWATCH
  With the revival of the Precipice Quarter, the Grand 
  Council created a new (and temporary) city watch unit 
  for this formerly derelict district: the Edgewatch, whose 
  first order of business would be to help ensure the safety 
  of attendees to the Radiant Festival and to stave off any 
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  wrongdoing during this tremendous occasion. Precinct 
  captains from around Absalom contributed their finest 
  new recruits as well as several hardened veterans to the 
  Edgewatch, much to the excitement of some and the 
  dismay of others. So far, training and preparations have 
  been a success, and the Edgewatch seems poised to pull 
  off its impossible mission. If all goes according to plan 
  and the city can retain its tenuous hold on the scarred 
  district, the Edgewatch will continue to operate after 
  the Radiant Festival and work to restore long-lasting 
  peace and stability to the Precipice Quarter.
  CITY DISTRICTS
  Absalom is divided into 11 proper districts, plus 
  outlying regions and quarters that fall beyond the scope 
  of official district lines. The following summaries of 
  each district are paraphrased from the forthcoming 
  book Pathfinder Lost Omens: Absalom, City of Lost 
  Omens. For more information on Absalom and its 
  residents, refer to that book.
  Ascendant Court
  Viewed by many as the heart of Absalom, the Ascendant 
  Court is home to the Starstone Cathedral, where any 
  comer might someday join the other ascended gods. 
  Surrounding the massive temple are a dizzying array 
  of shrines, churches, and other holy places, where 
  faithful from all manner of religions pay tribute. 
  Within this district, one can find adherents or sites 
  dedicated to many under-represented or persecuted 
  religions, since Absalom is tolerant of all theologies 
  (as long as worshippers respect the laws of Absalom 
  first, of course).
  The Coins
  Those looking to take advantage of Absalom’s 
  reputation as a grand bazaar go to the Coins, a bustling 
  mercantile quarter that hosts an almost endless array 
  of shops, wares, and independent traders. Within 
  merchant houses, whole caravans can be bought and 
  sold and the fortunes of cities may be made and lost, all 
  while unscrupulous brokers make high-stakes bets or 
  manipulate prospective outcomes.
  The Docks
  The Docks district serves as the main avenue onto or off 
  of the Isle of Kortos and a hub of both international trade 
  and immigration. Absalom’s port of entry is hardly a 
  peaceful haven for newcomers, however. Thirsty sailors 
  work out their aggression at the district’s numerous 
  tap houses, visitors from places such as Cheliax and 
  Andoran routinely pick fights to address centuries-long 
  international rivalries, and run-of-the-mill criminals 
  prey on any arrivals who look like easy pickings. The 
  Docks extends offshore, too: Pilot Island is best known 
  as the site of the immense Absalom Lighthouse as 
  well as the Harbormaster’s Grange, an administrative 
  hub where Absalom’s harbor pilots fraternize and tax 
  collectors set rates or suss out mounds of paperwork. 
  Farther out in Kortos Bay looms a fleet of six impressive 
  ebony ships shrouded in a perpetual magical fog—
  the Black Whale, Absalom’s supposedly inescapable 
  seaborn prison complex.
  Eastgate
  Eastgate is a quiet residential district with several 
  iconic landmarks, including the Postern Gate, Blue 
  Tower, and Green Ridge Watchtower. The Green Ridge 
  neighborhood is known as the main site of druidic 
  activity within Absalom, centered around a massive 
  fig tree called the Grand Holt. Many creatures—from 
  benevolent fey to nefarious aberrations—convene at the 
  Grand Holt in order to honor (or glean power from) the 
  ancient, sprawling tree. For all its sleepy charm, Eastgate 
  is also home to nefarious secrets—namely, a large 
  number of entrances to Absalom’s buried Undercity.
  Foreign Quarter
  The opportunities of Absalom draw residents from 
  across the world to the city’s Foreign Quarter. The 
  largest district enclaves are home to immigrants from 
  Andoran, Cheliax, Osirion, Qadira, Taldor, and even 
  far-away Vudra. Other Absalomians frequent this 
  district to attend rousing events at the Irorium, to 
  train at one of the many dojos or fighting schools in 
  the area, or to request assistance or information from 
  Pathfinders stationed at the towering Grand Lodge of 
  the Pathfinder Society.
  Ivy District
  Absalom’s old arts district is known for the flowering 
  trees along its every road and countless stunning 
  homes. Many of the Inner Sea region’s most influential 
  plays and musical performances make their debut in 
  one of the many theater halls, opera houses, and tea 
  houses within the Ivy District. Performers can learn 
  from the very best at the notable bardic colleges, while 
  adventurers and nobles store valuables in the Vault of 
  Abadar. Anyone in need of a custom magic item can 
  also find many options for commission in this quarter, 
  since the Ivy District is home to many of the city’s most 
  talented specialty artisans and independent crafters.
  Petal District
  The grandest homes of Absalom’s rich and powerful 
  line the stately streets of the Petal District; in death, 
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  important guild members and other Absalomian 
  notables are entombed here in the enormous Spiralcross 
  Cemetery. Non-residents come to the Petal District to 
  study at the oldest school of magic in Absalom, the 
  College of Mysteries, or to beseech mercenaries at one of 
  the district’s many hunting lodges–turned–adventurers’ 
  guilds. Lurking just beneath the surface of the Petal 
  District’s serene guise, nobles and power brokers meet 
  to conduct much of the city’s unspoken “Shadow War” 
  in prolonged bouts of spycraft and treachery.
  Precipice Quarter
  Formerly called Beldrin’s Bluff, this ruined quarter 
  was once one of Absalom’s most beautiful and vibrant 
  districts. In its prime, it featured ancient magical towers, 
  brightly colored homes, and resplendent parks, but all 
  of that was turned to rubble after an earthquake all but 
  destroyed the sector 2 decades ago. The quake sheered 
  entire cliffs from the district and cast countless historical 
  monuments—to say nothing of lives—into the harbor 
  and the Docks, leaving the quarter so ruined that it 
  was abandoned to the undead and strange magic that 
  arose in the disaster’s aftermath. Only in recent years 
  have sustained efforts been made to tame the ruins 
  and start rebuilding. The reconstruction efforts gained 
  considerable steam after the district was chosen as the 
  site of this summer’s Radiant Festival.
  The Puddles
  Always Absalom’s poorest district due to its propensity 
  for flooding, the Puddles sank even deeper during the 
  same earthquake that turned Beldrin’s Bluff into the 
  Precipice Quarter. Now, many of the streets in the 
  Puddles are partially submerged most—if not all—
  of the time. The district’s former central green has 
  become a tidal lagoon filled with monstrous fish and 
  parts of washed-up shipwrecks, many still containing 
  sunken treasure. A vast tunnel network called the 
  Siphons serves as the literal criminal underground 
  for the quarter’s smugglers, many of whom end up in 
  the Brine, Absalom’s largest and foulest prison. The 
  Puddles’ self-proclaimed law enforcers, the so-called 
  Muckruckers, do little to alleviate wrong-doing, and 
  the same might be said of the second-rate agents of 
  the Starwatch stationed in nearby Fort Tempest, who 
  don’t include the Puddles in their official jurisdiction. 
  Perhaps nowhere else in Absalom are citizens so left to 
  fend for themselves than in this waterlogged district.
  Westgate
  Westgate is home to many of the best-established non-
  noble families in Absalom, many of which have lived 
  here in luxurious townhouses for multiple generations. 
  Westgate is home to Absalom’s westernmost point of 
  entry by land, the Sally Gate, which is also the garrison 
  and mustering point for the city’s mounted unit, the 
  Kortos Cavalry. Westgate’s many traditionalists and 
  old-money pundits strongly dislike the disorder and 
  revolutionary edicts that have marked recent years 
  in Absalom, and some politically minded Westgate 
  residents are stumping for a return to the old ways. 
  Many of the district’s neighborhoods are rumored 
  to hold the secrets of powerful families, and wild 
  speculations circulate about what historic relics might 
  be unearthed during the ongoing construction of 
  Westgate’s new second sewer system.
  Wise Quarter
  The Arcanamirium, with its soaring towers, and the 
  Forae Logos, with its majestic domed roofs, are but 
  two of Absalom’s many repositories of knowledge. 
  These institutions and countless other libraries, 
  schools, and museums—not to mention the many 
  press outlets and publishing imprints, both reputable 
  and unabashedly tabloid—give the Wise Quarter its 
  name. While the Wise Quarter is best known for its 
  historical landmarks, newer establishments such as 
  the Blakros Museum have grown rapidly in renown 
  in recent years, and the Blakros Museum in particular 
  has procured noteworthy items of incredible variety 
  for visitors to study. The Wise Quarter is also a vital 
  place of governance—it is the seat of Absalom’s Grand 
  Council and home to the Absalom Mint.
  Outskirts
  The towns of Copperwood, Dawnfoot, Shoreline, and 
  Westerhold cluster outside Absalom’s walls near major 
  gates. Copperwood and Westerhold consist mostly of 
  homes for support staff and families of workers in 
  nearby parts of Absalom, while many of the guards 
  and administrators stationed in Starwatch Keep call 
  Dawnfoot home. The suburb of Shoreline houses 
  sailors, local fishers, and unpleasant businesses such 
  as tanneries, but it’s also a hot spot for smugglers and 
  troublemakers who want to trade with Absalomians 
  while avoiding the hefty fees and taxes imposed by the 
  city’s harbormaster. In times of siege or conflict, the 
  residents of Copperwood, Shoreline, and Westerhold 
  withdraw into Absalom’s gates, while residents of 
  Dawnfoot evacuate into Starwatch Keep.
  Undercity
  Absalom has been besieged, rebuilt, and built over 
  repeatedly for thousands of years. As a result, many 
  layers of streets and buildings have ended up below 
  what is now the surface city. The tortuous byways 
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  of the Undercity now serve as service tunnels, 
  secret passages, or sewers for the citizens above and 
  ramshackle subterranean villages for the people 
  brave (or desperate) enough to call the region home. 
  Entrances to the Undercity span the entirety of 
  Absalom proper, ranging from roughly hewn tunnels 
  dug out from under ornate tombstones to fine stone 
  passages and stairwells hidden beneath simple 
  padlocked cellar doors.
  The Undercity’s many regions are variously claimed 
  by azarketi outcasts, undead criminals, kobolds, and 
  people who simply fit nowhere else in Absalom. The 
  deepest layers contain ruins from the time of Absalom’s 
  emergence as well as intentionally hidden sites such as 
  the Labyrinth of Absalom, a mythical maze in which, 
  legend has it, Aroden defeated a terrible eons-old 
  creature drawn up from below when he raised the Isle 
  of Kortos from the ocean floor.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
  Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason 
  Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Agents of Edgewatch Player’s Guide © 2020, Paizo Inc.; Author: Patrick Renie.
  PAIZO INC.
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  Agents of Edgewatch Player’s Guide © 2020, Paizo Inc. All Rights Reserved. Paizo, the Paizo 
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  14
  PLAYER’S GUIDE
  PLAYER’S GUIDE
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Adventure Paths/Agents of Edgewatch/Agents of Edgewatch AP - Player's Guide [PZO9000-27].pdf