TEXT: 1
  “Men ought either to be indulged or utterly destroyed, for if 
  you merely offend them they take vengeance, but if you injure 
  them greatly they are unable to retaliate, so that the injury done 
  to a man ought to be such that vengeance cannot be feared.“ 
  –Niccolo Machiavelli
  Some individuals possess an intangible quality that 
  not only inspires confidence, but makes those around 
  them feel special simply through acknowledgement. 
  The highly charismatic know when to lay on the charm 
  not only to inspire, negotiate, and perform, but also to 
  erect a pleasant veneer to hide an ugly core. They keep 
  their inner personalities well guarded, and for good 
  reason – people would dislike and even fear the person 
  that lies beneath the pleasing exterior. It is normal for 
  people to keep elements of their personalities hidden 
  from others, but there is a deadly deception that occurs 
  when people intentionally mislead others into believing 
  that they are driven by altruism when they in fact live 
  according to their baser, self interested motivations. 
  Phosonith, one of Hell’s most promising princes, 
  revels in the pleasant façade he projects, only dropping 
  it in the privacy of his beautiful but twisted towers in 
  Stygia’s city of Ess. He is a crafty administrator with 
  a reputation for implementing beneficial changes for 
  his city, though he hides angry, cruel, and violent 
  tendencies. Behind closed doors, Phosonith violently 
  lashes out at any who disappoint him or thwart his 
  ambitions. All the while, he impresses Asmodeus 
  with his ability to tempt some of the most noteworthy 
  mortals with the notion that with enough wealth, 
  power, and renown, they may succeed through charm 
  and the appearance of compassion, while they are in 
  practice condescending, cruel, and abusive to those 
  around them.
  
  2
  History
  In life, Phosonith was a king’s second born, 
  who coveted the crown promised to his elder 
  brother. As often happens in such cases, he 
  plotted the downfall of the prince, desiring only 
  the power and excess that accompanies such a 
  position, while avoiding all thoughts of the 
  responsibilities that go with it. Phosonith was 
  already praised by the people for his charitable 
  nature and his ability to inspire others, so when 
  his brother was found drowned in the moat 
  after a night of carousing, people considered it 
  a tragedy, but nobody seriously considered that 
  Phosonith might be responsible for the murder. 
  Although guilty, the burden of the death did 
  not tax his conscience. When he eventually 
  inherited the crown from his father, he was 
  praised by the people even while raising taxes 
  on them so that he could indulge to excess in 
  pleasures.
  The kingdom languished under his rule, 
  but like every mortal, death eventually found 
  him, at which time he took the form of a lemure 
  in Hell. As a slave in the city of Ess, he slowly 
  graduated to more advanced forms of devil and 
  slowly regained the memory of his previous 
  life. He soon discovered that he retained the 
  ability to inspire confidence in those he plotted 
  against.
  Phosonith soon found favor with his masters 
  by offering sound tactical and strategic advice 
  while dutifully carrying out the work assigned 
  to him. Behind their backs, Phosonith was 
  constantly scheming to betray them and turn 
  his position to his personal advantage. He often 
  offered up key information to his masters’ 
  rivals that would lead to their downfall in 
  exchange for the promise of more favorable 
  positions.
  Phosonith successfully improved his 
  position through treachery several times, 
  but eventually the nobles of Ess realized 
  that he kept advancing in status after 
  the catastrophic failures of his masters. 
  After Phosonith conspired with the devil 
  Hanpoleskur to overthrow his latest master, 
  his new infernal owner granted him freedom 
  rather than wait for the inevitable betrayal. 
  This was, of course, Phosonith’s plan from 
  the beginning.
  Once freed of the bonds of servitude, 
  Phosonith wasted little time charming his 
  way into the good graces of the city’s lords. 
  He was soon promoted to unit commander 
  in the city’s defense. During a demonic 
  invasion near Ess, The general in charge of 
  defending the city fell in battle, and much 
  of the army routed. Phosonith took control 
  and pulled the army back to a hilly region 
  between the dmon horde and the city, 
  forcing the demons to narrow their ranks in 
  order to fight them. They made their stand 
  there and emerged victorious against the 
  incursion. Phosonith was hailed as a hero 
  by the lords of Ess, and he was officially 
  promoted to general.
  With this success, Phosonith graduated 
  to take the form of a unique devil, assuming 
  his current alabaster form. His appearance 
  was pleasing to the denizens of Hell, who 
  looked upon him with favor and confidence. 
  Phosonith had other plans than to bask in 
  the praise of his superiors, however. He 
  quickly staged a coup in which he gained 
  the support of the pit fiends he once served 
  with, as well as their subordinates. He 
  then approached Geryon, the arch-devil in 
  charge of Stygia, asking for his permission 
  to overthrow the city’s leadership. Geryon, 
  bound by the laws of Asmodeus, could 
  not grant permission. However, he was 
  impressed with Phosonith’s ambition and 
  strategic competence, so he agreed not to 
  interfere, provided that Phosonith signed a 
  treaty relinquishing any potential plans to 
  take the plane of Stygia.
  With the threat of retaliation removed, 
  Phosonith made his move during one of the 
  few noble gatherings in Ess. Phosonith called 
  in the pit fiends and their subordinates, 
  which flooded the basilica and massacred the 
  city’s entire administration. He personally 
  cut down any of the attendees whose 
  loyalties he questioned. Phosonith later 
  declared himself the city’s new ruler. Many 
  of Ess’s inhabitants believed that Geryon 
  would become angry and oust Phosonith, 
  but as time passed and the alabaster devil 
  still sat upon the throne, it became clear that 
  Stygia’s lord was either unconcerned, or 
  was actually in favor of the new rule.
  Once he took his position at the head of 
  the city, Phosonith turned his attention to 
  the temptation of mortals. His particular 
  brand of corruption is similar to Baalzebul’s 
  in that they both deal in falsehoods. While 
  the 
  arch-devil 
  advocates 
  perpetuating 
  
  3
  outright lies to advance personal interests, 
  Phosonith’s brand of treachery deals with 
  misrepresenting the very essence of one’s 
  personality. He would find mortals who 
  were charismatic but possessed the blackest 
  of hearts, then encourage them to develop 
  that duality and use it for their own gain. For 
  public figures whose positions depended 
  upon maintaining the people’s goodwill, he 
  would encourage them to invest their wealth 
  in ways that benefited only themselves. He 
  would help them learn to feign kindness 
  while abusing those closest to them. He 
  instructed them to pretend to care about the 
  downtrodden while doing nothing to help 
  them.
  While public and private duality was 
  not new to the mortal realm, Phosonith 
  encouraged those engaging in this behavior 
  to become more ruthless and depraved 
  while increasing the number of people who 
  were tempted to behave in this manner. 
  Those who succumbed to temptation 
  quickly convinced themselves that this was 
  not even an evil trait, but simply the best 
  way to manage their public appearance. 
  Asmodeus was not ignorant about 
  Phosonith’s work. The alabaster devil had 
  agreed not to make a play for all of Stygia, 
  but Asmodeus retains the power to reward 
  the devils in his service in any way he wishes. 
  True to form, Phosonith soon mentioned his 
  desire to rule all of Stygia to the arch-devil. 
  No fool, Asmodeus declined, but promised 
  to re-evaluate the situation when and if 
  Geryon lost favor.
  While 
  Phosonith 
  is 
  respected 
  by 
  Asmodeus and most of the devils of Ess, 
  he would not have been able to ascend to 
  his position without making a number of 
  enemies. Many of the devils he once served 
  and who provided stepping stones along 
  his path to success were destroyed as the 
  result of his ambitions. Others survived, 
  but were demoted to a lesser form of devil. 
  Some of them are now his servants, but all 
  harbor a grudge against him. Once one has 
  been deposed in Hell, recapturing lost rank 
  and prestige is nearly impossible. Phosonith 
  is also opposed by many who disagree with 
  his approach and argue that duplicitous 
  behavior flirts with chaos. Despite their 
  objections, the souls that he leads astray 
  still find themselves in hell, which pleases 
  Asmodeus.
  Geryon is neither ally nor enemy. He 
  views Phosonith as a servant and a tool to 
  be used. He knows that the devil has the 
  potential to one day become his rival, which 
  is why he limited their previous agreement 
  and he watches the ruler of Ess closely. 
  Phosonith currently enjoys the support 
  of the pit fiends in charge of Ess’ army. He 
  has made it plain that their support is the 
  bedrock upon which he builds his regime. 
  They are as loyal to him as any devils in Hell 
  are to any master. Phosonith rewards them 
  generously while taking steps to limit their 
  ability to interact with those who wish him 
  ill.
   
  
  4
  PHosonitH in tHe real World
  Phosonith is not a character in real world 
  mythology, but his character traits are timeless 
  and real. Phosonith is a classic psychopath, as 
  were the Roman emperors Caligula and Nero. 
  In literature, such figures include Uriah Heep 
  in Charles Dickens’ David Copperfield, Dr. Henry 
  Jeckyll in Robert Louis Stevenson’s The Strange 
  Case of Dr. Jekyll and Mr. Hyde, and Professor 
  Moriarty in Arthur Conan Doyle’s Sherlock 
  Holmes stories, among many, many others.
  Another notable inspiration for Phosonith 
  is Niccolò Machiavelli, author of The Prince, 
  which was first published in 1513 and serves 
  as a treatise on politics. This book discussed 
  how effective politicians must consolidate 
  power in order to maintain political control 
  over a populace. Morality does not play an 
  important role, except where it discusses the 
  conditions that are required for acceptable 
  cruelty. He maintains that such actions must be 
  swift, effective, and short-lived. The book was 
  conscious of the fact that it advocated the use 
  of evil actions for desired results. The Catholic 
  Church banned this book, and most humanists 
  reject its principles, but that does not mean 
  that its philosophies have not informed many 
  successful modern politicians. 
  Cult of PHosonitH
  Those who worship Phosonith take great 
  care to hide their identities, and their religious 
  practices are normally clandestine affairs. 
  Wherever he is known, simply being revealed 
  as a follower of Phosonith is enough to lose the 
  public’s trust, and often results in being stripped 
  of any place within a monarch’s succession 
  plans, the loss of position, and even death at 
  the hands of those who feel betrayed. Those 
  who worship Phosonith tend to fall into the 
  following groups:
  •	Those who are skilled at the art of 
  persuasion but secretly detest people in 
  general.
  •	Those who hide diabolical schemes, 
  homicidal behavior, or simply extreme 
  rudeness behind a pleasant exterior.
  •	People who secretly harbor a particular 
  loathing toward those who are lower in 
  rank or station.
  •	Those who rely on their personalities to 
  move others to their will, but only work 
  toward their own self interest at all times, 
  often at the cost of others.
  Phosonith worshipers do not engage in 
  ritual sacrifice or mutilation. Cult members 
  carry distinctly crafted sacred daggers, 
  which 
  metaphorically 
  symbolize 
  their 
  willingness to betray others, and serve as a 
  means to identify members outside of their 
  congregations. Some assassins carry these 
  daggers and use them as part of their line 
  of work. Often, these particular assassins 
  infiltrate the confidence of their marks 
  before betraying and murdering them.
  duPliCity domain
  You are a master of subterfuge and 
  hidden agendas. Bluff, Disguise, and Sleight 
  of Hand are class skills for you.
  Glib (Su): You can summon magical 
  levels of duplicity, shielding your lies and 
  wild tales from magic efforts to determine 
  the truth. This acts as the glibness spell, 
  except the bonus to Bluff checks is equal to 
  your class level. You may use this ability 
  a number of minutes each day equal to 
  your level. The minutes do not need to be 
  consecutive.
  Hidden Alignment (Su): At 6th level, you 
  gain the effect of a constant nondetection, but 
  only against effects or abilities that would 
  reveal your alignment. Additionally, if you 
  are affected by an ability that functions 
  differently based on your alignment (such 
  as an evil cleric being struck by a paladin 
  using smite evil), observers must make a 
  Sense Motive check with a DC of 15 + your 
  level + your Wisdom or Charisma bonus 
  (whichever is higher) to realize you have 
  been affected. 
  Duplicity Domain SpellS
  1st – innocence*; 2nd – eagle’s splendor; 3rd 
  – illusory script; 4th – denounce*; 5th – mind 
  fog; 6th – modify memory; 7th – project image; 
  8th – demand; 9th – overwhelming presence**.
  *Indicates a spell located in the Advanced 
  Player’s Guide.
  **Indicates a spell located in the Ultimate 
  Magic.
  
  5
  Portraying PHosonitH
  Phosonith reserves his wrath for the people 
  who fail him or thwart his ambitions. To 
  player characters, he usually portrays himself 
  as the caring administrator of the city of Ess, 
  a city that boasts a cosmopolitan population 
  of devils and mortals, many of whom possess 
  a variety of alignments. The fact that he is 
  truly, irredeemably evil is a fact that he goes to 
  lengths to mask. In Ess, the presence of good 
  or neutral individuals does not automatically 
  put them in jeopardy. Unless the PCs have 
  revealed themselves as troublemakers, he is 
  more likely to try to win them over and appear 
  as someone they might be able to work with 
  rather than oppose them. 
  Unlike many arch-devils, Phosonith does 
  not keep a unique form of devil to serve him. 
  Instead, he surrounds himself with a handful 
  of pit fiends and several lesser devils. He also 
  often sends imps to the mortal realm with the 
  intent to tempt promising individuals. He also 
  sends ice and barbed devils to certain powerful 
  mortals who serve him. Within the city of Ess, 
  bearded devils patrol the streets and serve 
  justice when necessary. Despite their rough 
  appearance, Phosonith does not tolerate abuse. 
  The highest priority is placed on maintaining 
  commerce, and ensuring that merchants of all 
  types are treated according to the letter of the 
  law in his city. Likewise, any time stories of 
  unnecessary abuse leaks out to the merchants, 
  this stirs up dissent, which could weaken his 
  authority within the city. 
  Despite his inherent lordship over the city’s 
  denizens, he recognizes the need to retain 
  the goodwill of his subjects, and he is always 
  hesitant to take any actions that would put this 
  in jeopardy. Phosonith always appears strong 
  and confident before his followers and enemies 
  alike. This is not to say that he doesn’t deal 
  with them accordingly if they begin to show 
  signs of challenging him. Whenever possible, 
  he tries to convince those he considers enemies 
  that they are in fact friends. If Phosonith 
  knows that someone near him intends to 
  betray him, he tries to convince the traitor he 
  is unaware of their intentions then, as quietly 
  as possible, takes decisive action against them. 
  In accordance with his duplicitous nature, he 
  is quite resourceful at disposing of his rivals in 
  ways that make him appear both sympathetic 
  and justified.
  aPPearanCe and PoWers
  Phosonith appears mostly humanoid and 
  stands twelve feet tall. He has alabaster skin 
  and a strong jaw, but blue gem-like eyes that 
  appear to be thoughtful and even kind. His 
  shoulder-length hair is snow-white and he 
  is clean shaven. His body is powerfully built, 
  but he usually conceals it with gray robes. He 
  does not wear armor unless he is needed to 
  lead the city’s defenders into battle, and when 
  that happens, his armor sparkles silver. Like 
  most devils, he possesses wings, and while his 
  have the traditional diabolical bat shape, they 
  are white, like the rest of his body. People of 
  both sexes tend to describe his appearance as 
  beautiful, possessing an inner strength and an 
  odd form of innocence for one so evil.
  
  6
  Because Ess is where he commands the 
  most respect and has the most protection, 
  Phosonith rarely leaves. He is well liked by the 
  citizens, which means that the majority would 
  fight to protect both him and the city. When 
  he must venture outside the city, he is always 
  accompanied by ten pit fiends as well as the 
  most elite forces they command. He rarely 
  leaves Stygia or Hell.
  PrinCe PHosonitH
  This devil appears mostly humanoid and stands twelve 
  feet tall. He has alabaster skin and a strong jaw, but 
  blue gem-like eyes that appear to be thoughtful and even 
  kind. His shoulder-length hair is snow-white and he is 
  clean shaven. His body is powerfully built, concealed 
  with gray robes.
  Phosonith                                      CR 22
  XP 615,000
  LE Large Outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., see in darkness; 
  Perception +34
  Defense
  AC 40, touch 15, flat footed 29 (-1 size, +5 Dex, 
  +11 breastplate (+5), +25 natural)
  hp 285 (30d10+120); regeneration 5 (good 
  weapons, good spells)
  Fort 15, Ref 23, Will 24
  Defensive Abilities DR 15/good and silver; 
  Immune fire, poison; Resist acid 10, cold 10; SR 31
  Offense
  Speed 40 ft./ fly 60 ft. (good)
  Melee +5 greatsword (large) +39/+34/+29/+25 
  (3d6+9), or 2 wings +34 (2d6+4) 2 claws +32 
  (2d8+4), tail slap +32 (2d8+4 + poison)
  Space 10 ft.; Reach 10 ft.
  Special 
  Attacks 
  Hell’s 
  Doom, 
  Spell 
  Negation, Vicious Strike
  Spell-Like Abilities (CL 22nd) 
  Constant—true seeing (DC 24), unholy 
  aura (DC 26)
  At will—dominate monster (DC 27), fireball 
  (DC 21), greater dispel magic (DC 24), 
  greater teleport (self plus 50 lbs. of objects 
  only), magic circle against good (DC 21), 
  power word stun (DC 26), telekinesis (DC 
  23)
  3/day—maximized fireball (DC 21)
  1/day—blasphemy (DC 25), fire storm (DC 
  26), implosion (DC 27), summon (level 9, 
  any 1 CR 19 or lower devil 100%)
  1/year—wish
  statistics
  Str 18, Dex 21, Con 18, Int 27, Wis 22, Cha 30
  Base Atk +30; CMB 35; CMD 48
  Feats Cleave, Combat Reflexes, Flyby 
  Attack, Great Cleave, Great Fortitude, 
  Improved 
  Great 
  Fortitude, 
  Improved 
  Initiative, Improved Iron Will, Improved 
  Vital Strike, Iron Will, Multiattack, Power 
  Attack, Quicken Spell-Like Ability (dominate 
  monster),Quicken 
  Spell-Like 
  Ability 
  (maximized fireball), Vital Strike
  Skills Appraise +36, Bluff +41, Diplomacy 
  +41, Disguise +41, Fly +33, Intimidate +41, 
  Knowledge (arcana) +36, Knowledge (planes) 
  +39, Knowledge (religion) +36, Perception 
  +37, Sense Motive +37, Spellcraft +36, Stealth 
  +36, Survival +34, Use Magic Device +41
  Languages Celestial, Common, Draconic, 
  Infernal; telepathy 500 ft.
  ecOlOgy
  Environment: Hell (Stygia)
  Organization: Unique
  Treasure double standard
  special abilities
  Hell’s Doom (Su): Three times per day, 
  Phosonith can use his natural appeal against 
  his opponents. All enemies who can see him 
  must make a DC 25 Will save or become 
  overwhelmed by despair. Creatures that 
  fail their save suffer -5 to attack rolls, saving 
  throws, skill checks, and ability checks. 
  Creatures that fail their save may attempt 
  additional saves in each subsequent round. 
  They retain these penalties until they make 
  a successful save. This is a mind-affecting, 
  emotion enchantment.
  Spell Negation (Su): Three times per day, as a 
  free action, Phosonith can instantly identify 
  and negate the casting of any spell. The spell 
  or spell slot is lost as if it had been cast.
  Vicious Strike (Ex): In combat, when 
  Phosonith switches to a new opponent 
  from the previous round and makes a 
  melee attack, the first strike is sudden and 
  devastating. If the attack hits, the target 
  must make a DC 30 Reflex save or suffer an 
  additional 10d6 points of damage.
  Poison (Ex): Tail—injury; save Fort DC 32; 
  frequency 1/round for 10 rounds; effect 1d6 
  Con damage; cure 3 consecutive saves. The 
  save DC is Constitution-based.
  
  7
  tHe City of ess
  The city of Ess is a metropolitan city, 
  boasting populations from throughout the 
  multiverse. Unlike many cities in Hell (and 
  despite the smoky air and swampy ground in 
  the surrounding area), many of the residents 
  here are neither infernal in nature, nor are 
  they necessarily evil. Many of the merchants 
  who use this city as their base of operations 
  are neutral, and some of them are even 
  good. As long as they are not Ess to cause 
  trouble, or worse, engage in some religiously 
  motivated crusade against all devilkind, 
  the city requires that they are tolerated. By 
  keeping this port open to all who wish to 
  use it, Ess remains a place where goods from 
  throughout the multiverse, many of them 
  rare or decadent, can be found.
  The city itself is divided by the river 
  Styx. The less privileged live on the southern 
  bank, while the wealthy and the devils who 
  rule the city live on the northern portion. The 
  landscape is further divided by the Vadden 
  cliffs, the top of which is where most of the 
  large manors and towers are built. These 
  structures not only have large footprints, but 
  also boast large towers that form a skyline 
  that can be seen from any point within the 
  city.
  The following are some of the prominent 
  locations within the city:
  1. Andurger Gate: While most of the 
  visitors to Ess arrive and depart via the 
  river Styx, Andurger Gate is used by those 
  entering from nearby estates and other 
  outlying areas. It reflects light, as though 
  made of obsidian, and the crenellations 
  are composed of curved spikes that start at 
  the top-most floors of the tower and sweep 
  upward past the battlements.
  Because of the concentration of wealth 
  in this area, the bearded devils who man 
  the gate are selective about who gains 
  admittance from here. The law states that 
  only those who have business with the 
  city’s elites may pass through this gate, and 
  all others are sent to Mobaur Gate on the 
  opposite side of the Styx. Traveling to the 
  other gate involves a short teleport for those 
  who have such magic available to them, 
  or a three mile trek through often perilous 
  terrain in either direction to the nearest 
  bridge.
  2. Mobaur Gate: This is designed similar to 
  Andurger Gate, though less scrutiny is applied 
  to those entering the city here. Undesirables 
  and exiles are summarily turned away, while 
  those who arrive to trade are shown preference. 
  It is customary for the guards to divine the 
  alignment of those passing through, and 
  those who are either good or chaotic are often 
  questioned. By Phosonith’s decree, visitors 
  with an alignment that doesn’t normally match 
  that of Hell are not automatically turned away 
  unless they are deemed dangerous to the city. 
  Guards are required to log everyone they 
  turn down, and those who routinely refuse 
  entry to a larger than average percentage are 
  reviewed and sometimes removed from their 
  posts. Impeding trade is a criminal offense that 
  
  8
  can result in being demoted back down through 
  the ranks of devildom.
  3. Dominion Point: This where Phosonith and 
  his armies made their stand against the legions 
  of the Abyss and emerged victorious. It is also 
  where he ascended to the rank of General. The 
  site is marked by a brass sculpture in the shape 
  of a crescent, the center of which comes to a point 
  thirty feet above the ground. Within the open area 
  inside the sculpture are the life-like depictions of 
  the forces of devildom that won the day. Inscribed 
  upon the entirety of the inner portion of the half-
  circle is an epic poem about the victory, written in 
  infernal.
  4. Monument to Asmodeus: Depicting 
  Asmodeus, the lord of all of Hell, this is the largest 
  monument within the city. It is an imposing figure 
  that is carved from basalt and stands two hundred 
  fifty feet tall. He is crafted in extremely realistic 
  detail, though his countenance is idealized. He is 
  portrayed with one hand stroking his beard while 
  the other holds a jeweled scepter. 
  5. The Fellblight Bridges: These massive 
  bridges span the width of the river Styx and 
  provide the residents of Ess access to either side of 
  the city. These structures are immense, constructed 
  from basalt, and are strong enough to support the 
  buildings and towers that have been built on them. 
  There is no fencing of any kind along the sides, 
  which can prove perilous for anyone wandering 
  too close to the edge. For those determined to 
  eliminate a rival, this is one of the most convenient 
  places to do so. Many believe that the bridges 
  were constructed like this purposefully so that the 
  leaders of Ess could quickly and easily eliminate 
  their rivals without leaving a mess. This belief has 
  persisted, and there is a culture of not watching 
  the activity of others here too closely for fear 
  of seeing something that could bring trouble 
  upon oneself.
  6. The Vadden Stairs: This stairway 
  provides access to the plateau atop the Vadden 
  cliffs. The stairs are wide and tall (designed for 
  Large creatures), having been built to a scale 
  that is appropriate for devilkind. 
  7. Monument of Phosonith in Triumph: 
  The newest major monument to be added to 
  Ess, this statue stands one hundred fifty feet 
  tall and was sculpted from ice that is magically 
  frozen and cannot melt. It is freezing to the 
  touch (causing 1d10 points of cold damage), 
  and the air is colder than elsewhere within the 
  city within a fifty foot radius surrounding it. 
  This statue depicts the city’s overlord wearing 
  spiked plate armor and wielding a large sword 
  in both hands.
  8. Monument of Geryon in Dominion: 
  The second largest monument in the city, this 
  statue of Geryon is constructed from gray 
  marble and stands two hundred feet tall. Unlike 
  the other two statues in Ess, this one is highly 
  stylized, depicting Geryon with unrealistically 
  sharp angles throughout the sculpture. This 
  style of art was popular when the statue was 
  sculpted three thousand years ago. Although 
  it is now out of vogue, the statue is preserved 
  in its original form as a historical monument.
  9. The Basilica: This building has numerous 
  massive towers, which are connected by sky 
  bridges that appear precarious but are actually 
  quite sturdy. It serves as Ess’s administrative 
  center. City business, the offices of tax 
  collection, and the courts all operate from this 
  labyrinthine structure.
  10. Phosonith’s Palace: Connected to the 
  Basilica, this structure serves as home for 
  Phosonith, his concubines, offspring, and 
  servants. It is fortified to protect him in case 
  of an invasion or uprising, and access to the 
  Basilica can be closed off.
  11. The Barracks and City Prison: This 
  large structure is where the bearded devils 
  that patrol the city are stationed. The extensive 
  dungeons below are used as a prison, where 
  the multitudes who run afoul of the city’s 
  laws are kept. While the guards are the 
  model of discipline, the dungeons are not 
  known for their efficiency. Many who find 
  themselves here also find themselves lost 
  within layers of bureaucracy, sometimes 
  remaining imprisoned long after they have 
  technically completed their sentences. Many 
  have petitioned Phosonith to improve the 
  system, but he has thus far refused on the 
  grounds that this inefficiency keeps would-be 
  troublemakers off the streets, so they pose no 
  danger to the city’s denizens.
  12. The Labyrinth: The streets in this 
  section were designed with the intention to 
  be difficult to navigate. Most of the structures 
  are similar in style and deviate very little in 
  construction, instilling a sense of sameness 
  throughout. Many like to wander these streets 
  for enjoyment, though there have been cases of 
  killers luring their victims into this part of the 
  city to toy with them during sadistic chases.
  
  9
  We err on the Side of AWeSome!
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  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 Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Annals of the Archfiends: Phosonith the Cruel Charmer. Copyright 2012, Super Genius Games. Author: Darrin Drader
  Designers:
  Darrin Drader
  Designers:
  Darrin Drader
  Editor:
  Jeremy Miller
  Art:
  Redpeggy, Gabriel Verdon, Shaman Stockart
  Graphic Design and Typesetting:
  R. Hyrum Savage 
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  Contents ©2012 Super Genius Games 
  www.supergeniusgames.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Annals of the Archfiends/Annals of the Archfiends - Phosonith the Cruel Charmer.pdf