Frozen Graves
The City of 7 Seraphs

The Frozen Graves

LE preeminent organization
Leaders the Frozen Lord
Values expanded consciousness, free expression
Nicknames “Ghouls,” “Mourners,” “Shrouds,” “Whitewights”
Public Goals to claim and lay to rest the dead of the city, to staff the Icetomb and watch over its corpses, to facilitate the questioning of the dead for Citizens in need, to explore the Occlusion and its effects on Death, to map the reaches of death and undeath
Private Goals the Frozen Graves wish the multiverse to experience the clarity that comes of shedding passion as only the undead can, the postulate a new future for reality where the dead govern a greater creation
Allies among fellow organizations, the Church of Coin, Scarlet Sovereignty, and the Hands of Burden
Enemies the Ashlords and Cocoon Pact find no alliance to the stagnant dead, and the Foreseers resent their recent intrusions
Membership Requirements trained in Craft (any), Knowledge (religion), or Perform (any)
Influence Limitations Each time the adventurers wish to reach a new rank, they must make a dangerous mission to recover the remains of a dead creature for the organization or recover a piece of information from the dead unknown to the Parity significantly more noteworthy than the last. Succeeding at a special task more frequently than described below still gains you 1 favor (2 PP) but does not advance you toward the next rank of influence (or increase your Fame).

Special Tasks

Recover the Fallen (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Frozen Graves by recovering the remains of a dead creature significant to the organizations or the city. Exploring a planar destination that required overcoming a hazard or guardian with CR higher than your level satisfies this special task.

Discover Whispers (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Frozen Graves by recovering important information from the dead. This requires a successful Knowledge (religion) or Sense Motive check against DC 10 + twice your level.


Passive Benefits (Fame Awards)

“Whisperer”—Rank 1 (5 Fame): You wear the Frozen Grave's respect for the dead like a shroud. When within 100 miles of the city you earn twice as much as normal from Perform (oratory) and Profession (mourner) checks.
“Listener”—Rank 2 (20 Fame): You gain some fame from your association with the Frozen Graves' funerary services and mourners. When within 100 miles of the city, you gain a +2 bonus on Diplomacy checks.
“Speaker”—Rank 3 (35 Fame): You are able to hear the stories of the dead. You can cast legend lore once per day on a corpse as a spell-like ability at your character level.
“Voice”—Rank 4 (50 Fame): You become an influential leader of the organization and gain a +4 circumstance bonus on Diplomacy and Intimidate checks against those familiar with the Frozen Graves. In addition, you can retrain without expending money or favors (or PP).

Favors (Prestige Awards)

New benefits are marked with an asterisk (*). All other benefits are described in the Mastering Intrigue chapter of Pathfinder Roleplaying Game Ultimate Intrigue or the campaign setting intrigue guide.
Rank 1 (5 Fame, 1 PP): borrow resources (100 gp), case (+15), gather information, sage (arcana, history, or religion +15)
Rank 1 (10 Fame, 2 PP): glacial gift* (+2), skill specialization (Craft [any], Knowledge [history], Knowledge [religion])
Rank 2 (20, 5 PP): borrow resources (1,000 gp), command team (1 1st-level eclipse or necromancer), glacial gift* (+3), put in a good word, retrain (locate trainer), servitor*
Rank 3 (35 Fame, 2 PP): tombspeech*
Rank 3 (35 Fame, 5 PP): glacial gift* (+4), borrow resources (5,000 gp), command team (1 4th-level necromancer, 1d4 3rd-level cleric, or 3d4 1st-level eclipses), reciprocal benefits
Rank 3 (35 Fame, 15 PP): retrain (no gp cost)
Rank 4 (50 Fame, 25 PP): borrow resources (15,000 gp), command team (1d4 6th-level eclipses or necromancers; or 5d4 3rdlevel clerics or necromancers), timeless preservation*

New Benefits

Chill of the Tomb (10, 20, or 35 Fame; 2 PP or 5 PP): The Frozen Graves have offered you a taste of the eternity of undeath. With GM permission you may retrain a level in a class to a suitable undead class such as revenant, the undead racial paragon class, or the like. Alternatively, the character may become a dhampir. Every time this benefit is selected a number of levels up to your current rank may be retrained into an undead class.

Glacial Gift (10, 20, or 35 Fame; 2 PP or 5 PP): The organization draws forth the memories of the dead into magical ice and transfers their echo giving you access to greater skills. Select one Skill of your choice. At Rank 1 for 2 PP, you can gain a +2 to Skill checks with that Skill and the ability to make checks untrained. At Rank 2 for 2 PP, you can select a new skill to receive the +2 bonus, and raise the bonus of the old one to a +3. At Rank 3 for 5 PP, a third skill gains the +2 and the prior ones are raised by +1.

Timeless Preservation (50 Fame, 25 PP): The organization trains you in the methods to bring others into the Enclave, as the spell create greater undead, for 1 PP each you may learn rare variants of the ability as well, such as the creation of ice liches.

Tombspeech (35 Fame, 2 PP): You gain the ability to cast speak with dead a number of times equal to your highest mental ability score as a spell-like ability at your character level.

Sage (5 Fame, 1 PP): You consult a sage, who makes one Knowledge check on your behalf.

Servitor (20 Fame, 5 PP): You may gain an undead servitor when in one settlement or district within 100 miles of Hyraeatan or the Lattice. Treat this servitor as a zombie fighter with one-half your level in HD.

Frozen Graves Beliefs & Views

The Frozen Graves is most often stereotyped as morbid and obsessive with the nature of death. Their organization is driven to understand the varied states of the Dead. Explaining that both honoring the remains and consorting with those troubled souls who remain locked in the Ether grants the secret knowledges too important to leave alone. Due to this the Parity has claimed oversight of the funerary needs of the city.

Under the scarcity of arable lands for food production and disproportionate need for physical interment and disposal the organization has created an unusual solution. Given control over a section of the Docks, the Frozen Graves have taken to freezing the dead into massive chunks of ice which are then ferried to be fused into an island of similar floating tombs. Sculpting wildly fantastic icy sepulchers for those who can afford it and offer copper freezes to handle the poorer citizenry in large mass gravebergs.

The Frozen Graves holds that Memory of the dead and their lives is the only true way to ensure progress. As such they offer tours of the Icetomb and services for magically questioning the fallen there. In times of peril they have been known to animate remains to help the Ashborn defend the city, despite tension between the two organizations. Lastly the organization offers compassionate counseling and assistance in grieving, a process which they call Abandonment. This process is viewed from the dual lens of the living mourning the dead, and the undead shedding concerns for their former lifetimes.

Frozen Graves Game Mechanics

Icegrave Sentinel (Paladin Archetype)

Frozen Graves Feats

City of 7 Seraphs by Lost Spheres Publishing
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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