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Serpentfolk or sekmin, whatever you call them, they have a reputation--one Vrrkesh hopes to rehabilitate, even if he cannot erase the sins of the past entirely.

Vrrkesh is a zyss serpentfolk, born in a forgotten tunnel somewhere in the depths of Sekamina, the layers of the Darklands which is named for his people. From an early age, his people knew him for a masterful manipulator; whenever brawls or disagreements would break out among the young ones, Vrrkesh always managed to convince both sides that they had come away ahead. In his earliest days, this meant convincing fellow hatchlings that they had obtained the larger or better portion during meals. As he grew older, it meant convincing rivals that he was no threat to their ambitions.

Vrrkesh came of age as a cultural revolution swept throughout the many separated sekmin tribes; many came to believe that the way forward was not rooted in the past, but in making alliances with the people the once ruled in the ancient past, forging a new way forward for their people. Naturally, few in the Darklands would readily trust this transformation; the zyss have long been believed to be merely waiting for the time to rebuild their ancient empire, and even among the sekmin themselves, there are those who desire exactly that. But Vrrkesh felt no desire for conquest. He had long since realized that mutual cooperation leads to better outcomes, even if you don't win the prize every time.

When if came time for ambassadors of this new way to spread forth, Vrrkesh was among the earliest volunteers. However, he quickly learned that many had misgivings about his mission and the intent behind it. Even those who found him to be honest in his belief feared that he was simply being manipulated by forces with ulterior motives. While he won friends in these months, they were few and far between. For a time, he was able to earn the ear of the Hagegraf Merchant's Guild, but he found that they were more interested in using him as a spy than any true good-faith exchanges with his people. Thus, Vrrkesh set out from the hryngar city and traveled the Darklands extensively, seeking a chance to prove himself. Eventually, fate brought him exactly that: while journeying through a tunnel in upper Nar-Voth he encountered a party of surface adventurers beset by a group of ghouls and making a desperate last stand.

Stupefying the leader with his hypnotic glare, Vrrkesh helped his new companions snatch victory from the necrotic jaws of certain death, but even with his help they were heavily injured. Vrrkesh aided them in returning to the surface. His heroism ingratiated him with the locals, and quickly he found himself brought before the local lord. Luckily for Vrrkesh, the lord was utterly enthralled by his story, and was convinced to establish trade relations with Vrrkesh's contacts below. Though there remain those who are convinced that perhaps it was not luck, but the power of his own gaze...

Vrrkesh is the iconic mesmerist from the upcoming Graung's Guide to Golarion: Masters of the Mind. He is a serpentfolk/sekmin, the often maligned descendants of a once mighty empire in the Darklands, made a playable ancestry in both in The Traveler's Guide to the Darklands and Edictbreakers, and which I expanded upon in Graung's Guide to Golarion: Ancestries of the Darklands Vol. II. You can check out the iconic build below! Ancestry Serpentfolk (Traveler's Guide)/Sekmin (Edictbreakers)Heritage Mage Serpentfolk (Ancestries of the Darklands Vol. II)Background EmissaryClass Mesmerist (Advising Bent)Key Attribute IntelligenceLevel 1 Ancestry Feat Flesh-folk Skin VeilLevel 1 Class Feat Window to the SoulPrepared Spells 1st: staggering pain*; Cantrips: boost confidence*, figment, psionic scream*, startling noise**new spell included in Masters of the Mind

Mesmerists are individuals who blend potent mental and illusion magic with martial prowess. Though they lack the bombastic flourish of a magus, they make formidable foes on the battlefield as they focus their hypnotic glare on enemies, weakening their will to fight and making them more susceptible to their mental tricks.

Advising mesmerists are those who are able to bend the ear of powerful and influential individuals; the courts of nearly every kingdom in the world have at least one or two powerful advisors in their number. Through their adjacency to power, these mesmerists are able to gather scores of valuable information which can later be turned against their foes. Though it may sound sinister to some, it needn't be so; while some advising mesmerists abuse this position, many more use it to strengthen their communities and bolster the leadership the stand beside.

If you missed it, be sure to check out the Iconic Illusomancer, Penan Telar and keep a look out for Graung's Guide to Golarion: Masters of the Mind coming soon to Pathfinder Infinite! In the meanwhile, artwork cameos are still open for Mithral tier members, and first time subscription for Gold and Mithral tiers are 35% off through the end of September. If you have an idea for an illusomancer, mesmerist, or psychic character you'd like to see appear in Masters of the Mind, don't hesitate to sign up!

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