Right here, although it was posted elsewhere:
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The Lantern of Virtue
Tiny Outsider (Archon, Extraplanar, Good, Lawful, )
HD 5d8+5 (22 hp)
Speed Fly 60 ft. (perfect)
Init: +6
AC 20 ; touch 16; flat-footed 17
(+3 natural, +2 size, +3 deflection, +2 Dex)
BAB +5; Grp --
Attack Light Ray +9 ranged touch (2d6) and Faerie Fire
Full-Attack Full attack 2 light rays +9 ranged touch (2d6) and Faerie Fire
Space 2.5 ft.; Reach 0 ft.
Special Attacks Light Rays, Spell-like abilities
Special Qualities Aura of Menace, Aura of Virtue, Damage Reduction 10/magic and evil, Darkvision 60 ft., Immunity to electricity and petrification, Magic circle against evil, Teleport, Tongues
Saves Fort +5, Ref +6, Will +9
Abilities Str --, Dex 14, Con 12, Int 6, Wis 16, Cha 16
Skills Concentration +9, Diplomacy +11, Knowledge (The Planes) +6, Knowledge (Religion) +6, Sense Motive +11, Spot +11
Feats Improved Initiative, Iron Will
Environment Mount Celestia
Organization Solitary, pair, constellation (3-5) or squad (6-12 and 1 hound archon)
Challenge Rating 5
Treasure None
Alignment Always lawful good
Advancement 6-8 HD (tiny), 9-12 HD (small)

Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 17, charisma dependent, this includes a +2 racial bonus) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Light Ray (Ex): These rays have a range of 30 feet and their damage can not be countered by any kind of resistance. Creatures hit by them glow for one round, as if affected by a Faerie Fire spell.

Living Light (Ex): Lantern archons are creatures of living light. They gain a deflection bonus equal to their charisma bonus to armour class and are totally immune to all spells with the [light] descriptor. Their body continually sheds light as a torch, which overcomes all spells with the [darkness] descriptor of second level or lower. Finally, they can pass through all translucent, nonmagical materials (such as glass, crystal or water) at half speed.

Spell-Like Abilities (sp) At will—aid, detect evil, continual flame. 3/day: Daylight

The Virtues:

All seven virtues have the abilities described above, plus an aura and additional spell-like abilities, depending on their type. Each virtue also has it's own colour.

Caritas, the Lantern of Charity

Colour: Red

Aura of Charity (su):

Spell-like abilities: 3/day - Create Food and Water,

Humilitas, the Lantern of Humility

Colour: Orange

Aura of Humility(Su): The humility archon is surrounded by an aura that inspires quiet confidence in those doing a hard and unglamorous, but necessary job. All creatures within 20 feet of a humility archon that are currently ability damaged, blinded, deafened, exhausted, fatigued, nauseated, sickened, poisoned, diseased or suffering from energy drain gain a +4 morale bonus on all saving throws, attack rolls, ability checks and skill checks.

Spell-like abilities: 3/day: Shield other, Lesser Restoration

Industria, the Lantern of Diligence

Colour: Yellow

Aura of Diligence (Su): All creatures within 30 feet of a Lantern of Diligence can always take ten on any skill check, even if threatened, and receive a +2 morale bonus on the skill check if doing so. As long as they remain within 30 feet of the Lantern of Diligence, they are immune to fatigue, and if they are already fatigued, have the effect removed as long as they stay within the aura. Furthermore, they gain a +1 morale bonus on all will and fortitude saves.

Spell-like abilities: 3/day: Endure Elements, Remove Paralysis

Humanitas, the Lantern of Kindness

Colour: Green

Aura of Kindness (Su): All creatures within 30 feet of a Lantern of Kindness can feel each other's basic emotions, as if they were all under the effect of an Empathy power. All creatures within the aura must make a will save(DC 14) or have their attitude changed to friendly towards all other creatures within the effect (as if by charm person). Finally, all uses of the aid another action grant a +3 instead of a +2 bonus.

Spell-like abilities: 3/day: Remove Fear, Zone of Truth

Patientia, the Lantern of Patience

Colour: Blue

Aura of Patience (su): All creatures within 30 feet of the lantern of patience can choose to have their melee and ranged attacks deal nonlethal damage with no penalty, even with precision attacks such as a rogue's sneak attack. They gain a +5 morale bonus on all diplomacy checks.

Spell-like abilities: 3/day -Sleep, Enthrall

Temperantia, the Lantern of Temperance

Colour: Indigo

Aura of Temperance (Su): All creatures within 30 feet of a lantern of temperance have a +4 morale bonus on all saves versus glamer, charm, compulsion and figment effects, as well as a +5 morale bonus on all sense motive checks.

Spell-like abilities: 3/day Calm Emotions, Deathwatch


Castitas, the Lantern of Chastitiy

Colour: Violet

Aura of Chastity (su): All creatures within 30 feet of a lantern of chastity have a +2 morale bonus on all saves versus poisons and diseases, but also a -5 penalty on all bluff checks.

Spell-like abilities: 3/day: Sanctuary, Consecrate


As for the topic at hand, why don't you just stick with the settlements you have? If you can't think of anything interesting to say about the others than they probably won't be interesting to read; and I would rather you not get burned out this early.