Organizations of the Adventurer's Guide

Thursday, May 4, 2017

So I just finished the final Bestiary 6 preview blog last week, so you know what that means! Yup… time to start doing preview blogs for the next hardcover down the line—the Adventurer's Guide!

As opposed to the hardcovers before (Bestiary 6) and after (Book of the Damned), the Adventurer's Guide is very much a product for players. The central idea of this book is to focus on several of the more famous (or infamous) organizations active in the Inner Sea region of Golarion. This book is not intended to present these organizations as things your characters can join (we've covered that topic before in numerous ways, after all) but instead to use these groups as themes for the presentation of new archetypes, prestige classes, magic items, spells, feats, and other player options for your characters to take. In effect, these groups serve as your characters' adventuring guides, in that once you become affiliated with them, they can guide your character into new specializations, talents, and powers.

We'll have more to say about the new options in the book later, of course. For now, though, I wanted to take the opportunity to reveal the full list of organizations that are featured in this volume. Some of them are long-standing groups in the setting we've done a lot with before, while others are relatively new. Many of them had their genesis in various Adventure Paths as well, and you can use the additional information in Adventurer's Guide either to bolster their associated Adventure Path in your game or to expand the organization's role beyond that Adventure Path. This does mean that Adventurer's Guide blurs the line between the traditionally "world-neutral" hardcover rulebooks and the setting books—but that's intentional, since this allows us to draw upon over a decade of lore and inspiration to give additional weight to all these new options for the game. And of course, if you're a GM, these options work just as well for you in building memorable new NPCs for your game as well!

In any event, the organizations covered in Adventurer's Guide are...

  • Al-Zabriti (Deep-Desert Traditionalists)
  • Aldori Swordlords (Masters of the Clash of Blades)
  • Aspis Consortium (Profiteering Syndicate)
  • Bellflower Network (Eradicators of Halfling Slavery)
  • Council of Thieves (Rulers of a Criminal Underworld)
  • Cyphermages (Inheritors of Ancient Arcane Traditions)
  • Eagle Knights (Vanguard of Liberty)
  • Gray Maidens (Remnants of a Tyrant's Reign)
  • Hellknights (Merciless Enforcers of the Law)
  • Houses of Perfection (Trio of Elite Mystical Monasteries inspired by the Elements)
  • Lantern Bearers (A Light Against the Coming Darkness)
  • Magaambya (Inheritors of an Ancient Academy of Arcane Learning)
  • Mammoth Lords (Beast-Riding Barbarian Tribes)
  • Pathfinder Society (Adventuring Scholars of Historical Lore)
  • Red Mantis (Notorious Cult of Deadly Assassins)
  • Rivethun (Animists Harnessing Personal Struggles for Spiritual Growth)
  • Silver Ravens (Rebels Against an Oppressive Regime)
  • Storm Kindlers (Storm-Seeking Devotees of Gozreh)

Each organization opens with an evocative half-page illustration to set the mood. I've only got room to show off three for now, though!

Rivethun Introduction
Illustration by William O'Brien

Red Mantis Introduction
Illustration by Willian Liu

Magaambya Introduction
Illustration by Florian Stitz

James Jacobs
Creative Director

More Paizo Blog.
Tags: Adventurer's Guide Florian Stitz Pathfinder Roleplaying Game William O'Brien Willian Liu
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Liberty's Edge

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About the only disappointing thing about this book to me is that by including the Pathfinder Society in it, that decreases our chances of seeing an actual Pathfinder Society hardcover compiling and update such sources as Seeker of Secrets, the Pathfinder Primer and the Pathfinder Field Guide in one place.

I have hopes that this book will prove useful for play in worlds outside of Golarion and that there will be enough orgina content in it to make it worth purchasing, since most of this looks like it is pulled form source books I already own.


Again, I wish I could fave the original blog post . . . .

Dark Archive

1 person marked this as a favorite.

I'm especially interested in the groups we haven't seen as much information on, such as the Al-Zabriti, Houses of Perfection, Rivethun and Storm Kindlers.

But more on Cyphermages, Gray Maidens and Magaambya is always welcome, as I am a fan of those three in particular.

The Lantern Bearers could benefit from some new focus, as well, as they are one of the few non-human organizations, and were portrayed as somewhat ineffective / muddled in Second Darkness.

The Mammoth Lords, other than being Kellids who ride megafauna, could also benefit from some development. Do they ride against incursions against demons from the Worldwound, ice trolls and winter witches from Irrisen, orc raiders from Belkzen and / or undead incurions from upper Ustalav? They are surrounded by existential threats, and it would be interesting to see more of how they are surviving in such a crucible.

Being a book that includes some Prestige Classes, instead of a book entirely focused around 'Paths of Prestige,' hopefully there'll be a lot more organizational flavor about the groups presented.


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Definitely interested to see what's coming. And glad this doesn't look to be making Paths of Prestige or ISWG completely obsolete.

Curious to see how the Lantern Bearers get a revamp, given early writeups were kinda problematic.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Set wrote:
Being a book that includes some Prestige Classes, instead of a book entirely focused around 'Paths of Prestige,' hopefully there'll be a lot more organizational flavor about the groups presented.

From the product discussion thread:

James Jacobs wrote:

They're presented in more of a new format: 2 pages opener to introduce the group and 3 of its most important NPC members, 2 (or more) pages on prestige classes, 2 (or more) pages on archetypes, and 2 (or more pages on new player options like spells, feats, magic items, class options, etc. Each group gets at least 8 pages of content, and some get up to 14 (or was it up to 16?) or so. Most are somewhere around 10 pages.

The book isn't a guide to how to join an organization and rise in its ranks (there IS a very short and simple system to determine how a PC can become affiliated with a group and thus justify in-world why they have access to that group's stuff), but a book about how these organizations serve as guides to adventurers by "sponsoring" them via prestige class, archetype, spell, magic item, equipment, and other options.

I hope this fulfills your expectation. I for one woud love to see both the Mammoth Riders and the Magaambya be more fleshed out, but I don't think the 2 page opener will contain everything I want :)


inner sea murderhobos?

Silver Crusade

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BigNorseWolf wrote:
inner sea murderhobos?

I wouldn't mind an Inner Sea Mercenaries book.


BigNorseWolf wrote:
inner sea murderhobos?

Murderhobos of the Inner Sea sounds better!


Rogar Valertis wrote:
BigNorseWolf wrote:
inner sea murderhobos?
Murderhobos of the Inner Sea sounds better!

Aren't those called the Pathfinder Society and the Aspis Consortium?


1 person marked this as a favorite.
Rogar Valertis wrote:
BigNorseWolf wrote:
inner sea murderhobos?
Murderhobos of the Inner Sea sounds better!

Ultimate Murderhobo


6 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Eeesh.

Folks, 'Death Vagrants' sounds so much classier.


5 people marked this as a favorite.

"Itinerant population-reduction experts", perhaps.

Dark Archive

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Ventnor wrote:
Rogar Valertis wrote:
BigNorseWolf wrote:
inner sea murderhobos?
Murderhobos of the Inner Sea sounds better!
Ultimate Murderhobo

No, I'm *literally* 'appropriating your culture,' in that I'm coming to your country and digging up your ancestors and stealing everything you buried with them to take home and either sell or put in a museum or seal away in a vault. (And destroying any defenses and / or killing any guardians left behind to prevent that very thing.)

This is how we learn about your culture. By taking your stuff.


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like in mummy's mask

Grand Lodge

1 person marked this as a favorite.
Set wrote:
Ventnor wrote:
Rogar Valertis wrote:
BigNorseWolf wrote:
inner sea murderhobos?
Murderhobos of the Inner Sea sounds better!
Ultimate Murderhobo

No, I'm *literally* 'appropriating your culture,' in that I'm coming to your country and digging up your ancestors and stealing everything you buried with them to take home and either sell or put in a museum or seal away in a vault. (And destroying any defenses and / or killing any guardians left behind to prevent that very thing.)

This is how we learn about your culture. By taking your stuff.

I've shut down more than one sanctimonious paladin by gently reminding them that adventures, when not going on homicidal rampages, are mostly grave robbers who pillage the archaeological sites of extinct cultures for personal profit.

SM


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
StarMartyr365 wrote:


I've shut down more than one sanctimonious paladin by gently reminding them that adventures, when not going on homicidal rampages, are mostly grave robbers who pillage the archaeological sites of extinct cultures for personal profit.

SM

Extinct, hell, many times they're pilfering the cultural heritage of extant but threatened cultures!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

No Darklight Sisterhood? Darn!

;-P

Lantern Lodge Customer Service Manager

Let's move away from the tangent of joke names of groups not in the book and direct it back to the content of the blog.

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