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March of the Damned

Friday, November 20, 2009

Well, we're wrapping up the Council of Thieves Adventure Path here and along with it my series of new devils in each month's Bestiary draws to a close (on our end at least). At long last, let me reveal my ulterior motive. The new devils in Council of Thieves, when combined with those in Princes of Darkness: Book of the Damned Vol. 1, the Pathfinder RPG Bestiary, Pathfinder #12, and two stragglers from another project I'm still keeping mum about, all sync up to give you more than enough diabolatry to fill out twenty levels of infernal adventure. Check it out!

Illustration by Andrew Kim
CRDevilSource
1LemureBestiary
2ImpBestiary
3GaavBotD
4UkobachPathfinder #25
5BarbazuBestiary
6MagaavBotD
6Lesser GidimPathfinder #29
7LevalochBotD
7SalikotalPathfinder #26
8ErinyesBestiary
9OsyluthBestiary
9ChertovPathfinder #27
10PhistophiliusPathfinder #12
10UniilaPathfinder #28
11HamatulaBestiary
12AyngavhaulBotD
13GelugonBestiary
14Forthcoming
15Greater GidimPathfinder #29
16CornugonBestiary
16BdellvaritaPathfinder #12
17DeimaviggaBotD
18AdvodazaPathfinder #30
19Forthcoming
20Pit FiendBestiary

Being told to "go to Hell" just became a much more daunting proposition, huh? I'll be sure to update this once those last two slowpokes come on across the finish line.

Wes Schneider
Managing Editor

Link. Tags: Andrew Kim, Council of Thieves, Curse of the Crimson Throne, Devils, Monsters, Pathfinder, Pathfinder Chronicles



The Pawns of Hell

Monday, November 16, 2009

Illustration by David Bircham

It's an exciting time around here at Paizo. With all the hustle and bustle, if you've seen me on the boards at all, it's probably been commenting on Pathfinder fiction—how it's spooling up now, how some of the authors signing on are blowing my mind, and how we plan to manage things so that both the novel line and the gaming lines can flourish without breaking the world. (If you're curious, it's also the subject of the editorial in Pathfinder #29.) Yet in all this discussion of the Pathfinder fiction that's coming, it suddenly came to my attention that it had been a while since I'd talked about the amazing fiction we already have.

If you've been reading Council of Thieves, I don't have to tell you that Dave Gross is one of the most talented authors we've had the pleasure of working with on Pathfinder fiction. But I can tell you, having just finished the final chapter of "Hell's Pawns"—the noir-fantasy Pathfinder's Journal in which the tiefling Radovan and half-elven Pathfinder Varian Jeggare hunt a murderer through the upper echelons of Cheliax's corrupt nobility—that Dave has something few fantasy authors in any world achieve: Weight. Gravitas. An honest, emotional connection to characters, not just the world they live in. It's what we've always striven for with Pathfinder fiction, and there can be no question that Dave delivers—along with plenty of murder, intrigue, and gangsters both official and amateur.

But I won't get into spoiler territory. Instead, I'd rather give you all a sample of what I'm talking about, a snippet from the beginning of the story, in Pathfinder #25:

On the scaffold, a knobby-kneed herald emerges from behind the canvas. He looks to either side, shuddering with exaggerated fear when the guards eye him up and down. The groundlings laugh, recognizing him as one of the Fools of Thrune, a jester from House Sarini sent out to amuse them while they wait. I lose interest the moment he raises a trumpet to his lips and blows out a length of crimson silk and a pair of sagging pillows meant to suggest he's blown his lungs out through the horn.

I see plenty of familiar mugs among the groundlings: stevedores, stable hands, street sweepers, barmaids, a seamstress I once gave a memorable night on the Bunyip Dock. A pickpocket I know tips me a wink as he pats a mark on the shoulder while his adolescent accomplice dips his hand in on the other side. A few others touch their chins or smile when they see me. I nod back.

No one from the stands throws me a greeting, but more than a few know me better than they'd admit. I know several of them better than I'd like their husbands to know, but to most I am only the silent bodyguard of Count Varian Jeggare. The only one among them bold enough to return my gaze is Ivo Elliendo.

The Paralictor glides out of the stands where he has been receiving the compliments of the ladies. His tall figure stands out like a plow cutting through a garden. The sharp red scourges on the ribs of his black leather jack give him a gaunt silhouette.

He squints when he spots me, and I can feel his scorn hot on my face. What else can I do but shoot him my toothiest smile? All around him, ladies who had followed his gaze snap up their fans to shield themselves from the sight of a mouth that I'm told looks like a drawer full of knives. The commotion distracts Elliendo, and when he sees he is surrounded by a halo of fluttering fans, his lined face darkens.

Elliendo stalks away from the stands and mounts the stairs, followed as usual by two hulking Hellknights. I begin to frame a prayer for rotting steps before deciding that's too much to ask, even on Judgment Day. On the scaffold, Elliendo peers north at the approach of the golden Royal Carriage down the Imperial Promenade. He snaps his fingers, and the clown retreats behind the canvas to a clatter of applause. Once the carriage halts and the window shades rise just enough for the occupant—no doubt some minor Palace official, rather than the Queen herself—to peer out, the canvas on the scaffold falls away to reveal the Instruments of Judgment.

In the center is a blazing furnace in the shape of a three-faced devil. From each of its gaping jaws jut a bramble of iron implements: knives, spears, chains, rods, brands, and most conspicuous of all the Tines of Cheliax. Each is a two-pronged fork sized for a stone giant, and today there are two of them.

Arrayed between the furnaces are racks of torture devices retrieved from every civilized nation on Golarion, and several not so civilized. The spiked cages of Geb are a crowd favorite, and two of them already hold prisoners. One is a fat man who begins screaming the moment he is revealed, while the other is pock-faced Gellius Bonner, the Butcher of Merrow Lane.

I fell into the Bonner case when the boss sent me to nose around the tannery across the river. I was supposed to catch a stable master selling the carcasses of his lady's mysteriously sickened horses. That went nowhere, but I spied the tanner sneaking out of his own home well past midnight. Curious, I followed him into town, expecting to discover nothing more than a mistress in some Cheapside flat. Instead, he led me to Bonner's shop, where he joined six men wearing crude robes. Bonner greeted them with some fiendish phrase, though I could understand only a few words before he led them downstairs. I let myself in for a peek. When I saw the yak-headed thing Bonner conjured and what they intended to offer it, I ran to Greensteeples and beat on the boss's door until his sleepy halfling butler woke him. With a few questions, Jeggare confirmed that the cult was demonic, not diabolic, so he sent a message directly to the Temple of Asmodeus, who in turn asked the Hellknights to capture the cultists, minus a few who resisted arrest. They even recovered two boys who had not yet been devoured.

The discovery broke the cases of more than a dozen missing children, disappearances that Elliendo had publicly sworn to solve. As he was not on duty that night, he was surprised to hear the criers' announcement of another mystery solved by the celebrated Varian Jeggare.

If it were for the murders alone, Bonner might have met his Judgment at the edge of an axe or, if it were only one or two killings, in hard labor for a decade. The devil-worshiping lords of Cheliax, however, do not suffer the denizens of the Abyss in the city. For consorting with demons, Bonner earned his special voyage to Hell.

While not an admirer of the spectacle, I make a point of witnessing the Judgment of anyone convicted on one of our cases. This time, the boss insisted that I bring something to confirm it was Bonner and not some magic-masked substitute who did the dance of the Tines. He sent me to the Plaza of Flowers with a couple of sakava leaves plucked fresh from a plant in his greenhouse.

Once the Instruments are unveiled, four proper heralds stand on the corners of the scaffold and announce the list of Judgments. Behind them, brawny shirtless men in red hoods prepare the braces for the Tines.

When a couple of the big men unlock Bonner's cage, I slip the sakava leaves from a sleeve pocket. The size of my thumbs, they are thick green ovals with tiny white hairs glistening with oil. Just before I crush them, someone calls my name.

She is taller than me, which is not too uncommon, but most of that height comes from a pair of legs snugged in black calfskin trousers with tiny stars and suns cut out along the outer seam to reveal bare skin. Her blouse hangs loose except in just the right places to make a celibate throw himself off the roof. Her big hazel eyes are too far apart with heavy eyebrows, but they look fine above a long nose pierced above one nostril with a tiny ruby. The stone sets off a hint of late-summer red in her brown hair.

I'm staring at her over the little green leaves.

"Are you Radovan?" she asks again. I could listen to her say my name all day, but then she ruins it by adding, "Count Jeggare's servant?"

"His bodyguard." Immediately I think of three or four suave answers.

"My messages to Greensteeples have gone unanswered, and I require the count's assistance," she says. "And naturally his utmost discretion."

"Naturally," I say, but before I can give her the pitch, I feel a sharp poke just below my shoulder blade.

"Say goodbye to the girly, copper-tongue," reeks a voice inches beneath my ear. I know who it is from the stench of garlic and boiled eggs.

"Not now, Ursio." I try to sound casual, but the scratch he gave me starts to itch. Out of the corners of my eyes I see a couple of shapes that must be his backup. "I'll stay in this very public place while you and your playmates go climb your thumbs."

"These bolts are tipped with black lotus venom," says Ursio, and I know it's his treasured hand crossbow with its steel "fangs" jammed into my back. "You'll be dead before your body hits the street."

It seems unlikely that Ursio has acquired the deadly and expensive poison, but on the scaffold I see the hooded men dragging Bonner to a table, where a third man awaits with a pair of curved knives held high for the crowd's acclaim...

For more of Radovan's adventures in Cheliax, check out the Pathfinder's Journal section of Pathfinder volumes #25 through #30. I promise you won't be disappointed.

James Sutter
Fiction Editor

Link. Tags: Cheliax, Council of Thieves, Dave Gross, David Bircham, Pathfinder, Pathfinder Fiction



Crystal's Story Time: Sacrifice

Tuesday, November 10, 2009

Illustration by Crystal Frasier

Cave raptors are sated; it's time to blog!

My father taught me a very important lesson as a young goblin: never try to eat a live cat. He also taught me that anything that is truly important to you requires sacrifice. And not the fun sort of sacrifice, where you get the family together for dinner and grandma bakes stollen and we all sacrifice a bound-and-gagged human for the greater glory of Lamashtu. No, it demands the unpleasant sort of sacrifice.

Gaming is important to me, and this weekend, it took its sacrifice. While running my favorite Pathfinder campaign, Curse of the Crimson Throne, and pantomiming the grisly death of a moderately important NPC, I took a pratfall that resulted in the unthinkable: my glasses were snapped like so much optometric seagull bone.

With my uncanny goblin skills (and a healthy supply of glue and wire), the break was easy to patch, but the damage has been done. I now sport the Prometheus Unbound of eyewear, and my shame is without end. No longer am I the office beauty, as any goblin should be, but rather a misshapen and hideous creature, no better than a common kobold. My game took a sacrifice of my dignity...

It also made a sacrifice of the 2d6 copper pieces I have jealously guarded since I was declared a 'combatant' at adolescence, but until we get into silver pieces, money just doesn't compare to dignity.

But I am not alone. Any serious gamer has had to make at least one sacrifice or compromise for the sake of roleplaying, and if I have to wear my sacrifice on the bridge of my nose for a few days, so be it! That delightful Tom Hanks fellow sacrificed his dignity for gaming, and look at him now! Sacrifice is an important element in the stories we tell around the table: it adds the cost that makes a victory valuable or the pathos that makes an encounter memorable. And the little sacrifices we as players make are no less important or memorable than the spectacular tragedies our characters make, and probably mean more to us in the end.

Roleplaying is worth a little hassle now and then for the happiness it brings, the friendships it forges, the occasional romance it inspires, and the birth of Warduke, who will unite us all beneath his iron fist. My sacrifice amused my friends and made their table experience that much more real, and I'm sure it will give my coworkers a few laughs as well. So as oxymoronic as it may be, I'll wear my wounded dignity with pride until I can get to the optometrist this weekend.

But until then, I can't see jack.


Crystal Frasier
Production Specialist

Link. Tags: Crystal Frasier, Curse of the Crimson Throne, Pathfinder



Illustration by Steve Prescott


Introducing the Calikang

Friday, November 6, 2009

Sometimes, art makes the choices for me. When we ordered the cover to Greg A. Vaughn's "Mother of Flies," we asked Steve Prescott to paint us a scene in a thieves' guild treasury involving the iconics in a fight against a six-armed stone golem. The art, as you can see here, is great!

Unfortunately, by the time I got to the section in the adventure where this six-armed menace made its appearance, I realized something. A six-armed stone golem (particularly one armed with a pair of tree-sized-swords) would be something like a CR 15 monster. Not really a fair fight to inflict on 10th-level characters, and certainly not good design to have the dude guarding the treasury be tougher than the adventure's actual boss.

So, in a last-minute brainstorm in Wes's office when he was probably trying to go home, he, Crystal Frasier, Lisa Stevens, and I figured out what to do with the situation. The result is a new monster from distant Vudra, the six-armed calikang, a race spawned from a deity's failure and doomed now to seek atonement for an ancient sin. We ordered an extra piece of art for this volume's Bestiary, I wrote up the monster that weekend, and everything fell perfectly in place just in time to ship to the printers.

As for the calikang itself? You'll just have to wait for "Mother of Flies" to find out what he can do!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Monsters, Pathfinder, Steve Prescott, Vudra



Measuring Westcrown

Friday, October 23, 2009

It's no secret that sometimes when we build an Adventure Path key bits of information slip through the cracks. For example, Council of Thieves takes place entirely within and near the city of Westcrown, and to support these adventures we're printing a nifty map of Westcrown on the inside front covers for the duration of this campaign. That map was always intended to be more of an art piece and a representational map that gives folks a basic idea of the shape and layout of the city, as well as a spatial aid to keep track of where the various adventure locations take place. But for much of the Adventure Path, the exact distances between those various locations hasn't really mattered. That changes with the final adventure, though, where the PCs are going to be moving all over Westcrown to handle a lot of different situations in a relatively short period of time.

And so I needed to figure out what the scale was for the map of Westcrown.

As with so many other Adventure Path-related tasks, this rapidly exploded into a pretty complex problem. While on the one hand the map implies a specific scale (there are houses on the map, after all, and we all have a pretty good idea of how big a normal building should be), the map was never created with a scale in mind and thus, those buildings and streets are not accurately sized. So that's a deceptive measurement to base a map's scale on—initially, I used this to estimate a scale of 1 inch = 600 feet, which as it turned out, was really a rather poor estimation.

You see, for better or worse, the only actual unit of measurement we have nailed down in print that helps us to measure Westcrown's size is its population—114,700 people. Having no frame of reference as to what population density numbers were realistic or not, I went to the Internet to do some research. And as it turned out, one of the real world's most densely populated cities, Paris, has a population density of something like 66,000 people per square mile, so that should probably represent the uppermost end of the scale. And more to the point—Westcrown, for all its importance in Golarion, is no Paris. I looked around a little bit more. Rome's is 5,495 people/square mile. Seattle's is 7,179/square mile. New York City's is 27,440/square mile. Mexico City's is 15,410/square mile. Venice's is 1,705/square mile. Los Angeles's is 8,205/square mile. San Francisco's is 17,323/square mile. London's is 12,331/square mile. Renton's is 4,625/square mile. Point Arena's is 348/square mile. And all of these were numbers for modern cities—what would benchmark numbers from a fantasy world like Golarion look like? Even worse... I'd gathered these numbers off the Internet from Wikipedia... who knows how accurate the numbers really are?

It was about this time that I started stressing out, realizing that I was perched at the edge of a bottomless pit of statistics and urban planning and history from which I could well fall into forever, and since I had to get back on target and finish developing the latest adventure, I didn't really have the luxury of such an oblivion

So I made a few assumptions. I assumed that Wikipedia's numbers were accurate. I assumed that Golarion's baseline levels of urban density are comparable to the modern world, and given the fact that magic can more or less replace technological advancement and that the Inner Sea region's been civilized for far longer than any current real world civilization, I'm not worried that anyone can prove me wrong on this assumption.

Armed with these assumptions, I started assigning scales. At a scale of 1 inch = 600 feet (my original assumption), we'd have a Westcrown that covered an area of only about 0.26 square miles for a ridiculous population density of 441,153 people per square mile. Obviously this is way out of bounds. My desire to have numbers that fell into something closer to the range of real world numbers, combined with my desire to have a scale on that map that's easy to summarize, ended up with me settling at a scale of 1 inch = 4,000 feet (just over 3/4 of a mile). At this scale, Westcrown covers an area of just over 20 square miles, for a population density of about 10,000 people per square mile. Kind of at the low end for modern-day numbers, but given Westcrown's lack of skyscrapers and its relatively empty ruined quarter... I'm actually pretty content with that figure.

We're still a few weeks away from me having to nail down the city's scale in print, and I'm still not convinced the complex and confusing thought process I've gone through to reach the three scales I list above are 100% solid. So I decided to make this long-winded blog post, and to put the numbers up for everyone to look over and pick apart and challenge! Hopefully if there's some sort of critical flaw in my theories, someone will point them out on the messageboards in time for me to not make a fool of myself in print with a ridiculously unrealistic scale for the city of Westcrown in Pathfinder Adventure Path volume #30!

So, unless I get proven wrong by the end of the month or so, the scale of the map of Westcrown on the inside covers of Pathfinder Adventure Path volumes #25–#30 is... 1 inch = 1 mile. Kind of a complicated post to arrive at such a simple number, but that's sometimes how it goes in the wild and crazy world of game design, I suppose!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Council of Thieves, Pathfinder



From Baria to Golarion

Friday, October 16, 2009

So, I've made no secret of the fact that I've given large parts of my 25+ year-old homebrew campaign setting, Baria, over to Golarion. One of the more successful of these imports are the Red Mantis assassins—and by extension, their home city of Ilizmagorti. When it came time to assign authors for Cities of Golarion, I was sorely tempted to claim the chapter on Ilizmagorti as my own—I was nervous that even if another author did a GREAT job with the city that the end result wouldn't match my own personal vision of the city. The same goes for the city's map, to be honest. But my work schedule being what it was (I'd already taken up two chapters of Classic Horrors Revisited, alas, I couldn't responsibly claim the chapter of Ilizmagorti for Cities of Golarion as my own. And so, with some nervous fear and much wringing of hands, I gave it up for someone else to write about.

I'm happy to say that what Rob McCreary wrought with his words is exactly what I'd envisioned for the city of Ilizmagorti—he hit every nail square, and the resulting chapter is hands-down my favorite in the book as a result (which is saying something, since there was some tough competition!). Even more exciting, he came up with some concepts that I'd never thought of for Baria's Ilizmagorti—concepts that inspired me in some really fun ways. It's really weird being inspired to write things about something you made up due to someone else's work on that concept! Weird, but wonderful!

Yet as wonderful as Rob's words were, a city can live or die by its map. For Cities of Golarion, we tackled the creation somewhat differently. We hired writers to write the chapters, but we hired artists and cartographers to create the city maps. Long-time readers of this blog might remember earlier this year when I posted the Map Open Call—the results are some of the best city maps that Paizo's had the pleasure to print. Presented here are the two versions of the map of Ilizmagorti—the first one created by Daniel Thomson, based on my outline of what the city should incorporate. The other map is the final version you'll see in the book and in the Cities Map Folio as a four-panel poster. (We've left the tags off of Rob's map so you can ogle the beauty of his work easier.)

Illustration by Daniel ThomsonIllustration by Rob Lazzaretti

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Daniel Thomson, Maps, Pathfinder, Pathfinder Chronicles, Rob Lazzaretti



Illustration by Steve Prescott


Countdown to Meltdown!

Friday, October 9, 2009

Well, as any devoted follower of our messageboards or weekly chat room meetings knows, things have been pretty frantic here at Paizo. As it turns out, releasing about 1,000 pages of rules (between the Pathfinder RPG Core Rulebook and the Pathfinder RPG Bestiary) and moving offices to Redmond, WA, all at the height of the convention season, is a really good way to knock product lines off schedule. We've been scrambling to get things back on track, and I'm happy to report that we're making some really good progress there—in fact, Pathfinder Adventure Path volume #28 is just now heading off to the printer!

This volume's adventure was originally going to be a stand-alone adventure written by me for our Pathfinder Module line. When I kept not having the time to get it started, I realized that it'd make a perfect fit into Council of Thieves. Splitting the writing duty for it with RPG Superstar Clinton Boomer, we explore a "what if?" scenario in this adventure: What if a "nuclear reactor" used a powerful devil as its energy source instead of radioactive material? And what if that infernal reactor had a meltdown?"

Presented is a hint of what's in store for Westcrown when things go bad—part of Steve Prescott's incredible cover for the volume. And that's just what's going on up topside—just wait until you find out what's happening down below in the Nessian Spiral itself!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Council of Thieves, Pathfinder, Steve Prescott



GameMastery Guide Cover!

Monday, October 5, 2009

I may have mentioned this before, but the main villain of Pathfinder’s first Adventure Path, Karzoug, was no stranger to tormenting PCs. He was one of my homebrew campaign’s major recurring characters—a powerful wizard who served as the true menace behind the throne of an evil warlord. In my homebrew, Karzoug wielded a scythe and had already made the transition to lich and wasn’t as concerned with greed, but he was very much still the campaign’s poster child for “evil wizard.” He eventually met his end when a pair of heroes, the barbarian Verik and the wizard Zefram, confronted Karzoug in, of all places, Baba Yaga’s dancing hut. Karzoug was trying to claim the hut’s legendary power source for his own evil purposes, and while this certainly annoyed Baba Yaga, she wasn’t about to give the PCs uncontested access to her magical fortress. And so these two high-level PCs snuck through the depths of the dancing hut filled with fear about breaking or even touching anything, avoiding every single encounter and trap through an uncharacteristic caution that, in the end, served them quite well. I’d intended them to finally reach Karzoug and have the final battle with the evil wizard after the PCs had depleted much of their resources dealing with the natives of Baba Yaga’s hut, and when they reached Karzoug with much of those resources untapped, I figured they deserved the advantage. Turns out, they needed that advantage anyway. Even in the 1st edition of the game, Karzoug was a menace.

And so, when it came to deciding on a villain to inflict upon Golarion, it was with quite a bit of pride and nostalgia that I resurrected old Karzoug. He’d changed specializations (necromancer to transmuter) and weapons (scythe to glaive) and got a promotion (from the power behind the throne to the guy who sits on the throne), but in a lot of other ways he remained the same. Of course, getting Wayne Reynolds to illustrate him was one of the more surreal moments of my gaming career... and now, seeing him on the cover of our upcoming GameMastery Guide, that sense of surreal pride has returned. Wayne Reynolds has done a fantastic job making Karzoug epitomize the role of "super-powerful wizard." Take a moment to look through all of his stuff! Caged imp, pet blue dragon, throne manacles for prisoners, spellbooks casually stacked to the side, crazy crystal ball with some sort of apparatus wrapped around it, a throne that can probably see—and that doesn’t even touch all of his fancy magical equipment he’s got ready to ruin the next PC to step his way!


James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Dragons, Monsters, Pathfinder, Pathfinder Roleplaying Game, Rise of the Runelords, Wayne Reynolds



Hellknights Unleashed

Wednesday, September 23, 2009

Illustration by Kevin Yan

More than two years ago it fell to me to write the Rise of the Runelords Player's Guide, setting the stage for characters to take part in a world that was, at the time, painted not even in broad strokes but more in generally tossed bucket-sized splashes. Over time and through hundreds of thousands of words, though, what started as made-up names have transformed into some of the better-known characters, organizations, and locations in Golarion. But probably the passage that folks have grabbed onto most zealously comes from the description of the paladin on page 8, "Korvosa—in its traditional ties to Cheliax—enthusiastically supplies Citadel Vraid, bastion of the Hellknight Order of the Nail. The Chelish Hellknights pay homage to no deity, but rather bend the rigid law and infernal traditions of Hell to their will."

For years now folks have asked for more details on this iron-shod order of enforcers, even beyond their details in the Pathfinder Chronicles Campaign Setting, but the time has never seemed quite right to give away the entire farm—I admit, I've been kind of precious with my pet antiheroes. At the same time, rules for running or playing Hellknights have always been vague, largely because I didn't want to work up a class that would immediately have to be updated to the Pathfinder Roleplaying Game. But now, with the PF RPG rules in circulation, my blasphemous baby Book of the Damned Volume 1: Princes of Darkness nearing the shelves, and the Council of Thieves Adventure Path being set in the very city where the Hellknights were formed, the time finally feels right.

So, as of Pathfinder Adventure Path volume #27, the Hellknights finally march forth, that volume revealing everything characters need to confront, research, and even join the numerous orders of Hellknights. That's right, that does mean there's finally going to be a Hellknight prestige class—and one of the largest ones I've ever seen at that.

But that's not all: in Pathfinder Adventure Path volume #28, expect the other side of the coin, with a GM-focused inside look into the mindset, citadels, and history of these infamous orders.

So that's back-to-back months of Hellknight action coming at you, finally answering many questions about the deadly knighthood, yet also revealing dozens of new mysteries. For example, taken from Pathfinder #27, presented here are just two of the several new lesser Hellknight Orders detailed therein. But that will have to do for now—not surprisingly, the Hellknights frown upon spoilers.


Lesser Orders

Despite the cull of 4639, numerous lesser orders of Hellknights still exist. Most of these orders work at the edges of Cheliax's sphere of influence or within the countries once within the Chelish empire's thrall. Despite their smaller size, the majority of these factions uphold the same code as their elder, better-established brethren, though many uphold practices that subtly deviate from the core knighthood. Most are careful not to defy the mandates of the Measure and the Chain (the core philosophies of the Hellknights; detailed in Pathfinder Adventure Path volume #28), however, as the larger, more powerful orders are mindful of those who would use the Hellknight name to opposing ends.

Order of the Crux: One of several bands of mercenaries dubbed Hellknights during the Chelish civil war, the skull-clad Order of the Crux refused to disband after the revolution. Hunted down and destroyed by the Order of the Scourge in 4663, the butchers were slaughtered and their fortress, Citadel Gheisteno, put to the torch. However, 25 years later, three graveknights clad in scarred Hellknight armor rose from the ruin. Calling themselves the Order of the Crux and led by the venomous Lictor Shokneir, the undead triune lurks upon the border of Nidal and Molthune, seemingly biding their time.

Order of the Coil: Among the smallest Hellknight factions, the Order of the Coil maintains holdings near the Sargavan city of Eleder, from where they viciously seek to tame the tribal natives of the country and put an end to their backward pollution of the outside world. Seeing the efforts of scholars and adventurers—particularly Pathfinders—as spreading a disease of savagery by carrying curios from the jungles into the world beyond, the Coil hunts down and destroys such explorers and artifacts, notorious for ending these perceived corruptions with poison and flames. The favored weapon of the Order of the Coil is the greataxe.

Wes Schneider
Managing Editor

Link. Tags: Council of Thieves, Hellknights, Kevin Yan, Pathfinder, Rise of the Runelords



Behind the Scenes: The Six Trials of Larazod

Friday, September 18, 2009

Illustration by Sarah Otterstätter

This month marks the debut of the The Six Trials of Larazod, the nefarious play that features prominently in Pathfinder Adventure Path #26: The Six-Fold Trial. As promised therein, presented here are the omitted history and details of that accursed play, including a more detailed dramatis personae and more incredible art from Sarah Otterstätter. Enjoy!


What Are the Six Trials?

In modern times, The Six Trials of Larazod is best known as the fictional account of a Chelish tiefling named Larazod Rilsane. Larazod receives a vision from Asmodeus in which the dark god unveils a prominent Chelish magistrate—the sinister Paraduke Montigny Haanderthan—as a traitor to Cheliax, who has compacted with demonic powers and plans to bring the worship of Asmodeus to a sharp and brutal end. Burning with unholy justice and diabolical purpose, Larazod, along with his stalwart companions, sets out to expose the highly placed traitor Haanderthan. They are greatly overmatched, as Larazod is a minor scion of a piddling noble house whose influence lies tattered in the wake of Thrune's seizure of power in Cheliax. Undaunted, Larazod vows a smoldering blood oath to Asmodeus to see the traitor fall before Haanderthan's actions bring the dark glory of Cheliax low.

Larazod's actions swiftly bring him to the attention of the Paraduke, who has the young tiefling scooped up in the crushing grasp of the law and brought before his dark tribunal for questioning. There, a dire confrontation ensues wherein Larazod reveals his vision and heaps accusations upon Haanderthan in full view of a well-attended tribunal session. Outrage and scandal threaten to topple the order of things, and Larazod's enemies grow in number. Only one high-placed member of the tribunal takes his part—a beautiful daughter of House Sarini and rival of Haanderthan named Ilsandra. A sultry love affair between Ilsandra and Larazod develops as the pair seeks to topple the treacherous Haanderthan.

Haanderthan, using the awesome influence granted a man of his stature, forces Larazod to undergo six trials to prove the truth of his accusations, stating, "If Asmodeus truly granted you this vision, then his almighty black hand shall shield you from dismemberment and disembowelment in the trials we've planned. Surely your faith does not waver?" Larazod agrees to the trials, blasting the magistrate with unholy oaths to see his foolish plans undone.

The trials follow. Combat with foul beasts and grievous tortures leaves Larazod and his companions brutally maimed both in body and soul. At its climax, though, Larazod emerges unharmed and is vindicated as Asmodeus himself drags the nefarious magistrate to Hell.

Despite the spectacle and fame of this piece, perhaps the most interesting aspect of the play is that it is rarely performed to completion. The reality of these trials in their most lethal form—as the play's stage directions detail—prove so intense that nearly every performance ends in the gruesome onstage death of the actors playing Larazod and his companions, those who vow to join him in his darkest hour and face the trials alongside him.


Historical Notes on the Piece

The writer of The Six Trials of Larazod was a legendary playwright of House Sarini named Lokoris. Writing throughout the 4640s, Lokoris was a minor scion of his house who rose to prominence through his gifts of the quill, and who maintained a complete aloofness from political rhetoric or commentary in his many other successful black comedies and heart-breaking tragedies. A signature of his style was the combination of the comic and the serious, a hitherto unexplored mixture of human experience in Chelish drama. Lokoris was a devout follower of Asmodeus in his personal life, and yet his plays were known for their ability to present characters from all walks of life and even different faiths more vividly and realistically than his contemporaries.

The age old play known as Six Trials of Larazod was considered an outrageous piece, even more so after Lokoris’s revisions to the classic—wherein Larazod, a common man, defies the will of a corrupt magistrate. Rewriting this classic plot into both a violent celebration and sideways denouncement of the new Chelish regime, Lokoris transformed it into one of the most avant-garde and sadistic plays in the country’s history. In its time one performance caused widespread riots throughout the city of Westcrown. Lokoris was soon revealed as the playwright, not only ending his career but resulting in his disappearance. He was never found or heard from again, but common theory holds he was swept up by agents of House Thrune and his soul consigned to some bleak corner of Hell for all eternity—an ironic twist of life imitating art.

The play was banned for over 50 years then revived by a later troupe, whose playing of the piece in the outer regional theatres of Cheliax met with great success (though they went through actors quickly as the trials devoured a few each night). However, as the play began to pick up traction among larger and more respectable troupes, the play proved untenable once more. A production by a highly regarded troupe in Egorian resulted in the audience storming the stage and tearing apart the actors playing both Larazod and Haanderthan.

Since, the play is oft discussed in drama academies and among the well-read elite of Cheliax but has never received a serious staging. Until now.


The Three Larazods

There have been several restagings of Lokoris’s The Six Trials of Larazod in the last dozen years, but these have been from a much adapted and markedly less lethal text bearing more in common with the original, centuries old text. Finding a "Lokoris version” or a classic “Original Larazod” now is not easy, but texts arise from time to time. As such, audiences attending the play often don't know from which text the actors will be performing, with those expecting a night of theater instead finding themselves attending a bloodbath and visa versa.

In the modern readaption, as in the original, Tybain merely serves as comic relief (even most Lokoris versions cut many of his blasphemous musings on Aroden's power and what not). Additionally, the entire endgame of the plot is often reworked, and the character of Ilsandra much changed. In this revision, Ilsandra is a succubus who delivers a false vision onto Larazod to urge the youth to topple Montigny Haanderthan—in this version vindicated as a true patriot, falsely accused through abyssal treachery. Therein, Ilsandra is the real culprit, Larazod the flawed tragic hero, and Haanderthan a true believer in Asmodeus under false accusation. Obviously, this reading of the play is far more palatable to most nobles' sensibilities and on occasion receives patronage and stagings. The Lokoris version, while deadlier and far more of a spectacle, sees a tiefling triumphing over one of the rulers of the land and seems to encourage defiance against the aristocracy—features that, regardless of the villain's corruption, do not sit well with the noblesse.


Dramatis Personae

Being those to face damnation and torments most foul amid the Six-Fold Trial.

LARAZOD RILSANE: A tiefling at a time when being a tiefling isn't easy. To most Chelaxians, tieflings are considered a distasteful mixing of pure bloodlines and diabolic influences based not on thoughtful and potent compacts and bargains, but rather a crude relationship and mere carnal episode bearing rotten fruit. Larazod is a low-ranking scion of a lesser house and has no real influence. He achieved nominal acclaim as an officer in the Everwar but has never really been recognized as a hero. He is an odd choice for Asmodeus's messenger, but his faith in the Dark Lord is peerless and unquestioning. He is a simple and low-ranking member of society who is chosen nonetheless by Asmodeus to right a terrible wrong through faith alone.

DENTRIS MALAGRADA: An old, cantankerous wizard and a retainer in Larazod's family for as long as anyone can remember. He has forgotten more about magic than most wizards ever knew. While his magic is rusty, his mind is otherwise sharp, and his rapier wit cuts down most foes before violence is even an option in their mind. As snarly and grumpy as he is, he loves Larazod like a son, and though he tries to talk the zealous youth out of his dire course of action several times, he still marches steadfastly into death and dismemberment with his tiefling master once his sound advice is ignored. He is the character who most often moves audiences to tears, and his death during the trials often leaves no dry eye in the house.

TYBAIN OBEISAN: A paladin of Aroden who is drawn to close kinship with Larazod not by common religion, but rather by the mutual power of their faith in their own respective gods. The religious discourse between these two characters in the original manuscript illuminates just how close faiths can be, even when diametrically opposed. Tybain serves mostly as comic relief in this play, though theorists claim his original purpose was far more dramatically interesting, and meant to serve as insightful religious and political commentary. However, most of this was cut in staged adaptations for obvious reasons, and only the comic bits involving this character remain. The actor cast as Tybain traditionally dies first in the Trials and usually to audience applause.

ILSANDRA: The diabolic daughter of House Sarini who falls in torrid lust/love with Larazod. Whether or not Ilsandra really loves the young soldier turned tyrant-toppler is a topic of much heated debate among noteworthy drama critics. Many insist she is just using the boy to take down her rival. Either way, no one can deny her canny, Machiavellian mind and demure use of both her charms and wiles to come out on top in the play's conclusion (whether Larazod survives or not).

DROVALID VORCLUNE: Para Inquisitor of the Tribunal, a deeply pious giant of a man whose flesh is one long taut veneer of scar tissue. He is a self-flagellant whose zealous love of his duties as head torturer is matched only by his zealous belief in Asmodeus's will. Assigned to administer soul-rending tortures to Larazod, the giant is converted by the tiefling's unyielding devotion to his beliefs and decides to assist the unlikely prophet through the remainder of his trials.

MONTIGNY HAANDERTHAN: The sadistic, traitorous, and demon-corrupted paraduke of Cheliax who engineers and oversees Larazod's trials. Arrogant and self-serving, he uses his lofty station in an attempt to deflect Larazod's accusations and put an end to both his accuser and his political rivals. His fate is decided, though, as soon as he defies Asmodeus's chosen servant.

BAILFF: The left hand and herald of magistrate Haanderthan. This nameless servant of the court introduces the feared paraduke and speaks no more, though his ominous presence lingers throughout the trial.

THE PRINCE OF DARKNESS: The archfiend and lord of Hell himself, whose hand shields Larazod throughout his trials and who ultimately exacts his own judgment upon both the accused and the accuser.


Wes Schneider
Managing Editor

Link. Tags: Asmodeus, Cheliax, Council of Thieves, Devils, Nicholas Logue, Pathfinder, Sarah Otterstätter



They're Gonna Catch You All!

Wednesday, August 9, 2009

My evil murder dolls. Let me show you them.

Left to right, we have Draggy, Fluff Gugg, Mr. Straw, the too-scary-to-have-a-name Mwangi Fetish, and Molly Missy. They will be visiting your characters with their own special brand of pain and murder soon. And perhaps your nightmares even sooner!

Illustration by Tyler Walpole

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Council of Thieves, Monsters, Pathfinder, Tyler Walpole



Cosplay Contest Part Deux: Choose Your Champion!

Monday, August 24, 2009

Another Gen Con has come and gone, and as all the editors crawl out from where we've been hiding in fetal positions beneath our desks, recovering from the exhaustion and excitement, we're forced to conclude that this was the best convention yet. The release of the Core Rulebook was a rousing success, the ENnies were kind, the community was more welcoming than ever, and our favorite industry professionals were just as zany and fun as last year. Yet all that in no way lessened the excitement of...

PATHFINDER COSPLAY!

Despite the relatively late warning (next year's contestants: consider this your starting gun), we doubled our Pathfinder cosplay turnout this year. That's right: two intrepid individuals spent portions of their con wandering around in full Pathfinder regalia, forever winning our hearts (and potentially $50 dollars in store credit). This year's contestants were Tiffany as a cleric of Desna (whose same costume last year inspired the contest, and hence is allowed to compete this year as well—unfortunately, only last year's photo is available) and new challenger Kelly, who wowed us all with his incredible rendition of a Pactmaster of Katapesh.

Tiffany as Cleric of DesnaKelly as Pactmaster of Katapesh
Which costume is the best, and most deserving of reward? It's a tough question, but it's up to you to decide. If you want to weigh in on the matter, or just congratulate them both on their amazing costumes, head over to the Pathfinder Cosplay Contest thread on our messageboards and make your voice heard. Votes will be collected for roughly 48 hours, at which point we'll announce the winner here on the blog. So what are you waiting for? Let the voting begin!

James Sutter
Editor

Link. Tags: Costume, Desna, Gen Con, Pathfinder


Pathfinder Costume Contest at Gen Con!

Friday, August 7, 2009

Here at Paizo, we have many different levels of experience with cosplay, from Art Director Sarah Robinson's complete disdain for anything other than the latest trendy fashions (seriously, the woman has every purse in the western hemisphere) to Jason Bulmahn's days playing a lumbering oaf at midwestern renaissance fairs (how little things change!), to Wes Schneider who may, in fact, be a Pokémon. But the one thing we all have in common is that we love the idea of people dressing up as Pathfinder characters.

We never thought such things were possible until we met Tiffany, a real-life cleric of Desna, at last year's Gen Con, and thanks to her we're now convinced that anything is possible. Which is why I'm filled with glee to announce the First Annual Pathfinder Gen Con Cosplay Contest!

Here's the deal: At some point during Gen Con, you show up to the Paizo booth dressed in your best Pathfinder costume (faction shirts and other official Paizo merch don't count). We should stress that we're looking for monsters and characters with obvious ties to our world itself, not generic cosplayers (that wizard hat could be from anywhere), or people dressed up like actual Pathfinder books (very clever) or members of the Pathfinder staff (the world already has one James Jacobs, and one is enough for everybody). In addition to drawing a crowd of happy Paizoites, the contestants will have their pictures taken. Those folks with the best costumes, as decided by us, will end up on the Paizo blog once we return from Gen Con, at which point we'll allow the posters on our messageboards to pick their favorite. What criteria that mad and merry crew will use is anybody's guess—creativity? recognizability? skin-to-clothing ratio?—but whoever they select as the best Pathfinder cosplayer will walk away with fifty dollars in store credit!

So what are you waiting for? Get out that sewing machine and hot glue gun, send your party members on a run for foam rubber and acrylics, and show us what you're made of!

James Sutter
Editor


Link. Tags: Costume, Desna, Gen Con, Pathfinder



2009 ENnie Nominations!

Tuesday, July 21, 2009

The dash toward the 2009 ENnie Awards has begun with Paizo accepting nominations in six categories, including a fan nomination for Best Publisher! These acknowledgments start off the process of honoring the best products and ideas in the last year of tabletop gaming, but in the end it all relies on you! Be sure to check back in with the ENnies this Friday when voting begins, giving you the chance to cast your ballot for your favorite games and accessories.

Here's this year's rundown of Paizo Products up for honors:

Best Cover Art
Pathfinder Adventure Path #19: Howl of the Carrion King

Best Adventure
Pathfinder Adventure Path #19: Howl of the Carrion King

Best Campaign Setting
Pathfinder Chronicles Campaign Setting

Best Cartography
Pathfinder Chronicles Second Darkness Map Folio

   

Best Miniatures Product
Game Mastery Flip-Mat: Waterfront Tavern

Best Regalia
Planet Stories: Infernal Sorceress, by Gary Gygax

And a Fan Award for Best Publisher!

Check out all the publishers at the ENnies Awards homepage, and be sure to check back this Friday for your chance to cast your vote! Thanks to ENWorld and all of you for this year's nominations and the endless support!

Wes Schneider
Managing Editor

Link. Tags: Community, GameMastery, Pathfinder, Pathfinder Chronicles, Pathfinder Chronicles Campaign Setting, Planet Stories



Snagged from the Vault: The Bastards of Erebus

Friday, June 26, 2009

The Preview Purloiners strike again! Featured here in a painting by Kevin Yan are Lem and Seelah, fending off a rabid undead dog and a fiendish tiefling in Pathfinder Adventure Path volume #25: The Bastards of Erebus. Who knew that flutes could be wielded as deadly weapons?

Vadid and Nahk
Preview Purloiners

"The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?"

Link. Tags: Bastards of Erebus, Council of Thieves, Kevin Yan, Pathfinder



Paizo Twitter

Friday, April 24, 2009

We've been tweeting! As of yesterday afternoon Paizo has its very own Twitter account. Come join the more than 200 Twitter users already getting nearly 24-hour-a-day updates on all sorts of Pathfinder info, Pathfinder RPG details, and other Paizo ephemera! Follow along on the Paizo Twitter page right here.

There's also a new Twitter page for Planet Stories, where you can get endless updates on all your favorite pulp science fiction and fantasy stories and authors as well as other exciting news on all our upcoming adventures!

F. Wesley Schneider
Managing Editor

Link. Tags: Community, Paizo, Pathfinder, Planet Stories



Pathfinder in 3D!

Monday, February 23, 2009

One of the more exciting things about working on Pathfinder is that, now and then, other companies have great ideas on how to augment and enhance what we're doing. With the Legacy of Fire Adventure Path, please welcome WorldWorksGames to the Pathfinder fold! WorldWorksGames provides some incredible 3D paper dungeons, and with each Legacy of Fire adventure, they'll be providing a fold-up, miniatures-scale presentation of one of the key dungeons or areas featured in that volume's adventure. The first one presents the Ruined Undercrypt of Kelmarane—a dangerous dungeon players of the first adventure, "Howl of the Carrion King," will get to explore during the adventure's climax.

We've already shown off some of the images of the Ruined Undercrypt—here are a few more, and perhaps even more importantly, the helpful guys at WorldWorksGames have created an instruction book on how to set the dungeon up. So, if you'd like a better idea of what it's like to build a dungeon for your PCs to adventure in, download the building instructions (37 MB zip PDF) for the Ruined Undercrypt of Kelmarane now!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Legacy of Fire, Pathfinder




The Ruined Undercrypt of Kelmarane

Monday, February 9, 2009

Anticipation for the Legacy of Fire Adventure Path is at an all-time high at the Paizo offices, and it seems like every day brings a new piece of art, an exciting manuscript, or a fabulously evil idea related to the forthcoming campaign. The latest earthquake of interest occurred when our partners over at WorldWorksGames sent us images of their very first downloadable Pathfinder Terrain kit: The Ruined Undercrypt of Kelmarane.

Kelmarane is the village rescued by the player characters in the very first Legacy of Fire installment, "Howl of the Carrion King," which hits in Pathfinder Adventure Path volume #19. I'm especially thrilled with the new kit because I designed Kelmarane and the first Legacy of Fire adventure a few months ago, and have been not-so-patiently awaiting the release of my first adventure since Dungeon #124's "The Whispering Cairn," the first installment of the Age of Worms Adventure Path. When running that adventure for an all-star group of Paizo staffers I had to draw out my maps on a boring old set of blank tiles. The idea of springing my hideous traps and near-unfair villains on my workmates in a beautiful 3D dungeon crafted by the guys at WorldWorksGames... well, it's almost enough to bring tears to my monocular messageboard avatar's unwinking eye.

Feast your eyes on these early preview images of The Ruined Undercrypt of Kelmarane and gear up for the most exciting and fantastical campaign to hit Pathfinder since the day we released the very first volume! And I'm only partially saying that because looking at the dungeon in 3D makes it easier to imagine my friends' miniatures sprawled prone upon its flagstones like so much lifeless meat.

To arms, fellow Pathfinder GMs! To arms!

Erik Mona
Publisher

Link. Tags: Legacy of Fire, Pathfinder


Illustrations by Jesper Ejsing Illustration by
Wayne Reynolds

Pathfinder iPhone Wallpapers

Friday, January 30, 2009

Several of us at Paizo have iPhones, but some of us flaunt that fact a bit more than others. Take Managing Art Director James Davis, for example—since he got his iPhone, we very rarely see him without at least one earbud stuck in an ear, and he heads back to show me some (admittedly cool) new app he found once a week on average.

Of course, the good news is that his iPhone obsession sometimes results in cool stuff we can share. Such as these three Pathfinder iPhone wallpapers! Check 'em out!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Free Stuff, Iconics, Jesper Ejsing, Pathfinder, Wayne Reynolds


Pathfinder in 2009!

Wednesday, December 31, 2008

So one year ago today, I made a post to this blog about what was coming in 2008 for Pathfinder's Adventure Path. I just went back and looked and it's some interesting reading. For the most part, we accomplished everything on that list, although as we got toward the end of the predictions for 2008, I note a few things that didn't quite work out the way I'd planned for them to. Pathfinder #16 didn't have a gazetteer of the Darklands surrounding the drow city, and as I'd feared, the article about Demon Lords did indeed slip from #17 to #18. But overall, pretty close!

Anyway, the reason I bring this up is that here we are at the end of 2009, and I need a topic for a blog post. Especially after we missed several posts over the past few days due to snow-related apocalypses. So, without further ado, here's what you can look forward to seeing in Pathfinder in 2009!

January: The Second Darkness Adventure Path comes to a close this month with Brian Cortijo's "Descent Into Midnight," taking the PCs into one of the deepest reaches of the Darklands. A gazetteer of the mysterious Land of Black Blood and an article about the 29 most notorious of Golarion's demon lords rounds out the first volume of the year. Followers of Eando Klein's adventures in the Pathfinder Journal won't want to miss this volume, for this installment brings his long adventure to a close!

February: We heat things up in chilly February by traveling far to the south of Varisia to start the Legacy of Fire Adventure Path. Paizo's own publisher, Erik Mona, penned this volume's adventure, "Howl of the Carrion King," and New York Times bestselling author Elaine Cunningham takes over the Pathfinder Journal, starting a new story that'll run alongside of the Legacy of Fire campaign.

March: Those who didn't get enough gnolls from the first Legacy of Fire adventure in February will love "The House of the Beast," by Tim Hitchcock. The picture shown here by Svetlin Velinov depicts just one of the exciting encounters you can look forward to in this massive dungeon crawl, proving that there's more than gnolls waiting for you! Sean K Reynolds continues his exploration of Golarion's deities with Sarenrae, and Steve Kenson explores the region around Pale Mountain in northwest Katapesh, ground zero for half of Legacy of Fire's adventures.

April: In April, we begin Wolfgang Baur's four-part series of articles about the Genies of Golarion, starting with an exploration of what it is to be one of these magical elemental creatures to begin with. Darrin Drader's first Pathfinder adventure, "The Jackal's Price," takes the PCs into the second-largest city in the Inner Sea region, and Richard Pett shows us what goes on in a typical Katapesh marketplace. Be afraid, as they say…

May: RPG Superstar finalist Jason Nelson's adventure, "The End of Eternity," takes the PCs into an unexpected realm both near and far from Katapesh, while Todd Stewart, author of The Great Beyond, explores the chaotic extraplanar race of the proteans. Wolfgang's genie articles continue with an exploration of methods to bind and command genies.

June: At the height of summer, Pathfinder heads into one of the game's most legendary sites—the efreeti-ruled City of Brass on the Elemental Plane of Fire. Greg Vaughan's adventure, "The Impossible Eye," delves deep into one of the city's palace fortresses, while Wolfgang Baur explores the rest of the City of Brass in a gazetteer of the mythic realm. And Sean K Reynolds adds Rovagug to the list of big deity articles.

July: The Legacy of Fire reaches its explosive conclusion in RPG Superstar finalist Rob McCreary's "The Final Wish," where we get to see just what happens when a crazed genie gets too generous with his wish-granting mojo. Wolfgang's genie articles end with all sorts of genie-powered magic, and we pull back the curtain on the spawn of Rovagug. The tarrasque is only the most famous one of many, after all!

August: Things start to get a little bit hazier once we move into Gen Con, as they usually do, but I do know that August sees the launch of something no less than the first ever Pathfinder RPG Adventure Path, "Council of Thieves." Fully compatible with both the new rules and the 3.5 SRD, this Adventure Path heads back north to the city of Westcrown in Cheliax, home of devil worshipers, tiefling bandits, and lots and lots of rebels! We've been pitching the adventure in house here as "The Godfather" meets "The Omen," but I'm still not quite sure what exactly we mean about that. Those of you who've been waiting patiently for lots of details on the Hellknights should find one of this volume's support articles of particular interest.

September: The Council of Thieves Adventure Path takes place entirely in and surrounding the city of Westcrown, and as a result, many of the adventures in this campaign will have a distinctively urban feel. This volume's adventure ups that ante, asking the PCs not only to brave the perils of urban adventures, but to take part in a violent and dangerous play in order to impress the local nobility! Anyone can kill an otyugh, but how many adventurers can remember their next line on stage during the middle of a fight for their life?

October: The PCs continue to oppose the Council of Thieves as Westcrown falls ever more under the influence of the mysterious thieves' guild, and the second part of an exploration of the Hellknights of Cheliax (a series scheduled to begin back in August) shows us even more about this organization's methods and resources.

November: At some point along the way in Council of Thieves, I suspect we'll be talking quite a bit about devils and Hell—about Mammon and Erebus in particular. I won't promise a lot more about this archdevil in November, but chances are good! This volume's adventure, tentatively titled "The Infernal Syndrome," explores just why it's a bad idea to rely too much on diabolic magic for comforts around the home.

December: It's pretty likely that by this time, we'll have a nice big article that examines the tieflings of Golarion. Also, I probably should have mentioned that Sean'll be taking a long look at the church of Iomedae back in September already, but in December we've got a toasty gift for everyone—Asmodeus, one of the deities most requested for an exploration in Pathfinder, finally makes his debut here!

And that's that! Wes and I are going to be spending a fair amount of time this week getting Council of Thieves all mapped out in detail, and in the months to come I'm sure we'll have more to say. But for now, the hints and clues and teasers above will have to suffice. Next year's looking like it could be Paizo's biggest year yet, in any case—hope to see you all there!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Pathfinder


illustration by Iker Serdar Yildiz


Planet Stories and Pathfinder: Together at Last

Tuesday, November 25, 2008

Science fiction and fantasy. To much of the literate world, they're the same thing—they even get shelved in the same section at all but the most enlightened bookstores. Yet among those who enjoy these genres the most, the lines between the two are sharp and expansive (even if no two people agree on where that line is drawn). Many of the friends whose book recommendations I take to heart scoff at the idea of getting science fiction chocolate in their fantasy peanut butter—they'll read one but not the other. It's a sort of literary apartheid.

For me, though, there's never been that divide. Science fiction and fantasy are two great tastes that taste great together, and I don't mind rocking some boats to keep the ampersand in SF&F.

Sometimes, of course, the purists are right. Every time Wes and Jacobs comb through one of my manuscripts to make sure I'm not slipping hidden particle accelerators or robots into Pathfinder, I'm forced to admit that they're correct to do so—it's important to keep a world internally consistent, and getting too hung up on science in a magical setting can break the feel (or the author). Never mind how cool it might have been to make Varisia's towering Spindlehorn a space elevator for ancient thaumateurgic astronauts... it just doesn't fit.

Which is why I was so happy to get a chance to write the "Into the Black" support article for Pathfinder #14, a gazetteer of Golarion's solar system and the diverse cultures which inhabit it. These days, I spend a lot of my time buried in Planet Stories manuscripts, visiting worlds like Leigh Brackett's exotic and dying Skaith in the Eric John Stark books, or Robert E. Howard's Almuric, not to mention swashbuckling Burroughsian pulp like the Mars novels from Michael Moorcock and Otis Adelbert Kline. With this article, I (with significant influence from publisher Erik Mona) got the chance to finally bring hardcore Planet Stories SF into the Pathfinder Chronicles setting.

While I included many more modern SF tropes, from the terminator-line society of Verces to the irradiated liches of Eox the dead or the Jovian floaters of Liavara and Bretheda, Golarion's closest neighbors are straight out of the sword and planet genre epitomized by the Planet Stories books. The green planet of Castrovel, with its steamy jungles and beautiful telepathic matriarchs, meshes completely with the 1930s image of Venus, and any fan of Burroughs or Brackett will quickly recognize their Mars in Akiton's four-armed warriors and desert strongholds.

If you're like me and already enjoy mixing and matching your genres, I hope Pathfinder #14 hits the spot. And if you're a Pathfinder or Planet Stories purist, well, this might be a good point to give the other camp a shot and see what you've been missing. After all, despite what Dr. Egon Spengler might say, sometimes it's good to cross the streams...

James Sutter
Planet Stories Editor

Link. Tags: Iker Serdar Yildiz, Pathfinder, Planet Stories, Portraits


Pathfinder! Now in Two Amazing Dimensions!

Wednesday, October 29, 2008

Anyone who's haunted the Paizo messageboards for a while has likely come across the artwork of Ashton Sperry, our own N'wah. (If you haven't, look for his posts in this thread!) That Ashton is a big ol' Pathfinder fan goes without saying. His deluxe-sized rune giant paper "miniature" so impressed us a few months back that when asked if we'd like to see more Pathfinder characters receive the same 2D paper miniature treatment there was absolutely no way we could turn him down. Well, the artistic fruits of Ashton's labor showed up today and they're simply too awesome to keep to ourselves! Heroes, and villains, and goblins aplenty! More proof that we have the most talented, most insane, most incredible readers in the world. So a huge thanks from all of us here to Ashton and his colorist Ben's (Benchak on the boards) amazing work!

And as we keep having to tell people, they're not paper dolls, they're precisely scaled miniature combat aids. There's a difference.

F. Wesley Schneider
Pathfinder Managing Editor

Link. Tags: Community, Pathfinder



Gaming at the Gold Goblin

Monday, July 14, 2008

"Shadow in the Sky" begins with a grand gambling tournament at a Riddleport gaming hall called the Gold Goblin. The PCs can take time during this opening scene to meet each other, get to know some of the adventure's key NPCs, and maybe make a little money. Of course, no gambling tournament in Riddleport would be complete without some quirky local games—and in Pathfinder #13, we give you four new games with which to separate your players from their cash! One of these games is a dice game called Bounder, excerpted below.

Bounder

"Bounder, bounder, bounder! No doubles, no doubles!"

What You'll Need: 3d6 for the dealer and 2d20 for each player, plus coins to track bets.

How to Play: Bounder is unique among gambling games in that both the players and dealer use dice. The dealer gets three 6-sided dice, and each player gets two 20-siders.

To start, each player bets a stake (minimum 1 sp). Each player rolls his first d20, making his "point." After all players have rolled their points, each player may double his stake if desired.

Then the dealer rolls 3d6. Anyone whose point the dealer matches loses his stake.

Then each player rolls his second d20. If the player's two dice results are on either side of the dealer's result—one greater than and one less than the dealer's number—he "bounds" the dealer and wins an amount equal to the amount he bet. Otherwise, he loses his stake.

If a player rolls a 1 and a 20 (or a 20 and a 1), he wins double his bet.

Odds: The house edge in this game is 18% without any doubling. A player over time will get about 7/17 of his money back. Extreme points (1, 2, 19 and 20) are as good as 47.5%, so doubling is wiser there (but still not wise).

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Games, Pathfinder, Second Darkness



All Hail Mobogo!

Monday, June 9, 2008

Pathfinder #12 is off to the printer, and with it a block of four more new monsters! Of those four, three have roles to play in this volume's adventure, "Crown of Fangs." So to avoid spoilers, let's check out the fourth one—the dread mobogo! We first mentioned these immense frog-like monsters way back in Pathfinder #2 in the boggard entry, and I knew then that sooner or later we'd be seeing these monstrous lords of the swamp. Check him out! Doesn't he look happy to be here?

Mobogos reside in the most primal swamps of Golarion, grotesque eldritch wildernesses unchanged for centuries. The crude religion of boggard-kind says that when the massive goddess Gogunta deposited her frogspawn in the muddy morass of Golarion's still-forming continents, the mobogo were among the first creatures to emerge. Ever since, these Swamp Kings have slept and fed, preying upon the beasts of their fetid meres, growing huge and lethargic, dreaming inscrutable amphibious dreams of their godly mother's return.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Curse of the Crimson Throne, Monsters, Pathfinder



Visiting Belkzen

Monday, June 2, 2008

In Pathfinder #11, we journey into the hostile, orc-infested Hold of Belkzen. While the adventure “Skeletons of Scarwall” itself is primarily limited to one single ruin in this savage land, we also have a gazetteer of the Hold in case you want to do some sightseeing along the way. All manner of surprises and dangers await discovery therein—check out the following two sample locations excerpted from the article as examples!

The Brimstone Haruspex: Though highly independent, even proud orc chieftains sometimes seek advice. When this happens, most warlords send their seconds-in-command to the Brimstone Haruspex, the temple complex high in the caldera of a smoking volcano. Here a group of ancient and inbred orc monks offer guidance in exchange for massive tribute. In addition to maintaining the only supposedly complete record of orc history—a lengthy series of cave paintings stretching all the way back to the orcs’ initial emergence—the monks are also oracles, breathing in the vapors from the active fumaroles in order to spin weird and bloody prophecies. Unfortunately, the fumes that give them their insights are highly caustic, permanently scarring their faces and lungs. It is for this reason that most leaders choose to send their seconds-incommand with questions, as the cruel and prudent priests frequently opt to dangle petitioners in the sulfurous pits to gain the revelations firsthand.

The Skittermounds: These tall, sandy mounds stretch for miles across the foothills of the Mindspin Mountains, and are avoided by all but the truly desperate, as they represent the openings to a vast and complex series of ankheg nests. For the most part, the warring ankheg armies are content to battle each other in their leagues of underground tunnels, noticeable to those above only as a low buzzing, though foolhardy travelers might occasionally witness a colony raising a new mound entrance with frightening speed and efficiency. Every few years, however, runoff from intense storms in the mountains floods the plain, causing the colonies to erupt from their holes by the thousands and press eastward, consuming all in their path.

Sech Nevali: Also called the Hanging Monastery, Sech Nevali is a relic from Thassilonian times, a vast stone temple complex suspended over a mile-deep chasm by immense chains running between three high mountain peaks. Originally dedicated to the Peacock Spirit, the monastery is now inhabited by an order of secretive, isolationist monks who believe (correctly) that not even orcs would brave the most treacherous mountains in Belkzen in order to disturb their solitude. Yet what their ultimate purpose could be in such a remote and inhospitable place remains a mystery beyond Sech Nevali’s swaying walls.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Curse of the Crimson Throne, Monsters, Orcs, Pathfinder, Portraits



New Products Announced

Wednesday, February 27, 2008

This week we announced a slew of new products:

Pathfinder

Pathfinder #14 Second Darkness Chapter 2: "Children of the Void"—A star has fallen from the sky, destroying the island known as the Devil's Elbow. Tasked by a group of elven bounty hunters to investigate a dark elf assassin tied to the catastrophe, the heroes travel to the blasted island only to find it crawling with prospectors, merchants, and mercenaries eager to salvage the legendary "skymetal" sure to have fallen from space.

Pathfinder #15 Second Darkness Chapter 3: "The Armageddon Echo"—Evidence recovered from the devastated island known as the Devil's Elbow indicates that vile dark elves have infiltrated the ruined elven city of Celwynvian. The heroes join forces with the valorous elves of Crying Leaf in an attempt to reclaim the city from darkness.

Pathfinder #16 Second Darkness Chapter 4: "Endless Night"—Disguised as evil dark elves, the heroes penetrate a hidden city in the subterranean Darklands in an effort to discover the drow plan for the coming apocalypse. The possibility of a traitor among the goodly elves of the surface world and the discovery of the heroes' ruse leads to a race through treacherous caverns in a desperate effort to warn allies of impending doom.

Pathfinder #17 Second Darkness Chapter 5: "A Memory of Darkness"—Armed with the knowledge that an elven traitor supplied the drow with the magical means to call down the stars and devastate Golarion, the PCs arrive at the elven nation of Kyonin to find their claims falling on deaf ears.

Pathfinder Chronicles

Pathfinder Chronicles: Gods & Magic—This comprehensive 64-page guidebook provides an overview of the 20 "core" Pathfinder Chronicles gods and their religions, with an emphasis on rules and information players can use at the game table, whether they're playing a zealous cleric, brave paladin, or simply a faithful member of any character class.

Pathfinder Chronicles Item Cards: Second Darkness Deck—This 54-card set allows heroes to keep track of their equipment in style and is completely compatible with all of Paizo's other GameMastery Item Card sets.

Pathfinder Chronicles: Into the Darklands—Delve the deep secrets of the Darklands, a subterranean realm frequented by dark elves, shadow dragons, and worse! This comprehensive sourcebook provides an overview of the cavernous realms below the surface of the Pathfinder Chronicles campaign setting.

Pathfinder Chronicles: Guide to Absalom—The largest and most important metropolis in the Pathfinder Chronicles campaign setting comes alive in this comprehensive guide to the City at the Center of the World!

GameMastery Maps

GameMastery Flip-Mat: Darklands—features a maze of interconnected underworld tunnels. The Flip side features a huge, cavernous chamber.

GameMastery Flip-Mat: Desert—features a majestic desert filled with blowing sands and massive dunes. The Flip side features a desert oasis centered on a small pond and teeming with life.

GameMastery Map Pack: Elven City—Locations include: Treehouse Dwelling, Mystic Arch, Statuary Garden Temple of the Four Winds, and Council of Chambers.

GameMastery Map Pack: Ancient Forest—Locations include: Druid's Glade, Fairy Ring, Overgrown Ruins, Blighted Glen, and Briar Patch.

Planet Stories

The Hounds of Skaith, by Leigh Brackett—Eric John Stark rides again! Leigh Brackett's unforgettable science-fantasy hero of The Secret of Sinharat and The Ginger Star cuts a red swath across the brutal planet Skaith!

The Dark World, by Henry Kuttner—Henry Kuttner's Sword and Sorcery classic returns to print at last! World War II veteran Edward Bond's recuperation from a disastrous fighter plane crash takes a distinct turn for the weird when he encounters a giant wolf, a red witch, and the undeniable power of the need-fire, a portal to a world of magic and swordplay at once terribly new and hauntingly familiar.

Death in Delhi, by Gary Gygax—A giant ruby and a plea to rescue the purloined crown jewels of Delhi arrives at the villa of Magister Setne Inhetep, philosopher-wizard of the Pharaoh of Aegypt!

Carolyn Mull
Paizo Sales & Marketing Assistant

Link. Tags: GameMastery, Pathfinder, Pathfinder Chronicles, Planet Stories


Pathfinder On Your Laptop!

Thursday, September 27, 2007

There's a lot to love about pen-and-paper RPGs. Sitting around a table with your friends... telling stories... rolling dice... sweating with tension or laughing yourself sick over nothing but the combined power of your imaginations. In fact, frequently the only part that isn't fun is the actual pen-and-paper part of it: the ragged character sheets, or the frantic searches through books to see if that's actually how the spell works.

Now at last there are not one, but two computer programs that can make your time at the gaming table less work and more play. Both HeroLab from Lone Wolf Development and RPGXplorer offer you a wealth of searchable, graphically-interfaced information at your fingertips. Build and update your character with just clicks of a mouse, manage your inventory, search a massive rules database, or create new game content, all in seconds.

Now are you ready for the best part? Both HeroLab and RPGXplorer have been licensed to incorporate Pathfinder content into their products. Yes! Owners of either of these products will be able to download free data sets that include all of the crunch from Pathfinder to help your game run that much smoother. Just visit the company's websites, or click here for RPGXplorer's downloads for Pathfinder #1 and the Player's Guide.

The future is now!

James Sutter
Assistant Editor, Pathfinder

Link. Tags: Pathfinder, Software


sketch   sketch   sketch

Attention To Detail: The Story Behind Pathfinder's Supporting Material

Saturday, April 21, 2007

When coming up with the format for Pathfinder, one of the biggest questions we faced as a team was, "Okay, adventure path, check—but what else is going to be in there?" While we knew that the adventure that is the heart of each volume would grab people, that only accounts for a bit over half of each book. Something that's hard to grasp until you're actually staring down the barrel of a pagination is just how massive each one of these books is going to be—without in-text ads to eat up space, almost a hundred pages is a daunting amount of white space. What were we going to put there?

Ideas flowed fast and furious, and many of them quickly crashed and burned. Everything from familiar content like appendices of magic items and reports on current gaming news to outlandish proposals like a miniature Adventure-Path-related comic book in every issue (my own misguided suggestion, and an undertaking only slightly less expensive than putting a man on Mars). In the end, however, we came up with two guiding principles for all "back matter" (as we've taken to calling the supplementary pieces).

1. Everything in an issue of Pathfinder must be actively useful to a DM running the Adventure Path.

2. At least some of it needs to be fun and useful for players as well as DMs.

While one of the nice things about the Pathfinder format is that supplementary pieces have the luxury of being more free-form with their structure, much of the back matter in Pathfinder falls into one of the following general categories.

Cities and Regions: One of the strongest selling points of Pathfinder, in my mind, is that it gives you literally EVERYTHING you need to run a campaign. While we of course encourage people to adapt the Adventure Path to their own homebrew campaign worlds—some of us at the office are doing the same thing—we also think it's important to make the setting itself as compelling as the plot. In Rise of the Runelords alone, we have three extensive city write-ups detailing cities that the PCs will visit in the course of their travels—Sandpoint, Magnimar, and Xin-Shalast. These aren't just town stat blocks—these are massive affairs filled with locations, NPCs, backstory, encounters, and maps of surpassing intricacy and beauty. (You'd think I was exaggerating, but when Wes Schneider brought in the map he'd drawn of the city of Magnimar, site of the second adventure, I would have sworn he'd traced it off of Google Maps... there was simply too much detail. When asked how he managed it, he shrugged and replied, "latent obsessive-compulsive tendencies, I suppose.") In addition, we'll also have a large-scale map of the entire region of Varisia, in which Rise of the Runelords takes place, with write-ups for dozens of locations that simultaneously help flesh out the world and give you instant story starters for additional adventures. (I don't know about you, but I'm always a huge fan of provocative regional maps that give you just enough flavor to get your mind going, then turn you loose.)

Ecological Write-ups: Designing a new setting and working under the OGL means that we have the opportunity to introduce new monsters and re-imagine classic ones. (If you want a taste of where we're headed, scroll down to the last blog post on the goblins in our world.) In Rise of the Runelords, we plan to reveal our vision for stone giants and dragons in depth, taking things beyond a mere MM entry and showing you their society, their beliefs, their insides... in short, everything that makes them tick. Because while a good illustration can make a monster intriguing, it's how they think (and how you play them) that makes them great adversaries.

Gods and Demons: Similar to my feelings on monsters, I think that gods and demons (somewhat interchangeable terms in our world) are the most fun when they have engaging stories. Several times in each Adventure Path, we'll pick one of the gods or demons from our campaign setting and give you an in-depth look at everything about them, from their story and stats to their worshippers and heralds. For the first path, that'll be Desna, Song of the Spheres and patron of gypsies, and Lamashtu, the Goddess of Monstrous Birth.

Additional Encounters: What if your party skipped half the encounters in part of an adventure, or heads off in a direction you hadn't expected? Additional encounters in the region, conveniently tied to the Adventure Path, can help save you a lot of scrambling.

Bestiary: One of the few supplementary sections guaranteed to be in each issue, the Pathfinder bestiary will contain a number of brand-new monsters each month, both actively involved in the adventure and unrelated but thematically tied. For a sneak preview of what sorts of creatures you can expect to see in the first volume, keep watching this blog!

NPCs: It takes more than just a stat block to make a fun NPC, and whenever possible, Pathfinder will present the supporting cast—both heroes and villains—in an expanded format designed to be easily to cut-and-pasted into other adventures.

Pathfinder Journal: One of the other constants in the back matter, the Pathfinder Journal will explore a new aspect of our campaign setting each month and help tie together elements of both Pathfinder and the 32-page GameMastery Modules, helping to increase cohesion and give you even more options for expansion.

Miscellaneous Crunch: Ah, the joy of the miscellaneous category! Here you'll find everything from new spells, rules, and feats tied to sin magic (a magic system tied to the seven deadly sins and utilized by the Runelords) to pieces on how to run and maintain your own keep or castle.

History: I'm sure that by now you're probably getting the general gist of the Pathfinder ideology, but the history of a game world is just as important—and potentially inspiring—as it's geography. A chance for us (not to mention some of the biggest names in the RPG business) to shade in the historical background of our world? Yes, please!

Pre-generated Characters: Never again will you have to worry about players forgetting their character sheets at home. Each volume of Pathfinder will feature pre-generated characters based on Wayne Reynolds's stunning depictions of the Paizo iconics, allowing you and your party to grab the book and jump straight into the adventure with a minimum of prep time.

Whew! Keep in mind that those are only a few of the broad categories you might find in each volume—as I mentioned before, one of the things that excites me most about Pathfinder personally is our freedom to run the pieces that need to be run, regardless of whether or not they fit in with an established section. To build something from the ground up and have the authority to experiment is a glorious thing, and I believe strongly that when an author says, "how detailed should section XXX be?" and we can answer, "as much as it needs to be," everyone wins... especially the reader.

James Sutter
Assistant Editor, Pathfinder

Link. Tags: Iconics, Pathfinder, Portraits, Wayne Reynolds



Cover illustration for volume 2. Click to enlarge.

What's Pathfinder All About?

Thursday, April 19, 2007

By this time, you've probably heard all about Pathfinder, Paizo's brand-new Adventure Path series. (If you haven't, of course, you should drop whatever you're doing and go check out paizo.com/pathfinder.) Yet even now that you know what's going to be in Pathfinder, you're probably wondering what it's all about. The vision behind it. Where its heart's at. And to answer that, we've brought in James Jacobs, Pathfinder's Editor-in-Chief. Says James:

"Pathfinder's at once the most exciting and the scariest thing I've worked on here at Paizo. On one hand, it's a chance to dive headfirst into a brand-new world and craft a story from scratch for you to run your players through. And on the other… it's a chance to dive headfirst into a brand-new world and craft a story from scratch for you to run your players through. There's no convoluted canon or established game history to work around and make sure that we've got right, but that also means there's no awesome nostalgia or tradition to build off of. We have to start completely from scratch... right?

"Well, not quite. There are still an awful lot of classic monsters and other material we can use in the SRD. And while we can't really build directly off of established canon, we can certainly draw upon themes from the early days. We can also do the same thing that Gygax, Kuntz, Arneson, and the others did back at the game's dawning—we can draw upon real world myth. So as you read through Pathfinder's first Adventure Path and begin to uncover the sinister conspiracy that has driven the stone giants of the Storval Plateau to war, you might also see a few familiar names and themes from real-world myth popping up now and then, like Lamashtu, Baba Yaga, the seven deadly sins, and even Asmodeus.

Welcome to Varisia!

"The first step to building a new Adventure Path was a doozy, though For Pathfinder, we didn't have the luxury of a pre-existing game world to set our campaign in. Before I could even start writing the first adventure to Rise of the Runelords, I needed a world to set it in.

It all started with Erik Mona building up an enormous T-shaped map over the course of several sheets of graph paper. What he ended up with was several continents; way too much room for a single campaign. So I chose one relatively small (small as in "about the size of California") section of his map and started filling in the blanks. At the same time, the rest of the Pathfinder team—F. Wesley Schneider and James Sutter—and I began to work out the plotline for the inaugural Adventure Path: Rise of the Runelords. To a certain extent, the shape of this new region was dictated by the plot we came up with: we needed a mountain range to rival the Himalayas, a vast cliff face stretching hundreds of miles, and remnants from an ancient empire.

The result is the realm of Varisia.

During the course of Rise of the Runelords, we'll visit six major locations on the map of Varisia, including two cities, two legendary mountains, a fortress of giants, and a lost city. Yet those account for only six dots on a map—at current count, Varisia's got approximately 40 locations (including cities like lawless Riddleport and ruins like sinister Brinewall) and 20 sub-regions (including the inhospitable Mushfens, haunted Ashwood, and the giant-ruled Storval Plateau) waiting to be explored. Some of these might get some exposure in Rise of the Runelords, others will be the focus of GameMastery modules, and some are destined to be the stars of future Pathfinder Adventure Paths. But the point isn't to build just what we need for the next few Paizo releases—there's enough adventure in Varisia to set dozens of campaigns.

"Over the next several days, I'll be revealing more about Varisia, Rise of the Runelords, and other exciting developments on the Pathfinder front here on this blog. Want a taste? Then check out these notes I've jotted down for one of those mysterious locations on the regional map of Varisia—the remote island of Chorak's Rest.

Chorak's Rest

Although the Varisians have no name for this tiny and remote island, the giants of the Gnasher Mountains do. They call the place Chorak's Rest, after the legendary warlord said to be buried in a great tomb there. The giants of the Storval Plateau were not always the barbarians they are today; this much is obvious from even a brief perusal of the texts stored in the History Wing of the Great Library of Magnimar. Yet the giants of Chorak's Rest seem to have retained more of the old ways than their brutish cousins in the Gnashers. Whispers hint that these island giants are the descendants of King Chorak's honor guard, and that they've remained guardians for the past several centuries, preventing approach to the island by giant and human alike. Boats attempting to land on the island are quickly bombarded with boulders and spears, and aerial approaches are shot down with massive ballista bolts carved with strange runes or blasted from the sky by bolts of lightning. Yet for all these defenses, none have approached close enough to determine what, exactly, is behind this prodigious defense. What awaits the lucky (unlucky?) souls who finally manage to reach the island's shores is unknown, but many treasure seekers are sure it would be well worth the trouble.

For daily news breaks, sneak previews, and behind-the-scenes insight into Pathfinder, the GameMastery product line, and other Paizo projects, stay tuned to this blog!

Link. Tags: Pathfinder, Rise of the Runelords, Varisia, Wayne Reynolds


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