... Golarion Day: The Shoanti Shaman Thursday, June 16, 2011So sometimes, we're so eager to get new player options into print we kind of get ahead of ourselves and stumble over our own feet in our haste. This happened, alas, with the just-released Pathfinder Companion: Humans of Golarion, in which we present something called totem domains for the Shoanti but then forgot to quantify exactly how anyone can get access to these domains! Oops! ... There are seven totem domains in all—one...
Golarion Day: The Shoanti Shaman
Thursday, June 16, 2011
So sometimes, we're so eager to get new player options into print we kind of get ahead of ourselves and stumble over our own feet in our haste. This happened, alas, with the just-released Pathfinder Companion: Humans of Golarion, in which we present something called "totem domains" for the Shoanti but then forgot to quantify exactly how anyone can get access to these domains! Oops!
There are seven totem domains in all—one each for the seven Shoanti quahs (clans). Each quah's totem actually consists of several different related animals or objects. For example, the Lyrune-Quah (the Moon Clan) venerates the following totems: bats, cave bears, field mice, the moon, mountain lions, owls, rainstorms, stars, and wolves. Although clerics and druids who become Shoanti shamans venerate their totem, they do not abandon their actual religion. Instead, these totems are simply assimilated into the traditions of whatever deity (for clerics) or perhaps philosophy (for druids) the character follows. A full list of Shoanti totems, including the domains these totems grant, appears on page 16 of Humans of Golarion.
Shoanti Shaman (Cleric and Druid Archetype)
The Shoanti shaman is a very simple archetype that either clerics or druids can take (with GM permission, you can certainly adjust the archetype a bit so that other classes with access to domains can be a Shoanti shaman, but keep in mind that the Shoanti have a very specific flavor, and something like a Shoanti inquisitor is kind of weird...)—doing so allows the character to gain access to his clan's totem domain. A Shoanti shaman has the following class feature.
Totem Domain: At 1st level (for clerics) or upon gaining a domain as part of Nature Bond at 1st level (for druids—a druid who instead opts to take an animal companion cannot use the Shoanti shaman archetype), pick one of your Shoanti quah's totems. You can use an image of this totem you carry or wield as your divine focus in addition to using the normal divine focus you might utilize (such as a holy symbol). In addition, you add that totem's domain choices to the list of domains you may choose from when picking a domain. If you are a cleric, you must still choose one of your domains from those normally granted by your deity. If you are a druid, your totem domain options replace the standard domain options granted by nature bond.
... Illustration by Craig J Spearing ... Out of this World! Thursday, December 23, 2010The Inner Sea World Guide, our revised, reorganized, and expanded look at the world of Golarion, is off to the printer! While it won't be back and ready to share in all its hardbound glory until sometime in March, we've done the heavy lifting and put together a beaut of a book we think is going to blow away both those visiting Golarion for the first time and all of you who practically live there. But for...
Illustration by Craig J Spearing
Out of this World!
Thursday, December 23, 2010
The Inner Sea World Guide, our revised, reorganized, and expanded look at the world of Golarion, is off to the printer! While it won't be back and ready to share in all its hardbound glory until sometime in March, we've done the heavy lifting and put together a beaut of a book we think is going to blow away both those visiting Golarion for the first time and all of you who practically live there. But for those who think they know what to expect out of our refreshed and 100% Pathfinder RPG infused World Guide, now seems like a great chance to give away five things about the The Inner Sea World Guide that you probably didn't know.
1. Shoanti. They're in the races rundown in Chapter 1: Races, right along with Chelaxians, Kellids, Tians, and all the rest.
2. The Darklands. They get their own four-page write-up now, right along with all the other countries and regions in Chapter 2: The Inner Sea.
3. Languages. A TON of them, listed, detailed, and divided into Modern Human Languages, Ancient Languages, and Other Languages, in Chapter 4: Life.
4. Guns. The Pathfinder RPG's first stab at rules for firearms shows up in Chapter 6: Adventuring, along with a ton of Golarion-specific gear.
5. Monsters. All of Chapter 7: Monsters is dedicated to investigating some of the deadliest denizens of Golarion, along with 9 complete write-ups for some of the Inner Sea's most notorious beasties.
If you knew all that already, well, then check out the new art for the Worldwound by Craig Spearing! I know you haven't seen that before!
... Meet Freezemaw! Wednesday, January 9, 2008One of the early lessons I learned working on adventures for Dungeon was that RPG players have an extra level of demands when it comes to dragons. You can throw pretty much any other monster into an adventure without worry, but if you want to include a dragon, you'd best be sure said dragon has a history and personality. And honestly, the readers are right (as they often are). Dragons shouldn't be throwaway encounters. They shouldn't just wander...
Meet Freezemaw!
Wednesday, January 9, 2008
One of the early lessons I learned working on adventures for Dungeon was that RPG players have an extra level of demands when it comes to dragons. You can throw pretty much any other monster into an adventure without worry, but if you want to include a dragon, you'd best be sure said dragon has a history and personality. And honestly, the readers are right (as they often are). Dragons shouldn't be throwaway encounters. They shouldn't just wander by as a result of a wandering monster result. In Pathfinder, I'm going to try to make sure that whenever we have a dragon appearing in the adventure, he or she has a story. Especially, as in the case of Pathfinder #5, when the dragon appears on the cover.
The white dragon on the cover is Arkrhyst—called Freezemaw by the Shoanti—an old white dragon who has lived on Rimeskull for 50 years. In his youth several centuries ago, Arkrhyst was a great and hated enemy of the Shoanti; his raids on the nomads of the Velashu Uplands and the western Storval Plateau were legendary, and many of those tribes still sing of these dark times, and of the countless heroes who sought out his home on Rimeskull to defeat him. None accomplished this goal, but as Arkrhyst grew older, his urge to raid grew less. Content now with the reputation he earned, he sleeps for years at a time on his considerable store of treasure, dreaming of his youthful rampages.
Of course, Freezemaw's only one of many menaces that wait for PCs brave enough to seek out the legendary dungeon of Runeforge in Pathfinder #5—but he's certainly one of the adventure's more memorable villains!
Humans of Varisia Wednesday, June 6, 2007As mentioned in previous blog posts, the Varisian region contains three prominent human ethnicities: ... Chelaxian: Monument-haunted Magnimar and imperial-minded Korvosa vie for control of southern Varisia. In these cities and the numerous vassal settlements of each, the majority of the populace can trace their ancestry to the sharp-featured people of Cheliax. Those of Chelish descent possess dark hair and eyes contrasted by pale skin—along with...
Humans of Varisia
Wednesday, June 6, 2007
As mentioned in previous blog posts, the Varisian region contains three prominent human ethnicities:
Chelaxian: Monument-haunted Magnimar and imperial-minded Korvosa vie for control of southern Varisia. In these cities and the numerous vassal settlements of each, the majority of the populace can trace their ancestry to the sharp-featured people of Cheliax. Those of Chelish descent possess dark hair and eyes contrasted by pale skin—along with a taste for artistic fineries and high art.
Shoanti: Across the northeastern reaches of Varisia, the seven ardent tribes of the Shoanti make their homes. A turbulent people adhering to traditions unchanged in hundreds of years, these natives live harsh lives, preying upon predators and eking what they can from an unforgiving land.
Varisian: Passionate and fiercely independent, Varisians (shown in the sketch presented here) lend their name to their homeland. While these clannish wanderers can be found in many lands, nowhere are larger populations found than in the land of their ancestors.
Insular and adhering to an ancient, nomadic way of life, extended families of Varisians form wandering communities, traveling wherever fate directs them. Varisians don't believe in claiming land and thus see no hardship in their nomadic lifestyle. While nature provides for most of their needs, these wanderers often visit the cities and towns of settled people to trade art and curios from their travels, earn coin by entertaining and performing small jobs, and sometimes to con and steal from the unwary—a practice indulged often enough to make Varisians widely distrusted and unwelcome by those not of their society.
The typical Varisian possesses deep olive skin and hair that ranges from black to auburn, often worn long by both men and women. Customary tattooing leads most to exhibit complex patterns and symbols significantly different from those worn by the Shoanti who share their homeland. As wanderers and often entertainers, Varisian dress tends toward extremes, from functional garb fit for traveling to wildly impractical dress meant to accentuate their dancing, exotic tattoos, and naturally fit forms.