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It didn't take much pressure, honestly. I think Vic or Mike (or both) suggested it, and I said "GREAT IDEA," and in he went. ;)
Any other requests from the card game side? I've been trying to sneak in several of the class deck characters in the last few sets, and will continue to do so as we move forward.
I noticed the same thing while writing my post, and plan to confirm with WizKids next week. The last communication I have from them says 3 Long Barfront Sections, but you're right that the picture suggests otherwise.
I _suspect_ that they didn't use two long bar sections to match the width of the four shelf sections, but that's just a guess.
I will let you guys know if we need to make a correction.
I can see where keeping extra minis around for years wouldn't be cost effective for Paizo, but 'two weeks after release' seems too short. It takes that long for me to just GET my subscription package... on a good month. That'd make it pretty difficult to wait to see what you got in your set and then order appropriate singles separately.
I can appreciate that being a bummer. :/
All three of the center bar pieces look different? It was said 2 cases would get everything you need, but what's the deal with the three different bar looks? I can't even get 2 cases, but was curious about why there appears to be three different looks not including the end pieces? That would be insane! I hate the idea that I need two cases to get what's displayed to begin with! Please tell me I'm wrong and misguided tonight!
I am not certain I fully understand your question, but I think that perhaps you are seeing the stand-alone curved "corner" pieces as part of the straight pieces. Maybe?
There is actually only one straight bar piece, repeated multiple times.
Thanks, Coyle! I really appreciate your support! I have to give WizKids the lion's share of the credit on the Iconic Heroes especially. They really outdid themselves with that project (and continue to do so).
It was also some of our earliest experiences with digital sculpting, and having been to the mountaintop I'm not sure I'd ever want to go back at this point. We're now using digital sculpts on the entire product line, and the amount of control it gives us to deliver amazing poses and detail still blows my mind.
The new Feiya shouldn't be all that difficult to find, honestly. There will be one in every brick.
Kor - Orc Scrollkeeper wrote:
Erik, do you have any idea what is displayed on the bottom of the bases of King Irovetti and Feiya? I'm just trying to figure out if these are considered Promos, or if they contain the info from their original sets, or if they have the Rusty Dragon set marks?
I either don't know or used to know and forgot. Sorry. I strongly suspect they have their original set markings and numbers, but I am not 100% certain.
We will find out together!
Kor - Orc Scrollkeeper wrote:
I agree! I was super happy to receive this image from them. I know everyone is very proud of the way this set turned out.
I second Steve's question. Since one of the benefits of the Battles subscription is a discount on purchasing singles, it's a bit disconcerting to hear that there will be less of an opportunity to use the discount in the future.
We will continue to sell singles of sets as they release, and future restocks are likely, but it is more likely to be a "here and there" sort of thing where we pop a few cases if we have any left, and we hope to eventually run out. With many of the earlier sets we took a "let's stock this forever" sort of approach that is not really feasible after 10 sets for a variety of reasons.
We'll also still sell promo minis and (I hope) other special stuff.
I appreciate that the policy change could be construed as a reduction in the value of a subscription, and I do apologize.
Which is your favourite Doctor Who serial?
Ha ha ha.
WAY too difficult.
Allow me to do it this way:
ONE: The Dalek Master Plan*
* Incomplete, impression based on reconstructions and existing episodes. "An Unearthly Child" is my favorite episode from the Hartnell era, but the rest of that serial is terrible, so I didn't list it. Runners up include The Daleks, The Aztecs, The Edge of Destruction, Marco Polo, The Crusade, and the War Machines. I really like a lot of episodes in this era.
** Or maybe Enlightenment. I liked the Fifth Doctor era a lot more as a kid than I do as an adult. Now I can see that the rot really began to set in in Tom Baker's last season, and while I can watch and enjoy nearly all of Five's episodes, it has a lot of foreshadowing of the decline to come.
*** Look, there are no truly good Colin Baker episodes. I find them all appalling for one reason or another. He had zero good companions, and the worst writing and production values the program ever had. The poor guy never had a chance. Even his Patrick Troughton team-up is terrible. So I picked "The One Doctor," one of my favorite Big Finish audio dramas. Other great ones include Ish, The Holy Terror (with Frobisher!), The Marian Conspiracy... so many. Colin Baker is delightful in audio. Literally any of the 30 or so audio adventures of his I've heard, some of which are not awesome, are better than any of his actual episodes. Poor guy.
**** Maybe? Look, I am not a Sylvester McCoy guy. The show was waaaaay too much a pantomime in this era for my tastes, and the much-lauded "Cartmel Master Plan" reads to me like fanfic that I am glad never happened, even if some of the early set-up was more interesting than what came before. I like Ace as a companion, but Seven is my least favorite Doctor. He doesn't really even work for me in audio.
***** Another audio. In this case, there's not much to choose from in TV. McGann is sometimes great in audio, and sometimes he seems bored out of his skull. This is his best story, and maybe Big Finish's masterpiece in their entire range. A fantastic episode filled with "timey-wimey" goodness.
****** If I'm not allowed to pick a multi-Doctor story, I guess I'll go with "Let's Kill Hitler." The Smith era is also one of my least favorites, for numerous reasons. Plenty of good episodes, but in my view very very few excellent ones. Day of the Doctor was one of the best episodes in the history of the series, though, so credit where credit is due.
******* So far!
If you were still working on Dragon and Dungeon magazine and you had your way, what would have been your plan to expand on Greyhawk? Did you have any ideas for where to go after Genie War?
That's a good question. I suspect I would have continued with the popular Demonomicon of Iggwilv and Core Beliefs series. I suspect future Adventure Paths would have been set in the "core world," and that would have influenced future development between both magazines in the same way that Age of Worms and Savage Tide influenced both magazines.
We got the bad news about the magazine fairly early in the development of Savage Tide, as I recall, which left us little time to daydream about what might come after. I don't have a great answer to this question because there wasn't much of a plan beyond what actually came out. Once we knew the magazines were doomed we focused on wrapping things up spectacularly and then began work almost immediately on Pathfinder, since we didn't exactly want to fire everyone the day after we sent off the last D&D magazine.
I do recall that my work on Age of Worms and especially Maure Castle made me quite interested in the Seekers organization. I think some of those half-conceived daydreams eventually went into the conception of the Pathfinder Society in-world organization, the subject of the article I wrote in Pathfinder #1, which came out at about the time you're mentioning.
I don't know if you've read Occult Origins yet, but I have a question concerning the Reliquarian Occultist Archetype. Since the power comes from the relics they wield, is it possible to choose Aroden as your deity? It even gives Aroden a Sacred Implement.
I just gave my home copy of Occult Origins to a friend last night, so I need a little more time to get back to this one.
I'll give the archetype a close look later this week. Basically, if something is tapping into a divine power source to fuel it, that won't work for Aroden, because such a divine power source no longer exists. But that's more my philosophical take on it. A full analysis will follow shortly.
Remind me if I don't get to it soon, please.
The manasaputras are something I am looking forward to from Bestiary 5, thanks to that little snippet from the Esoteric Planes, which, incidentally, was one of my favorite parts of the whole book, so kudos!
Thank you! I've been noodling with a lot of ideas and concepts that went into Occult Adventures for a long, long time--since maybe as early as second edition D&D. "Psionics" never really worked for me, and I always thought that an occult "reskin" of the idea of mental magic opened the door for a lot of cool storytelling possibilities.
The Energy Planes always struck me as kind of the lamest and least usable element of the existing cosmology (also going way, way back), so I wanted to put a marker on that section to make sure I had a chance to make them a little bit more interesting.
1) What's some of the more interesting pieces of trivia you learned while researching for Occult Adventures?
During the research period and writing of Occult Adventures, I became completely obsessed with the Theosophical Society cult, and now have a pretty encyclopedic knowledge of their organization, history, and beliefs (at least for an outsider).
One of the most interesting sidelines of the cult, to me, comes in the early 20th century, a couple of decades after the death of the Society's founder, H. P. Blavatsky. Blavatsky's successor in the mainline Society (there were by this point already several offshoot organizations) was a woman named Annie Besant, and Besant's most influential guru was a mystic named C. W. Leadbeater. Leadbeater's codification, explanation, and extrapolation of Blavatsky's cosmology in a series of books with titles like "The Astral Plane" and "The Devachanic Plane" heavily informed (though likely indirectly) Gary Gygax's conception of places like the Astral Plane and Ethereal Plane he incorporated into the original AD&D cosmology, so long ago. (The monadic deva, for example, is a theosophical concept, as is the solar angel).
Anyway, every good cult needs a mystic with claims of some sort of great power or esoteric insight. While Besant was a skilled writer, orator, and leader, she did not herself claim highly developed psychic powers, at least in comparison to others like Blavatsky or Leadbeater (or a similarly fascinating woman named Katherine Tingley, who at the time ran the biggest American offshoot of the Theosophical Society from a giant commune in southern California). So Besant ended up confiding in Leadbeater and trusting him to an outrageous degree, overlooking multiple charges of inappropriate sexual conduct with young boys because his occult insight (i.e. charlatanism) was so important to the organization and to her personally. Her defense of Leadbeater caused another great rift in the Society, with co-counder Henry Steel Olcott personally voting to ban Leadbeater from the Society, and a bunch of American and British sections breaking away from the mainline Theosophical Society, which was now based at Adyar, India.
About a decade later, Besant found a way to bring Leadbeater back (she frankly needed him), and once again CWL was publishing books about the secret prehistory of humanity, as revealed to him via psychic consultation with the Akashic Record. Leadbeater was the Akashic Record master. His visions focused primarily on the previous incarnations of prominent Theosophists. The Society grew more and more obsessed with reincarnation after the move of their headquarters to India, and Leadbeater's work is emblematic of the apex of this influence. Monthly columns in "The Theosophist" recounted past lives, giving "star names" to the souls of key theosophists like Orion, Sirius, Selene, and hey, even Mona.
At this time, Leadbeater was living with Besant in the headquarters compound in Adyar. One day, while taking a midmorning stroll along the riverside beach, Leadbeater beheld the most beautiful sight he had ever seen: the dripping, nubile, taut young body of a young Indian boy named Jiddu Krishnamurti.
No, I'm sorry. The _AURA_ of young Jiddu Krishnamurti, which Leadbeater later described as "the most wonderful aura I had ever seen, without a particle of selfishness in it." It was definitely the aura that so attracted Leadbeater's attention. The fact that he had constantly surrounded himself with young Indian or Asian boys, keeping them as special occult students and even sometimes sleeping in the same bed as them probably didn't enter into it.
Anyway, Leadbeater was so transfixed by the 14-year-old Krishnamurti's aura that he convinced Besant that the youth could only be the vessel for a great "World Teacher" spirit that would soon emerge and lead the world's intellectual and spiritual development. This concept is known as the "Maitreya," and works hand-in-hand with the Theosophical cosmology of souls on the path of evolution and development from lesser forms to otherworldy intelligences designed to nurture the development of humanity toward enlightenment. (This Celestial Hierarchy goes by a number of names in Theosophical occult teachings, one of which being the manasaputra, which is how I brought them into Pathfinder). So similar to prophecies of the reincarnation of Jesus is the Maitreya/World Teacher theology that the Theosophical Society and aligned organizations began to publish books with titles like "The Coming of the New Christ."
The idea, basically, was that Krishnamurti was not yet the World Teacher, but that he would become inhabited by that spirit at some point. The top level of the Adyar Theosophical Society became almost single-mindedly focused on developing Krishnamurti as an appropriate vessel for this spirit. Members of the society earnestly believed that they were on the precipice of a New Age.
As Besant and Leadbeater toured Krishnamurti around the world, having him speak (particularly to Theosophical youth organizations) on issues of morality and occultism and further spreading his legend. Tales of his travels and speeches appeared regularly in "The Theosophist," often accompanied by florid descriptions of Krishnamurti's past lives in a Leadbeater-penned series originally entitled "Rents in the Veil of Time," but which ultimately became known as "The Lives of Alcyone," citing Krishnamurti's own star name, and focusing solely on him as the primary character. Allegedly mental transcriptions and descriptions of Akashic Records observed by Leadbeater while projecting his consciousness into the Astral Plane, these accounts read like someone's Pathfinder campaign notes, replete with corrupt nobles, descriptions of eldritch ancient civilizations, cities, and rituals, and even, every once in a while, with monsters. They're pretty awesome, and no doubt helped the increase the popularity of the Coming World Teacher. ("Behold," many Krishnamurti book covers say, "he comes quickly."
All of this, of course, drove further rents not just in the veil of time, but in the Theosophical Society itself, with more chapters spinning off into their own side-branch organizations (some of which still exist). As a complete aside, some of these organizations focused on the Masters of Ancient Wisdom, the esoteric "Great White Brotherhood" of secretive immortal sages and scholars who first introduced the key concepts of Theosophy to H. P. Blavatsky. These organizations developed, in the mid-20th century, in the the "Ascended Masters" branch of the New Age movement, with prominent branches including Elizabeth Claire Prophet's Church Universal and Triumphant and the "I AM Activity," which swears itself to the Ascended Master St. Germain, one of my personal obsessions and favorite quasi-historical figures.
But back to Leadbeater and Krishnamurti. The Lives of Alcyone grew more and more popular, and soon not-so-prominent Theosophists were paying money to get their own star names, which Leadbeater worked into his monthly column as minor characters. A Theosophist might know that he was really the wife of Krishnamurti's father in ancient Chaldea, for example, and one's closeness in past lives to Alcyone was seen as a measure of status within the Society. While there were certainly skeptics, I cannot emphasize enough how much people believed this stuff.
Anyway, as the 1910s and 1920s went by, a major problem started to develop. Jiddu Krishnamurti just wasn't that into it. Over time he became sullen and unsure of himself in his cause. The death of his beloved brother Nitya in 1925 shook his faith in Theosophy itself. In 1929, at a national convention dedicated to his cult of personality and organized by the leaders of the Theosophical Society, Jiddu Krishnamurti, the World Teacher, finally gave the great religious message he had been born and groomed to deliver:
"I maintain that truth is a pathless land, and you cannot approach it by any path whatsoever, by any religion, by any sect. That is my point of view, and I adhere to that absolutely and unconditionally. Truth, being limitless, unconditioned, unapproachable by any path whatsoever, cannot be organized; nor should any organization be formed to lead or coerce people along a particular path. ... This is no magnificent deed, because I do not want followers, and I mean this. The moment you follow someone you cease to follow Truth. I am not concerned whether you pay attention to what I say or not. I want to do a certain thing in the world and I am going to do it with unwavering concentration. I am concerning myself with only one essential thing: to set man free. I desire to free him from all cages, from all fears, and not to found religions, new sects, nor to establish new theories and new philosophies."
That message is, to put it lightly, un-Theosophical, and sent shocks through the convention that reverberated in Theosophical lodges all over the world. Krishnamurti dissolved the convention, dissolved the "Order of the Star in the East" that existed to serve him, and basically tore down the idea of organized religion in general, which, probably more than anything else, essentially destroyed the Theosophical Society. The group exists here and there, but ever since this event it has been fading in popularity. You just can't botch a second coming of Christ.
So, to answer your question, THAT's my favorite piece of trivia that I discovered while researching "Occult Adventures." I love the idea that the great religious secret that it took hundreds of thousands of years and numerous almost-perfectly enlightened reincarnations to deliver to us is: "This is all B.S."
2) Do you have a favorite of the six new classes from Occult Adventures? If so, why?
I really like most of them, but I think my personal favorite at the moment is the mesmerist. I wrote Meligaster's "Meet the Iconics" story, and I've been enjoying writing the character in the Pathfinder: Hollow Mountain comic. I haven't had a chance to play any of the classes yet, but mesmerist is a strong contender for my next character.
3) What genres of literature are you particularly fond of, and why?
I'm a big pulp magazine collector, so my favorite stuff tends to be early 20th century science fiction, fantasy, and adventure. I'm more interested in the genres earlier in their development, before they became too codified. I tend to prefer fantasy from before J.R.R. Tolkien, so I focus on authors like Robert E. Howard, C. L. Moore, Henry Kuttner, Clark Ashton Smith, and Leigh Brackett. A lot of those authors also wrote horror or science fiction.
Surprise: I like fantasy, science fiction, and horror.
I've recently been reading some late 19th century and early 20th century occult fiction. Most of it is pretty boring, but the language is quite advanced and somewhat florid, which is another characteristic of authors I enjoy, as exemplified by authors like H. P. Lovecraft, Clark Ashton Smith, A. Merritt (one of my absolute favorites), William Hope Hodgson, and even more recently Jack Vance, Matthew Huges, and even China Mieville.
Steve Geddes wrote:
It's never too soon to start clamoring for anything, from my point of view. :)
Steve Geddes wrote:
I think the comics are great - I really liked Origins and I'm looking forward to Hollow Mountain and no doubt the series beyond that which you accidentally neglected to name... I think you've collectively improved since Goblins (which I also enjoyed, although that's been my least favorite).
That's great to hear. It's a new medium for all of us (as creators, of course we've all been reading comics forever), so it's fun to feel like there's something new to learn with each new script. I know all three of us greatly enjoy and appreciate the opportunity.
Really glad to hear that you're liking them.
I think it's great. I love the references, and the takes on the various types. I think it's one of the strongest bits of development we've added to something that started as a pretty one-dimensional concept.
1) What's your favorite outsider race with its own unique subtype? (Like kyton, angel, daemon, genie, etc.)
Wow. That's a very difficult question to answer, because I like so many of them.
Fifteen years ago my answer most certainly would have been demons, as you can tell by looking at my creative output at the beginning of my writing career. Heck, my first official TSR credit was as a creative consultant on a Planescape book called "Faces of the Abyss," where I helped the design team navigate the existing official D&D lore on demons to bring the Planescape line a little more in line with classic D&D. Around the same time I wrote about a dozen Living City adventures for the RPGA, many of which were either set on the Abyss or heavily featured demons. The first article I ever had published in an official D&D magazine, Polyhedron, was about magic items associated with demon lords. My first RPG book, Green Ronin's "Armies of the Abyss," was all about demons. One of my biggest D&D credits was "Fiendish Codex 1: Hordes of the Abyss," where I wrote the Abyss chapter (among other things). As editor I did a ton with demons in both Dragon and Dungeon magazines.
So, really, I've kind of said everything I need to say about demons. Used them up, so to speak. Creatively speaking, they're in safe hands with James Jacobs. All is well in demon land.
These days I guess I am most interested in aeons and a new class we're introducing in Bestiary 5 called manasaputras, which are based off of the Theosophical Society cult in the late 19th century (and to a muuuuuuuch lesser extend ancient Indian mythology). I didn't write these creatures in Bestiary 5, but I did about a year of research to figure out what they were all about and how to appropriately adapt them for a fantasy RPG. They tie in pretty heavily to the Esoteric Planes section of "Occult Adventures" that I DID write, and I helped to develop them a bit.
Aeons built the multiverse, and manasaputras guide the spiritual development of mortals who dwell within it. They are the reincarnated spirits of survivors from a previous incarnation of the multiverse, or the reincarnated spirits of natives of this one on the path through the various manasaputra types to the highest expressions of spiritual enlightenment.
These days I like the mysteries and the lesser-developed ones. The fact that very few people like aeons makes me want to polish them up and make them better.
Jyoti. I think they're really interesting. I used one in my Emerald Spire level and had a great time roleplaying a creature from the Positive Energy plane. The Esoteric Planes section of Occult Adventures dealt a lot with the Positive Energy Plane as a source for life energy in the multiverse, so I like the challenge of figuring out how a creature that basically looks like a bird-person would exist in such a realm (and, I guess, why). I'm very obsessed with the Energy Planes these days.
Next I guess I'd say valkyrie, because I love nordic themes and I think it's cool that we have them in the game. Lots of potential for development there. I don't know that the execution is super fun or anything, but I like that they're there and it'd be fun to do more with them.
I guess I put norns in the same category, so I'm going to claim them as the last one.
But I gotta say, I just went over the list and there weren't exactly a ton of contenders. I think we've done a good job expanding previously unique creatures into whole subtypes, so there aren't that many of these. Maybe we need more?
I've completely cut the cord in that regard. I don't even miss mind flayers anymore.
Who is your favorite comic book hero?
Probably the Jack Knight Starman DC published in the 1990s. He was created by James Robinson and Tony Harris in the wake of the "Zero Hour" event, and the series was a highlight of a period that saw a lot of creative highlights (and a huge majority of garbage). Even with Harris's amazing art, Starman was a writer-driven comic, with a very specific point of view and a strong sense of the hero's inner voice, motives, and values.
It didn't hurt that the series tied into the original Starman and through him the Justice Society of America, my favorite sub-section of the DC universe. Robinson and Harris rooted the series in their own original "gem" city, Opal City, which was so strongly developed that it became a character itself, very much like Gotham with an art-deco/50s design sensibility.
Most of all, Starman was a "father and son" narrative, which I have a particular weakness for. Jack's relationship to his father (and, via brilliant annual ghost sequences, his dead brother) was the cornerstone of the book, and the subsequent drama made him really appealing.
Harris left the book about halfway through, and Robinson had Jack give up his Cosmic Staff at the end of his run, so the character seldom/never appears in continuity anymore. I read this as creator-to-creator respect for a job well done. Starman was so superlative that subsequent writers barely even use Opal City, or any of the book's supporting characters, because no one wants to XXXX it up.
Any chance of a rabbit prince mini? I would pre-order it now!
Interesting. Probably not, for a long time.
I like the idea of doing a Harrow-based set, and that would include a rabbit prince mini, but that's pretty esoteric. I expect such a set would end the line in a blaze of glory.
Barring that, I've sometimes dreamed of doing a Jabberwock/Bandersnatch two-pack, and that impossible dream has just been modified with the addition of a rabbit prince figure to go with them.
So many more useful figures to make first.
I'm afraid that the more esoteric choices are not tremendously appreciated by the market in general. For every guy who was like "Wahoo, a rabbit guy!" there would be a hundred who would complain that we don't even have stats for rabbit people in the game, and that it was a "waste" of a slot.
I'd be fun to do a Kickstarter for a "Prove Us Wrong" set of impossible-to-justify figures, but I don't think that's something that could ever really happen.
That's why I really like the Dungeon Crawler Classics line, but I sadly suspect a rabbit person is pretty low on his priority list too.
Steve Geddes wrote:
What part of Golarion would you most like to expand on (presuming you had nothing to do for a while and could put all your effort into whatever you felt like)?
Steve Geddes wrote:
Are the comics going to continue to be written by Paizo staffers going forward?
They will be for Hollow Mountain and the series after that. Beyond that, we've not determined.
How do you think we are doing?
Steve Geddes wrote:
Which is your favorite deity of Golarion?
baron arem heshvaun wrote:
The one that springs immediately to mind is a time-traveling DC scientist named Per Degaton who was always getting into scrapes with the Justice Society of America and (especially) the WW2-era All-Star Squadron (which had a great comic in the 80s).
The thing I like about him, other than his fashion sense and overall character design, is that he's really just a P.O.S. lab assistant who gets caught in a sort of time loop. So every time he is defeated, he gets zapped back to the moment of the accident, with his overbearing scientist boss saying "Stop mumbling, Degaton, and wash these tubes like a good fellow."
My favorite villains are the simpering, XXXX-eating self-serving kind, and Degaton is a great example. Others include Starscream, Cobra Commander, Grima Wyrmtongue, to some extent Veris or Littlefinger from Game of Thrones, etc. I like the way Degaton goes from world dominator to lowly lab assistant every time he's defeated. I dunno. I just like him a lot.
That is correct. I made them up. The Lands of the Linnorm Kings, Chelax, Andoran, and Galt all predate Golarion as they were part of an interplanetary fantasy colonization miniatures game I was dreaming about and jotting notes for in my notebooks about the time we decided to create a campaign setting for our adventure line.
Others have developed it much further from my original writings, but I like to think that much of the heart and soul of that region comes from my work, and I'm very partial to the region. I'm very glad you enjoy it!
Yes, those islands definitely do exist. They are based on the real-world colonization of North America in the historical Viking age, particularly L'Anse aux Meadows in Newfoundland and, to a lesser extent, the colonization by Vikings of Greenland. Many historians speculate that these early migrants were able to travel so far less by open ocean voyages and more by "island-hopping" across the northern seas.
I envision these islands as mist-shrouded escarpments populated by all manner of trolls, savage human tribes descended from ancient shipwreck victims, arctic marine menaces, linnorms, brine dragons, winter wights, draugrs, and similar creatures.
Using this route to get from the Lands of the Linnorm Kings to Acradia is extremely dangerous, and given the time and rigors required, it is usually only a one-way expedition. The Ulfen "afterlife" of Vallenhall is both a place where they think their spirits go after death, but also a literal Ulfen colony in Arcadia. When a valorous old Ulfen warrior knows his death is coming near, he sets off with his crew upon this mist-cloaked route to join his fellow warriors in the feasthalls across the water. Whether he physically gets there or whether he dies a glorious death on the journey, his destination is clear.
That's a cool idea. In my view most of these islands are either too small or too desolate to sustain a renegade "kingdom" in the River Kingdoms mold, but there are likely a few dangerous exiles gathering like-minded bandits up there for one reason or another, and piracy is as good a reason as any. Of course, when a lot of the ships are commanded with 11th-level barbarians it pays to be very careful which victims you choose. Things are also complicated by the fact that there is not a significant trade route along these isles, so they'd have to venture more toward the northwestern coast of Avistan to find fruitful raiding lands, and most of those are already populated by Viking warriors.
I think volcanic islands are a must. Think Svalbard or Jan Mayen islands. For influence I mostly turn to the Norse and Icelandic sagas of Vinland. There would definitely be room for Azlanti ruins and aboleth cults and stuff, but unless you're mostly interested in Viking themes and want to mix them, my personal preference would be to tell those kinds of stories in the ruins of Azlant proper, which are already islands and which are not too terribly far away.
I also like the idea of remnant populations of prehumans up there.
I'd also recommend the creepy sea-going stories of William Hope Hodgson for anyone interested in incorporating oceanic travel into their campaigns. He captures a great atmosphere in his seafaring tales, and was a big influence on H.P. Lovecraft.
It would have to be "generic" enough to appeal to the general customer, and I don't really want to do an "NPC-heavy" set for a while after The Rusty Dragon Inn, but I do like the idea in general and I suspect there are some monsters that would be really fun to include.
Like the giant ape from Mists of Mwangi.
I could do a faction of Aspis Consortium agents, maybe.
It'd be fun to make the case incentive the phoenix from "Requiem for the Red Raven," but that might be a little self-indulgent. :)
I welcome other suggestions for figures for a set loosely based on the Pathfinder Society.
Lava Child wrote:
I think that's a good idea for a minis set, honestly.
What are your top three classes?
I don't know that I can really answer this question, because it's difficult for me to choose. Not in an "I love all our children equally" sort of way, but more in the sense that for the last several years, and especially once we started publishing the Pathfinder RPG, I tend to pick a different class every time I make a new character. That means that I don't tend to play certain classes more than once or maybe twice, which means I'm not particularly obsessed with any one over any other.
I played a barbarian in James Jacobs's office campaign since before the Core Rulebook came out, but honestly I wouldn't put barbarian at the top of the list. By the time I got up there in level, I had so many different rage power and feat options that I sort of stopped caring about getting new ones, and I usually leaned on only about 3-4 of them. I find the Pathfinder barbarian to be a little too "fiddly" for my mood when I'm playing a martial character. The Unchained version looks better to me, but I haven't had a chance to play it because Unchained came out right near the end of that campaign, and rebuilding my character from scratch for the last five or six sessions (out of about 70) seemed like a waste of time.
I'm currently playing a cleric in Jason Bulmahn's excellent Monday night campaign with some local Seattle friends, and I like it a lot. I really appreciate how channeling positive energy to heal allows Pathfinder clerics to use their spell selections in interesting ways that aren't just "help everybody else out." I tend to be a little too much of an attention-hogging diva at the table, and I want my guy to be in the spotlight at least every once in a while during combat.
In 3.5 I played in two of Monte Cook's Ptolus campaigns, where I was a paladin and a wizard. I think those ran for something like 8 years, all told, so I've got a lot of expertise and affinity for both of those classes.
So if I had to pick three, I'd probably go: cleric, wizard, paladin.
What are your top three races?
In play, I almost always choose humans. I tend to like more humanocentric fantasy (which comes through in a lot of the stuff I've designed for Golarion, including the wide brush strokes of the campaign setting in general as expressed in the original Pathfinder Chronicles Gazetteer). So humans are at the top of the list by a mile.
I came up with the Pathfinder "take" on gnomes, which were previously depicted as either redundant dwarf types or annoying "tinker" types in the Dragonlance mold. It took me a long time to crack a "take" that brought them somewhere new and interesting. I think our gnomes are distinctive and interesting, and the tie to the fey/First World (another idea I contributed to the setting) gives them a lot of additional interest. I also enjoy putting on a funny voice from time to time, and gnomes are perfect for that.
After that I'll probably say goblin. I love what James did with them in "Burnt Offerings," and I consider our goblins a mascot not just for the Pathfinder brand in a business sense, but as a mascot for the overall creative "goals" of Pathfinder in general: new and interesting takes on familiar tropes and creatures. Our goblins aren't just colorless speedbump monsters like they've almost always been in gaming, but rather something fun and interesting. I'm proud of them, and because they're also a hell of a lot of fun to play, I'm gonna include them in my top three.
What are three of the strangest things you're likely to see walking the streets of Nex that the natives take for granted?
An oozemaster of Oenopion using a magic rod to control an ochre jelly as it winds its way through a crowded market street.
A cyclops mercenary.
A procession of Vudrani dancers preceding a sumptuous palanquin carried by oread slaves, a vanara prince seated upon a lush throne atop it, all on their way to a private conference with the Council of Three and Nine.
Jumping out of order to answer that question immediately.
It's going really slowly, to be perfectly honest.
I think we all underestimated the work involved in relation to the summer convention season (our most brutal production period), so we haven't had a chance to make it a high priority. The con season ended with New York Comic Con about a week and a half ago, so it's about to become a priority.
Speaking personally, I'm currently about 6 pages away from finishing my comic script for Pathfinder: Hollow Mountain #4, which I hope to finish over this weekend. After that, my writing schedule is open, and I plan to design my rooms at that time. I'll be encouraging the others to do so as well on roughly the same schedule.
Thanks for your patience!
We will get around to this. The resources that would have gone to doing this instead went to bridging the gap while we looked for a new Campaign Coordinator.
Since our new Campaign Coordinator is now happily in place, we'll put this back into the mix once the PFS team has had a chance to catch their breath.
Is there anything you do when you're sad and upset to shake those feelings?
I don't tend to get depressed or mopey too often, but when I do, all of the stuff I've stored up in my Scandinavian way tends to come out and I get almost pathetically maudlin.
When that happens, honestly the best thing for me to do is to go to sleep and start over the next day. Some days you just have to write off as total losses.
I live with a girlfriend and a pug, both of which offer much love and warmth, and both certainly help.
I find it difficult to read and concentrate when I am moping about some BS, so one thing that tends to help is playing video games. If I concentrate on that I'm not thinking about whatever's getting me down, and it messes with my brain chemicals enough that I often come out the other side feeling better. Sometimes I just need peace and quiet while I'm nominally concentrating on something else so that my backup memory can work out whatever's bugging me.