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Gold Dragon

Isuru's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber. 162 posts. No reviews. No lists. No wishlists. 1 alias.


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Broke 13K, you can bring out the taskmaster whip for Marc Radle now.

A bit under $900 until full page art for chapter opener. This would be a killer upgrade, 'cause LPJ Designs and art, you know.


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Antariuk wrote:
Personally I think a map of the whole planet isn't really necessary as long as representative maps of a region or adventure site are provided, along with informations for the GM to extrapolate the rest if needed.

This is true, unless there is a global scale to the adventure (that's probably an AP onto itself, even Paizo's APs are more kingdom scale), you probably don't need a world map. Especially since travel through the Legendary Planets is via gateways and not spaceships.

Even with spaceships, just like on a cruise, you only stop at the ports along the coast and make a little headway inland. Then only relevant regions need be covered.

Antariuk wrote:
I would actually prefer world maps like that over super-detailed, realistic maps in the style of the 3rd Edition FRCS map and the like. Nobody needs to know where exactly all the 489956 villages are, but knowing where that sand storm came from and why nobody seems to be able to locate the burial site of the nomad tribes, that is something I'd like to know :)

The 3E Forgotten Realms map only showed cities and major towns, with perhaps a handful of notable villages (typically if the village is the only notable stopping point for miles and miles, or holds some other relevance). The region books give zoomed in maps of the local area that shows more villages, and still not every podunk hamlet.

The 3E FR map was also shortened, losing something like a thousand miles north to south. Going by the proper scale (or even the revised one), the distance between cities on a caravan route is the length of some decent sized European countries.

They ain't even begun to show villages yet.


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There are over 30 days left on this project with more than half the adventures funded. Thirty days is the entire duration of most normal Kickstarters.

The mid-duration lull is a good time for the team to line up their advertising, outreach, and previews (and some of this is already ready to go it seems). Then they'll treat the latter part of the time as a second launch. Legendary Planet is more a series of little projects than one big project.

With so much of the AP funded, the last days will probably mirror or exceed the first days. There is no way people would let the legendary conclusion adventures be delayed from lack of funding.


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In this like a ravenous brain parasite feeding off the project energy. More, more!

With spacefaring craft, perhaps some existing waterborne combat rules can apply (but in 3Deeeee!)

At least one retro game uses monster rules for spaceships. Spaceships, as monsters.

Which reminds me: "Now I'm lost in some distant part of the universe on a ship, a living ship, full of strange alien lifeforms."


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Will definitely keep my eye out for this in June.


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So it is a separate book, excellent!

Though the focus is now on attaining the Serpent Tongues. The power of reptile-kind will not be denied.


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The $50,000 goal sounds like it's almost an entire second book, that's a big jump in content.


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That's three stretch goals in about a 24 hour period. This was the second highest earning day for the project, second only to launch day, people are really getting the word out it seems (and probably deciding to finally jump in or pack on those add-ons).

If the last day is a repeat of today, the book is about to get a lot bigger.


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Steven T. Helt wrote:
—A few other fun details: the Four Horsemen finished their Southlands responsibilities along with the other designers and the Southlands book is off to print! Also, I am designing the crunch for a cool resource for part of the Midgard setting: the Grand Duchy of Dornig.

Really looking forward to the Dornig book.


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Malwing wrote:
I get why we don't get too many 'martials get nice things' books but martial/caster disparity is one of the most frequent subjects in this game and sometimes I feel like its compounded by the sheer volume of material not for them. And not just more books and PDFs but fat ones with a ton of options.

I don't disagree.

Malwing wrote:

But I think we have the tools to make it work out now. Style feats are kind of limited to Monks but their models can be great to fit onto feats that could make fighty types have a bit more flair.

The Stamina System is out and probably won't be supported for a while. I took steps myself to use similar third party products to make it more than just a feat booster but the power behind and array of effects and styles.

Sounds like you have some ideas of where you see martial powers developing. Consider working that up into something more formally formatted and shopping it around to publishers.

The seed of Deep Magic originated from the large collection of spells built up over the years from dozens of KP sources. A tome of that size wasn't created over night, though the support it gained from the crowd-funding and crowd-sourcing expanded it beyond its original content.

Malwing wrote:
One thing about prepared casters is that they can rewrite their spell lists. What if you could do that with martial techniques?

This gets into the design territory of maneuvers and there are a few companies trying their hand at that right now.

Malwing wrote:

What about more things like support for called shots giving new called shot effects?

How about new kinds of boons for special combat skills?

Aren't boons granted from specific situations or NPCs? Relying on extra-character sources doesn't bode well for the self-sufficiency of martial powers.

Malwing wrote:
What about combat buffs based on mental stats?

Isn't one of the criticisms of the martial/magical disparity rooted in MAD, with spellcasters relying heavily on their one primary stat while martial types typically make use of several stats, yet everyone more or less has the same average stat points to spread over everything. Using mental stats for a martial type already relying heavily on their physical stats means they're pulling their focus in many directions.

Malwing wrote:

Magus has a serious lack of variety when it comes to touch spells that he can use for spellstrike, why not more martial magic for our half casters?

Or better yet, a bit-o-magic martials can gain, like wards to help with will saves, more combat alchemy, more combat focused runes and glyphs?

These things (wards, runes, glyphs) have probably been tried many times over, but I think most of them are through the implementation of feats and that directly competes with using feats for martial skills.

Malwing wrote:
There's design space untapped I just get cynical when we just pass up the idea of trying, and it seems like half the solutions is to make new martials or more magical martials rather than making combat itself more viable

I think that is the core of the problem, where the system provide little impetus to develop martial goodies (aside from the limited feat system) unlike with magic where easy drop-in & play spells makes expansion of magic a part of the natural course of things. Often times making martial types equal involves co-opting some of the tricks of magical types.

This is not to knock you for your ideas. I agree it would be nice to have a big book of martial stuff like Deep Magic, but it feels much further off due to there being fewer offerings along those lines than the plethora of spells that formed the foundation of Deep Magic.


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The magic system's inherent ease of expandability made Deep Magic an intuitive project (not to mention an extensive back catalog of material across a couple of editions), which happened to translate to a popular Kickstarter. To date I believe it remains the highest funded 3PP rules supplement and amongst the highest 3PP projects overall.

Martials on the other hand have a dozen minor subsystems to jury-rig and patchwork their way towards their goal, some of which involve minor/partial spellcasting. Many 3PP and even Paizo have tried to tag on more extensive subsystems or loosened up existing class ability tress to give them the same flexibility and efficacy, all to varying degrees of success.

It's a much messier affair.

What should "Deep Combat" be?
A book of feats? KP has various offerings with class oriented feats.
Something like Unchained? There's also Rogue Genius' Talented line.
What ground isn't covered by other company products like:
- Dreamscarred's Path of War
- TPK's Laying Waste
- Little Red Goblin Games' Dragon Tiger Ox
- Some of the choices from Amora Games' Liber Influxus Communis
- The various sword/weapon master type classes out there

And that's just at a glance. Apologies if I missed other 3PPs with martial material released.


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With some monsters getting an art treatment as if they were from pages ripped right from medieval bestiaries and manuscripts. Backers vote which monsters get illuminated.

Perhaps some monsters get a lair write-up with location-based magical properties, as many classical monsters were tied to mythic places of power.


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Positively divine news. ;)


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I believe each Bestiary the Kobolds toll over is a carefully calculated undertaking because they are art heavy projects.

Even republishing monster with existing art assets takes a certain effort, whether from new layout or perhaps an updated depiction to bring it up to parity with newer entries.

It is certainly something that should be considered, but there have been a few high profile PF bestiaries or monster oriented books from a variety of publishers (Paizo and 3PP) over the last few years, are people monster'ed out yet? Not sure. Monsters seem an evergreen topic...


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Wolfgang Baur wrote:
necromental wrote:
This is print version of Halls? Will it be available after the kickstarter through regular purchase?
It's a Kickstarter exclusive, though we might bring some along to PaizoCon or put a few on the Kobold Press store if the Kickstarter backers do not grab them all.

Just when I thought I couldn't possibly have reason to raise my pledge, along comes the add-ons with updates to a project from before my time as a patron.


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'Cause Frog from Chrono Trigger was awesome.

Also, amphibians are under-represented amongst playable races. There is more support for lizard/reptilian races and avian folk, even plant people have more going for them.

Perhaps we can have geckoids as well with their climb anything ability, but only if they're soft spoken in that Attenboroughesque way popularized in those car insurance commercials.

I also want to see a mycoloid/fungus people.


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Great cover.


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Owen KC Stephens wrote:
A Hellfire class sounds fun. Hmmm...

Yes, that would be fun.

Also, a Shadow Mage to go with the other shadow classes. I liked the caster/non-caster thematic symmetry of the Death Mage/Death Knight, Dragonrider/Dracomancer, or the Mighty/Mystic Godlings.


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Wolfgang Baur wrote:
Curious to see whether this one gets a review soon. Seems just enough off the beaten track that it might draw attention from someone.

Or some ... thing...

Spoiler:
C'mon, I had to with that opening left wide open.


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Wolfgang Baur wrote:
And I'm bandishing a contract at an Elder God of Gaming. Anything could happen (or I might just get squished!) :)

No thing of light ever resulted from such dealings.


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The 10th Night.
Could be a good title to an adventure or supplement.


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Hazzah! Aasimar fans.


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I take it we've crossed a rival order of antipaladins.

Perhaps it's a not-so-subtle request for upping the quotient of daemons?


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Copies of Magic of Faerun are quite inexpensive on eBay and/or Amazon.


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Downloaded.


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The Southlands Preview is here:
http://paizo.com/products/btpy99jn/discuss?Southlands-Preview


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Hazards: http://paizo.com/pathfinderRPG/prd/mastery/hazards.html


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Could see this becoming a chicken and egg situation.
With a standalone bestiary, I think this project will see a good bump when setting agnostic backers sign on for the monster book (provided proper word of that gets out) and maybe grab the setting book in electronic form.

Until then, we'll have the steady grow this project has been experiencing until we get to the Southlands Bestiary. As we approach the threshold, the pace will pick up as people will want that bestiary. So back now or back later, it's up to everyone to unleash the monsters.

I've been monitoring the bestiary chatter across several kobold dens. This will be a fun monster book to have if even half the stuff under discussion makes it in.


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Wha? Madness!


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If that gnoll image in the link could speak, it would say 'sheer fun'. I think it has the trickster aspect down.


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Beautiful map teaser, Ashenvale.

From the tiny glimpse, I'd say it could be used in the book in its full size.


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Can't wait. For either Yggdrasil or Southlands. It's a good time to be a Midgard fan.


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/Sub

Had the pleasure of contributing a few small pieces to Midgard touching on the Southlands (Horus, the Ishadian colony, some Mharoti deities, etc.), definitely interested in seeing where those seeds develop and the great ideas that go beyond them.

Been waiting for this book a long time.


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This means I have time to work on a submission for the next topic, which I can't get to until I finish the next two rotations ending sometime in the autumn. That's my silver lining.


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Received this as part of Deep Magic KS and just downloaded from that distribution.

It's a varied collection upon my initial look through. Each individual essay should provide a nice parcel for train reading.


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Picked this up last week.
The print copy arrived just two days from ordering!


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Wolfgang Baur wrote:
To try to get back on topic: Anyone want to write and draw a comic for Yggdrasil? That might be a good starting point...

I wish I could draw. Period.

Would be a lot of fun.

Oceanshieldwolf wrote:
Oh, and as for the theme of Issue #2 will be.... Tech. As in Magitech, Steamtech, Geartech, Clock-tech, Vril-tech, Bio-tech, and yes, if you want, as I know I do Psitech. This was always my plan for issue #2 since KQ#24's tech theme never saw the light of day and seeing as it doesn't seem like Wayfinder will go with Numeria for #12 - well, hopefully I can learn a little on this issue and get things together a little better. ;)

You don't say. So hap- :: zapped by chrono-leaping hunter-killer ::


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Owen K. C. Stephens wrote:
On the other hand, if I were to write Horrifically Overpowered MYTHIC Feats...

Teh powah. I feels it.


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Drats, have most of them already and purchased the calendar a couple of days ago.

Good deal on Midgard Tales and issues of KQ magazine for those who need to fill out a collection.


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Magic of Incarna is a cookbook!

I joke, but it does remind me of the commercials for chain restaurants with the Awesome Voice-over Guy (tm) talking about steaks (as in carne asada).

Incarnum took a root concept and gave it an appropriate sounding (latin-ish) fantasy name. The original Magic of Incarnum got the point across well enough. Incarna doesn't quite have the same ring.

Love the ideas being discussed.


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Had always wanted an Pathfinder update of the Incarnum concept.

At a glance, I like the reskinning of the concept and embracing the eastern inspiration, where as the prior edition source tried to walk the muddled path between generic fantasy and the exotic.


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Wha?! I didn't know there was an exclusive color interior version at the KP store. Bummer.


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Was just looking something up in the Midgard CS, then remembered I had the Zobeck Gazetteer and the Players Guide to the Crossroads. Ended up browsing through those sources for a good couple of hours even after I found what I was looking for.


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One Large Box:

- Dice set
- S&W Patch
- Orcus Sticker
- Rappan Athuk battle map
- S&W Encounter Cards
- S&W Monster Cards
- Tome of Horrors III hardcover
- Hall of Bones (S&W) - A Free RPG Day module, which I wanted since I couldn't make it to the event.
- MCMLXXV, with Grimmsgate cover (S&W) - Have it already from the S&W Kickstarter, same mismatch cover coincidentally.
- K4: The Coils of Set
- K5: The Six Spheres of Zaihhess
- K7: Tower of Jhedophar
- K9: Elemental Moon
- F1: Vindication
- H1: The Bonegarden
- L2: Vampires and Liches
- G9: A Lamentation of Thieves
- M3: Maze of Zayene 3: Tower Chaos
- ST10 - ST14: Slumbering Tsar The Hidden Citadel Parts 2 - 6 (PF) - Already have the ST hardcover.

The NG modules are great because I don't have most of them.
Also pleased with the miscellaneous extras, didn't think I'd need them at the time, but good to have.
Leave it to my luck to end up with 6 modules as duplicates of the few NG/FGG adventures I already have. What are the chances.

I think this calls for an additional medium box.


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The PDF was distributed to the KS backers yesterday.

'Twas a most awesome Christmas present.

One could say mind-blowing.


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Currently at #4 in RPGNow's Top 100.


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I'm okay with it going live with the backer coupons. People complained about Numenera coupons taking too long to propagate through the DTRPG listserver, even though the difference was a few hours between someone getting it and the time their social media friend got it.

Whatever gets it into the people's hands. My coupon arrived, book downloaded.

Product delivered, which is sadly more than could be sad of more and more Kickstarters nowadays. The Pathfinder ones I've backed have been better than most, LPJ Design now amongst them.


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You're all not making it easy to choose a favorite.


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Each entry is fantastic.


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Mostly to see what the die roller will spit out.

1d100 ⇒ 44: Nymph
1d100 ⇒ 27: Strix
1d100 ⇒ 3: Dwarf
1d100 ⇒ 51: Centaur
1d100 ⇒ 5: Half-elf

Three of these races appeared in another run through of this exercise using the Invisible Castle roller, since folded into my home setting. The others are fey-related which also featured heavily. Using that for something else. Dwarves dominated that one as well, resilient buggers. Moving on.

---
1d100 ⇒ 17: Sylph
1d100 ⇒ 5: Half-elf
1d100 ⇒ 17: Sylph
1d100 ⇒ 41: Dryad
1d100 ⇒ 92: Construct-based Humanoid

The sylphs and fey/dryad/elves also appeared in the prior Invisible Castle creation epic. Hit me again!

---
1d100 ⇒ 64: Locathah
1d100 ⇒ 22: Catfolk
1d100 ⇒ 40: Ogre
1d100 ⇒ 23: Lizardfolk
1d100 ⇒ 47: Nereid

Thundercats with a Tigersharks crossover.
Greatest. Setting. Ever.
Can't get that concept out of my head now.

---
1d100 ⇒ 80: Vampire
1d100 ⇒ 48: Nixie
1d100 ⇒ 62: Cecaelia
1d100 ⇒ 1: Human
1d100 ⇒ 49: Treant

Hmm, I like. Filing away for later use.

---
1d100 ⇒ 96: Thri-Kreen (four armed insectoid race)
1d100 ⇒ 62: Grindylow (the goblin equivalent of Cecaelia)
1d100 ⇒ 39: Kobold
1d100 ⇒ 35: Nagaji (reptilian humanoids originally created by the naga as a servant race)
1d100 ⇒ 20: Dhampir (half-humanoid/half-vampire)

Hell yes! Deserves more thought.

---
1d100 ⇒ 41: Dryad
1d100 ⇒ 41: Dryad
1d100 ⇒ 13: Aasimar
1d100 ⇒ 52: Harpy
1d100 ⇒ 16: Undine

Looking for something to form a nice mini-setting of a mostly traditional bend. While this has that, nothing's coming to me. Previous two were gonzo, this one is sort of ho-hum and retreads on the fey, bird-people and planetouched themes of my home setting.

---
1d100 ⇒ 17: Sylph
1d100 ⇒ 72: Drider
1d100 ⇒ 27: Strix
1d100 ⇒ 68: Tanuki
1d100 ⇒ 31: Duergar

Not even funny how close this comes to my off-forum dwarf-centric attempt.

---
1d100 ⇒ 36: Samsaran (reincarnated blue-skinned humanoids)
1d100 ⇒ 52: Harpy
1d100 ⇒ 74: Serpentfolk
1d100 ⇒ 84: Uldra (small blue-skinned fey adapted for cold environments)
1d100 ⇒ 53: Medusa

Not bad, interesting even. Very snake themed.

Right, at this point I'll just admit I have a dice rolling problem.

Consolidating the stragglers that aren't a retread of my home setting.

- Construct-based Humanoid
- Tanuki
- Samsaran
- Serpentfolk
- Medusa

Going to throw a wildcard in there in case the serpentfolk and medusa ideas bleed together.

1d100 ⇒ 92: Construct - Okay, the Medusa aren't mythological medusa but human-machine hybrids with the snake element being artificial. The sorceries of this bond is related to the serpentfolk. Guess the medusa and samsarans will be stand-ins for humans. Still need one more:
1d100 ⇒ 67: Sasquatch, going the Wookie or Mok route.

Using the World Building Exercise 3 thread, rolling two roles/occupations for each race to create a spectrum of expertise/focus.

- Construct Humanoid: 1d100 ⇒ 421d100 ⇒ 79 > Frontier Warriors & Wayfinders (take that as guides and maybe explorers of ruins)
- Tanuki: 1d100 ⇒ 961d100 ⇒ 37 > Defenders & Tribal Shamans
- Samsaran: 1d100 ⇒ 101d100 ⇒ 43 > Dilettantes & Masters of the Bow (by the gods, they're blue-skinned Elves)
- Serpentfolk: 1d100 ⇒ 141d100 ⇒ 84 > Priests & Tacticians
- Medusa: 1d100 ⇒ 731d100 ⇒ 34 > Enlightened Ones & Military Leaders
- Sasquatch: 1d100 ⇒ 941d100 ⇒ 77 > Skilled Apprentices & Driven Avengers

Only point I really want clarification on is Skilled Apprentices of what? The answer is 1d100 ⇒ 33 Knight of the Silver Sword.

Actually maybe we'll answer what otherworldly archetypes influence the more pious peoples or even the non-pious ones as a few run too close to theme to offer much variety.

The Constructs are influenced by a concept involving (roll three, reduce down to one singular overarching objective or origin): 1d100 ⇒ 711d100 ⇒ 381d100 ⇒ 29: Stargazer, Unwilling Mage, Pirate
Created by unwilling mages from the stars, the Constructs were used as raiders to despoil entire planets. A cataclysm separated and freed them from their manipulators, destroying what passed for their old civilization (a foothold on this world). They now travail the ruins of said fallen civilization, looking ever towards the stars of their birth. Perhaps they can one day gather the resources and magic to free their creators from the grasp of their ancient overlords.

The Tanuki Tribal Shamans venerate spirits of (a dichotomy with an outlier, a trio, or some complex gamut): 1d100 ⇒ 81d100 ⇒ 111d100 ⇒ 7: Mysterious Wise One, Spellcasting Warrior, Land's Redeemer
A spiritual archetype for each adventuring role in their society with an overall goal to save the land or reclaim the land.

Samsaran ideology involves (roll three, make it a byzantine affair) 1d100 ⇒ 611d100 ⇒ 991d100 ⇒ 86: Heretic, Agent, Rebel
Samsarans have a complex society balanced between agency and rebellion with some heretical outliers.

Serpentfolk have a pantheon (of five at least) 1d100 ⇒ 851d100 ⇒ 101d100 ⇒ 281d100 ⇒ 531d100 ⇒ 14: Dark Curious, Dilettante, Bored Noble, Warrior of the Nameless Good, Priest

Medusa enlightenment is a concept of two or more seemingly contradictory ideas 1d100 ⇒ 521d100 ⇒ 541d100 ⇒ 48: War Dancer, Rugged Frontierman, Berzerker Cultist

Sasquatch have two wildcard factors, one positive, one negative 1d100 ⇒ 511d100 ⇒ 69: Crone's Ranger, Storyteller

Need to clarity a few of the serpent gods (roll two, pick one)
- Dark Curious & 1d100 ⇒ 901d100 ⇒ 24 Scientist or Trap Master
- Dilettante & 1d100 ⇒ 31d100 ⇒ 56 Sage & Skilled Veteran (couldn't decide 1d2 ⇒ 1, sage it is)
- Bored Noble & 1d100 ⇒ 681d100 ⇒ 85 Negotiator or Dark Curious
- Warrior of the Nameless Good & 1d100 ⇒ 401d100 ⇒ 19 City Speaker or Questing Knight
- Priest & 1d100 ⇒ 121d100 ⇒ 23 War Mage or Spellsword

The detritus will form the basis of a dark pantheon:
- The Master of Traps or the Masters of the Trap, perhaps an aspect of the Dark Curious Scientist
- The Skilled Veteran, perhaps a dark warrior god of barbarians, tyrants, and atrocities opposes the erudite Dilettante, and probably the Noble Negotiator as well.
- The Dark Curious Scientist antagonizes himself/herself and is the nemesis of the Bored Noble Negotiator
- The Questing Knight (& 1d100 ⇒ 25 Beastmaster) is a crusader who is the bane of the urbane Warrior of Nameless Good.
- An dark arcane War Mage/Spellsword (& 1d100 ⇒ 701d100 ⇒ 79 Giver of Blessings, Wayfinder, Construct connection?) contests with the War Priest (& 1d100 ⇒ 451d100 ⇒ 101d100 ⇒ 77 Knight of the Realm (another variant of the Priest is the nemesis of the Good City-Warrior?), Dilettante (a relationship with the Dilettante?), Driven Avenger (influence with the Sasquatches?)). Needed a bit more as these last few results are similar to priests or another deity.

The Medusa options didn't offer much for "enlightened", another three gives me: 1d100 ⇒ 21d100 ⇒ 131d100 ⇒ 8 Loremaster, Doomspeaker, Mysterious Wise One (connection between the Wise one of the Tanuki and the Medusa beliefs?). The Medusa are mind-body-integrated, zen-raging, trance-channeling, apocalypse warrior-monks.

Feel like I need more granularity for the Sasquatches. 1d100 ⇒ 901d100 ⇒ 17 Scientist, Chosen One
(+) Crone's Ranger and Scientist: The Constructs are rangers, perhaps a Crone works into their history/culture and is connected with the Sasquatches. The Serpentfolk gods (Scientist and Sage) play a positive role for the Sasquatches
(-) Storyteller and Chosen One: Stories foretell a Chosen One who the Sasquatches will have to face or will be hunted by.

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