Which of the new classes are you most excited to make stories for?
Hmm... you know, I haven't actually thought about it much yet! I could see the skald being pretty fun--bards in fiction always seem to be the lute-and-floppy-hat sort, and it'd be nice to turn that on its head...
"And the next contestant in 'Kalsgard's Got Talent' is..."
"UNGAR THE MIGHTY IS BEST SINGER!" *smashes judges' table*
"And there we have it! The judges are giving Ungar three not-yet-broken thumbs up! Now for some words from our sponsors..."
Alexander Augunas wrote:
You have the power to make either true! :D
More planar travel. Since you guys made Golarion's countries to be archetypes of fantasy stories we've all kinda already been there just with different names. I really liked Salim's part in Death's Heretic where they are walking around Axis and later the First World. Not saying the stories and world are not amazing. I just feel like I want a vacation to the most exotic parts of the Pathfinder Universe.
1 and 2) I suspect they treat them like they'd treat other Lashunta, with the full range of possibilities that implies--there are Lashunta saints and Lashunta jerks, and everything in between, just like other races. That said, I suspect that average Lashunta talking to average humans find the humans a little underwhelming...
3) I think they'd probably get along well with dwarves and half-orcs (so burly!), be fascinated by gnomes and halflings (so small! so different!), be a little bored by humans...
4) Gonna skip this one, as I could write all day about this stuff, but then nothing would get edited. :)
5) Racially? Not really. But then, as I've said before, it's hard for me to talk about race-wide traits, in that it presents races as monocultures, which is something I've never bought into. Individual lashunta are as different from each other as individual humans! As a result, most lashunta enemies are probably other lashunta, or monsters that have harmed them or their homes, etc.
Only have a moment to answer, but:
1) Maybe three?
2) My group's pretty good about that... I think they've only slept twice in the time it's taken them to get most of the way through The Asylum Stone! So I'm not sure, but a bunch.
3) Two or three solid fights? (I've got a huge group, which makes things take longer.)
4) There are all sorts of calculations that go into the number of encounters per AP, having to do with the amount of experience needed to achieve the number of levels we want for that adventure. I'll let one of the AP developers answer that one. :)
5) Go for it!
Mythic Evil Lincoln wrote:
I don't really link Aroden to the Pathfinder Society, but I think the idea of playing up the Society's more Masonic elements seems rad! While they're not as secretive and into rituals as, say, the Esoteric Order of the Palatine Eye, there's still an element of that, for sure. I guess my advice would be to look into real-world secret societies, which it sounds like you're already doing! Might be worth starting a new thread to share what you come up with...?
Just now got a chance to start reading. Went for Trunau first, because of course I would go for Trunau first.
Really glad you enjoyed Trunau! Mr. Logue and I ended up working together on that one (since I introduced it originally and had some *strong opinions* on where it should go), and I'm really happy with how it turned out.
And folks who like Solku should give mad props to our own Judy Bauer, as that was her first foray into freelance writing, and she totally knocked it out of the park!
Also, just a reminder that while we may speak out about what *we* think regarding a given organization, everyone's welcome to do whatever they want in their home games! We just want to sell you books and ideas--what you do with them is entirely up to you. Honestly, I've always thought of our books more as ingredients than prepared dishes, anyway.
If you want the Hellknights to be thoroughly evil-bad-nasty, then they *are* for you! You obviously don't need our blessing, but if you want it, you've got it. :)
Memento Mortis wrote:
*takes off Memento Mortis's mask to reveal true identity*
ME: James Jacobs!
JACOBS: And I would have gotten away with it, too, if not for you meddling kids!
*high-fives Scooby and gets back in the Mystery Machine*
Thanks so much for all the feedback, everyone, and keep it coming!
One thing I'd like to point out is that listing elements like nations/classes/races/types of adventure is *way* more useful to my idea-harvesting than plots or distinct combinations (i.e. "I want to see a tengu join the Knights of Ozem and go fight the Whispering Tyrant!"). After all, while I might see certain things pop up repeatedly and then recommend those elements to authors looking for somewhere to start, which elements they pick and how they combine them are really up to them! It's part of my philosophy of trying to give the authors as much creative control as possible, from the ground up.
What caster classes have we not touched on much? We've seen wizards, clerics, sorcerers, druids, bards, oracles, paladins, rangers, summoners, and possibly magi.... Have we seen any inquisitors or witches? I think those are the only ones we're missing.
Salim (the main character from Death's Heretic) is an inquisitor of Pharasma. Among other things. :)
Archpaladin Zousha wrote:
How can Rahadoum consider itself an advanced, educated, ethical and philosophical society if they still condone the practice of slavery? I'd have thought a nation of atheists would show a little more concern for human rights.
As has been noted, just because you consider *yourself* ethical and philosophical doesn't mean that it's true. And while slavery as an institution is obviously abhorrent to us, there's still the old "product of their time and place" argument--the idea that people can be terribly wrong about something and still be basically good folks. People tend to conform to the norms of their society.
That said, I would imagine/hope that there's a lot less slavery in Rahadoum than, say, Katapesh, specifically for the reasons you mention--it's a very easy logical leap to say that if folks shouldn't be slaves to gods, they shouldn't be slaves to other humans, either.
Matthew Morris wrote:
A fine (redacted) point. But then, illustrations are never 100% perfect. In this case, I'm just really happy she came off looking appropriately badass!
Mythic Evil Lincoln wrote:
Any chance we can get you to start using "maltheism" instead of "atheism" to describe Rahadoum?
That boat has sailed, but I concede that such a term would be more accurate, and we address that issue outright in Faiths & Philosophies.
The Rahadoumis reject your attempt to impose dogmatic linguistic principles upon their freedom! :-P
1) I don't remember! But it wasn't me.
2) Rahadoumi LOVE arcane spellcasters, and bards and folks who can heal without using divine magic are *highly* prized. (Short of maybe Razmiran, Rahadoum's probably the place in the Inner Sea region where bards can make the best living off their casting abilities.) The Rahadoumi consider themselves an advanced, educated, philosophical society, so they're all about magic--just not if it requires selling your soul.
3) I think there'd be a variety of reactions! On the one hand, some folks would be like "Hell yeah! Don't serve the gods--BE YOUR OWN!" Harnessing divine power through your own unique abilities rather than any soul-selling or worship could be spun as the ultimate finger in the deific eye, especially if you're giving out divine magic to mortals and asking nothing in return. That said, I imagine other folks would see you as just another god, and be highly suspicious of you. Of course, if you started demanding any sort of worship/compensation/allegiance in exchange for power, then I think most Rahadoumis would immediately write you off as more of the same.
4) I don't think they have a problem with outsiders unless said outsiders are direct servitors of a deity. Or, ya know, if they get in people's faces and try to push their dogma.
5) Ceyanan's a unique pyschopomp--one of the Ushers that run the Spire. When I wrote the first novel, we actually hadn't adopted the term psychopomp yet (crazy, right?), so I just used the word "angel," since that's what he looks like. In the new book, The Redemption Engine, the language gets cleared up. And Ceyanan's actually got a pretty interesting backstory of his own--part of why he looks different than a lot of psychopomps--which I hope to get into in a future book. :D
Hellknights can be anywhere from LG to LE, for all the reason folks have noted. The reason it may seem like there are way more examples/descriptions of Hellknights which seem more LE is due primarily to bias inherent in the authors and adventures. One huge factor is that Hellknights *look* so cool and creepy that it's really tempting to use them as bad guys in adventures (and let's face it: most folks you meet in adventures are bad guys, because we tend not to spend a lot of time describing/illustrating people unless you're going to fight them, due to space concerns).
At the same time, I think there's a definite *in-world* bias against Hellknights by folks who don't really understand the nuance of their lawful nature and how they employ devils rather than worshiping them, etc. Especially when freelancers come to a thing through their own game experiences or preexisting biases about things like devil-binding, it's really easy to end up describing them in a negative light *because that's how people in the world would describe them,* as opposed to in a truly objective fashion. Similar problems happen with groups like the Rahadoumi, Hermeans, and any other morally complicated groups in our world--in trying to convey the in-world prejudices, it's easy to accidentally make them sound like the whole story.
So yeah--even if we've accidentally made the group sound primarily evil, I know that Wes (their creator) would say that the whole thing that makes the Hellknights cool is that they're *not* necessarily evil--just super hard-liner lawful cop-types... with maybe a bit more leaning toward the "Judge Dredd" mindset than we modern folks would be okay with. (After all, I didn't say there *weren't* lots of LE folks in there. :D)
Rahadoum probably doesn't have a big problem with druids in theory, as they're not really worshiping a particular entity that hands down dogma, etc. That said, I think it's hard for a druid to prove that she's not secretly a priest of Gozreh, and there will always be occasional overzealous atheists who presume that *any* divine magic comes ultimately from a god and is thus a corrupting influence. But as far as the actual Laws of Man are concerned, the whole point is to avoid being a puppet of a *god*--folks are welcome to consider and adhere to any secular philosophies they like, and the Green Faith is really more akin to that than an established church.
But of course, everyone interprets laws differently, and it's easy to have variation among people and across regions.
There's just one First World--it's the beta-test version of *the entire Material Plane*. The portions we've described are the sections closest to/behind Golarion (and possibly other planets in Golarion's solar system--distance is fluid in the First World). But if you went to another galaxy or solar system on the Material Plane and then stepped through to the First World, you'd still be in the First World--just a part of it so distant that it might be unrecognizable, and perhaps never before visited by folk from Golarion.
As for places that "got it right"--some places are probably more similar to the First World, and there may even be planets and civilizations out there that managed to tear huge holes between the two planes and let people and energy pass back and forth, but I think those are quite rare.
Matthew Pittard wrote:
Thank you! Rahadoum is probably my favorite country in the campaign setting (and not just because Salim from Death's Heretic is Rahadoumi), so it's nice to see other people excited about it as well. :)
While I don't recall off the top of my head if Jistka was particularly religious, there's definitely plenty of Jistkan architecture and other elements that managed to be repurposed by current Rahadoumi society, so I wouldn't be surprised if there were some cultural traditions that could be traced back that far as well. That said, the atheism of Rahadoum was a direct reaction to a period of religious feuding, rather than something that had been building over time. (In fact, it was all the religious zealotry in the area that eventually *caused* the backlash against organized religion and spawned Rahadoumi atheism.)
Hope that helps! If you want more information on the Jistka Imperium, check out Pathfinder Campaign Setting: Lost Kingdoms.
Generic Villain wrote:
In my mind, the skin-domes and jagged spines are definitely more like buildings and discrete structures--think of the creepiest city you can imagine. Beyond that, however, I'm afraid I can't reveal any more information--I try to never introduce canon on the messageboards, and Aucturn is one of the bigger mysteries in our game!
While I think we'll always retain the prerogative to include mythic content if we think it's warranted, one of the points of Wrath of the Righteous was to be "the mythic AP." Mythic is an optional add-on system, not an edition change. Most APs going forward will continue to use the base rules, and be built for standard parties.
Amaranthine Witch wrote:
I definitely try to make all the Pathfinder Tales books accessible to folks who know nothing about the setting. So in that sense, we'll certainly be covering some ground that people familiar with Golarion and Kaer Maga already know. There won't be a lot of totally *new* elements invented, but there'll be a lot of deep-diving, elaboration, and questions answered on existing elements, in the sense that things that get a paragraph in City of Strangers will get whole chapters and be major characters, etc.
Oh, and there'll also be some pretty major planar revelations and sightseeing. Hold on to your hats. :D
Despite the surprising amount of NSFW fan art of those two floating around the internet, I don't think we've ever actually said they're an item. :P
Since I saw it pop up in the first review, here's a very spoilery note about the rules involved. (Seriously, don't read this until you've finished the book.)
The reason you can't see the rune on the summoner's head when he calls his eidolon is that he's wearing a helmet, as mentioned in his description. We don't call it out a bunch, because that seemed a little too obvious a clue ("Hey, look at that thing which is totally normal but important for some reason!"), but it's there. While you can't hide a summoner rune with magic, mundane coverings like helmets totally work.
Aucturn: Ain't tellin'! :D
Monsters: Hmm... I don't have time to think of all ten right now, but I think the top of the list would definitely be the xenomorph from the Alien movies! Followed by a bunch of China Mieville monsters like the khepri... that dude's got a hell of an imagination...
Depends on your tastes, but I find it bizarre and hilarious! And the music's really good. Worth checking out.
Caveat: I'm a sucker for musicals, especially offbeat ones.
Really glad everyone's enjoying "Inheritance"! I was curious to see how folks would respond to a story that, while full of adventure, is really about a romance between two characters, but it appears that everyone was as charmed as I was. :)
I suspect you'll be seeing more of Gabrielle around these parts in the future!
Evil Midnight Lurker wrote:
Really? I hadn't heard that. Link to source?