Goblinworks Kickstarter wrote:
I have a question on the offer: Are non-human / monstrous criminals allowed? How much leeway do we have regarding what we can create? Is anything that would reasonably be present on Golarion allowed, or do we need to keep things more 'standard'?
The Pit of Gormuz, which leads down to Rovagug's prison, is there. There used to be a cyclops empire called Koloran there. Iobaria is over there too.
Here's a link with more info:
What do you think are the scariest / most disturbing evil outsider lords in published Paizo material?
I don't have exact dates to back this up, by my general impression is as follows:
She's likely a rising star in the navy at that point, quickly moving up the ranks but not at the rank of admiral yet. It's noted that she moved up the ranks quickly and was an admiral before
Skull and Shackles:. She isn't noted as doing anything major as an admiral before the capture, though, which makes me think she hasn't been one for a huge amount of time prior to that. My best guess is she becomes an admiral about a year after Council starts, but could easily be introduced as some naval prodigy by Vourne or someone else during Council who is likely to be tapped for promotion to the rank of admiral at some point.
Harrigan's capture, and there would be some time between that event and the start of Skull and Shackles (what with Harrigan having to be taken to Cheliax agreeing to betray the pirates while captured, returning to the Shackles, and re-assembling his old crew and resources.
Can I get a price check on this, please?
I bought it at $1.99. When I added it to my cart, the price on the page that got refreshed said that it was 19.99 (and switched to a 'preorder this'. Then a message popped up saying "Please note that the price of Pathfinder Roleplaying Game Bottle Opener has changed from $1.99 to $1.69 since you placed it in your shopping cart. ", but it still says $1.99 on the page (whereas my shopping cart says $1.69).
1. What happens to the souls of your worshipers? Pharasma generally sends the souls of a divine being's servants to said divine being's realm, but you're currently located in the Tanglebriar on Golarion. Does this mean that there are petitioners in the Tanglebriar, are they being sent to the Abyss, are you devouring them, or is something else going on?
2. The Abyss itself seems to play a role in turning souls into demons. Are you able to create new demons to bolster your forces even while not in the Abyss?
3. What is the second most dangerous thing in the Tanglebriar?
It used to be a River Kingdom called the Duchy of Melcat. Razmir showed up in 4661, murdered a magistrate and absorbed some local trade guilds into an organization under him, pretending to get rid of them (as they had been problematic for the area). He built up a cult of personality until he had enough sway to control the whole kingdom save the capital. He headed to the capital, he demanded fealty from the duke three times, and the duke refused three times. He then brought down a cloud of ash and fire that left the city in ruins. Since that point, he has expanded the country five times, grabbing surrounding River Kingdoms and other local pieces of land.
I like the Manifestations. These are something I'd like to see more of, both for other archfiends, and also for deities. I could even see powerful good or neutral entities getting something similar (only requiring negative energy to destroy in the case of good ones).
Moloch and Dispater are probably the two Archdevils whose articles I'm looking forward to the most, though I have interest in all of them.
Mikaze said wrote:
Also pulling for a Doloras article down the line, and not just because of the possible 19th-century poetry/Lady of Pain reference or also-possible ZK/kyton connections.
Articles on the Whore Queens would be an excellent continuation of the series after the Archdevils are covered.
I would also be interested in hearing more about Typhon and other former Archdevils (either in the form of an article or if you just have general information that you're willing to post here).
The trilogy of modules Crypt of the Everflame, Masks of the Living God, and City of Golden Death aren't set in Razmiran directly, but Razmir's cult serves as the main antagonists. If I remember properly, the later two deal with Razmir's cult more than the first one, and the second one involves infiltrating a group working for Razmir.
I just read and enjoyed the Barbatos article in the new Kobold Quarterly issue. I recommend it for anyone looking for some more info on the Archdevil.
I also vote for its format for future entries for archfiends. I like the Mammon article and god articles too, and I wouldn't mind seeing their formats either, but I think the 'corruptions' section and some of the others fit uniquely well for archfiends.
I am extremely pleased to hear that Baba Yaga, Triaxus, and Irrisen will all be appearing in an upcoming AP.
For the one after it, Geb, perhaps? I could see Numeria or Mendev too, though some of the comments upthread make Mendev sound slightly less likely.
Vencarlo got the kingship in my campaign.
Glorio Arkona, Cressidia Croft, Neolandus, Hellknight Lictor DiVri, Keppira d'Bear, and the head of the Necromancy Department from the Acadame (whose name escapes me at present) also have positions of power. The Bloodsworn Vale was turned over to one of the PC's cohorts as a separate nation and is being ruled by two of the PCs as puppetmasters behind the cohort. The rest of the PCs left to either help the church of Zon-Kuthon or semi-retire in various ways. Sabina got semi-redeemed by the PC side and went off to the nation that got built in the Bloodsworn Vale; Korvosa wasn't looking too kindly on her despite her help in the final battle, and the PCs offered her a place over there.
All of this said, I'm sort of glad to see Paizo moving ahead with the timeline for Shattered Star. I'm fine with making various adjustments to fit my campaign and am interested in where the canon version of Golarion is going.
My current ranking for the fiend-types seen in this thread:
That said, I like the suggestion of books for non-evil outsiders also. I support the addition of those to the mix, with particular interest in Inevitables and Archons. Kytons remain at the top of my overall list at present, though.
I second Mikaze's request for alien-looking celestials of some sort. They'd fill an interesting cosmological niche that's currently open.
The Book of the Damned series has been excellent so far and I'd love to see more material in this vein.
I would like to see more information on locations that the various lower-planar outsiders dwell in. I think that W. E. Ray's suggestion of doing a gazetteer of lower-planer cities is an excellent one.
Another thing that I would like to see is more information on Infernal Dukes and Harbingers. There's little information on both compared to Nascent Demon Lords, and the lists of the Infernal Dukes and Harbingers in the backs of the respective books hint at interesting individuals who currently have nearly no info on them. I'd like to see both flavor describing a selection of each as well as stats for at least one of each (similar to how Treerazer and the Nascent Demon Lord version of Ruthazek got stats), as well as rules on progressing into either category similar to the Nascent Demon Lord info. More info on the Malebranche would be similarly appreciated.
Thirdly, I'd like to see examples of outsiders more affiliated with other parts of the cosmos and planes beyond Golarion proper. Hell, Abaddon, and the Abyss are all supposed to be incredibly massive, each able to contains galaxies upon galaxies worth of things. They're connected to essentially the whole of the material plane, which is shown to have many exotic environments in Distant Worlds. Hell is outright called out as having a member of the Malebranche for each planet in Golarion's system and many worlds beyond that. I'd like to see the presence of more alien fiends, information about some of the less-Earth-like parts of the planes they dwell in, and also information on more technologically-advanced fiends. The material plane has starships, worlds of robots, cybernetics, and all sorts of technology beyond what is seen on Golarion. I'd like to see other-planar beings taking advantage of this in some way: skyscrapers and junkyards in Dis, bioweapon factories in Abaddon, demons with heavy ballistic weaponry, etc. At present, I really only get a sense of the planes in their relation to Golarion and not a sense of their vastness and the strange things out in their farther reaches.
Those three, particularly the top two, are probably my current biggest requests. The following is stuff that I'm less interested in, but that I'd still somewhat like to see.
I think there were rules for possession in one of the Council of Thieves volumes. If I'm misremembering, that'd be a good thing to include. I'm fairly sure it's in one of them, though.
A minor thing that I'd be interested in would be more information on type-specific half-fiends. As things stand, a half-succubus is the same as a half-olethrodaemon; it'd get a bit prohibitive writing up sections for all the possible fiend types, but including some alternate half-fiend features could be useful.
The major cults mentioned could be interesting. I'm particularly interested in Alichino's.
Specific servants of various unique fiends could also be interesting; something in the vein of heralds of unique servitor races.
More types of all of the fiends would be appreciated. While there's now a good base range of all of the big three types, planar campaigns could still use more of each. The low-HD ones mentioned upthread could work well.
Information on added powers that the Book of the Damned gains as you assemble different pieces could be an interesting sidebar.
I have a particular fondness for information on the Devils, but further info on any of the three would be appreciated.
Yeah. I tried doing that a week or two ago and I gave up a few pages in. If you're still on one of the first three or so pages, I could send you the Excel sheet I was whipping up, but I'll note that I wasn't checking for multiple posts by the same people, so some people's votes may be counted twice on it.
Edit: Actually, I'm having to leave for a mother's day dinner and am not sure if I can wait for a reply. I'll just post what I have so far in case it helps. I don't guarantee perfect accuracy, but it will hopefully at least assist.
0HD Anything 1
Mythological Creatures 5
This looks awesome! It has great timing beside the NPC guide, includes stats for Lortahct, Spawn of Rovagug, Numerian robotic creatures, templates, lashunta, and more 0HD races, all of which I've wanted to see. I'm quite excited for this one. Is Yamasoth one of the other two powerful outsiders in the book, perchance?
Garrett, you have given me something to consider here. I do trust Sean and Clark in that the proposal will be turned into something that I'd like. I just worry that one of the more likely things to alter things to (putting the module into a pocket dimension that only ever gets seen in said module and doesn't further knowledge of a preexisting non-material plane) will happen; it's not that I don't think changes will happen to Dustpawn (I fully expect it to move somewhere, probably the Sodden Lands, and for it to be in a differently named town, for example), I just see the parts of that module that I most am interested in (mutated wizards returning from the stars and a Lovecraftian monster from outer space) are more likely to survive the editing process than the ones of Scarlet God that I most like (Scheming Lovecraftian entities allied with a spellcaster bringing about the return of a Great Old One in a planar destination that isn't just a brand-new pocket dimension). Nevertheless, I'll mull this over and may switch back over to voting for Scarlet God before the deadline tomorrow.
Someone said wrote:
This proposal is a demonstration of that content, and if you think Tom's demonstration was the most impressive, why wouldn't you vote for him?
Because I'm not going into this voting for my favorite author; I'm not even sure if I have a favorite author in the bunch since I have liked different ones the best each round. I'm going into this based on voting for which module I'd most like to see published. I think that all of the authors in the last round here have the capability to pull off good work; I don't think that voting for any of them would saddle Paizo with a bad writer. In light of this, I think the specific material of the adventure in question is of more importance to my vote here. Therefore, since Crimson God's material is in a state of uncertainty, I'm swaying towards Dustpawn (which I liked nearly as much to begin with).
My general take on things by region (this is going mostly from memory here, I might be missing some important factors):
Absalom- A one-day-bloodbath occurs as the non-human members of the Decimverate, nonhuman servants of the ascended gods, assorted powerful undead, shadow dragons, and other beings come out of the woodwork to try to claim the vast stores of magic items and artifacts in the city. Most forces leave or die, some hole up. The whole place becomes a bizarre city-megadungon with a few lost artifacts hiding in it, lots of dangerous stuff, huge ruins, and the Starstone at the center.
Andoran- Most of the nation is retaken by the fae. Wild beasts start roming the lands. Duergar establish a small kingdom in the interior. The coastal towns and capital still stand, occupied by greatly diminished populations of halflings.
Brevoy- The region becomes wilderness and generally merges with Iobaria. Dragons rule the land, but have few subjects. Fae control the woods.
Cheliax- The western hinterlands get taken by the Strix. Most rural parts come under halfling control. The major cities get occupied by tieflings that come out of the woodwork and make pacts with their diabolic proginators. Non-human hellknight survivors regroup near the capital and join with the new diabolic government as a military arm. Hell's influence is now even more overt in the devil-controlled regions, but the nation loses its navy and general reach until things become more organized; the brutal efficiency of Hell probably helps in this organization, but it'll still likely take a bit.
Druma- Druma comes under dwarven control. The dwarves possess a large amount of wealth and have the skills to arm and organize themselves well. The dwarves end up allying themselves with the expanded elven empire to the north to fight the massive demon army. A Torag-sponsored crusade is quickly launched north to help combat the massive threat.
Five Kings Mountains- The dwarves expand and ally themselves with the dwarves of Druma and elves of Varisia, but become occupied with the northern orcs and are manage to expand little.
Darklands Below Avistan- The drow are split between those trying to sieze lands on the surface and those being called in as reinforcements for their demonic patrons in the Abyss; some drow houses probably leave for the Abyss, and a demon lord or two may try to leave for Golarion's depths if things get bad enough. Urdefhans become the chosen race of the daemons to lead a crusade to wipe out the remainder of mortal life, but their geographic location prevents them from becoming an immediate threat. Kabriri likely relocates to Nemret Noktoria personally during the mass flight from the Abyss and arranges to ally with Geb.
Galt- Large parts of Galt are retaken by fae. Those parts that remain civilized are, unusually for the new setting, much safer and calmer (though also much more isolated) than they used to be.
Hermea- Mengkare is left alone on his island. Whether he holes up until the times of chaos pass or tires to go do something somewhere else is up in the air.
Hold of Belkzen- The orcs experience an initial surge of expansion, but then run into giants to the west, giants to the north, undead to the east, and dwarves to the south. The orcs remain generally contained.
Irrisen- Irrisen initially descends into chaos as the eternal winter remains, but the withces and their sources of food production disappear. Wolf creatures and trolls ravage the land looking for food until frost giant lords from the north, serving Kostchtie, manage to reorganize the area, turning into the heart of their new empire an gaining the treasures of the white witches.
Isger- Isger is swarmed by goblins initially and becomes a goblin nation. New Cheliax quickly makes reclaiming it one of their main objectives and gradually drives the goblin forces back, gaining ground in Isger at the cost of not making much progress in other places.
Kyonin- Kyonin becomes the heart of an expanding elvish empire that begins retaking land on Golarion before suddenly being stopped by demons. Treerazer probably allies with Deskari and performs a pincer attack. The elves end up allying with the dwarves and calling in massive numbers of reinforcements from Sovyrian in an attempt to defeat the two demonic forces.
Lastwall- Lastwall probably falls to a combination of undead and orcs, with the undead taking more territory.
Lands of the Linnorm Kings- The Lands of the Linnorm Kings are conquored by the giant empire in the north. Some parts are claimed by fae.
Mendev- Mendev is quickly overwhelmed by demons and becomes part of the Worldwound.
Molthune- Molthune becomes generally uninhabited.
Nidal- Zon-Kuthon made a pact with the horselords of Nidal ages ago to keep their nation from falling and to maintain their safety so long as they served him. Nearly all of them are gone. Zon-Kuthon, being a deity of his word, snaps into action to protect the few remaining undead descendants of the Horselords. Kytons and other shadow creatures appear en-masse, and Nidal becomes ruled by a council of undead servants of the Midnight Lord, with the population of its ruling class never increasing. It becomes something like a theocratic Eox with added kytons, and likely aligns itself with the other undead states.
Nirmathas- Nirmathas becomes generally uninhabited.
Numeria- Numeria is overtaken by demons from the Worldwound. Some demonic scholars, such as the Demon Witch, may plunder the secrets of the Technic League, giving segments of the demon army advanced technology.
Qadira- Quadira, like Kelesh itself, falls. The realm is reclaimed by desert and monsters.
Razmiran- The elves from Kyonin almost immediately take over Razmiran with little to no opposition.
Realm of the Mammoth Lords- The giants manages to take the western part of the Realm. The Eastern part, being too close to the Worldwound, is generally avoided. Deskari's followers and Kostchtie's might do some trading or form temporary alliances, but I suspect there wouldn't be any major long-term cooperation or warfare between them when they both have other bigger things to worry about.
The River Kingdoms- Most of the land here is taken by the elves. Most of what isn't gets taken by the fae. Outsea remains present, but has no real political sway.
Taldor- The empire falls apart. Small demihuman communities remain in various places. Fae and monsters retake most of the land.
Ustalav- Undead take over. Vampires rule from Caliphas. Conte Tiriac snaps when he realizes that undeath was the only thing that saved him from whatever just happened and embraces being a vampire, joining up with the other undead leaders. Followers of the Whispering Way work to release Tar Baphon and likely succeed eventually, as the demon invasion has taken most of the attention of the remaining paladins and the like. Ustalav will likely ally itself with the now-expansionist Geb and possibly also Nidal.
Varisia- Northwest Varisia is taken by the elves. Southwest Varisia becomes one of two centers of a revived serpentfolk empire. Northeast Varisia gets taken over by giants; worship of Kostichtie is initially negligible but will likely increase over time as his influence spreads. Southeast Varisia, in the form of undead, Rakshashas, and assorted devils from Korvosa, under the leadership of Bahor Arkona and Lorthact, manages to negotiate an uneasy peace with new-Cheliax. The runelords, though Zutha and possibly others survive thanks to being posthuman, fail to wake up in time for any of them to sieze a slice of the newly open pie and manage to retain their general current roles as slumbering wizard tyrants of great power.
Worldwound- The demons break through the wards around The Worldwound almost immediately and begin pouring south and east. Ustalav, thanks to its undead lords, is generally avoided, whereas Mendv and Numeria fall almost immeidiately. The demon tide is eventually met by a combined force of dwarves and elves and held back again in a much-loo-ser-bordered and much larger Worldwound. The demon horde is stalled less through the power of its opposition and more by Deskeri's new problem: the Qlippoth retaking the Abyss. Deskeri probably eventually makes a personal retreat onto Golarion and seals the Worldwound behind him, taking over leadership of his rapacious demon-nation personally.
Alkenstar and the Mana Wastes- A group of nonhuman refugees takes up residence here to hide from the undead army that's ravaging Nex. They establish a small, isolated post-apocalypic pocket civilization that has to fend off wandering zombies and monsters from the wastes.
Geb- Geb himself vanishes almost immediately, as the disappearance of mankind finally convinces him that Nex is gone or dead. Arazni and the bloodlords take control, and, realizing that Nex's treasures are the most unguarded that they've been in centuries, invade to the north. Geb becomes an expansionist undead powerhouse that begins allying itself with other undead forces around the planet.
Jalmeray- Jalmeray becomes an mysterious place filled with bound planar beings and treasure, but nearly no people.
Katapesh- The Pactmasters remain in power and keep their golem army. Trade is initially disrupted, but they resume trade with the world's new nations and forces once things start settling down.
Mediogalti- Large sections of the Red Mantis leadership vanish, resulting in a bunch of elves and other nonhuman agents getting promotions. The island's non-Mantis population becomes negligible.
Mwangi Expanse- Ruthazek initially makes progress expanding with his empire of gorillas. He is eventually stopped by the serpentfolk, who quite possibly manage to resurrect Ydersius (possibly killing a now-followerless Waukena for his divine spark in the process). The gorillas eventually lose out to and are driven back by the serpentfolk, who begin expanding throughout the jungle.
Nex- Nex is overtaken quickly by Geb in a massive invasion. Various parts contain lost magic, strange mutants, and undying guardians whose masters suddenly vanished from the world.
Osirion- Osirion is slow to recover, but is eventually taken over by mummies of ancient pharoahs and their undead servants. It possibly allies itself with Geb.
Rahadoum- Rahadoum's civilization crumbles. The land becomes fertile once again with the wrath of the gods no longer so finely directed towards it.
Sargava- Sargava depopulates and is eventually overtaken by the serpentfolk once their expanding empire gets that far.
The Shackles- The Shackles depopulate. The region probably becomes a place full of known treasure hordes and deadly trap-filled dungeons left by now-vanished pirate kings. Some nonhuman pirates remain in positions of power.
The Sodden Lands- The Sodden Lands remain a place of monsters, rain, and marsh.
Thuvia- Thurvia becomes desolate. Divs begin building a strong powerbase in the desert, and this power build-up is generally unnoticed due to their now-remote location.
Amanandar- Amanandar is, fortunately for most of its remaining inhabitants, occupied partially by Jinin and partially by Kwanlai.
Bachuan- Bachuan becomes generally depopulated, but none of its neighbors rush in to fill the gap, as they are occupied by other things.
Chu Ye- Chu Ye puts itself in a position of authority at the head of an alliance that includes Kaoling and South Minkai. The oni, lording over a successful hobgoblin empire, become a major threat to the non-evil nations of the continent that aren't to the far south.
Darklands of Tian Xia- The darklands over here remain generally unchanged.
Dtang Ma- Dtang Ma is taken over by Nagajor in its consolodation of the south.
Forest of Spirits- The Forest absorbs the top portion of Minkai and becomes a stronghold for the Kami. The oni manage to keep the Kami from spreading, but the kami put up an effective defensive front.
Goka- Goka becomes controlled by nonhumans and becomes surprisingly self-sufficient. It takes hold of nearby lands around it, but does not expand far, becoming a less lawless version of Kowloon.
Hongal- Some parts of southern Hongal are taken by various minor oni, but the land generally returns to wilderness.
Hwanngot- Southern Hwangott is taken by the Nagajor-dragon alliance. Northern Hwangott is generally left abandoned.
Jinin- The elves take up arms in defense of the land against the combined hobgoblin-oni forces and other threats. Jinin forms an alliance with Kwanlai Zi Ha, and Tianjing, creating a stable central core for the contient that can resist the eastern and northwestern forces.
Kaoling- Kaoling expands in power greatly, beginning a sweeping conquest to the south. Oni from Chu Ye and Minkai take postions of leadership in an alliance with the expanding hobgoblin empire.
Kwanlai- Kwanali gains power as its tengu population survives the vanishing generally unscathed. It quickly allies with the elves and samsarans to protect the core of the continent from the oni, hobgoblins, jorogumo, krakens, and other things.
Lingshen- Liangshen is conquered by the hobgoblins of the north. Its sheer size is all that keeps them from expanding faster.
Minata- Wayang rule large parts of Minata, which suffers little political shifting overall.
Minkai- Northern Minkai is retaken by the Forest of Spirts and the kami. Southern Minkai becomes the dominion of the oni, who ally with their bretheren from Chu Ye.
Nagajor- Nagajor does well thanks to its nonhuman population. Its leaders ally with Pham Duc Kwan and the remaining pureblood dragons from Xa Hoi and take control of most of the south of Tian Xia in an orderly, generally peaceful manner.
Po Li- Parts of Po Li are abandoned and merge with the wilderness being formed from Hwangott and Bachuan. Other parts are taken by the expanding Nagajor.
Quain- Quain is far enough to the south of Kaoling to not be immediately overwhelmed by hobgoblins. It will probably become the primary location of a war between downwards-expanding hobgoblins and upwards-expanding nagas.
Shaguang- It becomes completely desolate. The tribes are gone, as are the remaining Shory. Monsters take over the flying city, and the desert below is generally ignored.
Shenmen- The jorogumo maintain power but lose a large part of their enslaved work force. This leads to them avoiding too much aggression and searching for subtle alliances, probably finding one with the oni, exchanging raw materials from their mines for new slaves.
Shokuro- Shokuro is quickly taken by the nearby elves of Jinin and absorbed into the elven nation peacefully.
Tianjing- The asaimar remain present and join the central alliance with the elves, samsarans, and tengu.
Valashmai Jungle- The jungle remains generally the same, as the priorities of the naga empire lie to the north, not the south.
Wall of Heaven- The mountains remain generally the same; Leng's denizens probably make some headway.
Xa Hoi- Xa Hoi, having lost its human population, allies itself with Nagajor, which retains a strong population base. Its dragons become close allies of the naga government and maintain positions of power and influence thanks to their natural abilities.
Xidao- The kraken Wanshou retains power, but lacks a large nonhuman force for expansion. Xidao remains generally the same, but stands as a general block between Chu Ye and Kwanlai.
Zi Ha- The samsarans ally themselves with the tengu, elves, and asaimar to prevent the oni and hobgoblins from gaining too much power.
Crown of the World:
Almhult- The land is suddenly depopulated and overtaken by the expansionist frost giants.
Hasanaliat- The land is suddenly depopulated and overtaken by the expansionist frost giants.
Khorkii Clans- This place vanishes as a nation, becoming indistinguishable from the wilderness.
Osman Confediration- This place vanishes as a nation, becoming indistinguishable from the wilderness.
Ulaagor Clans- This place vanishes as a nation, becoming indistinguishable from the wilderness.
Urjuk- Allies itself with the giants of Irrisen and becomes a second center for the new giant empire.
Yumyzyl- This place vanishes as a nation, becoming indistinguishable from the wilderness.
Zavaten Gura- The dwarves build up defensively, generally isolated from all civilization save that of giants.
Iobaria- Civilization as it presently stands vanishes. Cyclopes and degenerate giants begin reasserting control in the region.
Nonhuman cultists of Rovagug probably begin seizing lands near the Pit of Gormuz.
Not enough information.
Not enough information.
Other Planets of Note:
Castrovel- Elves leave Sovyrian en-masse to retake Golarion.
Other Planes of Note:
Leng- Leng's denizens now face less opposition in their plans, and they lack the decrease-in-arriving-souls problem that most of the major planes have. Overall, Ling's plans are probably furthered.
The Abyss- The tide of mortal souls into the Abyss (like most planes) suddenly dries up, resulting in far less demons being produced. The qlippoth lords notice this and surge up from the Abyss's depths, retaking most of the plane from the demons. Most demon lords, excluding Lamashtu, Kostchtie, and Pazuzu are forced into a defensive war and some are probably killed. Some, most likely including Deskari, flee to other planes. Kostchctie's forces are bolstered by the reknewed sway of frost (and other) giants; with Baba Yaga's children gone, Kostchtie probably manages to kill her and reclaim his full power, usurping Nocticula's postion as the second-strongest demon lord behind Lamashtu. Lamashtu, thanks to her monstrous and nonhuman worshippers, manages to remain a potent power. Pazuzu, thanks to his avian followers, manages to retain his power and remain a thorn in her side.
Axis- Compared to the other planes, which have lost the mortal souls used to produce their primary denizens, Axis is doing excellent. Inevitables, unlike all of the other major planar races, are mass-manufactured in huge forges and don't require mortal souls (the mortal souls there go to Axiomites). Axis suddenly has a numerical advantage in reinforcement production that is unprecedented. Law begins to spread to the other planes as Axis takes advantage of this and quickly expands.
Overall an interesting scenario. Thank you for posing it.
I also voted for Dustpawn.
Planar material and interplanetary adventure are the two areas I most want to see more of, and I liked both Dustpawn and Scarlet God. I nearly voted for Scarlet God, but the loss of Leng and general uncertainty of what would replace it shifted my vote to Dustpawn.
Witchwar Legacy is for 17th Level characters and, while not heavily Abyss-focused, does feature giants serving the Demon Lord Kostchtchie and involves obtaining (with the potential to later go destroy) an artifact related to him. You could probably edit it with low effort to lessen the emphasis of some of the witch/Baba Yaga focus and concentrate on the Kostchtchie parts.
The Inner Sea World Guide stats it up as a Minor Artifact that resets its drinker's age to a random age from the standard starting age tables for the drinker's race (making the drinker a young adult again physically) and removes all aging penalties to stats while keeping any mental stat bonuses.
My general order:
Katapesh and Goka come in just a bit below those. Absalom is the one I see as most key to the setting by a fair bit.
That said, I also agree with Gorbacz.
Module D3: The Demon Within was one of their first appearances. I don't have it on hand, but I know there's at least some stuff on them in there.
The Gazeteer, Inner Sea Campaign Setting, and Inner Sea World Guide all have base info on them in the Mendev sections (and there's the Low Templar prestige class).
Korvosa and the surrounding region has the Korvosan Guard.
Magnimar has the City Guard and Justice Court; with the guard doing the ground work and the court making rulings on major crimes and disputes.
Gaston Cromarcky pays mercenaries to enforce his laws in Riddleport, though that's mostly him maintaining power and making sure his city doesn't fall apart or get taken over by another pirate or crime lord.
I don't know of any one organization that ranges over all of Varisia for law enforcement, though.
Other languages I've seen:
Probably retconned languages:
The Valashan Destriers that Kajehase mentions from Second Darkness are also mentioned on Hook Mountain page 69.
Plague Steed (Lost Cities page 32) isn't really a breed, but it is mentioned as a type of undead horse.
Al'Aldane Zulran, guildmaster of the Imperial Union of Breeders, has a sprawling horse ranch called Zulran's Equines in Katapesh. It's on page 30 of Dark Markets, and his horses have their base speed raised by 5 feet.
Demiurge 1138 wrote:
Good catches. Thank you for double-checking my list.
F. Wesley Schneider wrote:
Whoa. Gadigan and Greg. Thanks for being insane.
Glad I could help! I just finished Distant Worlds and made a list from it.
The Ice Belt:
The Dark Tapestry:
I didn't add in some of the powerful unique things (the god-computer on Aballon and Forever Queen on Liavara's moon, for instance, and I also didn't list things that aren't specifically something new / lack any real description, like whatever's down in the gas sea and the giant saurians on Castrovel. If you want a list of these I can go through and make it too.)
Someone said wrote:
Someone tell me where Sovyrian is... please?
It's a continent on Castrovel. Roughly Austraila-position by the map.
Someone said wrote:
Does Aballon, Castrovel, Akiton, or Verces have any moons?
Aballon and Verces I can confirm as 'no', at least as far as info in this book goes. I haven't fully read the Castrovel and Akiton sections yet, but haven't noticed a moon for either yet.
The Lashunta picture is new.
Aballonian- 7, with options to upgrade them with additional traits
Thusfar Aballon, but I've only read three entries and liked all of them.
I think 'lack of official Paizo psionics rules for Pathfinder' may be one of the major reasons for not including Lashunta stats. The race is psi-focused, and the rules for that aren't out yet (though I hope they eventually come out). This argument doesn't really hold for the other races (unless they also require rules expansions to build), and it would be nice to see stats for them, but I think this book is still going to give lots of awesome info on the various planets.
From the old thread: http://paizo.com/forums/dmtz1jk6?Curious-about-new-monsters-in-Golarion
I looked through the old thread on this topic and dug up everything that wasn't statted (a fair number of things had been between that old thread and this one), wasn't unique and high-level, and wasn't an ethnicity of some sort or a vairant on a statted animal with the changes to that animal listed out where it was mentioned.
These are the results:
Sandkraken (Campaign Setting. page 59)
"The following is taken for Hangman's Noose and while it does not specificly name these plant creatures it does give the briefest descriptions of about 5 or 6 deadly plants or mosters of the plant type.
"Meanwhile, new things began to grow: black trees with weeping human eyes on the tips of their sickly branches; blood-sap sentinels; fungal molds the size of cattle; and marrow-drinking vines that steal memories, voices, and bones of any who wander among them. Worse, plants that infest human cadavers, animating the thing to walk among the living, are rumored to grow here along the sunless lanes. The cater-blossoms mewl in horror now, surrounded by twisted abomoinations of nature..."
The first five are specific vermin/vermin swarms mentioned on page 29 of Hangman's Noose, the quote, like the one above, does not specificly name a creature but does provide a brief description.
From The Great Beyond:
"From PF#2 The Skinshaw Murders, there are the unnamed spider-like horrors that came from within the Irespan (pg. 59 under "A History of Dread")"
razorscales (Dark Markets p. 19 & LoF PG p. 12)
In PF #23, the Rovagug article, there's some Kellid people who live by the Worldwound and get mutated by the powers of raw chaos.
Akyrak (A History of Ashes pages 64 and 65)
From the planets article in Children of the Void-
From the original Thassilon article in Burnt Offerings-
From Into the Darklands-
From the Campaign Setting-
In PF#5, the Yethazmari bestiary mentions the Gytrash of Gralton, the Juggerloathe and the Isger's swaithes. It also mentions Kirukakarung, the queen of the Black Hunt.
"Also, Star Monarchs never got properly statted and there was mention of various boggard variants. "
Hetkoshu are mentioned in Osirion, Land of Pharaohs, as living in the River Sphinx and the pools of Shiman-Sekh. I do not know if they have stats anywhere, but they're described as a native variant of the crocodile.
Monsters from the Campaign Setting:
The wormfolk (Seven Swords of Sin, p. 30)
"I remember the glowy things in Ember Lake piqued my curiosity."
From Princes of Darkness p. 24, the Oitos Kyton (the individual is described as a golden skeleton wearing robes of flesh)
All of these from the Guide to Absalom
There are some monsters in the book of the damned vol 1 that don't have stats. One that comes to mind is the Typhlipedes.
Dream Wolves - Darkmoon Veil
From the Twice Damned Prince-
Here's some more:
Khaei (City of Strangers 56)
From Guide to the River Kingdoms;
I'm not sure if the yaenit, Lamashtu's hyena-demon followers, have stats.
The dragon in Guide to Absalom was Maejerex Steeleye, a dragon with amethyst scales who was killed in the 4500s AR.
More things I've located-
From the Bestiary 3:
From the Book of the Damned:
The haunted/undead-merged clockworks form the Darklands under Tian Xia (Dragon Empires Page 21)
The mechascorpion from the Numeria picture
From Lords of Chaos: