What Obediances would you put for the Four Horseman?
I don't know how I missed this till now! :(
Obviously this is kinda quick and dirty, and it isn't canon. But in the absence of having Obediences for the Four in print, feel free to go with it till something canonical replaces it in print.
While whispering a silent prayer to the Horseman of Pestilence and having marked yourself with a symbolic representation of plague, contribute to the active spread of a disease. Provide food to rats, set rotting meat for maggots to consume and mature to flies, pool stagnant water for mosquitoes, or if at all possible deliberately self-infect yourself with a disease or if having done so, spread your contagion to others. Gain a +4 profane bonus against disease effects.
Anoint yourself with a mixture of powdered bone and rancid oil, whispering prayers to the Boatman of the Styx for one hour in the flickering light of a candle containing tallow taken from a corpse of a creature dead of old age or risen in undeath and then destroyed. Gain a +4 profane bonus against both positive and negative energy effects.
Slay an intelligent, mortal creature in combat and afterwards mark your body with their blood, having watched them die. Afterwards for one hour consider how you yourself will die in battle eventually, and the many more before you that will fall before you, by your hand. So long as you retain the blood of this victim on your body and have not yet killed another victim, you may offer up this previous act for four days before requiring a fresh kill. Gain a +4 profane bonus to both CMD and CMB.
Meditate upon the teachings of the Lysogenic Prince for one hour after sundown, having denied yourself both food and water since the previous day's sunrise. Feel the pangs of hunger and the agony of thirst and understand that this is the prelude to how all things must eventually weaken, wither, and die. Gain a +4 profane bonus against any effects causing non-lethal damage or fatigue.
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth (Wrath of the Righteous 5 of 6) (PFRPG)
Wolfgang Baur wrote:
Just getting mentioned in the same space as those names is incredibly flattering to me. :D
And yes, I'd totally be up for anything like that if you do something in the future. *glee*
James Jacobs wrote:
Just chipping in here. Some of the demiplanes from 'The Great Beyond' were mentioned in 'The Inner Sea World Guide' in its sample listing of demiplanes in the cosmology section.
The Prison of the Laughing Fiend also appears in the Well of Many Worlds chapter in 'Classic Treasures Revisited' in conjunction with the cursed variant well 'Tegresin's Devouring Well', and its appearance on Golarion in the past and current day.
Also, to James, it was so much fun working on those. Thank you! :D
Go for it! It's a good book :D
It's nominally 3.5, but except for a few monsters at the end of the book it's entirely devoid of game mechanics. There's a lot of detail that hasn't been seen in other books simply because it covers a lot of ground that hasn't been revisited (yet?) and the cosmology section in the Inner Sea World Guide just summarizes each plane rather than going into the detail and sample locations that TGB does.
And if you want to see a PF update to TGB please ask Paizo for it! Otherwise it's just going to be me making the request on the boards, over email, in public at GenCon, etc etc. Ask them so I seem less obsessive about it. I'd love to go for round two on the topic if they want to do another book and if they want to let me in on it. :D
Tequila Sunrise wrote:
Entirely cosmology dependent really.
In a classical Planescape game I'd have gods more powerful in general, except for on the alignment lord's home plane in which it's very much reversed in most cases. You might be a greater deity on your little backwater material world, but make no mistake, the Oinoloth is older than you and if you start something in the Gray Waste don't be surprised if your worshippers all start bleeding from their eyes followed thereafter by you (exaggeration, but point made).
Home field advantage basically. Gods are granted wide ranging powers by their worshippers, but at the expense of having to depend on them in a way. Alignment lords are limited in their powers to their home plane or layer, but oh God within that sphere of influence they're not to be messed with.
Golarion is different, but Golarion isn't the Great Wheel and has different assumptions to work with, so it makes sense that being a deity means more in Golarion regardless of if you're a mortal or an Abyssal Lord seeking to become a full-fledged deity.
I'm not really sure which I prefer if I had to pick between the two. But I do like corner cases that bend the rules or don't appear to make sense. :D
Tequila Sunrise wrote:
In D&D the nature of and power scale of gods and non-deific planar rulers like Abyssal Lords, Archdevils, members of the Celestial Hebdomad, Slaad Lords, etc well, it wildly varied by edition and even within an edition in different sources. Frankly it was never handled in a defined matter and rather than being mysterious far too often it came off as poorly referenced and multiple conflicting viewpoints on the topic being advanced by different authors who may or may not have been aware of prior material.
Without going into my personal side of preference on that continuity mishmash (which let's make clear it's a personal view that is specific to the Great Wheel), it was honestly refreshing to have the question defined from the start by Jacobs et al.
And that definition is: Deities are singularly more powerful than non-deities regardless of pretty much anything else. Things other than personal power are what prevent deities from just smashing demon lords left and right, prevent them all from openly and personally interfering on the Material plane, etc. Demon lords can have home field advantage on their native plane, but Godhood is still going to be something that they're all going to strive for to increase their own power.
Of course some entities like the proteans' Speakers of the Depths, the Oinodaemon, and the Axiomite Godmind haven't been defined as to their deific status or not (or their status as actual entities or not in the first case). So for some entities they might happily use that ambiguity as to their deific nature or not to their benefit in myriad ways either to puff up their power to others, or perhaps alternately avoid the notice of their peers.
James I think has expounded on this whole topic before, and did so in a very well put way if you can find it.
There's a protean in my home game that's best described as a living cipher written down on a parchment (like a sentient computer virus dwelling within books and other written documents).
And there's a protean within the Maelstrom constructing a weird crystalline fractal thing which is technically I suppose something you could consider ordered.
The moignos (and Tony D's illustration of them) were one of the primary influences behind the axiomites actually. :)
And axiomites utilizing horrific math powers isn't that far off from my own thoughts (see the writeup of 'The Ghost of Departed Quantities'/'The Eye of the Godmind' in Classic Treasures Revisited, an axiomite created artificial sphere of annihilation intended for use against the proteans and protean lords).
I revisit the idea a bit (and the protean's opposite side of that) in a non-canon story of mine that will show up in a fan project by Robert Brooks (in layout now).
We need Tony DiTerlizzi to illustrate an arbiter inevitable being repaired by an axiomite. :D
Modrons are indeed awesome, and it's a shame that they aren't OGL. Some of the planar stuff being OGL versus other bits not was a bit of a double edged sword. Yes you were able to use lots of classic outsiders, but if Pathfinder had been able to use slaadi for instance, we wouldn't have gotten proteans. Benefits and drawbacks in both OGL versus non-OGL availability of some classic elements, but I'm rather happy with how it turned out.
I do however think that the more that the axiomites (and Axis as a whole) is expanded upon in the years to come, that they'll grow on folks. I'd love to take a shot at it, but if I don't have the opportunity, there are quite a lot of super creative folks that would do a spectacular job as well. :)
I'm just still stoked that Todd Stewart favorited my post.
And I find it totally bizarre that anyone makes a big deal over me or my work for any reasons whatsoever. I'm flattered, very much so, and somewhat bewildered! :D
But thank you, I really appreciate the compliments before. :)
Jason Nelson wrote:
I love the artwork on this one. And bonus points if anyone gets the convoluted little tip of the hat / obscure reference with this particular critter's name.
Tequila Sunrise wrote:
I wrote the cosmology section of the Pathfinder Chronicles Campaign Setting (3.5 version) and the Inner Sea World Guide (PF version), all of the cosmology splat book 'The Great Beyond: A Guide to the Multiverse' (nominally 3.5 but largely devoid of rules), and a bunch of other planar stuff like Book of the Damned 3 (but not just planar stuff).
That being said, while I wrote those books or portions thereof, a lot of other folks like Jacobs, Mona, etc were involved in the basic framework before I was assigned anything (Jacobs designed the onion/layered nature of the Inner Sphere planes, and there was a lot of back and forth in brainstorming the nature of certain planes, names of outsiders, etc). Collaborative creation is the name of this industry, and I feel blessed to have been along for the ride and able to contribute and collaborate with a ton of amazingly talented folks. :)
As far as defined ideas: things like the denizens of the planes being largely set down at the start rather than emerging over two decades of random creation (like how slaadi were the iconic CN outsider in the Great Wheel not because Limbo was designed with them from the start but because they happened to mostly be the first CN outsider created), a defined place for the NE fiends so they wouldn't seem like a third wheel compared to demons or devils (they represent Death, specifically oblivion of the mortal soul), the nature of gods versus planar lords like archdevils etc, the nature of undeath and how to reconcile that with the non-evil nature of negative energy, etc.
Well for starters, what rule set are you going to use? Each potential source is going to be of more or lesser value depending on if you need them more for flavor and inspiration versus rules content and in how they overlap each others' content or not.
Personally I find that the 3e MotP largely covers the same ground as the 1e MotP, but it does so in more detail. When I ran my last two 3e Planescape campaigns I typically kept the 3e MotP at the table for quick reference and some of the tables and charts that it had. It's a nice balance of flavor and rules content.
(Right now I'm running a planar Pathfinder game, strictly using the Great Beyond, so only using the PF sources at the table - but what works for me isn't necessarily what will work for everyone, so judge as you will. Plus I've got most of the content memorized)
Obviously I'm biased as far as including The Great Beyond since I wrote it. It's almost entirely flavor and as a result you can drop its content into other cosmologies with relative ease. Really only the monsters in the back which are in 3.5 stats are the rules content (they're all reprinted in Pathfinder stats in Bestiary 2).
The Planescape box set is awesome, but the utility might be much higher depending on if you're planning on using Sigil itself. If you are, it's super awesome (supplemented by Faces of Sigil, In the Cage, and Factols Manifesto). Its advice on running planar campaigns and using the planes are beautiful regardless of edition and regardless of cosmology.
1e/2e/3.x all used the Great Wheel as the assumed default. There were some relatively minor changes from 1e to 2e and from 2e to 3e, but they were pretty trifling. 1e's planes were not hugely detailed, but they set the general framework for 2e and 3e to use. 2e massively expanded on that and added tons of details, more outsider races, history in-setting, etc with the Planescape campaign setting (or rather meta-setting). 3e presented a somewhat more simplified version of the 2e Great Wheel. 4e is an entirely different beast altogether that reuses some names, sometimes for radically different things, and assumes no continuity with the 1e/2e/3e cosmology.
Now 3e did overtly state that campaign settings could have their own unique cosmologies, and Eberron was designed from the start to have a unique cosmological framework. 3e FR also had its own set of planes (after using the Great Wheel for 1e and 2e) which caused some continuity problems in-setting, but the changes looked bigger than they actually were. Largely it was just the divine domains of the FR gods being treated as full planes and arranged a little differently, but they were never fully expanded upon in a book covering that sorta-cosmology. You could pretty much run them as a unique cosmology or retain the Great Wheel without any problem.
4e shattered that all with not only a completely different default cosmology (the World Axis) but it randomly dropped several alignments such as CG and LE no longer existing, entire races of outsiders went away (guardinals vanished, archons went from being LG celestials to being evil elementals, yugoloths became demons, and the CE posterchild succubi became devils, etc). That cosmological default and the changes in outsiders it introduced were pushed into campaign settings with their own continuity and pre-existing history based on the Great Wheel like FR (which had yet another cosmology change as a result). It was awkward, and I'll leave it at that.
Pathfinder couldn't use the Great Wheel because of IP considerations, but the cosmology of the Great Beyond in PF was designed with the specific intent to allow for the same types of planar games to be played as in the Great Wheel in 1e, 2e Planescape, etc. And unlike the Great Wheel it started with a defined idea in place for most of its elements rather than evolving through dozens of hands over three decades of time. You could probably easily drop concepts from the Great Wheel into Pathfinder's Great Beyond with little problem.
I'm a gigantic 2e Planescape fanboy, but if push came to shove, I'd probably pick running a planescapey type campaign on the planes using Pathfinder's Great Beyond cosmology.
Jonathon Vining wrote:
Here are some of my concerns with Paizo's Great Beyond (and, thus, things I'd like to see someone [like you, because you're awesome] work on):
I'll comment on all of this, but there are limits of course to what I can write on in terms of 3PP material versus closed content that is only going to be further explored (or not) in material for Paizo proper at their discretion. Mind you, I would gleefully happily love to expand on pretty much anything planar for Paizo, and without any inside knowledge I'm sure that they will in the future be it with me or someone else. :)
That doesn't preclude me from doing some 3PP work on the side to supplement some of those underdeveloped areas.
First, Axis feels a little underdeveloped. Is the whole plane the city? Are there mechanical outlands bordering the city? How do Axiomites relate to each other, the Godmind, and inevitables? Also, more on Axiomites. I know they don't have different castes like a proper outsider race, but they have to vary in different ways. Alternate Axiomite properties, possibly earned through advancement? Special Axiomite feats or spells? The same thing, but for PCs who want to learn Axiomite mathemagics?
There are two things in conflict here. The written descriptions and my intent in writing up Axis was that the city and the plane are the same thing. As the plane/city expands the walls push further into the Maelstrom borderlands, more inevitables are forged to stand as sentinels, and the proteans get ever more cranky in response. Within the city/plane there are deific domains like Abadar, Aroden's walled off domain, etc. But the city and the plane are the same thing.
However the map in TGB shows the city as being smaller than the plane as a whole, with Aroden's domain outside of its walls, the Spire outside of its walls, etc.
Presumably a future exploration of Axis will add more detail and clarify the discrepancy there. Or James could give a final answer if someone asked him and he wanted to rule on that, just saying. ;)
As for axiomites, there wasn't enough space to go into more detail, and I very much regret that. They do have three different castes, but there aren't any details provided as to there being any mechanical or flavor differences in the members of one caste versus the other. I have tons of ideas here and places I would have gone, but again, that's likely to wait till I or someone else is given that assignment if Paizo wants to go there.
Advanced axiomites and them gaining in power and Lawful alien'ness as they grow closer to the Godmind and further from their mortal origins as petitioners is implied I think.
Second, the neutral plane is woefully underdeveloped. I can't accept that the whole plane is solely Pharasma's domain. So what's the rest of it like? How does it all interact with aeons? On that topic, what are aeons about, really? Their Bestiary 2 entry was minimal.
There whole plane isn't Pharasma's domain. Her domain is just at the center of it. TGB has some slender details about the plane outside of her domain and beyond the graveyard of souls, but not a ton has been seen in print yet.
Also the Aeons didn't exist yet when TGB was written, so no incorporation of them (or psychopomps). I was intentionally mum about TN outsiders in TGB precisely because I was asked to because there wasn't yet a firm idea of what to do with them or what conceptual ground they would be staking down.
I think Aeons have since been largely ignored and replaced by the psychopomps at least in terms of being included and integrated within Golarion-specific lore.
As for the plane as a whole it's begging for more detail. I'd love to visit it again, and both Sutter and Schneider have done some really cool stuff relating to the plane (with 'Death's Heretic' and the psychopomps respectively) so I think you're safe with it being developed further. :)
Also, are there only nine outer planes? Should there be? I know the Outer Sphere was meant to allow incorporation of all manner of planar material, including the ability for GMs to include Planescape/Great Wheel material. Should we just slot things into whatever existing plane is most appropriate, with modifications to either source as necessary? Is it feasible to just drop Carceri wholesale into the Outer Sphere?
I think there's more than plenty room and conceptual space to add new planes. Abaddon didn't always exist for instance, and it popped up and solidified out of the Maelstrom in relatively recent cosmological time. So new planes could and likely should pop up if they're distinct enough from existing planes (in which case like some sort of alignment-based gravity they'll show up as outgrowths of existing planes or moons drifting into the Maelstrom's metaphorical aether surrounding their larger planar cousin.
Carceri would be fun as both an Abyssal outgrowth or its own prison-plane drifting in the Maelstrom (and after all, on a small scale, you've got demiplanes precipitating out of the Maelstrom's 'surface' with the Astral, so plenty of room to introduce new locations). I could see Carceri as a protean mockery of Hell in some ways.
For all the occasional condemnation of "biological determinism" that you see come out of the wholly discredited 'culture and nurture is everything' school of thought from decades ago there are measurable differences between the male and female brain. That being said the effects of those differences are often subtle, but it's naive to ignore that it has an effect on higher orders of behavior: one effect among many including upbringing, social conventions, etc.
Those anatomical differences are also somewhat blurry for some of us.
Additionally, as ethically problematic as it is, look at some of the research involving prenatal administration of dexamethasone (as an experimental treatment for congenital adrenal hyperplasia) on both physical characteristics and behavioral characteristics in treated versus untreated children (stereotypically masculine traits versus hyper stereotypical feminine traits in untreated versus treated groups). By altering the standard hormone exposure (or effect of that hormone exposure) in the prenatal stage, you can produce a lot of downstream effects on the brain.
When was it ever stated in PF that they couldn't enter the PEP? (and yes I'm going to have egg on my face if it's something I said in print)
The natives don't like outsiders there (ok the natives don't much like anyone intruding there) because they view anyone there as trying to interfere with their task of shepherding immature souls.
Cori Marie wrote:
In happier news... ENDA passed the Senate 64-32 today. It likely won't pass the House, but it's a step...
It might not pass the House at this stage, sadly, but I think folks will be surprised by how many votes it gets on both sides of the aisle. The support was pretty damn bipartisan in the Senate, and I think that in recent years we've seen something of a sea change on the Republican side in favor of support for LGBTQ rights (part of a larger focus on economics rather than social issues in that camp, and an actual embrace of LGBT issues as time goes on). ENDA or a successor bill will end up passing in time. :)
Captain Emberwrath wrote:
I don't own fetchlings in any way, but I don't see why you'd need to change your race's name. They derive their names from similar root real world mythology, but they go different places with it. All is cool to me. :)
FWIW, since I created them I'll clarify things a bit here: the fetchling name is derived from the fetch of real world mythology. The fetch was a copy of a human, a changeling left behind in place of the original. Other myths have it more like a doppleganger, a facsimile of the original, but not the true one. Fetchlings being humans infused with the essence of Shadow (and the bloodlines of multiple Shadow natives) get their name as being warped versions of true humans, distorted reflections, imperfect copies of their untainted progenitors. As they see it, the name is a pejorative.
Completely non-canon speculation here:
The 5th Horseman doesn't rank by virtue of being dead/imprisoned, or doesn't rank by having transcended things in some capacity by being merged with Abaddon itself. It's an odd position to be sure and all depends on how you interpret the 5th's current state in your games. :)
I'd be tempted to rank Ssila'meshnik the Colorless Lord at the top of the protean lord CR ranking. I suppose I see him as something of a self-appointed intermediary for the proteans' dualistic racial pantheon (whatever the Speakers of the Depths' actual status as discrete gods might or might not be). I mean he pretty much trashed Axis at one point more or less by himself super early on to prove a point, and he comes and goes as he really cares within Pharasma's domain (though I suspect that's by her allowance or some manner of arrangement they've made, not him flaunting laws and restrictions because rules are made to be broken, but then again...).
Below Ssila'meshnik, there are a number of other protean lords that have been mentioned like Narriseminik and Il'surrish, the Watcher in the Wheel, the Lord of Entropy, the Lord of Madness, Mother of Tongues, and maybe Zolo of Hungry Teeth (the reference doesn't explicitly state he was a protean lord, but I assume he is because it took an artifact to stop him). However there hasn't been enough detail published on them for me to really guess about CRs. Hopefully in the future there will be more details forthcoming. :D
Because that would be really cool.
Only the deep Maelstrom is 3d/fluid/void. Outside of the deeper regions, the Maelstrom borderlands are normal terrain that resembles warped, unstable and ever-changing regions influenced in form by whatever other outer planes are in relative proximity to where you are (the other outer planes drift around in the Maelstrom like literal islands of stability).
I wouldn't make the players have to use fly spells. Make them swim. Make them learn how to control the terrain by thinking about what direction is what and then falling towards whatever they consider down.
It's weird and bizarre in the Maelstrom. Direction and motion and movement should be as strange as you care to make it.
Don't consider it as being just like D&D's Limbo, it's sometimes ok to make the comparison, but other times it's quite different (especially so with the border regions).
I ran a Planescape game with Shemeshka the Marauder as one of the long-term villains/allies of necessity/general pain in the PCs collective tails, etc. I cannot tell you how many unique outfits I designed just so that NPC would have something new each time they saw her.
Tieflings with shod hooves that they treat like jewelry with unique metals, patterns, jewels, etc. Carvings and inlay on their horns, etc. Fun stuff. :D
Lord Gadigan wrote:
I'm not sure that I would want to actually. Don't get me wrong, I think I could do something cool and me and hopefully do them justice given the high bar of twisted and awesome that has already been set for them by Paizo.
But at the same time they're grim-dark and horrific enough that I'm honestly not entirely sure how much I'd enjoy working with them. I think I could do something really awesome and hellish on the topic, but that topic... honestly makes me hesitate given where I'd be going. It's on the potential to-do list, but if I did, you'd see a string of whimsical and not-evil stuff from me for a while afterwards to compensate or some-such. Heh :)
* Make your own planar entity type. I think you have the chops for it (you've already made proteans and handled the majority of Paizo's daemon stuff), and I'd like to see what you come up with
Proteans, axiomites, jyoti, scaeduinar, vulpinals, fetchlings, and lots of daemons aren't enough new monsters? ;)
This seems likely on my short list of side projects at some point or another.
Dale McCoy Jr wrote:
Thank you :)
I had a blast with it, and with the umbral kobold book I did for you as well.
They've always been interesting. :D
James Sutter did some really cool stuff with them in his novel 'Death's Heretic' [and in turn I totally payed homage to his use of Axis in this non-canonical story. :D
Once the axiomite/protean/other stuff story that I wrote for Robert Brooks' project is out, I'm curious what people think. Obviously the content isn't canonical, but it's more on what was in my head when I first came up with them, and given the chance to publish some more on them, it's a hint of where I'd potentially go. Time shall tell. :)
Starting Here and for the next several entries in his blog. Really awesome stuff. :)
I can't find that he has ever held an elected office, and with comments like that I can reasonably say that he never will.
Oh God how did I not see this thread. :O
Because I took a week off in responding to the thread because my job has been running me ragged (we're close to filing for regulatory approval for a currently experimental cell therapy, and I'm one of the scientists involved in making sure everything on the process/GMP side of things that the regulators want shown and tested is actually shown either directly or via model).
Also my having a seizure several weeks ago has taken a bit of wind out of my sails (though I'm feeling much better now).
I really like using speech and speech formatting to show and emphasize just how alien a creature's mindset is.
The following are two bits of speech excerpted from 'Et in Galisemni Ego' a forthcoming story I contributed to Robert Brook's axiomite and inevitable fan project.
Thoughts of an Axiomite:
∫ (Darkness. Numbers. Eyes. Curiosity. Determination. Calculation. Designation. Transfiguration.) ∞
Speech of a protean (in this case Ssila'meshnik the Colorless Lord):
“We are stopping child of numbers/laws/constraints/chains it was necessary you caught my notice because/causality a meaningless thing hah hah/I willed it to be so. A trio of reasons in a place of unreason and a trio of crowns follows nipping at its heels. Am I/I am unreasonable?/unreason.”
Or maybe something more along the lines of the old moigos, those guys that were endlessly searching for Pi?
The moignos were very much among my inspirations for the axiomites.
Ambrosia Slaad wrote:
I rather enjoy reading both of their stuff. :)
Per James Jacobs, formians have been pretty solidly retconned as non-outsiders, and the formians of Axis as immigrants (potentially tweaked in the process due to long exposure to the plane's essence, making them less brutally expansionist as those on the Material plane).
Any future take on Axis or the formians as a whole would need to iron out some of the past material here with respect to this, and also address the Axis variant formians like the wasp-type ones, etc.
Plane of Shadow, definitely. I love shae and kyton and d'ziriak and think the role of fetchlings/kayal as described ever-so-briefly is pretty fascinating. Shadow giants, too, though those might not be setting neutral since they appear in the Inner Sea Bestiary, but the idea of shadowy giants with some sort of Aztec culture is pretty fascinating to me. The living metropolises of kyton demagogues, breathing, pulsating, organic sanctuaries within the Plane of Shadows, the ability of d'ziriak mentioned only in brief to weave light into tangible art and their reputation for creating beautiful weaponry, just more about the shae in general who have transcended a definite form...and the Plane of Shadow is always fascinating to think about itself, a twisted mirror image of our own world...or is it the other way around? How deep does that connection go...perhaps deep enough to make us uncomfortable and wonder whether we are the shadows of darker, deeper, truer things?
I could so totally go bonkers on the fetchlings/kayal, and likewise exploring the wider Shadow ecology, the d'ziriak termite mound-esque cities, umbral dragons, shae, and others.
The kytons weren't so much in the picture originally when Shadow was written up, so they absolutely should be discussed in that context at some point by someone *pokes Schneider to start working on them because they're awesome*.
Set, have you published stuff before? Because you should. You have good ideas. :)
And I'm completely on board with more Law vs Chaos stuff. It shouldn't be the step-child of planar conflicts compared to Good vs Evil. And the divisions between ostensible allies in such alignment divisions should be explored as well. Archons and devils as allies of convenience or necessity when faced with proteans, or pretty much everyone when faced with daemons poaching souls from the Astral, etc. So much room to play with and expand into something much vaster and much more nuanced than just a Good vs Evil or a Blood War style conflict on the planes.
I'm not familiar with that book actually, I might have to snag a copy and take a look.
As far as Planescapy/philosophers with clubs stuff, I'm always game for that sort of stuff. It would be cool to see the Blackfire Adepts and Riftwardens explored through that lens, as well as other, similar groups. :)
Maybe at some point you'll see stuff I've written with regards to daemonic philosophy (victim of editing for space concerns).
Something similar regarding various outsiders' views on the cosmos, each other, mortals, etc would be interesting to see.
Christina Stiles wrote:
Todd hasn't mentioned it, but I asked him if he'd be willing to write planar material for me--thus this thread. Obviously, Todd want to do more official Paizo material, so he hopes to get more Paizo contracts in that regard. Otherwise, we are looking for what he can do for me as a 3pp. In terms of a planar AP, that would be something more up my alley in writing. We've discussed.
Hence this thread. :D
Well I recently cowrote a pair of fey-related projects for Legendary Games The first of them, 'Faerie Passions' is out, and the other one, while not yet released, will have Neil Spicer contributing as well. :)
I like alien and I like whimsical. I tend to bounce between those when I'm not doing something horribly dark and fiend related. :)