What do you want from a Lost Omens: Shining Kingdoms?


Lost Omens Campaign Setting General Discussion

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Its treatment in the Spore War Player's Guide has me excited that this take on Kyonin will avoid old elitist tropes, which I appreciate - but I'm hoping there's room for parts of the elven nation to get really weird. Their capital is the hub for a portal network that spans the globe and the solar system; if I remember right, Knights of Lastwall had a lich from Sovyrian commanding Lashunta vampires, and more stuff like that would delight me. Iadara is rocking some really profound magic - let's luxuriate in that high fantasy a little!

The other nations do significantly less for me, admittedly, though I'm a little curious to see what Galt's identity looks like now. Andoran is already Democracy Land, and we're seemingly done with Eternal Revolution being the color for the local theme park... what comes next? Our Fantasy France has a chance to be something new, and that interests me a lot.


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keftiu wrote:

Its treatment in the Spore War Player's Guide has me excited that this take on Kyonin will avoid old elitist tropes, which I appreciate - but I'm hoping there's room for parts of the elven nation to get really weird. Their capital is the hub for a portal network that spans the globe and the solar system; if I remember right, Knights of Lastwall had a lich from Sovyrian commanding Lashunta vampires, and more stuff like that would delight me. Iadara is rocking some really profound magic - let's luxuriate in that high fantasy a little!

What were the the old elitest tropes of Kyonin?


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vyshan wrote:
keftiu wrote:

Its treatment in the Spore War Player's Guide has me excited that this take on Kyonin will avoid old elitist tropes, which I appreciate - but I'm hoping there's room for parts of the elven nation to get really weird. Their capital is the hub for a portal network that spans the globe and the solar system; if I remember right, Knights of Lastwall had a lich from Sovyrian commanding Lashunta vampires, and more stuff like that would delight me. Iadara is rocking some really profound magic - let's luxuriate in that high fantasy a little!

What were the the old elitest tropes of Kyonin?

Some really old materials presented Kyonin's elves like your typical snooty "high elves"; dismissive of other racers and super orderly (Lawful under the old Alignment paradigm)... despite none of that actually being Golarion Elf lore, which presents them as a pretty fundamentally mercurial culture broadly.


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keftiu wrote:
what comes next?

They've been freed, do they know how hard it is to lead?

But more seriously, a country trying to put itself back together after a long Reign of Terror could be a wonderful place to tell stories of intrigue, and as real French history shows the backslide into authoritarianism is entirely possible. Galt has as much of a claim to the old Taldan Empire legacy as Ravounel or Cheliax do, and it has neighbours to the north who are vulnerable and potentially lucrative if Galt could secure the overland route from Sarkoris now that Lake Encarthan isn't safe due to a certain Whispered Tyrant. And as happened in France, there might be any number of potential heirs hoping to be restored to their grandfathers' estates now that the Gray Gardeners are gone.

Meanwhile, I hope that a 2e treatment gives Paizo the chance to make Andoran seem like a cooler place to tell stories. It gets stereotyped as the Revolutionary America setting because Democracy, but I feel like you could do a lot to draw influence from Dutch history, especially the Stadholderless periods and the Anglo-Dutch Wars, with the diminishing of Chelaxian naval power and perhaps the rise of Taldan naval power under Eutropia, Andoran trying to carve itself out as more of a naval power in Golarion's Age of Sail. You could do a great campaign centred around that, never setting foot on land other than maybe a few port cities.

Shadow Lodge

Morhek wrote:
And as happened in France, there might be any number of potential heirs hoping to be restored to their grandfathers' estates now that the Gray Gardeners are gone.

They'll have their hopes realized too, I'll bet.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Andoran is also due for a slight refocus now that the slave trade has largely collapsed across the Inner Sea Region. A big part of Andoran's identity was as anti-slavers. I am curious to see where they place their focus now.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am personally kind of excited for the Five Kings Mountains. We haven't gotten much regarding the Five Kings Mountains as a Nation and it will be interesting to see it explored as a Nation.


Brinebeast wrote:
Andoran is also due for a slight refocus now that the slave trade has largely collapsed across the Inner Sea Region. A big part of Andoran's identity was as anti-slavers. I am curious to see where they place their focus now.

Poking Cheliax with a really really long stick, maybe?


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For Andoran I would love to see more of the political factions and organizaitons. Major guilds have a seat in the People's Council. Also how council districts are drawn and chosen. The Lumber consortium is a big one but there should be others.


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Green Hill zones.

I’ve decided upon prepping my fam for Rusthenge that Pathfinder needs more “Green Hill zones”, or relatively non-threatening micro-settings in a game.

The setting is beautifully gritty in most places, but that can also at times be intimidating for new players. After listening to an episode of Mythkeeper with me, one family member implied she wouldn’t want to live anywhere on Golarion, as it all sounds so hazardous.

The Shining Kingdoms seem a great place to add additional comforting locales in addition to the setting’s danger.


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vyshan wrote:
For Andoran I would love to see more of the political factions and organizaitons. Major guilds have a seat in the People's Council. Also how council districts are drawn and chosen. The Lumber consortium is a big one but there should be others.

Kinda reminds me, I would like a good explanation on how the Lumber Consortium has that much power.

Dark Archive

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My time [to go through campaign setting books] has come once again. Not just for stuff that could be expanded, but to showcase funny and endearing stuff from these nations xD

So Taldor has lot of interesting past to explore and also explore their effect on areas that used to be part of them, lot of noble house shenanigans(some people might be like "pfft, who cares about shenanigans of rich and powerful, they suck", but there are still fun stuff like joke marriage proposal between human grand duke and a dwarf that turned into genuine love and now scandalizes the nobility in Krearis region) and etc, but I assume this thread is probably more interested in more esoteric and obscure matters or at least cities and regions that would be fun to explore xD Like Kazuhn City which has heavy "Kowloon Walled City" vibes. (basically half is abandoned, quarter burned down and the "empty" section is divided by wall from the "polite society")

Another interesting site at Kazuhn region is Peguduor a massive azlanti refuge site that was populated by munavri, caligni and other azlanti descendants but is now mysteriously empty of what must have been tens of thousands of people and contains apparent secret temples to Scal.

Pastorling from Lingian is small hamlet with nothing of note, except really really good bakery. Except that person who owns the bakery and runs the humble place is running massive crime syndicate and smuggling operation despite that bakery is doing well enough she wouldn't even need to do crime. I just had to post that one because npc got really cool art for what is really funny concept xD

Mut from Oppara has self run lighthouse filled with traps, guardians and wards, so most people haven't seen the place's lantern and thus can't confirm whether popular legend about it being a solar dragon's still beating heart is true. I just light idea of lighthouse dungeon with possibly shiny beating heart, so had to mention it xP

Old Sehir: Super popular tourist site that is only 150 year with fictional history reaching antiquity and all local elves and dwarves have given up on trying to convince humans that its in fact not actually old ancient taldan site discovered about 150 years ago.

Karakuru, the City of a Hundred Fountains, known for bathouses and fighting style rondelero that combines peasant dances and noble weapons.

Bafra's Face: adventuring location where bunch of spriggan cultists and gargoyles are trying to build stone god/colossus, would be nice to see if they finally managed to finish animating the colossus with war of immortals and all xD

Blackwood Swamp: besides smugglers and local iruxi enclave, there is sunken azlanti ruins(due to bad building location) Nacar-Azen which has interesting note of containing lot of schools. Like "Astrarium of Mag dedicated itself to understanding what precipitated Earthfall and what the Starstone was." Its interesting stuff

Ruins of Nazilli: adventuring location that has spider cult worshipping Mazmezz. As in cult run by spider monsters xD

(note: huh Emorga All-Seer from wardens of the wild was mentioned originally in taldor book. apparently her class was diviner 8 xD)

But yeah I don't have time to skim through all countries right now, but if this is helpful or fun I'll continue doing so later xD


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Souls At War wrote:
Kinda reminds me, I would like a good explanation on how the Lumber Consortium has that much power.

I am curious to hear Paizo's explanation. But my explanation is simple, they have a monopoly over lumber products. This includes firewood and charcoal from wood. So if someone wants to heat their home, they buy lumber from the consortium, if someone wants to cook, they buy lumber from the consortium, if someone wants a hot bath, they buy lumber from the consortium, if they want to rebuild anything from their wood home, they buy lumber from the consortium.

So this grants them a whole lot of power, even if people don't like them and are corrupt and greedy and do vile stuff, politicians going against them have to deal with the fact that they have levegered this into power.


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The Lumber Consortium is a holdover from Old Cheliax, when some amount of corruption was de rigeur, IIRC they were on the outs with the old Government so they prolonged their power by throwing their weight behind the new Independent Andoran Government, so that the latter felt like they owed the former a favor or two.

That and the fact that Andoran's foreign policy is predicated by "we're a naval power" so they need a lot of wood for a lot of ships. Since they've been preparing for a new war with Cheliax for a while, any action that resulted in "less access to ships, shipbuilding, and lumber" would be disfavored by the Andoran state as it would make them temporarily less ready for that war.


vyshan wrote:
Souls At War wrote:
Kinda reminds me, I would like a good explanation on how the Lumber Consortium has that much power.

I am curious to hear Paizo's explanation. But my explanation is simple, they have a monopoly over lumber products. This includes firewood and charcoal from wood. So if someone wants to heat their home, they buy lumber from the consortium, if someone wants to cook, they buy lumber from the consortium, if someone wants a hot bath, they buy lumber from the consortium, if they want to rebuild anything from their wood home, they buy lumber from the consortium.

So this grants them a whole lot of power, even if people don't like them and are corrupt and greedy and do vile stuff, politicians going against them have to deal with the fact that they have levegered this into power.

PossibleCabbage wrote:

The Lumber Consortium is a holdover from Old Cheliax, when some amount of corruption was de rigeur, IIRC they were on the outs with the old Government so they prolonged their power by throwing their weight behind the new Independent Andoran Government, so that the latter felt like they owed the former a favor or two.

That and the fact that Andoran's foreign policy is predicated by "we're a naval power" so they need a lot of wood for a lot of ships. Since they've been preparing for a new war with Cheliax for a while, any action that resulted in "less access to ships, shipbuilding, and lumber" would be disfavored by the Andoran state as it would make them temporarily less ready for that war.

That would help explain quite a few things, including how they can keep powerful beings and organizations at bay.


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Until recently the Lumber Consortium also had a monopoly over Andoran's colony in Arcadia, Elesomare, close to the Segada Protocol who restrict Avistani access to Arcadian markets. Elesomare seems to have overthrown the Consortium's control recently, but the wealth that would have flowed into their coffers through lucrative taxes and tariffs, especially as the Chelaxian colonies suffered problems as Canorus was overrun by Caligni and undead, would have bolstered their power elsewhere - perhaps one reason why Andoran was reluctant to do anything about Elsomare's rebelliousness.

Dark Archive

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Andoran is another one of those countries where lot of people perceive them as "they are more interesting as source of npcs for other adventures. Like eagle knights, steel falcons, twilight talons or grey corsairs fighting cheliax and so on" rather than as interesting country with interesting locales themselves. Well I hope everyone has learned so far that even most seemingly boring country has interesting details. Or I hope so at least, I'm writing this before reminding myself of detail xD

Arthfell region has several interesting conflict looks, like imperial loyalists and conspiracy to restore noble houses, but hook I like is that Alvis, what used to be small fishing village until it grew, is home to Andoren Alchemical Society and they are apparently dumping their alchemical waste to water. So besides potential pollution themed environmentalist adventure there, I mean just imagine monsters born from alchemical waste in Apso Bay xP Cyremirium in same region also had weird problem with thousands of dead fish showing up everytime moon fades to black. (sounds like job for dark archive xp)

Overally lot of locations in Andoran have connection to fey, both friendly(for example, "In truth, the town is protected by three kindly fey who, when settlers came to this area, brokered a deal with the newcomers via their followers among the Primordial Ones rather than fighting them off. Believing they could live in harmony with the settlers, the dryad Gillialara, the nereid Cymewray, and the lampad Yvenliss agreed to care for the town’s citizens, providing them with food, access to clean water, and a supply of valuable quartz to trade with others in exchange for peace and a life of balance with nature.") and hostile(several darkmoon valley modules should make that kinda clear) and its common enough theme to be noticeable. Unfortunately to me personally I don't find fey stuff as standout of a thing by itself, they aren't among my favorite creature types ^^; Still yeah Andoran has lot of stuff for people who love stories involving fey. There are also lot of druidic and primal themes(heck the local druidic major faction is called Primordial Ones) in Andoran, nature vs industry and etc.

Basically, Andoran is land for political intrigue and nature vs civilization adventures. My preference is for weird eldritch mysteries and fleshy organ growths so not as much stuff to me x'D Still yeah, I won't say lot of the adventuring sites aren't cool:

Black Forks: Creepy monastery with massive pool of black stagnant water. Funny thing about this very eldritch location is that the campaign setting book refuses to go into detail to explain any of the weird stuff there or even what hostile npcs or monsters could be found in the location. We know that it was built by bunch of monks fascinated by waters and they started to do violent self torture rituals, then they got slaughtered by goblins who threw their bodies to water which attracted some kind of horror from woods that killed everything else on its path as it started to move to farmlands. Group of Taldan soldiers managed to turn monster back but never returned alive and nobody found trace or evidence of the monster and eventually settles took region back from goblins with villagers leaving the site alone. And now there is group of cowled folks called Tenders doing mysterious rituals.

Basically Black Forks is mystery box that refuses to give direct answers about what exactly happened, but it sure does sound potentially cool xD

Candlestone Cavern is one of my favorite adventuring locations from dungeons of golarion just because I kinda want to run dwarf "we will get to bottom of it and release the flesh eating gas to clear it of undead at all cost" adventure xP Point is, its a cool mega dungeon, I like those.

Claes Redoubt is subterranean azlanti ruins but the adventuring site description just details attempts of one guy to find it and what dangers where in the way, so we don't actually know WHATS in there besides it was some kind of refugee caves. Its bit of bummer to me since hey I want to know what is there to be discovered xD This book loves leaving mysteries vague in adventuring site advertisements.

Andoran also had Droskar's Crag(among other cool things, there were couple of adventure modules in area iirc) which was one of potential location of axe of dwarvish lords. I forget, what was post remastered name of that item and where it was canonically in the end?

Nogortha Necropolis was cool but dunno if we see much of pathfinder wendigo anymore since I don't think they got reprinted or renamed.

Occarin was small village with secret. And the secret is that it has VERY large percentage of changelings and most of them never hear the call because another secret is that some of the changelings work for their hag mothers and choose most potential candidates to target with the call to become hags.

Sooo yeah. Andoran has lot of things if you love lycanthropes, primordial druids, fey, the weird bee-man, Talmandor and hags. I glossed over lot of the examples because I'm the fan of esoteric weird occult stuff xD

Dark Archive

(at least I can be glad I don't need to re-tell dwarf lore x'D I mean I couullld locate few interesting adventure hooks I never mentioned, but yeah geezus, just looking at my dwarf lore post from three years ago now made me feel exhausted. Glad that part of the process I've already done and with new high helm book people can just read that instead so no need to comb 3.5 and 1e early lore books of questionable canonicity status)


Morhek wrote:
Until recently the Lumber Consortium also had a monopoly over Andoran's colony in Arcadia, Elesomare, close to the Segada Protocol who restrict Avistani access to Arcadian markets. Elesomare seems to have overthrown the Consortium's control recently, but the wealth that would have flowed into their coffers through lucrative taxes and tariffs, especially as the Chelaxian colonies suffered problems as Canorus was overrun by Caligni and undead, would have bolstered their power elsewhere - perhaps one reason why Andoran was reluctant to do anything about Elsomare's rebelliousness.

I'd be over the moon to see more done with Arcadian trade. Other than the Travel Guide and Blood Lords calling out the existence of those links, it still feels like that continent is unknown to the Inner Sea... but it shouldn't be!

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm now finding that I'm most curious about Kyonin in the upcoming book, largely because I want to see how Paizo will discuss the recent history of the nation and whether the Winter Council and Lantern Bearers will be discussed and what exactly their roles in Kyonin history will be redefined into, considering the raison d'être of both organizations has been retconned out of the setting.

Second Darkness SPOILERS!:
The Winter Council was a conspiracy in Kyonin's royal court dedicated to keeping the existence of the drow in the Darklands a secret from the rest of Golarion, because they believed if "The Dark Fate" (an evil elf committing a significant enough act of wickedness or betrayal could spontaneously transform into a drow) became public knowledge, the other ancestries would become suspicious of elves as a whole, inviting war and strife to Kyonin it didn't need with Treerazer squatting in their southern forests.

The Lantern Bearers were originally the Winter Council's military arm, before the events of Second Darkness revealed the rot in the Council's heart (the AP's villain was one of them and became a drow herself after her obsession with genociding the drow led her down the path of evil and Abraxas worship, which made her snap even harder and decide to reverse uno her plans onto the elves out of spite). Afterwards, the Lantern Bearers did some soul searching and when one of their leaders, a ranger with a unicorn animal companion, was slain and reincarnated as a drow, but her unicorn friend didn't abandon her, this was proof the drow as a people were not inherently evil and gave the Lantern Bearers a new sense of purpose. They became an organization dedicated to reintegrating rebel drow into elf society and protecting the free peoples of the Darklands from the depredations of their cruel rulers.

Obviously, a lot changed from Second Darkness to today, the first being the elimination of The Dark Fate as a concept, which had been rightly compared to the "Curse of Ham" rationalization of racism, and the general shift away from the drow having a monolithic culture of evil in Zirnakaynin, but now with the reveal that Zirnakaynin is in fact empty and Koriah Azmeren didn't defy the Winter Council's censorship to reveal the drow's existence to the world, but instead made them up to hide the extent of sekmin control over the Darklands, it's all up in the air.

I'm just really curious if Paizo will acknowledge Second Darkness' events in any capacity, or if it'll all be ignored and thus Paizo's general policy of having the events of each adventure path have taken place to impact the setting's history will be over.

Paizo Employee Creative Director

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It was pretty tricky navigating the implications of Second Darkness in Spore War, but I feel happy with how we did it... even if it doesn't push the lore revision forward at all on "what about the drow" side of things. But yes, some of Second Darkness' plot points will not only be acknowledged in Spore War, but will be significant callbacks.

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
It was pretty tricky navigating the implications of Second Darkness in Spore War, but I feel happy with how we did it... even if it doesn't push the lore revision forward at all on "what about the drow" side of things. But yes, some of Second Darkness' plot points will not only be acknowledged in Spore War, but will be significant callbacks.

Now I'm even MORE excited!

Paizo Employee Creative Director

Archpaladin Zousha wrote:
James Jacobs wrote:
It was pretty tricky navigating the implications of Second Darkness in Spore War, but I feel happy with how we did it... even if it doesn't push the lore revision forward at all on "what about the drow" side of things. But yes, some of Second Darkness' plot points will not only be acknowledged in Spore War, but will be significant callbacks.
Now I'm even MORE excited!

To manage expectations, though... none of those callbacks touch on the drow.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Archpaladin Zousha wrote:
James Jacobs wrote:
It was pretty tricky navigating the implications of Second Darkness in Spore War, but I feel happy with how we did it... even if it doesn't push the lore revision forward at all on "what about the drow" side of things. But yes, some of Second Darkness' plot points will not only be acknowledged in Spore War, but will be significant callbacks.
Now I'm even MORE excited!
To manage expectations, though... none of those callbacks touch on the drow.

Oh, no worries, I didn't expect them to. I was more wondering just what events actually DID occur (that we see the results of anyway) that might could be interpreted as Second Darkness' results if you tilt your head at a certain angle and narrow your eyes a bit.

It's the least popular AP for many reasons, and I acknowledge the majority of those reasons are legit, but I'd feel more than a little sad if it was just completely became non-canon. You and the other folks at Paizo still worked hard on it and learned from it. I still have a soft spot for Riddleport and the Gold Goblin to this day, even if they only really feature in the first adventure. And more to the point, I found the political nuances between the Winter Council's initial conservative stance and the Lantern Bearers' choice to change and become better intriguing, so if there's a way to let that dynamic remain even if the drow aren't there for them to argue about, I'd be happy.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I personally love Rare Ancestries and I especially enjoy getting to explore any Ancestry in terms of both mechanics and lore/history within the Golarion. So with that in mind, I decided to see if there were any potential Ancestries unique or mostly unique to the Shining Kingdoms. My results are below. While I suspect it is far too late to see these explored in the Shining Kingdoms book, maybe we will get a Shining Kingdoms Adventurer's Guide.

Ginever:

Sources: Taldor, the First Empire pg. 58
Feats, Traits & Abilities: Medium Size, Darkvision, Low-Light Vision, Immune Poison, Resist Acid, Resist Cold, Bite Attack, Drunken Defense, Fortifying Gaze, Inebriate, Vicious Sobriety
Note: In 1E Ginevers were listed as Monstrous Humanoids.
History & Society: Originating from Casmaron, Ginever’s claim to be the children of a God of fermentation. In Qadira, Ginever’s have a reputation for being vagabonds and bandits. Qadirans claim that Ginever’s are a people cursed for their gluttony. Ginever’s are fairly new to Avistan and are primarily found in large urban areas. Ginever’s have an appearance similar to humans and are generally able to blend in when living in primarily human cities. Ginever cuisine consists of all types of alcohol and they saturate their food in alcohol, letting it soak and absorb the alcohol. Food that has soaked for months in alcohol is considered the most delectable.
Ancestry Thoughts: Using alcohol as the starting point for an Ancestry is quite a fun idea. Ginevers already have a great set of abilities that can be worked into Ancestry Feats. Doubling down on Ginevers abilities to use their innate alcohol abilities for both social and combat encounters could be a lot of fun. I would greatly enjoy seeing Heritages based on beer, wine, liquor, and spirits. Also, there was a missed opportunity in the Ginever’s Stats. As presented the Ginever is resistant to Acid and Cold, but they should absolutely be resistant to Cold and vulnerable to Fire. I would definitely want that as part of the base Ancestry Stats. I am also intensely curious about their origin and the Fermentation God from which they originate. Since Ginevers originated in Casmaron, I could see Paizo waiting until we go to Casmaron before exploring Ginevers as an Ancestry. Also worth noting, while alcohol is a normal and intrinsic part of Ginever biology, any presentation of this Ancestry would need to steer away from tropes about alcoholism. There would likely need to be a sidebar discussion about playing this Ancestry responsibly. The sidebar should also detail the importance of discussing with players beforehand if they wish to explore sensitive topics such as addiction and alcoholism at the table. While Ginevers are absolutely not the “alcoholic ancestry” there will be some players that will want to take their characters in that direction. With Ginevers being fairly new to Avistan, I could see Cayden Cailean having an interest in this Ancestry, and in turn Ginevers being curious about Cayden Cailean.

Onyvolan:

Sources: Pathfinder #127: Crownfall pg. 86
Feats, Traits & Abilities: Medium Size, Darkvision, Speed 40 ft., Slam Attacks, Cowardly, Creepy Cackle, Easily Hampered, Nimble Charge
Note: In 1E Onyvolans were listed as Monstrous Humanoids.
History & Society: So far the Onyvolan have not been presented with any real background within the setting with regards to their origin or history. We know that they are almost exclusively found in large urban areas, and tend to live in small groups that do not appear to be particularly concerned about traditional family units. We did receive quite a bit of information on Onyvolans with regard to their culture. While not explicitly stated, Onyvolans appear to rarely engage in crafting or manufacturing. This is indicated by the preference of Onyvolans to avoid anything new or in regular use. Instead, Onyvolans seekout clothing and items that have been discarded or abandoned. They take pleasure in finding garments that are out of fashion or worn out and thrown away. Also, the more garish the garments the better. This behavior very likely extends to things like armor and items. Onyvolans are likely to prefer armor found in a dungeon over buying something newly crafted by a smith. The exception is hats and headwear. Onyvolans universally seek out the most fantastic and eye-catching headwear they can find or buy. In keeping with the Onyvolan desire for things worn out, discarded, or abandoned, their homes are typically found in the rundown parts of a city. Generally considered harmless but creepy, or at worst pests, Onyvolans appear to largely go ignored by most other Ancestries. There are known populations in the urban areas of Taldor, and presumably throughout the Shining Kingdoms. Additionally, the city of Absalom is known to have a population of Onyvolan. Although not explicitly stated (and this may just be a me thing), Onyvolan communities appear to have social behaviors that are reminiscent of feral cats, with a touch of the punk rock culture.
Ancestry Thoughts: I think Onyvolans are very interesting Ancestry, but I struggle mightily with understanding how to play them with them having wheels for hands. However, there are certainly several options available to overcome this limitation. Perhaps their hands shapeshift between wheel and hand, maybe they naturally have “Telekinetic Hand” as a spell-like ability, or maybe the hard keratin of their wheels are actually hiding hands that take an “Action” to unwind or reform as a wheel. While Onyvolans certainly have a lot of limitations with regard to holding items, wearing gloves, etc, they have two interesting advantages in the form of speed and weapon. Having wheels for hands and feet mean Onyvolans are fast, possibly one of the fastest Ancestries. However, their speed is offset by their weakness to difficult terrain. Additionally, the hands/forearms and feet/calves of Onyvolans are covered in hard keratin making them powerful natural weapons. I could easily see Onyvolans being able to grow this keratin so that the edges have sharp blades or spikes. And this keratin could likely be carved with weapon and armor ruins. I think with their speed and keratin there is likely a fair amount of design space to flesh out Onyvolan Heritages and Ancestry Feats. However, there is one other aspect of the Onyvolans that could be played up in interesting ways. Onyvolans make other humanoids feel creeped out. Onyvolans’ mouths are filled with pointed teeth and at rest their faces relax into overly wide grins. (I now need an Ancestry Feat called Grim Grin) Pairing this with the Onyvolans’ Creepy Cackle, we start to see an Ancestry that could lean into being super creepy. This should play differently from being scary, they don’t inspire a fear response, instead they make other Ancestries feel unsettled and wary. Perhaps this draws the attention and focus of other Ancestries when there are more dangerous threats around. If their creepiness does get played up, I would set an exposure limitation so that their fellow party members are not constantly in a creeped out/wary state of mind.

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