tbok1992 |
I was wondering if any of you on these forums have integrated any elements of the 4e default setting into your Pathfinder homebrew world. Because, despite its divisive nature, 4e had a lot of great stuff in its default setting (Albeit, stuff that killed a lot of sacred cows and that may not be to everyone's taste), such as:
-The Dawn War between the Gods and the Primordials/Princes of Elemental Evil/Archomentals
-The backstory of the Abyss being created by Tharazidun and the Obyrith-planted shard of evil
-The World Axis cosmology with the Astral Sea and the Elemental Chaos
-The backstory to the Underdark, with the maimed god Torog stuck there with his eternal wounds.
-The elevation of Formorians to prominence as the main villains of the Feywild.
-The long-gone empires of Bael Turath, Arkhosia, and Nerath.
-The idea of the Primal Spirits as a third faction between both the Gods and Primordials
-The backstory of Psionics as the world's naturally-generated defense against aberrant horrors.
And so on. So, has anybody used those or any of the other elements of 4e's lore in their Pathfinder game?
Steve Geddes |
I used the Shadowfell boxed set - Gloomwrought is the shadowfell equivalent of Korvosa in my Golarion. The new look Menzoberranzen is also there (in Sekamina in place of Telderist).
Most of the stuff you mention is a bit "big picture" for me (I generally prefer low-power campaigns). I do have dragonborn - loosely tied in some as yet unspecified way to the serpentfolk.
My version of Golarion is a bit more "points of light" also, which is kind of philosophically closer to 4E (although that was how I thought of the grey box Forgotten Realms anyhow).
tbok1992 |
Most of the stuff you mention is a bit "big picture" for me (I generally prefer low-power campaigns). I do have dragonborn - loosely tied in some as yet unspecified way to the serpentfolk.
Well, that kind of is most of the fluff for 4e's default world, except for the details given in a few scattered places (Most notably the Monster Vault: Threats to the Nentir vale).
Also, wouldja mind posting your stats for those Dragonborn? I'd like to take a look at how ya built 'em.
PhelanArcetus |
I'm actually working to file off serial numbers from the 4e default setting for one of my settings. That one doesn't happen to be Pathfinder, but I'm intending to keep a chunk of 4e flavor in it:
- The simplified planar scheme (basically, the world axis, though I'm de-emphasizing the Elemental Chaos and Astral Sea, especially as adventuring locations; I've also toned down the Far Realm and associated it more closely with the main three planes.
- The notion of the Feywild & Shadowfell (and my toned down Far Realm) as twisted mirrors of the World, especially, is something I've been keeping.
- The Abyss backstory has been in, but I think it's drifting away as I rework my deities to split between the Old Gods and a newer pantheon, rather than Gods & Primordials. (I am definitely retaining a Chained God among my Old Gods.)
- The ancient empires are very much in... though I've dropped Dragonborn (to avoid having two serpentine races, as serpentfolk / Yuan-Ti are to be a major antagonist). Bael Turath and Arkhosia are now dwarven & elven, I think, and Nerath remains (I've been working hardest to find a similar name).
- The primal spirits are the main inspiration for my Old Gods.
- The points-of-light approach (though I have a different setting where this is more emphasized). That is, most of the world is dark and scary, and settlements are points of light in the darkness. This includes an emphasis on smaller populations and a world dotted with the ruins of ancient empires.
- The flavor of the gnolls as, essentially, the zerg; evil, fast-breeding, and vicious - everybody treats them as kill on sight.
- The willingness to just have fantastic locations in the world, not restricted to the other planes.
- The notion of the elves as woodsmen only, not as both forest dwellers and masters of magic in crystalline cities. (Though I think the eladrin-analogue are just ancient elves from before the fall of the Arkhosia-analogue, probably functionally extinct).
- That human concept art, of the armored rider... that's just about exactly how the military of my Nerath-analogue looks, and I've wanted a nation built on that sort of soldier for years.
At one point the setting was, in fact, explicitly a 4th edition setting. Actually I was working on that during the 4e run-up, and the abortive gleemax launch, and someone liked one of the blog posts I did enough to net me a box of minis. I archived them all somewhere.
I was very taken by the work of the 4e story team. It was just their mechanics team that really turned me off.
Odraude |
I loved the idea of the "Primal Spirits" and have incorporated that into my setting as a form of worship called Animism. Druids, nature oracles, and nature clerics can gain power from these spirits of nature and fey. Of course, the setting I'm making takes a lot from the indigenous peoples of the Caribbean and one of the worshiped nature spirits are outsiders called Cemis. But yeah, because of 4e, I had animism as a faction that was a cross between theurgy and arcane magic. But, I had also other factions of worship and magic which are now a bit outdated. Much of my magical universe was actually inspired by the HERO supplement for magic.
I also liked the idea of combining the elemental planes together into one plane, and combining the positive and negative energy planes with the fey world and shadow plane respectively. I liked that consolidation of the cosmology, but I do like Pathfinder's cosmology a bit more.
I have dragonborn (called the zamajin) but they are more humanoid with dragon features. Think of them as the tiefling/aasimar version of a half dragon. I even have a similar style of lineage to the tieflings and aasimar in Pathfinder, with dragons begetting half-dragons begetting zamajin begetting dragon bloodline sorcerers, and the zamajin gene skipping some generations. And like tieflings and aasimar, there are different types of zamajin. If I recall correctly, I made a chromatic, metallic, primal, and imperial version. In addition, there was a linnorm and gorynych one. As a joke, I even had one for a jabberwock.
Mark Hoover |
What about any of the mechanics? I use minions and have tried to shoehorn in skill challenges with mixed success. I've also taken a concept of the game, the idea of ambient power effects that can either help or hinder the party, and tried to Pathfinder-ize that. To that end I've got things like towers that grant a low-level effect for a 24 hr period, the Font of Frigidia that enhances cold powers or many traps that inflict Conditions instead of damage.
Fig |
I'm with Tbok: Would anyone who made some "dragonborn" races please share them?
After playing 4e when it was released for about a year, I've used very little of the mechanics beyond skill challenges. As some mentioned, there was a good bit of story stuff that was worthwhile, and the generic "points of light" setting was welcomed by my group. Generally, though, I have tended to pull any mechanics from Star Wars Saga Edition or Mutants & Masterminds when applicable.
Numerian |
elemental archons - they're fallen archons, of matter
fomorians - tough I changed them before 4e
rakshasa-arcanaloth relation - that idea also predates 4e
primal spirits - they are with the old animal lords
that the inner and outer planes are mixed - tough differently Hell has magma, Mechanus metal and so on
Aeris Fallstar |
I hated 4E when I first tried it. Still do, in fact.
That's why I play Pathfinder. But I loved a great deal of 4E's fluff and kind of wish Wizard's had focused on a straight 3.5 campaign setting rather than a new edition.
I've often used tieflings, dragon kin and eladrim in my homebrew. There says a lot of cool stuff in there.