The Windsong Testaments: The Three Fears of Pharasma

Thursday, October 31, 2019

“Reality is born. Reality must die. So somewhere in between must dwell both you and I.”

Such was said to be writ upon the Seal, carved in such a way that all would understand regardless of language or intellect. The Seal was the gravestone of the previous reality. The Seal was the foundation stone of the next reality. It was upon the Seal that Pharasma was born into this reality, adrift in the Maelstrom within an unformed metacosmos. She stood, and read the Seal’s Truth, and saw that she trod upon its core. Looking out over the Seal’s eight edges, Pharasma beheld the eternity of probability, a vastness yet formed from the raw entropy of the churning remains of what had come before. She was the Survivor, yet she knew not what she had survived—just that she had.

Pharasma stepped off the edge of the Seal, and as her foot descended to the nothing, the Seal expanded so that she was supported. She stood there a moment on one of the Seal’s eight edges, one step into the new reality, and she could sense that she was already not alone. Something chewed and gnawed out there beyond perception. Something vast, and hungry, and dangerous. Pharasma knew her first fear that very first step—fear of the unknown, fear that something else had survived, fear that she would not.

And so she stepped to the side.

As Pharasma walked, the edges of the Seal grew. The Outer Sphere bloomed beneath her feet as the Seal expanded its power. Where Pharasma walked, the planes themselves followed, and with each circuit around the Seal, she widened her path, walking a deosil spiral of creation that gave those who would follow a place to love and hate, to war and create. As she walked the spiral, the Seal itself grew outward, forming the Spire. It reached toward what lay opposite its beginning. And when Pharasma finished, the Spire had grown to support the Boneyard above, and it would be her home.

The Seal had responded to Pharasma’s spiral path, and as she strode, other divinities were birthed into the new reality. The Speakers in the Depths retreated at once to the heart of entropy and could not be bothered to take part in what followed. Desna marveled at creation, and with a wave of her hand brought the first night to the skies above. Sarenrae followed swiftly thereafter, and was smitten with Desna and her work, and so she chose the brightest of those stars to shine as the suns, birthing the first day. Ihys, who would in time become the First to die, and his brother Asmodeus, who would in time become the First to kill, each defined the other and brought goodness and evil with them. And Achaekek rose to stand between, an arbiter over morality and a judge whose impartial aegis would, in time, crumble to savagery. Yet not all of the first would have names, or even be remembered. One tread forth beyond the Eclipse, but without death yet in the world, this Prince became Bound to a throne in the Spire’s shadow to await his time. And the final would foolishly step forth beyond Pharasma’s first fearful step, and in so doing would be transformed and absorbed by that fear. Whether that fear became Rovagug or whether it was Rovagug who was the devouring fear, not even the gods can remember.

As those First Eight became, so did Pharasma feel something else wake on the far side of time. Just as she had walked a deosil spiral to create, a widdershins spiral wound in opposition at the other side of reality, where the Lurker at the Threshold formed the second anchor of creation. Pharasma thus learned that each cycle required not only a Survivor, but also a Watcher. So that between the two, between Pharasma and Yog-Sothoth, all reality would thus become the Great Beyond. Thus began the Age of Creation.

The pale goddess Pharasma sits on a floating stone throne in judging a line of ghostly translucent souls from the Pathfinder Windsong Testaments fiction.

Illustration by Mark Molnar

And so in the ages that followed, Pharasma remained upon her throne. She watched and judged all who passed from life into death, and as time wore on the number of the dead grew apace to the number of the born. And in time, Pharasma beheld her second fear. An event beyond anticipation fractured fate, and on all worlds, the flow of prophecy was forever altered. Storms raged, empires fell, gods died, and in the least fortunate corners of reality, entire worlds came to an end. Pharasma herself lost track for that brief moment of what had yet to come, and when she opened her eyes again, she saw that the Seal had vanished, leaving behind a featureless void. She reached out to the Watcher to inquire if such a ripple in destiny had ever occurred before, to determine if the loss of the Seal had always been ordained, but the Watcher would not reply.

Yet reality went on. Mortals were born, and mortals were slain. Pharasma’s second fear abated, and she realized that the lost Seal was not an ill omen, but more akin to the passing of a parent or teacher. Now, this cycle of reality had matured to the point where it could continue on its own, and Pharasma knew that, going forward, reality was well and truly on its own. The apogee of creation had passed, and Pharasma knew that her days ahead would forever be in the shadow of her days behind. And while she knew how much time remained, she knew as well that there was more than enough for mortal life to enjoy more glories and triumphs than they could envision.

And even though reality must eventually end, Pharasma does not despair. She knows that the number of the dead has never before eclipsed the number of the born, for even as the Watcher witnesses from outside the cycle, there must always be a Survivor to carry on within the cycle to begin the next. In time, the flux of the born shall cease, and their number shall become a static record. And in those final hours, Pharasma knows she must prepare the next cycle’s Seal, and she must watch and wait as the final count of the dead approaches. And when that final visitant from life steps before her throne to be judged, Pharasma knows that it will be the Survivor who stands before her, and that she will not judge but will herself be judged. And so, with her death, shall this cycle end.

But it is here that Pharasma’s final fear awaits. The fracture of fate and the loss of the Seal has made her conviction falter, and she no longer knows for fact that she shall be the penultimate death. For if she steps before herself to be judged, and leaves behind none to Survive, the cycle shall end and nothing shall wend.

About the Author

James Jacobs is the Creative Director for Pathfinder. While he was there at the beginning of Golarion’s creation, many of the deities worshiped by that world’s heroes and villains had already existed for decades before. Goddesses and gods like Desna and Rovagug, Sarenrae and Abadar, Achaekek and Zon-Kuthon first established their faithful among PCs and NPCs alike in James’ home campaign in the late 80s and early 90s. Sharing them with the world as deities of the Pathfinder setting, seeing players and creators come to love and hate them (and in some cases cosplay as them), has been a career highlight.

About the Windsong Testaments

On the northern reaches of Varisia’s Lost Coast stands Windsong Abbey, a forum for interfaith discussion tended by priests of nearly twenty faiths and led by a legacy of Masked Abbesses. At the dawn of the Age of Lost Omens, Windsong Abbey suffered as its faithful fought and fled, but today it has begun to recover. A new Masked Abbess guides a new flock within, and the Windsong Testaments—parables about the gods themselves—are once again being recorded within the abbey’s walls. Some of these Testaments are presented here as Golarion’s myths and fables. Some parts may be true. Other parts are certainly false. Which ones are which is left to the faithful to decide.

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Tags: Pathfinder Roleplaying Game Web Fiction The Windsong Testaments
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Grand Lodge

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zimmerwald1915 wrote:
The Raven Black wrote:

I did not realize that was it. Excellent to know. I love APs where the PCs have a marked impact on the setting.

Thanks for the info.

It wasn't, that's a post hoc rationalization. And it's still the Pactmasters making the reforms, with radicals shaking power rather than the people taking power. There has not yet been an AP where the latter happens.

So you want an AP where the PCs watch a bunch of NPCs take power?

Or Hell's Rebels but different?


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

While I don't share Zimmy's dislike of how Hell's Rebels played out, I absolutely agree that saying Age of Ashes was "PC's help abolish slavery" AP is a post hoc rationalization. The quiet shuffling of one of the most consequential instutions of evil off the stage, everywhere at the same time to boot, still feels like a really big break of immersion to me. Real slavery took most of a century to disappear (officially, yes, I know), with major institutional opposition to it. It just being declared story element non grata feels just as much of a break in immerse storytelling as Drow being unpersoned.

Also, I really get second hand embarassment at Tik-Tok influencers (i.e. Firebrand Braggarts) being official part of the setting. Just wanted to put that out there, to get all my dislikes of where the setting has gone out at once. I still love the rest of Golarion.

Shadow Lodge

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C'mon mate, you know better than to say slavery is gone. :P

Dark Archive

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magnuskn wrote:
Also, I really get second hand embarassment at Tik-Tok influencers (i.e. Firebrand Braggarts) being official part of the setting. Just wanted to put that out there, to get all my dislikes of where the setting has gone out at once. I still love the rest of Golarion.

I feel like it shouldn't be that hard to explain people why braggarts feel too goofy at times x'D


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

If it were possible to abolish something simply by saying "that doesn't exist any more" the world would be a very different place.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TOZ wrote:
C'mon mate, you know better than to say slavery is gone. :P

Oh, I absolutely acknowledge that Cheliax at least just did a switcheroo and called it a day. My main objections are to the "everywhere all at once" aspect and then the writers/editors burying even that as much as possible, instead of giving a detailed explanation how exactly this astonishing feat of social change was accomplished worldwide in a medieval-like fantasy world, because Paizo decided that they just don't want to deal with the difficult topic anymore. To me, this is like dropping a hammer on their own immersive storytelling, just like with the Drow and the many established Drow characters suddenly being unpersoned. That sucks, because a big part of liking a fantasy setting for me is getting immersed in the story.

Ed Reppert wrote:
If it were possible to abolish something simply by saying "that doesn't exist any more" the world would be a very different place.

Politicians are certainly trying nowadays to just rename things and then pretend the "old thing" doesn't exist anymore. ^^

Shadow Lodge

3 people marked this as a favorite.
magnuskn wrote:
TOZ wrote:
C'mon mate, you know better than to say slavery is gone. :P
Oh, I absolutely acknowledge that Cheliax at least just did a switcheroo and called it a day.

And so did America HEYOOOOOOO

Grand Lodge

1 person marked this as a favorite.
magnuskn wrote:
TOZ wrote:
C'mon mate, you know better than to say slavery is gone. :P
Oh, I absolutely acknowledge that Cheliax at least just did a switcheroo and called it a day. My main objections are to the "everywhere all at once" aspect and then the writers/editors burying even that as much as possible, instead of giving a detailed explanation how exactly this astonishing feat of social change was accomplished worldwide in a medieval-like fantasy world, because Paizo decided that they just don't want to deal with the difficult topic anymore. To me, this is like dropping a hammer on their own immersive storytelling, just like with the Drow and the many established Drow characters suddenly being unpersoned. That sucks, because a big part of liking a fantasy setting for me is getting immersed in the story.

Honestly, I don't even think that slavery has been eliminated everywhere in Golarion. We just aren't putting it into focus anymore.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
Honestly, I don't even think that slavery has been eliminated everywhere in Golarion. We just aren't putting it into focus anymore.

Then I must have misjudged things pretty badly, since, as far as I am aware at least, slavery was thrown out in Cheliax (relabeled, at least), Katapesh, the Linnorm Kingdoms and Irrisen, at least. All at once, which is awesome, yet in-universe would be such a monumental social change that the very quiet way it was done just feels narratively editorially imposed in a very artificial way. Which it was.

Grand Lodge

That's what makes me say slavery still exists in Golarion. It's just not going to be reported on in books now.

Paizo Employee Creative Director

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There are an endless number of compelling stories to tell that aren't slavery stories, and that's where we're focused going forward. In the meantime, this isn't the thread for the topic—a topic I feel has been discussed and answered and doesn't need to continue.

I'm more than welcome and eager to chat about the Windsong Testaments though!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
There are an endless number of compelling stories to tell that aren't slavery stories, and that's where we're focused going forward. In the meantime, this isn't the thread for the topic—a topic I feel has been discussed and answered and doesn't need to continue.

I know, I know. It's still a sore point, though, because it feels like there is a black hole in the continuity of the setting now. Anyway, as you said, let's return to the Windsong Testaments, which are also some very interesting developments (even if contradictory to stuff written in the Book of the Damned).


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Speaking of the Windsong Testaments, I am quite fond of both this one and the Rage of Creation, and I come back to these semi-regularly when thinking about what tidbits of myth and lore we have about the Age of Creation. Meanwhile, though I'll always have my own biases about which I consider the 'correct' version, I also enjoy that sometimes two different accounts of the same mythological event contradict (or even seem to).

Paizo Employee Creative Director

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It's really tricky writing about prehistory, since in one way, when you do it in the form of worldbuilding, it becomes history and is no longer "PRE" History. Makes it very difficult to talk about creation myths, because if you present it as the only myth, then it's no longer myth; it's a fact. For something like a TTRPG, it's even trickier since we want to provide the GMs with the information they need to present the setting, and that means not keeping secrets from GMs, but we don't have a way to JUST give that information to GMs, and even if we did, GMs are also players in a lot of cases. So there's not really a way to present a creation myth and keep it in question as to whether or not its the truth without appending a "This might not be the truth" stinger to the end and without deliberately presenting alternate and contradictory stories. That way, everyone gets to choose what is and isn't legit for their game (Including building their own myths) without the players automatically knowing.


Personally I like having solid timelines and facts so that I can create my own myths and legends based off of those and how people X-thousand years later might tell the stories.

Leaving things nebulous is great and all, but then there's just that much less substance and I have to do the busywork of not only creating the lore, but then adapting it and it becomes a giant ball of homebrew. I might as well just make my own pantheon at that point and call it a day.

For example, right now I'm doing a Tar Baphon storyline (about to jump from Crown of the Kobold King right into Runeplague, wish me luck) and because it's so well fleshed out there's so much there for me to pick what I want and adapt it to tell a cohesive and fun story.

If the only details we had on TB were some "Maybe he was a Lich, maybe he wasn't, who knows?!" I'd have so much more heavy lifting to do.

But I do have the luxury of GMing for players who aren't devouring every little bit of lore so if I wing it a bit with the 10 acts of Iomedae to fit the story I'm telling none of them are going to bust out the "well acchually..." on me.

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