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![]() Maybe something can be added based on Lake Xochimilco, in Mexico and it's canals. Pre-colombian peoples built artificial islands there to use for agriculture. In addition to that, the place is famous for it's colorful boats that are covered in flowers. I can imagine colorful floating cities based off of that. ![]()
![]() @blahpers That does give me an idea. I probably won't use it but I'll post it anyways. Maybe something happened in Numeria similar to the Day of Mourning in Cyre from the Eberron campaign setting. It would make the north a very bleak place though, with the Worldwound and the Mournlands so close to each other. ![]()
![]() @thegreenteagamer While that's a perfectly fine answer it doesn't really solve my problem. I tend to try and keep a consistent campaign world. If I ran a game in Cheliax those events still happened when I run my next game in Katapesh for example. If I run a game in Ustalav or Brevoy it would be reasonable for my players to ask to play someone from Numeria. I would rather replace it in my version of Golarion. That way I can consistently say to my players that it simply doesn't exist in my version. ![]()
![]() To start off I want to make it clear that I'm not trying to criticize people who like Numeria as it is. Sci fi in fantasy just isn't my cup of tea but if you like it go for it. So I want to replace Numeria and the sci fi elements it brings to Golarion. The obvious choice would be to replace it with with a barbarian nation but I wanted to see if anyone has an idea that is outside of the box. ![]()
![]() (22) Amadeus
Appearing to his followers as a small man wearing a powdered wig and a bright smile, Amadeus shows up in times of inspiration often glimpsed through the haze of some drug ingested by the faithful. Many great and terrible works of art have been crafted under his guidance. Once his work is done he quickly disappears leaving only the echo of his distinctive laugh. ![]()
![]() A friend of mine and I have been debating on how to use Paladins but make them less tied to LG. What we've come up with is using a Morality system based on nWoD rules. At character creation the player must pick 1 Virtue that their character upholds and two Vices that they are forbidden from indulging in. The idea is that individual Paladins can have more freedom on how they want to role play they're character. You could also create Paladin Orders in your game world that revolve around certain Virtues and Vices. An additional rule you could add is having every character choose a Virtue and Vice at character creation. This way it would add even more layers to a paladin. A paladin with Greed as one of their forbidden Vices and with Greed as their personal Vice would have to constantly struggle against their own nature. It present a lot of roleplaying opportunities. What do you guys think? Any good? ![]()
![]() He did indeed mention using a straight sorceror as an option though adding a possession mechanic like Titania proposed is very intriguing to me. It would allow both willingly possessed and unwilling to take the class. The unwilling would resist but still take advantage of the powers. A slippery slope indeed but a fantastic roleplaying opportunity. The willing might regret their choice later on as well. ![]()
![]() I apologize if this is in the wrong place. I was wondering if anyone knows of a class, in the entirety of the d20 OGL, that lets you develop powers as a result of being possed by a fiend or some sort of spirit. A friend of mine asked me and, while I told him to checkout the Atavist class and the Magic of Incarnum book, I couldn't really think of anything like that. Still it sounds like something that someone would have come up with before. If I missed something in the Pathfinder compatible stuff please point it out to me but I honestly can't think of any class that does this. ![]()
![]() In the spirit of Mikaze's thread (I'll post a link to it below) I decided to throw together my own list of 100 races. The Challenge is simple. Roll a d100 5 times and with the five races you get you must create a setting using those Races. http://paizo.com/threads/rzs2ng5v?Worldbuilding-Exercise-Get-5-Random-Races 100 races
The creatures are from Pathfinder, 3.5 and Monte Cook's Arcana Evolved. Have Fun! ![]()
![]() Those are two of the more powerful ones. If I were to use them I'd use them as is. With most things from 3.5 you can make the conversions on the fly without much difficulty. I'm a fan of creating mythologies and cosmologies for games so I could come up with a way to include those types into the daemon heirarchy or even have yugoloths and daemons coexisting. Shouldn't be too hard. ![]()
![]() I was actually trying to veer away from the 12 guises he used. Basically I was trying to create aspects of him that connected to his story some how. The Barbarian in Belkzen would connect to his fight with the whispering tyrant. The Scion of Thrune would represent his connection to Cheliax. The Image in Old Azlant would connect to his time in Azlant. So on and so forth. Each one is supposed to connect to his life or death in one form or another. They would be things or people that the PCs could encounter. The idea behind it was that his soul was ripped into pieces when he died. Unlike a human soul that would just move on, the shards of his soul scattered to the places he felt the strongest connection to. Perhaps 12 to parallel the 12 guises would be better. ![]()
![]() I was thinking of a way that Aroden could still be part of the world but without ressurecting him. I thought maybe pieces of his soul were left scattered around Golarion and the PCs could encounter them once in a while during the adventure. I thought about having arifacts that still held his escense but it doesn't beat talking to a god and not knowing it or barely suspecting it. So I through together a list of Aspects that were left behind after his death. Aspects of Aroden
2.Immortal - currently in Hermea, continually travels human lands in secret, Immortal Wanderer 3.Axiomite - residing in the city of Axis, Reforged Petitioner 4.Servant - ghostly servant at Pharasma’s side, Judged Soul 5.Mortal - reincarnated as a scion of House Thrune, Mortal Scion 6.Ghost - vagabond spirit in the lands around the Eye of Abdengo, Holy Ghost 7.Memory - wandering image in old Azlant, Last Azlanti 8.Ascended - seated upon a throne at the end of the Test of the Starstone, Ascendant Aspect 9.Hero - one of the Knights of Ozem trying to restore Arazni, Sacred Champion 10.Champion - serving as an Archon in Iomedae’s army, Powerful Celestial 11.Survivor - Barbarian wandering Belkzen, Unconquered Will Feel free to comment and critique. If you think of any other aspects add them below. ![]()
![]() Thank you Peter. Yeah I am working on the assumption that Iggwilv is Tasha, so I don't think she would have been in Golarion in her youth. I did think that with the dimension hopping it would be easier to involve her somehow. I do like the idea of having her as a future antagonist though. I could really have some fun forshadowing her appearance . ![]()
![]() I've been reading through the Reign of Winter Adventure Path (I might be running it soon) and it got me thinking of how I might be able to integrate one of Baba Yaga's more famous daughters, Iggwilv. I wanted to see if anyone had any ideas or suggestions or if they had tried anything like this in their own campaigns. ![]()
![]() D100
Setting: The Labyrinth
Set in an inescapable maze made out of hedges, the Labyrinth is barely dominated by 5 distinct races. 1.Minotaurs: the lonely minotaurs wander the dark roads of the Labyrinth wary of others even other minotaurs. They prefer to travel alone knowing full well that large groups tend to attract the attention of the Labyrinth. Those that do travel in groups are slow to trust their companions but once they do minotaurs will give their life for them without a second thought. 2.Derhii: the Minotaurs may isolate themselves from others but the Derhii on the other hand have learned to value strength in numbers. With their great strength, limited ability to glide through the halls and an uncanny understanding of the perils and whims of the Labyrinth, the Derhii wandering troops can overcome any challenge. They have one rule, keep up with the troop because the Labyrinth loves picking off stragglers. 3.Ifrit: the Ifrit are the lights that show the way through the shadows. They are the lantern bearers and guides that come to the aid of those lost within the Labyrinth. Only they among the races prove the virtuous can survive the treacherous halls of the Labyrinth 4.Shae: if the Ifrit are the lights the Shae are undoubtedly the shadows. Many believe they serve the greater shadows that inhabit the Labyrinth. The truth is that Shae seek out travelers to aid them not to harm them. Whenever adventurers stumble upon a much needed item or convenient markings pointing the right way towards their goal, it means a Shae has taken an interest in them. 5.Dryders: the mysterious Dryders are the most sedentary of the races. They weave great webs in the halls, the oldest of them covering miles and every inch of them is watch over by its Dryder maker. The Dryder prefer feeding on the beasts that become entangled in their webs but there are not above feasting on the flesh of those that anger them. A time comes in the lives of all Dryders when they must leave their mother’s web to seek out their own lands. It is these Dryders who are the most likely to join others until they find their new home |