Millech the Hump

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You could always adapt it. I haven't read the adventure path but you could make it about a very long train trip. Specific locations are stops along the way and any encounters attacking the caravan are now train robbers or something like that. If they're more official then they could be government officials inspecting the train or an assassin hired to kill someone on the train. Just an idea.


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.


dotting. Please keep this thread alive people. It's awesome.


(22) Amadeus
Chaotic Good God of Music, Revelry, Prodigies and Beautiful, Beautiful Madness
Symbol: A white masquerade mask
Domains: Chaos, Good, Charm, Glory, Liberation and Madness

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.


dotting


Dotting


Very interested. Thinking of making a fighter, a Keleshite slave (Earning your freedom trait). Just need to expand that into a backstory.


Interested.

It's different though. I'll post a concept if I can come up with one.


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?


I've just read it. It's a brilliant archetype for a summoner. Thank you so much Titania.


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.


That would be awesome. I would be very grateful if you would.


@Titania
Good thinking. Yes, reflavored classes are perfectly acceptable as well. Though I am curious to know if there is a class that was specifically designed for this.

@mswbear
Glad I could brighten your day :)


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.


Interesting twist. I like it. =D

It has potential for combining it with the other lists. I'll roll some dice soon and give it a try.


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
1.Dwarves
2.Elves
3.Gnomes
4.Half-Elves
5.Half-Orcs
6.Halflings
7.Humans
8.Aasimars
9.Catfolk
10.Dhampirs
11.Skinwalkers
12.Drow
13.Fetchlings
14.Goblins
15.Hobgoblins
16.Ifrits
17.Kobolds
18.Orcs
19.Oreads
20.Ratfolk
21.Sylphs
22.Tengu
23.Tieflings
24.Undines
25.Changelings
26.Duergar
27.Gillmen
28.Grippli
29.Kitsune
30.Merfolk
31.Nagaji
32.Samsarans
33.Strix
34.Sulis
35.Svirfneblin
36.Vanaras
37.Vishkanyas
38.Wayangs
39.Boggards
40.Bugbears
41.Centaurs
42.Derros
43.Gargoyles
44.Gnolls
45.Lizardfolk
46.Minotaurs
47.Ogrekin
48.Ogres
49.Fauns
50.Satyrs
51.Troglodytes
52.Trolls
53.Vegepygmys
54.Androids
55.Ghorans
56.Lashunta
57.Syrinx
58.Forlarrens
59.Grindylows
60.Locathahs
61.Serpentfolk
62.Spriggans
63.Charau-Ka
64.Sasquatch
65.Shaes
66.Tanuki
67.Thriae (Abiel)
68.Formians (Thri-Kreen)
69.Gathlain
70.Kasathas
71.Wyrwood
72.Wyvarans
73.Triaxians
74.Hellbred
75.Jaebrins
76.Neanderthals
77.Morphlings (Eberron Changelings)
78.Warforged
79.Dragonborn
80.Raptorans
81.Killorens
82.Goliaths
83.Darfellans
84.Hadozees
85.Bhukas
86.Mongrelfolk
87.Myconids
88.Ibixians
89.Harssafs
90.Githyanki
91.Githzerai
92.Yuan-Ti
93.Illithids (Mind Flayers)
94.Shadar-Kai
95.Fey-Touched
96.Spellscales
97.Dracha
98.Giants (Arcana Evolved)
99.Litorians
100. Mojh

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
1.Hermit - on the Isle of the Hermit, center of the Eye of Abdengo, Divine Vestige

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.


Awesome stuff man. I was gonna go with setting the adventure in an Earth closer to Hellboy's Earth but this is just great. It also helps me make more of a connection to Iggwilv. Still a cameo by Hellboy would be awesome. AH! I can't decide!


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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.


Yes please set up a game we would be very grateful!


Thank you both for the links

I think your game is going to be a little too fast for me Talmonis I could only post once per day at most but it looks like an awesome game good luck with it.


dotting


I've been looking for a Saga edition game.


Harun Al-Furud

NG Ifrit Fighter

A caravan guard...

I'll post the rest of his back story soon

http://www.myth-weavers.com/sheetview.php?sheetid=565350
Very rough I'll finish it soon.


Can I change my racial traits for ones from Advanced Race Guide?


Thank you Michael.

I'll have to ask a friend for any 2nd edition books but I will google both settings (Al-Qadim & Dark Sun) to get the general feel for them.


Yes sir. :)

Two questions:

Is there anything you can tell us about the setting so I can start coming up with a backstory?

How will you be doing character sheets?


I'd be interested in playing an Ifrit fighter, if you'll have me.


Could there be more than one player with the same race? Sort of like different branches sprouting from the same tree.


I'm thinking ratfolk. Probably traveling in caravans whose leaders would be trying to become merchant princes, dominating cities through their economies or as urban parasites depending on how things go for them.


I am interested in this. What races would you allow? I assume the game would start at an early period or would it start from a more advanced age?


D100
56 Minotaur
76 Shae
65 Derhii
15 Ifrit
72 Dryder

Setting: The Labyrinth
Between the narrow hedges that make up the walls of the Labyrinth, live an incalculable number of beasts and terrors. Around every corner death awaits those who do not know the ways of the Labyrinth. This shadowy realm of twisting passageways and dark secrets has an odd tendency to make recently taken paths disappear without explanation. The way is shut for those who wish to leave the Labyrinth, the way is shut and there is no turning back.

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