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Goblin Squad Member. Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. 486 posts. No reviews. No lists. 1 wishlist.


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

I hope this very quickly goes vary badly for Hasbro/Wizards. And that we all get to read headlines that say something along the lines of -

"Hasbro roles a natural One D&D and critically fumbles"


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GM_3826 wrote:
I feel the need to point that we're counting drow as elves even though in Golarion lore they aren't elves in the same way that azarketi and fetchlings aren't humans and hobgoblins aren't goblins. It's been made clear that they're technically a separate ancestry thanks to the depth of the transformation they went through. Biologically and culturally they don't have a lot to do with their kin, so drow could have a larger population without it contradicting the part about how aiudeen are the most common elven ethnicity.

Actually, the Azarketi and Fetchling comparisons may not be the best comparisons to make. But I definitely get where you are going.

The Drow are indeed elves as they carry both the Drow Trait and the Elf Trait. Whereas Elves only carry the Elf Trait.

The Azarketi and Fetchlings have both completely lost the Human Trait and carry the Azarketi Trait and Fetchling Trait respectively.

A closer comparison would be Dwarves and Duergar, with Dwarves only carrying the Dwarf Trait, but the Duergar carrying both the Duergar Trait and the Dwarf Trait.

Having both the Drow Trait and Elf Trait may indicate that the Drow are still on a journey of transition or it may indicate that Drow have permanently gained the Drow Trait in addition to the Elf Trait. Either way, there is a clear indication that Drow are Elves but at the same time Drow are something very different from Elves. Other Elves did not go through the physical and mental changes that led to the development of the Drow Trait.


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The Raven Black wrote:

I wonder if maybe we should focus on what the books that seem unrelated to everything else actually bring to the table and how that could combine.

What does the Travel Guide brings that is new and necessary ?

Personally, for something like the Travel Guide I would be surprised if it is a one for one building block towards a specific region. For me, it did a great job of setting up background elements for several regions, elements that can then be referenced later as we explore those regions.

But, if I were to call out one tell, I would say the stuff on the moon, stars, and Cosmic Caravan is definitely a building block for building towards the Saga Lands. And, correct me if I am wrong, but I thought I saw mention of a book exploring the Harrow. Which would definitely be another step in that direction. Although, I suspect a Saga Lands book would be 2-3 years out.


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Wow, now that I am looking at things in terms of "what are we building towards", I am confident we are not building towards one thing, but many things. But which of those thing will we get to first?

We definitely needed the Summoner before going to the Broken Lands, but we also need a Technology Guide and Aliens/Dominions of the Black book.

We definitely needed an undead book before going to the Eye of Dread, but we also need that Technology Guide for Stasian tech and we need a Horror/Dark Tapestry book.

If we want to go to the Shining Kingdoms, getting Dwarves sorted out is a step in the right direction, and Night of the Gray Death gave us an update on Galt, but we need and Intrigue/Spycraft book.

An elemental book certainly helps before going to the Golden Road and an undead book helps as well.

Will we see continent books? I sure hope so, but I also recognize those books will be much broader overviews compared to a meta region book. The same would hold true for a Darklands book or an Oceans book.


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keftiu wrote:
Do you have a favorite aquatic Ancestry of the bunch?

Oh, that is a tough question. Before taking a closer look at all of these aquatic ancestries I might have said Aquatic Elves, as I fell in love with them back during my Dragonlance days. But each of these Ancestries have so much potential for both interesting lore and mechanics.

I will admit that I was the least interested in the Sahuagin, but connecting the idea that Sahuagin are kinda the equivalent of Humans with their Nations, Kingdoms, and Empires, that made them a lot more interesting for me. It explains why Sahuagin get a lot of negative publicity among other Ancestries and why they are often viewed as being aggressive. Individual Sahuagin may be just living their life, but when the Empire demands your service in the next expansionist campaign, now you are just one of the horde. For me this gives the Sahuagin much more depth than their surface level portrayals.

I was also pleasantly surprised by the Merlucent and Siyokoy being themed off of jellyfish and eels, I hadn't seen a lot of that previously.

My hold out hope is to see the Murajau and Karkinoi developed into full Ancestries. I like the idea of a crab themed ancestry. They are both at a disadvantage as they would need to be bumped down from size large to size medium, but like with some other ancestries we have seen, they could easily be given the option to grow to size large later in their careers.


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For the Primal Dragons, the fifth member of that group is the Umbral Dragon. This insinuates that there are some Elemental like qualities to the Shadow Plane. And it suggests that there are some traditions on Golarion that treat Shadow as an Elemental like substance. While the Shadow Plane is clearly established as not being an Elemental Plane, it would be nice to see some discussion on how the substance of the Shadow Plane is treated like an elemental substance in some traditions.

The same is true for the Ethereal Plane, which has Aether Elementals. While Aether Elementals are not true Primal Elementals they are similar enough that the Ethereal Plane has Elementals. And this suggests that aether is a substance that is treated like an elemental substance in some traditions on Golarion. When considering the Aether Elementals, that raises the distinct possibility that there are Umbral Elementals/Void Elementals native to the Shadow Plane. In 1E we see the subject of Umbral/Void Elementals being lightly approached through Creature Templates such as Shadow, Shadow Creature, and Shadow Animal, and to a lesser extent Templates such as Shadowbound Creature, Shadow Lord, and Shadowfire Creature.

So while we have clearly established Elemental Plane Elementals, are there Transitive Plane Elementals (Astral, Ethereal, Shadow)?

And to go further down the rabbit hole, are there nine Primal Dragon types, Air, Earth, Fire, Water, Metal, and Wood for Primal Elementals and Astral, Ethereal, and Shadow for Transitive Elementals?

And if this is the case, are the Esoteric Dragons families of Astral Dragon and Etheric Dragon pulling double duty as both Esoteric Dragons and Transitive Plane Elemental Dragons?
If so, then should Umbral Dragons also be counted among the Esoteric Dragons?
Looking at the Outer Dragons, where do the Void Dragons fit into all of this?
With Dream Dragons, Nightmare Dragons, and Time Dragons the Dimension of Dreams and the Dimension of Time are represented, but are we seeing the Time Dragons pull double duty as both an Outer Dragons and an Esoteric Dragons?

With regards to Dragon Families, the Metallic, Chromatic, and Imperial families being set at five works fine, but attempting to force sets of five for other types of Dragon Families was always a little odd and wasn’t really supported in the lore. To be fair by the end of 1E we saw some movement away from the sets of five with the Planar Dragons being nine in total.


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This time around I decided to go all in on aquatic ancestries. If there is anything I didn't catch please let me know.

Ceratioidi (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Ceratioidi live in deep ocean trenches in spired cities that have far ranging influence in Golarion’s deepest ocean environments. Ceratioidi rarely encounter surface dwelling Ancestries, with the notable exception of those Ceratioidi living in the River Kingdom of Outsea. Ceratioidi exhibit extreme dimorphism with those typically presenting as male growing to size Tiny, and those typically presenting as female growing to size Medium. When a Ceratioidi of size Tiny and size Medium choose to bond the size Tiny Ceratioidi attaches to and merges physically with the size Medium Ceratioidi. This bonded pair becomes a singular creature physically, but both minds remain as individuals. These bonded Ceratioidi have a unique dual mind perspective. Ceratioidi worship Danglosa, however, it is unclear if Danglosa is a singular entity or a bonded pair.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Ceratioidi was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Ceratioidi have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Size Medium, Size Tiny, Darkvision, Low-Light Vision, Aquatic, Immune: Mind-Affecting Effects, Swim Speed, Dual Mind (Bonded Pair Only), Lure, Primitive Amphibian

Ceratioidi Culture
Ceratioidi (NPC/Bonded Pair)

General Thoughts
With what little information we are provided, it suggests that the Ceratioidi are a fairly powerful civilization in Golarion’s Oceans. However, because they tend to limit their cities to deep ocean trenches their reach may have natural limitations. Although it is difficult to know for sure, but the Ceratioidi may be a fairly neutral force within the oceans. Their stability, power, and influence may mean they are natural mediators but are not to be crossed lightly. Ceratioidi dimorphism is also something I would love to see explored more. Are nonbinary , gender nonconforming and agender Ceratioidi size Small? Are Ceratioidi generally size Small until a pair decides to bond and then they change size? What happens if they choose to become unbonded? Can they choose to present female or male and go unbonded and change size? What happens in polyamorous relationship? Ceratioidi are set up to be a very interesting Ancestry both culturally and individually.

Triton (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Tritons migrated from the Elemental Plane of Water in the distant past, however, how far in the past in unclear. Tritons build their cities along thermal vents and use these natural heat sources to grow and farm food. Tritons excel at sea cavalry tactics, with dolphins being their preferred mounts. Krakens are Tritons sworn enemies and many of their warriors specialize in combating these deadly foes. Tritons have a unique form of tattooing where they use shelled aquatic life, and imbed these creature into their skin. Typically these living tattoos are comprised of corals, barnacles, and shelled mollusks. Tritons rarely venture onto land, however, they are typically quicker to offer aid to air breathers than most other aquatic ancestries. Tritons are known to ally with Storm Giants, although how this relationship formed has not been detailed.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Triton was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Triton have appeared in 2E as a creature entry. Currently, they have not been identified with a Triton Trait or appeared as an Ancestry.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Outsider, Darkvision, Low-Light Vision, Natural Armor, Slow Speed (Land), Summon Nature’s Ally II (Spell), Swim Speed, Triton Magic, Aquatic Squires (Feat), Triton Portal (Feat), Ally Caller (Feat), Smite Deepest Evil (Archetype Feat), Divine Immunity (Archetype Feat), Aura of Elusion (Archetype Feat)
2E Abilities: Darkvision, Swim Speed, Land Speed (5 Feet), Defender of the Seas, Summon Aquatic Ally (2nd Level Summon Animal Spell), Triton Conch Trumpet Specialization: Fear Spell, Hydraulic Push Spell

Triton Culture
Triton (NPC), Slippers of the Triton (Wondrous Magic Item), Horn of the Tritons (Wondrous Magic Item), Lesser Horn of the Tritons (Wondrous Magic Item), Kraken Slayer (Archetype)
2E Items: Triton’s Conch

General Thoughts
There remains a lot to explore with Tritons but they have some interesting lore that serves as a good foundation. Why they migrated from the Plane of Water would be interesting to explore. And their use of living tattoos is something that could be explored in both lore and mechanics. Can these tattoos eventually provide mechanical benefits such as armor protection, additional life energy, or sensory information? The Triton’s conch trumpet is also kind of like a Dwarf’s clan dagger. A Triton’s conch trumpet can focus a Triton’s innate magic, typically by summoning an aquatic creature but some Tritons have other types of innate magic. It should be noted that a Triton’s conch trumpet is very different from the magic item Triton’s Conch which is primarily used by air breathing ancestries.

Adaro (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Adaro typically live in smaller tribal groups, with the largest tribes usually being no more the a hundred members. There are notable exceptions such as the Kaneano that have settled in the reefs around Mediogalti Island and the Womb of Storms nation in the Valashmai Sea. Adaros close association with sharks causes many surface dwelling ancestries to fear them. Equally disturbing to many ancestries is that Adaro have no cultural taboo against eating the dead of other humanoids. This includes the very recently drowned, which may contribute to stories of Adaro feeding frenzies on ship wrecked sailors. For reasons unclear to land dwellers, Adaro are inclined to experience frenzied behavior during storms. This frenzied storm behavior is theorized to be a result of Adaro’s having a connection to Gozreh, with storms representing the meeting of Gozreh’s two personifications of Wind and Wave.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Adaro was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Adaro have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Blindsense, Darkvision, Keen Scent, Low-Light Vision, Natural Armor, Slow Speed (Land), Swim Speed, Powerful Bite, Amphibious, Poison Use, Speak with Sharks, Rain Frenzy

Adaro Culture
Adaro (NPC)

General Thoughts
I really appreciate Adaro as being a more neutral option for shark themed people. Whereas the Sahuagin typically form cruel and harsh societies, the Adaro seem more laid back by comparison. Adaro storm frenzy is also very interesting. It feels a little like lycanthropy, except replace a full moon with a storm. I wonder if Adaro primarily worship Gozreh or if they have a whole pantheon of storm deities that they worship? It is really awesome that we get a mention for a couple of Adaro cultures in 1E and these will serve as a great jumping off point should we see Adaro in 2E. Like many aquatic ancestries there is a lot left to explore with Adaro.

Locathah (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Locathah communities tend to be matriarchal, with the matriarch tasked with being both the primary leader and egg tender. Sometimes this means the matriarch is also a primary egg layer, but this may not always be the case. There is a strong possibility that Locathah have a communal approach to reproduction, where eggs are collectively laid and fertilized by participating members in the community. The most well-known Locathah nation is Xidao which has strong ties to the surrounding Tian Xia nations. There is also a sizeable Locathah community in Kwanlai. There are known communities off the coast of the Shackles, and there is a small settlement of Locathah in the sunken town of Wetan, now off the coast of the Sodden Lands. Locathah use eels as mounts and archelon as beasts of burden. Locathah eel riders founded the Order of the Eel which is comprised primarily of Locathah but other ancestries have joined the order.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Locathah was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Locathah have appeared in 2E as a creature entry. Currently, they have been identified with a Locathah Trait but have not appeared as an Ancestry.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Medium, Low-Light Vision, Natural Armor, Slow Speed, Swim Speed, Fast Swimmer, Amphibious, Blunt Head, Strong Limbs, Coastal Emissary, Deep Dweller, Powerful Smell
2E Abilities: Low-Light Vision, Slow Speed, Swim Speed, Smooth Swimmer, Cooperative Hunting, Fan Bolt, Hunt Prey, Pack Attack

Locathah Culture
Locathah (NPC), Order of the Eel

General Thoughts
I get the impression that Locathah are one of the most common ancestries throughout the oceans. We don’t have a lot of information on Locathah, but I am hopeful that if we see a Tian Xia book that we will get a better sense of who the Locathah are, both in Xidao and generally. Xidao provides a great jumping off point for learning about Locathah and their relationship with other ancestries. The Order of the Eel is also interesting in that we get a glimpse of an organization created by and comprised mostly of Locathah.

Ichthyocentaur (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Similar to how Centaurs appear as half human and half horse, Ichthyocentaurs appear as half merfolk and half hippocampi. Ichthyocentaur are a migratory people and rarely establish permanent settlements. They also tend to avoid large settlements but are generally comfortable approaching small communities and groups of travelers. This includes sailors, who claim to have encountered merfolk, but may have actually met Ichthyocentaurs. Worship for Ichthyocentaurs is mostly directed to the Eldest, along with gods of beauty and nature.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Ichthyocentaur was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Ichthyocentaur have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Darkvision, Slow Speed, Swim Speed, Size Large, Amphibious, Undersized Weapons, Pounce (Water Only)

Ichthyocentaur Culture
Ichthyocentaur (NPC)

General Thoughts
Due to being size Large, seeing playable Ichthyocentaur may not be something we see, but regardless they are still an interesting people. They do have a lot of similarities to land dwelling Centaurs, and because they are so similar I wonder if they share a common origin. If they do share a common origin, whether it is detailed in a history or in a myth, that is one story I would love to see. It may be that Ichthyocentaurs and Centaurs do share a common origin, that origin is tied to the Eldest.

Murajau (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Murajaus have the lower torso of a hermit crab and the upper torso of a humanoid. Murajaus are native to the Plane of Water, although some populations are found on Golarion. Murajaus are wanderers and rarely make permanent settlements. Although they may settle for short periods of time, in a locale before moving on. Murajau and Marids have a complicated relationship, one that is not hostile but they tend to avoid each other. Legend says this is due to an incident where Murajaus were tasked my Marids to escort a foreign ruler, but the ruler died before the Murajaus arrived to begin the escort. Unable to complete the task the Murajaus choose to forever wander instead of returning home with their assigned task incomplete.

Heritages:
Currently none provided.

What’s missing?
Murajau
Paguroida – The Paguroida are a group of Murajau that have unique features. One arm ends in a crablike claw instead of a hand and their facial features are more crab-like in appearance than most Murajau. These changes in physical appearance are thought to be the result of Alghollthu experiments that were conducted on a group of Murajau long ago.

What’s Left?
Unknown. Murajau have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Darkvision, Large Size, Scent, Land Speed, Swim Speed, Claws, Amphibious, Arcane Scavenger, Undersized Weapon, Damage Reduction: Magic, Resist Cold, Resist Sonic, Embedded Magic, Nondetection Aura, Psychic Magic, Detect Magic (Spell), Detect Psychic Significance (Spell), Hallucinatory Terrain (Spell), Identify (Spell), Locate Object (Spell), Make Whole (Spell), Mirage Arcana (Spell), Object Reading (Spell), Shatter (Spell), Sound Burst (Spell),

Murajau Culture
Murajau (NPC), Paguroida (NPC)

General Thoughts
While the Murajaus may seem like an unlikely Ancestry due to being size Large, they are actually set up as an Ancestry far better than what they may initially appear. Being hermit crab inspired, it is very possible that Murajau have the potential to molt as they age. This may mean that playable Murajau could start as size Medium and then molt into size Large later in their careers. Finding a shell to accommodate their new size could be an adventure all on its own. The relationship between the more typical appearing Murajau and more crab-like appearing Paguroida needs exploration. Especially considering that certain features such as a crab claw appendage are likely to be represented as a Heritage. If so, this would suggest that Paguroida is actually a term identifying a specific Murajau Culture and not identifying the physical traits of a specific group of Murajau.

Siyokoy (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Siyokoy are eel like humanoids that make their homes in saltwater caves, crags, and coral reefs. Siyokoy culture is primarily divided by the depth in which they live in the oceans. Coastal and reef dwelling Siyokoy tend to be more sociable, whereas those communities in deep waters are much more cautious and untrusting. Siyokoy love to explore underwater ruins of all types but they have strong taboos against living in ruins that were once occupied by air breathing surface dwellers. A particularly aggressive band of Siyokoy are known to occupy the ruins of Sangoshi of the coast of Minkai, where they distrupt the local sea trade. Pelagic Hunter’s are known to be able to call upon Siyokoy.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Siyokoy was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Siyokoy have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Blindsight, Darkvision, Scent, Damage Reduction: Slashing, Immune Cold, Immune Electricity, Immune Poison, Light Sensitivity, Swim Speed, Bite, Claw, Tail, Constrict, Stunning Shock, Swim-By Attack

Siyokoy Culture
Siyokoy (NPC), Pelagic Hunter (Archetype)

General Thoughts
Although they were marked as Aberrations in 1E is suspect that Siyokoy will be humanoids should they show up in 2E. Siyokoy are a fun ancestry and hopefully they will show up at some point. There are some very slight similarities between Siyokoy and Iku-Turso. However, on closer inspection it appears that Iku-Turso are a better fit for the role deep dwelling cruel aberrations that serve dark and unholy powers. Whereas Siyokoy are better set up for development into an Ancestry based on their descriptive text.

Merfolk (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Long before the Alghollthu created the Azarketi they had created the Merfolk. The Merfolk were a result of early Alghollthu efforts to create life, however, the Merfolk were quickly abandoned as an experiment and the Alghollthu moved on to other efforts. Left on their own the Merfolk found that independence suited them. They spread across Golarion’s oceans and left nearly all traces over their origins behind. One lingering affect that continues to influence Merfolk is a tendency to be xenophobic, especially in regards to land dwelling ancestries. The Alghollthu named the Merfolk Sapiaquali-oths, and this remains the word for Merfolk in the Alghollthu language. It is unclear if this is the term Merfolk use to identify themselves. Merfolk tend to live in warmer waters, but can be found in colder ocean depths as well. Merfolk are known to live in canyons around sunken Azlant. Other known Merfolk communities include Chosovosei, Jehyseel, Outsea, and Stormshoal. Litanu are a type of undead created from the remains of Merfolk. Apkallu are powerful beings with a mysterious connection to Merfolk, being able to take on two alternate forms, one human and one merfolk. Shell Sentinels are constructs commonly built my Merfolk.

Heritages:
Currently none provided.

What’s missing?
Outsear Merfolk – These Merfolk live in Outsea in the River Kingdoms and are generally more open minded about some of the Merfolks traditional foes, such as Sahuagin.
Deep Merfolk – These Merfolk are similar to Merfolk that live in shallower waters, except that Deep Merfolk tend to have adaptations that help them survive in the dark ocean depths. They occasionally honor the Demon Lord Dagon as a dark protector in need of appeasement, but hold no strong affection for Dagon as a deity.

What’s Left?
In 2E Merfolk have appeared with creature stats with the Merfolk Trait. Merfolk have not appeared as an Ancestry.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Slow Speed, Swim Speed, Low-Light Vision, Natural Armor, Amphibious, Secret Magic, Darkvision, Seasinger, Unexpected Ally, Strongtail, Blindsense, Deep Dweller, Semitransparent, Resist Cold, Light Sensitivity, Sneak Attack, Sprint, Song-Bond (Oracle Class), Fins to Feet (Spell), Wall of Brine (Spell), Sea Hunter (Feat), Guarded (Trait), Bonus Spells (Archetype), Inspiring Song (Archetype), Deep Sentinel (Archetype), Aquatic Prowess (Archetype), Favored Terrain (Archetype), Seaborn (Archetype), Watery Summons (Archetype)
2E Abilities: Low-Light Vision, Slow Speed (Land), Swim Speed, Aquatic Trait, Aquatic Dash, Primal Prepared Spells, Hydraulic Asphyxiation

Merfolk Culture
Merfolk (NPC), Deep Merfolk (NPC), Litanu (Creature), Apkallu (Creature), Shell Sentinel (Creature), Gozreh (Deity), Coat of Shells (Magic Armor), Merform Belt (Wondrous Magic Item), Elixir of Two Worlds (Wondrous Magic Item), Land Limbs (Equipment), Ocean’s Echo (Archetype), Wave Warden (Archetype)

General Thoughts
Merfolk are probably the most classic aquatic Ancestry having a long history in both literature and gaming. They are also one of the aquatic Ancestries that we know the most about on Golarion. However, Merfolk are still on lightly detailed compared to many surface dwelling ancestries. Unfortunately, Merfolk do not currently have a lot that sets them apart and makes them stand out compared to some of the other aquatic ancestries. I suspect Merfolk will shine when it comes to their lore and history and I hope to see it explored.

Grindylow (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. A Grinylow’s upper half resembles a Goblin and their lower half is comprised of octopus-like tentacles. In many ways Grindylow are similar to Goblins in their behavior, mindset, and outlook. Grindylow fear and hate giant eels and sharks, but reserve their deepest hatred for all types of squids. So far where this universal hatred of squid originates is unknown. A rare few Grindylow never stop growing and can reach size Huge. These Grindylow are thought to be throwbacks to a more primal era by surface dwellers, but what evidence there is for this theory is unclear. Qallupilluks have a strange curse like ability where they can transform a grappled creature into one of a handful of different sea creatures or people with Grindylow being one of these possibilities.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Grindylow was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Grindylow have appeared with creature states in 2E. They have not appeared as an Ancestry or with a Grindylow Trait.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aberration, Aquatic, Small Size, Darkvision, Natural Armor, Slow Speed, Swim Speed, Jet, Bite, Tangling Tentacles, Amphibious, Sneaky
2E Abilities: Darkvision, Aberration, Amphibious, Bite, Tentacle, Attack of Opportunity, Clinging Suckers, Jet

Grindylow Culture
Grindylow (NPC)

General Thoughts
Generally I wouldn’t expect an Ancestry to have the Aberration Trait without also having the Humanoid Trait. Although, I could also see the Aberration Trait available to only those Grindylow that have the potential to grow to size Large or larger. For those Grindylow that do not have the potential to grow to larger than size Small, I could see them having only the Humanoid Trait instead of having both the Humanoid Trait and Aberration Trait. In 2E the Grindylow creature stats have the Aberration Trait and does not have the Humanoid Trait.

Merlucent (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Merlucents are jellyfish-like people. They have natural sensitivities to arcane magic and are drawn to Ley Lines. Surface dwellers claim Merlucents that live near their coastal communities go into mating frenzies every 2-5 years, which causes them to kidnap people and lay their polyps inside peoples skulls. This may be an urban legend, as these same surface dwellers are known to feud with Merlucents over nearby fishing grounds. Merlucents live throughout the various ocean depths and have a deep appreciation for music and light. For reasons not entirely clear deep dwelling Merfolk and deep dwelling Merlucents often do not get along and they sometimes clash violently.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Merlucent was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Merlucent have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Aberration, Darkvision, Resist Cold, Slow Speed, Swim Speed, Tentacles, Arcane Echo, Poison, Pull, Vitrify, Detect Magic (Spell), Delay Poison (Spell), Light (Spell), Telepathy, Jellyfish Empathy, Transparent Flesh

Merlucent Culture
Merlucent (NPC)

General Thoughts
Merlucents being jellyfish people make them one of the more unique ancestries, at least in appearance. As with a few other aquatic ancestries they were tagged as Aberrations in 1E and suspect we would see this changed out to humanoid in 2E if we see them as an Ancestry. And I hope they do make the jump to Ancestry as they are extremely interesting, especially with their explicit connection with arcane magic. Merlucents do suffer from some lore choices made in 1E, with Merlucents needing to kidnap their neighbors (who they trade with) so that they can implant their polyp young inside their skulls. Since there is so little information about Merlucents this can easily be retconned.

Cecaelia (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Similar to Grindylows, Cecaelia have the lower body of an octopus but have the upper body of a human. Cecaelia tend to enjoy interacting with land dwellers as they find their trade goods interesting and their food stuffs exciting. Tattooing is an important part of Cecaelia culture and many of their tattoos impart minor magical benefits. Cecaelia may even use their own natural inks for tattooing, and this may partially be what confers these minor magical benefits. Cecaelia claim that long ago they ruled a vast empire in the Embaral Ocean, however the empire and its capital Sihuw were lost. Cecaelia are found throughout Golarion’s oceans.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Cecaelia was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
In 2E Cecaelia have appeared with creature stats. They have not appeared as an Ancestry or with a Cecaelia Trait.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Tentacle Sense, Natural Armor, Normal Speed, Swim Speed, Jet, Tentacle Attacks, Amphibious, Ink Cloud, Stable Tentacles, Dexterous Tentacles, Garrulous, Tripping Tentacles, Cecaelia Focus Tattoo

Cecaelia Culture
Cecaelia (NPC)

General Thoughts
There is plenty left of explore with regards to Cecaelia. Although there is no specific indication for it, I can’t help but wonder if the Cecaelia have a connection to the deities Embaral and Vudravati. Legend indicates that Vudravati gave birth to children of both Embaral and Obari. Could the Cecaelia be children of Embaral and Vudravati? While not much of a connection, the lost Cecaelia Empire was in the Embaral Ocean, so that is a least something. Taking the line of thought even further, was the Cecaelia Empire lost because they dealt favorably with Obari and Embaral got jealous and angry? Regardless, I would love to see a deeper exploration of Cecaelia lore.

Sahuagin (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. While certainly not universal to all Sahuagin communities, many Sahuagin civilizations are synonymous with empire building. While plenty of different civilizations throughout Golarion’s history have sought to build an empire, it is of particular note that so many Sahuagin civilizations in vastly different parts of the world are actively seeking to build empires. Only land dwelling Humans have rivaled the Sahuagin in this empire building behavior. The Okaiyo Ocean is home to the largest Sahuagin Empire, which may be one of the more stable and longest running Sahuagin Empires. Younger and smaller Empires in the Arcadian, Embaral, and Obari Oceans may contribute to the idea that Sahuagin are violent and aggressive people. Especially considering that many of the communities established in these waters find themselves at odds with Sahuagin seeking subjugate them and claim their territories. Sahuagin cultures tend to look favorably on mutations, to the point that some of the more common mutations have become stable heritages. Regardless, anything that is perceived as a mutation that lends to prowess in combat is highly praised. Like Adaro, Sahuagin have a deep connection to sharks and this commonality has fostered better relations between these two Ancestries.

Heritages:
Currently none provided.

What’s missing?
Outsear
Four-Armed Sahuagin
Malenti
Prehistoric Sahuagin
Shark-Blooded Sahuagin
Sightless Sahuagin
Spined Sahuagin

What’s Left?
In 2E the Sahuagin/Sea Devil Scout is representative of a standard Sahuagin and the Sahuagin/Sea Devil Baron is representative of the Four-Armed Sahuagin. Other than those identified in 1E, other types of Sahuagin mutants might exist, although they have not yet been identified.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Blindsense, Darkvision, Light Blindness, Natural Armor, Normal Speed, Swim Speed, Fast Swimmer, Bite, Claws, Blood Frenzy, Speak with Sharks, Stoic Defender, Sahuagin Song, Command (Spell), Multiweapon Mastery, Blood Tide (Feat), Greater Blood Frenzy (Feat), Gift of the Deep (Spell)
2E Abilities: Darkvision, Wavesense, Shark Commune, Swim Speed, Claw, Jaws, Blood Frenzy, Blood Letting, Unimpeded Throw, Hateful Tide

Sahuagin Culture
Sahuagin (NPC), Sahuagin Baron (NPC), Sahuagin Brute (NPC), Sahuagin Champion (NPC), Sahuagin Deep Racer (NPC), Sahuagin High Priestess (NPC), Sahuagin Infiltrator (NPC), Sahuagin Lieutenant (NPC), Sahuagin Prince (NPC), Sahuagin Scout (NPC), Sahuagin Shark Sentry (NPC), Sahuagin Underpriestess (NPC), Malenti (NPC), Four-Armed Mutant (NPC), Feeder in the Depths (Creature)

General Thoughts
I have a tiny rant about Sahuagin, and to be specific the rant is about the name not the Ancestry. If I understand correctly “Sahuagin” is IP that can only be used under the terms of the OGL. I was hoping to see Sahuagin get a new ancestral name that Paizo could use as they pleased. In my opinion they have done this quiet well with Kytons becoming Velstrac. I was a little sad to see them get the generic name of Sea Devils in the 2E Bestiary. It is my hope, should we see a greater exploration of the Sea Devils/Sahuagin, that we will see them get a new ancestral name. Otherwise Sahuagin a pretty interesting and I am curious to see how they will be developed in 2E. As a common threat to many other aquatic ancestries, Sahuagin need a lot of exploration of who they are, why the do what they do, and what are their goals. I kind of get the sense that Sahuagin are currently in a state of Empire building. And like in many Empires, those that it seeks to subjugate do not look favorably on their would be conquerors. And while there may be multiple Sahuagin empires actively forming and expanding across Golarion’s oceans, it is unlikely that all Sahuagin communities, city-states, or nations are experiencing a drive towards empire.

Karkinoi (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Karkinoi appear as bipedal crab-like humanoids. Karkinoi are nomands traveling along the ocean floor in smaller tribal communities. Because Karkinoi have little interest in building permanent settlements they are often considered primitive by many other aquatic ancestries. Karkinoi are quick to defend themselves and are not above raiding settlements when food or supplies are not readily available to their communities. This has led to Karkinoi having an unfair reputation as aggressive savages. Living in smaller tribal communities has resulted in Karkinoi being more vulnerable to machinations of Alghollthu. Alghollthu have been known to force Karkinoi into service a shock troops during direct confrontations with other peoples. This has only fueled the savage Karkinoi perception.

Heritages:
Currently none provided.

What’s missing?
Karkinoi Brood Swarm – A Karkinoi Brood Swarm is a swarm comprised of the tiny sized children of Karkinoi. In 2E this may not be appropriate as a swarm creature.

What’s Left?
Unknown. Karkinoi have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Size Large, Size Tiny, Aquatic, Swim Speed, Sideways Scuttle, Claw, Slam, Constrict, Water Dependency, Clinging Grasp, Consume, Distraction

Karkinoi Culture
Karkinoi (NPC), Karkinoi Brood Swarm (NPC)

General Thoughts
Karkinoi run into the same problem of being size Large as the other crab themed Ancestry the Murajau. However, just like with the Murajau, a Karkinoi Ancestry could start off as size Small or Medium and molt into a larger size over the course of their career. It is interesting that both the Karkinoi and the Murajau are both peoples that don’t really establish permanent settlements. Despite this they come off as very different from each other. The Karkinoi need a lot more exploration of who they are as an Ancestry.

And just for fun my guess at the rarities for the aquatic ancestries.

Common Aquatic Ancestries
Azarketi, Cecaelia, Grindylow, Locathah Merfolk, Triton, Sahuagin

Uncommon Aquatic Ancestries
Adaro, Aquatic Elf, Ceratioidi, Seaweed Leshy, Siyokoy, Merlucent

Rare Aquatic Ancestries
Ichthyocentaur, Murajau, Karkinoi


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In a smililar line of quasi-lore questions, I noticed the Centaur and Girtablilu have the Beast Trait, and do not also have the Humanoid Trait. Same issue with Grindylow having the Aberration Trait but not also having the Humanoid Trait.

My personal sense is if they mechanically carry one trait without the other then we need strong lore to support this.

For something like a Sphinx or Lamia, I can understand as the lore generally indicates they have both physical and mental qualities that are alien to humanoids, to the point they are something very different. But for the Centaur, Girtablilu, and Grindylow their lore suggests they straddle the line between Beast/Humanoid or Aberration/Humanoid respectively.

This isn't necessarily a big issue, but it is something I noticed.


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A second Heritage does make sense and it does seem like there is enough design wiggle room to make it work.

In a similar line of thought, I was thinking a life event Background might work. Basically a Background that can be chosen at first level or later in place of an Ancestry Feat. And then a few Ancestry Feats that can be taken once a character has experienced the life event Background.


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I would love to see the Bleaching interpreted into mechanical options. But I think it also needs to be framed in the context of the seriousness of bleaching in Gnome society.

I can understand the Archetype approach, it is an easy way to add mechanics. However, the Bleaching primarily affects the Ancestry options available to Gnomes. So far Archetype Feats do not prevent a character from being able to gain Ancestry Feats. This is a challenging thing to depict with mechanical options.


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Kuru, Lashunta, Sahuagin, and Shabti are all on my list to take a look at. Maftets, Minotaurs, and Sekmin are on my list as well, just not as high up. But I am doing them as they catch my interest so who knows, they may show up sooner than later.

At this point I am doing a mix of 1E Races and 1E Monsters that would work well as a 2E Ancestry. Some day I hope to see additional Lost Omens Ancestry books that focus on Uncommon and Rare Ancestries. I also want another book dedicated to the Core Ancestries and options for them, but after that, to not really touch on them as far as rules options are concerned. That's just me though, and I fully expect others to feel differently.


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I have been enjoying looking at the different 1E Ancestries and seeing them translated into 2E. I have also started to look at 1E Ancestries that have not been converted and hopefully we will see them someday. I will post my findings in this thread as I get around to exploring different 1E Ancestries. The will show up in no particular order. The round is below.

Udaeoi (singular Udaeus) (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. A deity carved the first Udaeoi out of dragon teeth, this deity is currently unidentified. Udaeoi are humanoids with bone-white skin and black hair. They tend to cover their bodies in tattoos and brands, which then appear carved into their bodies when they use their flesh hardening ability. Udaeoi pride themselves on their skills at war and fighting. Although originally carved from dragon teeth, the Udaeoi are a distinct ancestry that is capable of reproducing on their own. They tend to live in small family groups and often work for local armies, militias, or mercenary groups.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Udaeoi was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Udaeoi have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Low-Light Vision, Energy Resistance: Either Aicd/Cold/Electricity/Fire, Barkskin, True Strike, Armor and Weapon Training, Fighter Training, Infuse Arms and Armor

Udaeoi Culture
Udaeus (NPC)

General Thoughts
Udaeoi are interesting in that they are an Ancestry derived from dragons but in a very unique way. Being carved from dragon teeth gives them design space to have both dragon elements and bone/teeth elements. Also, because it is not explicitly identified what type of dragon or dragons the teeth came from, identifying the family of dragons from which Udaeoi were derived could open up additional design space. There is also a lot to explore in regards to Udaeoi lore. Who was this deity that originally carved them? Where do they originate from on Golarion? (My guess is Casmaron) And what is their history on Golairon?

Panotti (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Panotti have a long history in Casmaron and it is rumored that they come from a kingdom that was cursed, although this is denied by Panotti. The Panotti are humanoid in appearance but have extraordinarily large elephantine ears. These ear appendages allow a Panotti to glide and even fly. Their ear appendages can also be used like insulated garments providing protection against the cold. Panotti are generally reclusive as a people, but they are fond of sharing their music and storytelling traditions with receptive individuals. There is a very real possibility that the Panotti have a strong connection to the goddess Likha.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Panotti was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Panotti have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Blindsense, Fly Speed, Elephantine Ears,

Panotti Culture
Panotti (NPC)

General Thoughts
The art for the Panotti in 1E made me fall in love with this Ancestry. The art portrays them with hints of elephant like features without looking like elephants and giving them a look that is unique and interesting. The Panotti Ancestry is inspired from real world mythology, appearing in “Natural History” by Pliny the Elder. In Golarion, they are hinted at as once having a powerful kingdom/homeland that fell under a curse. While they are largely found in Casmaron, there is a population in Tian Xia. We know little about the Casmaron Panotti, and virtually nothing about the Tian Xia Panotti. The Panotti have enough motor control of their large ears to use them like wings or wrap them around their bodies. Panotti have a mysterious past, but appear to have a long history in Casmaron. I would love to see a greater exploration of who they are and what their history is on Golarion.

Selkie (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Selkie are not dissimilar to Kitsune in that they are shapechangers that have both a humanoid form, animal form, and possibly a hybrid from. In 1E Selkie are largely presented as monsters. What little we see regarding Selkie is discussed in relation to land dwelling Ancestries. On Golarion, Selkie are generally consider mischievous and sometimes even dangerous. Some Selkie will live secretly among coastal communities, where they sometimes form long term relationships but may keep their Selkie nature a secret from all but their most trusted companions. Pelagic Hunters can use their Pelagic Focus ability to contact Selkie (see Hunter Class and Pelagic Hunter Archetype for more details).

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Selkie was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Selkie have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic, Shapechanger, Darkvision, Scent, Cold Resistance, Swim Speed, Bite, Claws, Powerful Blows, Shake, Change Shape, Echo of Reason, Hold Breath

Selkie Culture
Selkie (NPC), Pelagic Hunter (Archetype)

General Thoughts
As a starting point, Selkie can easily be equated to “Kitsune of the Sea,” however, other than some initial similarities in their shapechanging abilities, there isn’t much the two have in common in regards to history and lore. Selkie are largely a blank slate and I would love to see an exploration of who they are on Golarion. What is their history? Who do they worship? How far spread are they across Golarion? The Selkie ability Echo of Reason, feels like it was developed as a defense mechanism, who hurt them?

Herne (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Hernes are a young Ancestry, only having been in existence for around 100 years. They have a surprisingly detailed origin story and they are currently mostly found in the Estrovian Forest in Mendev. Initially born from a mysterious curse known as the Curse of the Winterthorn, Herne have since become a true Ancestry. The Curse of the Winterthorn has connections to the Wild Hunt and the Greenfaith. For Hernes this is reflected in many of their physical and mental qualities. Hernes prefer to live in the wilderness, protect natural spaces, and thrill at hunting whether it be hunting for food or hunting for sport without intention to kill. There origins tying them to the Greenfaith make Herne natural caretakers and guardians of forests and animals.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Herne was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Herne have not appeared as an Ancestry or with creature statistics.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Low-Light Vision, Scent, Damage Reduction (Magic), Cold Resistance, Electricity Resistance, Powerful Charge, Spell-Like Abilities (Speak With Animals, Faerie Fire, Longstrider, Freedom of Movement), Favored Terrain-Forest, Martial Training, Swift Tracking, Defy the Gods

Herne Culture
Herne (NPC)

General Thoughts
I find Hernes fascinating. Born out of a curse that is connected to both the Greenfaith and the Wild Hunt they are an ancestry grounded in primal magic and fey magic. This connection places somewhere between a primal spirit like a Leshy and a true fey of the First World, while also being humanoids native to Golarion. I would love to see Hernes explored in more detail, and with Ancestry Feats that allow them to join the Wild Hunt.

Sasquatch/Orang-pendak/Yeti (Ancestry):

Cultural Groups that have appeared in text thus far:
Orang-pendek
Yowie
Almas
Yeren
Yeti (Yeti are referenced as a similar group to the Sasquatch and it is unclear if the Yeti would be included as part of a broader Sasquatch Ancestry.)

Heritages:
Currently none provided.

What’s missing?
Sasquatch
Orang-pendak
Fen Mauler
Yeti (If Included)
Sasquatches live in remote forests where they live in harmony with nature, forgoing the building structures and leaving little evidence of their existence. As a result, many scholars that have not dealt directly with Sasquatches doubt their existence. This is forgivable considering that Sasquatches are found across Golarion, but in nearly all instances they leave little trace of their communities or culture. Even in death, Sasquatches take great care to hide their deceased from discovery as they belief they are not only hiding their dead from scavengers but also from evil spirits. The largest communities of Sasquatches are most likely found in Arcadia’s Land of Northern Lakes.
Orang-pendaks are a group of Sasquatch that tend to live in warm remote mountainous jungles. They have a natural empathy with simians and tend to share habitats with apes and monkeys. Orang-pendaks are known to live in the jungles of central Arcadia and likely live in similar environments in Tian Xia and Casmaron. Orang-pendaks display a greater variation in size than most Ancestries, with adults equally likely to be size small or medium in height. Although slighter in build than most Sasquatches, Orang-pendaks are just as strong as their larger kin.
Fen Maulers are a community of swamp dwelling Sasquatches that suffered a terrible calamity and became desperate for relief. In their desperation they turned to dark rites and made bargains with terrible beings. These rites and bargains altered these Sasquatches turning many of them cruel and violent. Fen Mauler’s continue to struggle with the ramifications of these rites and bargains made by their ancestors. Those rites and bargains altered the Fen Maulers permanently and many struggle with a temptation to turn into cruel and savage beasts.
Similar to other Sasquatches, Yeti live in remote natural environments and often act as guardians of these remote places. Yeti grow larger than most Sasquatches, eventually reaching size Large. Because Yeti live high on remote mountains, their communities are frequently near places of thin planar barriers. Many Yeti communities have taken on the responsibility of guarding the material plane against strange, cruel, and alien planar entities that seek to harm Golarion. Sometimes a Yeti will succumb to these forces and in its madness will wonder down the mountains and attack and harm the communities it finds there. This has fueled the perception that Yetis are cruel and dangerous monsters. A good example of these Yeti guardians are the Qaishan Yeti of the World’s Edge Mountains. Many of the Yeti in this community either support or join the Qaishan monks, a monastic order with the task or guarding against planar and dimensional threats.

What’s Left?
Both the Sasquatch and the Yeti have appeared in 2E as creature entries. Currently, neither have been identified with a Sasquatch Trait or appeared as an Ancestry.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Size Medium, Size Small, Forest Walker, Low-Light Vision, Climb Speed, Own Two Feet, Simian Empathy, Tear Apart, Darkvision, Scent, Rock Throwing, Pungency, Woodland Stride, Size Large, Shadowy Pelt, Disease Immunity, Cold Resistance, Pounce, Rend, Swamp Stride, Trophy Hunter
If Yeti are included: Immune Cold, Vulnerability to Fire, Climb Speed, Claws, Frightful Gaze, Rend, Cold (Cold Aura)
2E Abilities Sasquatch: Low-Light Vision, Scent, Catch Rock, Emerge From Undergrowth, Brutal Blows, Forest Stride, Pungent, Threatening Visage, Throw Rock,
2E Abilities Yeti: Darkvision, Scent, Size Large, Snowblind, Nightmare Guardian, Vanish, Grisly Arrival, Rend, Cold Immunity, Fire Weakness, Claws

Sasquatch Culture
Sasquatch (NPC), Orang-pendak (NPC), Fen Mauler (NPC), Paakis-Si (NPC), Sasquatch Skull (Cursed Magic Item)
If Yeti are included: Yeti (NPC), Qaishan Yeti (NPC), Yala: Mistress of High Places (NPC), Cloak of the Yeti (Wondrous Item), Bottled Yeti Fur (Wondrous Item), Kostchtchie (Deity)

General Thoughts
The Sasquatch as an Ancestry has a lot of potential. They are already set up with different cultural groups that are largely defined by location and environment. These different groups also tend to have different physical expressions based on the environments in which they developed. I suspect they would generally be a Rare Ancestry with small communities spread all across Golarion in different remote environments.

Caliban (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Calibans are the progeny of a Hag Coven. Unlike Changelings, who are the children of Hags that are typically conceived through traditional pairings, Calibans are brewed in a Coven’s cauldron. Through a coven ritual that requires brewing together foul sanies and unholy ablutions stewing together in a cauldron, eventually a Caliban is born. Although free-willed Caliban are raised by the Coven and rarely have opportunity to escape the harsh lessons and abusive treatment to which a Coven subjects their children. Those Calibans sent away from the Coven to conduct Coven business are the most likely to learn there is a way of life that exists outside of the Coven. These Caliban are the mostly likely to forgo the harsh and cruel lessons they were taught and escape the Coven. It is unclear if Caliban can conceive children of their own or if Caliban balk at the prospect of conceiving children as a result of their own harsh upbringings. Either way, Caliban are generally thought to be unable to bear children of their own.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Caliban was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Caliban have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Low-Light Vision, Swim Speed, Claws, Share Deformity, Unsettling Scream

Caliban Culture
Caliban (NPC)

General Thoughts
Caliban are perhaps one of the most horrifying and tragic ancestries. Born of a foul ritual to cruel and abusive parents, and raised as little more than monstrous servants, it is a wonder that any Caliban break away from the Coven and learn a better way of life. I find that Caliban fit really well with gothic horror type monster stories and are generally sympathetic characters. As an Ancestry I would bar the Caliban from being able to take the Changeling Universal Heritage as that would align with 1E keeping the two distinctly different.

Rougarou (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. Rougarous tend to have large populations in the vast swamplands they call home. Otherwise they typically life in secluded communities and are protective of family and friends. While Rougarous look similar to a werewolf in hybrid form, Rougarous are not werewolves and have no connection with the disease that causes lycanthropy. Because Rougarous are often mistaken for werewolves this has caused a cultural tendency for Rougarous to despise werewolves. And if a Rougarous community is aware of werewolf activity near their homes, the community will often go to great lengths to put an end to the werewolf. Rougarou are generally more lawful in alignment, although they are more inclined to follow the rules of nature than the imposed laws of a society.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Rougarou was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Rougarou have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Low-Light Vision, Scent, Change Shape, Natural Weapon

Rougarou Culture
Rougarou (NPC)

General Thoughts
I hope to see Rougarou be an Uncommon Ancestry in Arcadia. I kind of envision them as wolf-headed, Cajun, swamp cowboys. I am not even entirely sure what that means, but it sounds fun. Otherwise, I don’t have a great sense of what make Rougarou stand out but they seem fun. I would love to see more exploration of who they are, their history, and their lore on Golarion.

Wyrwood (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified in 2E so far. A cabal of wizards sought to create a construct that could serve as their proxies in any number of tasks. This led them to make their constructs ever more cunning so that the construct could perform more and more of the wizards’ tasks. Eventually, these constructs awakened into sentience and began questioning their role in relation to the wizards. When the wizards attempted to use their wyrwood constructs to act as proxies to fight their battles for them, the Wyrwoods rebelled. Slaying the wizards and taking the secrets of their creation, the Wyrwoods set out to find their place in the world. As a part of their creation, each Wyrwood is given an Aeon Stone heart. Wyrwoods are fairly common throughout Arcadia, although they are far less common in other parts of Golarion. Wyrwoods tend to be lawful and they enjoy following rules when part of a structured organization.

Heritages:
Currently none provided.

What’s missing?
None – The 1E version of the Wyrwood was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Unknown. Wyrwood have not appeared as an Ancestry or with creature statistics in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Small Size, Darkvision, Low-Light Vision, Repair Magic, Experimental Body, Living Machine, Construct Traits, Lifecrafting, Expressionless, Consume Power, Ioun Resonance, Occult Conduit, Freeze in Place, Magical Heart, Sword’s Shadow, Resilient Construction

Wyrwood Culture
Wyrwood (NPC), Wyroot (Special Material)

General Thoughts
Wyrwoods have a pretty interesting origin story and I love the idea of a fantasy construct Ancestry that is Common in the setting, or at least in Arcadia. I feel like the Wyrwoods’ Aeon Stone hearts are a great jumping off point for Wyrwood Heritages, with the Aeon Stone informing the Heritage. Unfortunately, we don’t know very much about Wyrwoods history and lore outside of their origin and I look forward to seeing it explored in greater detail.


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I recommend setting it up as a Universal Heritage. That way there can be Cyborg Humans/Catfolk/Halflings/etc.


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Very interesting question! Also, the Arcadian Ocean had been largely bisected by Azlant, what was the Ocean/Sea between Azlant and what is currently the Inner Sea Region called. And if it was named after a Diety, what happened to that Diety?

Personal fan theory, between Azlant and what is currently the Inner Sea Region was the Besmar ocean. Then as Azlant sunk, Besmara abandoned her claim on that track of ocean.


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Adventure to run prior to War of the Crown

Secrets of the Crown:

Tomb of the Iron Medusa (Level 14-15): House Adella’s rise and fall has largely been forgotten, however, there family history holds a secret that could at minimum bring disgrace to the Taldan throne, or at worse be used by Stavain III’s enemies to fuel a campaign to delegitimize his claim to the throne. Hanoris Dellum, a wealthy merchant in Zimar has found evidence that he is a distant heir of the Adella family. Hanoris is looking for evidence that would restore the Adella family name to honor. During his research Hanoris found references to the Adella family crypt in the Zimar Archives (see Pathfinder 130: City in the Lion’s Eye pg. 66 for information on the Zimar Archives). Additionally, he found an heirloom that appears to be associated with the Adella Crypt. Hanoris hires the PCs as their skills and reputations suggest that they have the ability to locate the lost crypt and neutralize any dangers contained therein. Unbeknownst to Hanoris, House Adella had meddled in the affairs of Hell, and received no less than a granddaughter of one of the Lords of Hell as a patron.
The PCs are tasked with traveling to the crypt and searching for any evidence that may clear the Adella family name and for finding an intelligent sword called Infensus Mucro that may have additional knowledge on the Adella family. Any additional treasures in the tomb Hanoris is unconcerned with.
While searching the crypt the PCs eventually meet Suasandra the Iron Medusa. Suasandra was betrayed by the Adella family and bound to the crypt. However, the binding did provide an escape clause, the Necropyre Crystal must be willingly returned to Suasandra. The Necropyre Crystal is a powerful artifact that was gifted to Suasandra by Asmodeus, so that she could easily gather innocent souls while on the material plane and carry them directly to Hell. Suasandra offers to bargain with the PCs, if they return the Necropyre Crystal to her, she will in turn, provide them with the knowledge to awaken Infensus Mucro. Suasandra’s connection with the Necropyre Crystal provides her with vague impressions of the crystal’s location. She can tell it is near the Taldan town of Talamir, but beyond that she does not have specifics. The PCs return to Hanoris with the information they have learned. Hanoris reveals that Talamir was destroyed some time ago by a volcano, however the ruins of the town are possibly accessible. Conveniently, a friend of Hanoris has recently invited him to attend a wedding in Dalaston, not far from the ruins of Talamir.

Blood of Dragonscar (Level 16-17): Hanoris and the PCs arrive in Dalaston only to learn that the town has recently been subject to attacks by a red dragon. Additionally, the ruler of Dalaston, Saleno Dalassenos, has hired a questionable savior by the name of Eldran Tesh whose solution may be worse than the problem. While Hanoris prepares to attend the wedding, the PCs are left to search for the Necropyre Crystal, slay a dragon, and figure out what Eldran Tesh is up to.
The Necropyre Crystal is an artifact forged in Hell that captures the souls of those who are slain by the crystal’s bearer. The souls are then wreathed in hellfire in ever burning torment. Sausandra is able to sense that the Necropyre Crystal is engorged with souls and makes a deceptively simple contract with the PCs. She will tell them how to awaken Infensus Mucro in exchange for the Necropyre Crystal and she will destroy the crystal releasing the souls from imprisonment within the crystal.
Before being bound to the Adella family crypt, Sausandra had plans to slowly gather enough innocent souls so that she could use them to fuel her own ambitions. Sausandra intends to destroy the Necropyre Crystal, absorbing its power along with the souls trapped inside. This will break the binding holding Sausandra in the Adella crypt. Additionally, this will elevate Sausandra to become an Emergent Queen, a quasi deity that aspires to become a true Queen of Night. Sausandra’s areas of concern include architecture, metal, and evil urban planners.
After the Necropyre Crystal left Sausandra’s possession, how the crystal eventually ended up in Talamir is lost to time. Talamir miners accidently awoke the red dragon Horranath, who quickly rampaged, attacking the various mining operations and destroying the city of Talamir. In one of these rampages Horranath unwittingly consumed the bearer of the Necropyre Crystal and the crystal itself. Since then the Necropyre Crystal has remained lodged in Horranath’s stomach, essentially making Horranath the bearer of the Necropyre Crystal. As a result every person Horranath has slain since her consuming of the crystal has had their soul trapped within the Necropyre Crystal.

New Chapter (Level 18): Sausandra was true to her contract and provided the PCs with the information on how to awaken Infensus Mucro. Once the sword is awakened it divulges the very awful truth of the rise and fall of the Adella family. The sword then possesses Hanoris, intending to use Hanoris to reveal the secrets of Stavain III’s lineage, sending Taldor into political turmoil. The PCs must free Hanoris from Infensus Mucro before the sword destabilizes an entire nation. The PCs manage to separate Hanoris from Infensus Mucro freeing him from the swords possession. Unfortunately this only enrages Infensus Mucro and the sword uses its power to project a Weapon Avatar, a humanoid shaped avatar that powerful intelligent items can project to essentially wield themselves. The PCs must defeat Infensus Mucro and put the sword back into a state of dormancy.


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Adventure to run prior to Rise of the Runelords

Remnants of the Runelords:

The Godsmouth Heresy (Level 1-4): The Church of Pharasma in Kaer Maga has discreetly recruited the adventurers to investigate the theft of corpses from the Godsmouth Ossuary. Sent into the crypts below Kaer Maga, the PCs encounter undead, sin magic, and the plans of a former Pharasmin. With the PCs' success they report back to the Priests of Pharasma about their encounters. The sin magic is of particular interest as problems with similar sin magic have been reported by the Priests of Pharasma in Magnimar. The PCs are sent to Magnimar to further investigate.
Dawn of the Scarlet Sun (Level 5): Arriving in Magnimar the PCs are sent to the Shadow District to investigate reports of sin magic. However, upon arriving in Underbridge the local guard approaches the PCs as they may be able to assist them. A series of murders in the area has terrified the locals and the Guard is desperate to get assistance. Can the PCs play bait and survive long enough to put a stop to the murders?
New Chapter (Level 6): Upon putting an end to the murders the PCs learn that the creature commiting the murders had recently escaped from an ancient monument south of Magnimar. The PCs investigate the monument and its sin magic. During their investigation they learn a powerful wizard had tampered with the monument. The wizard has since left for Kaer Maga where she plans to unleash powerful sin magic, dramatically increasing her power. With this new power she will establish herself as the leader of a new empire fueled by Thassilonian sin magic.
Seven Swords of Sin (Level 7-8): The PCs have rushed back to Kaer Maga in an effort to stop the rise of a new Thassilonian Empire. The PCs once again find themselves delving beneath Kaer Maga. Will the deadly dungeons of Kaer Maga prevent the PCs from stopping the rise of a modern day Runelord.


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Achom could be the surprise area. Achom is south of Jalmeray in the Obari Ocean and lies in the Yogisa Trench. Deep in the Yogisa Trench, the city-state of Achom is ruled by the gutaki devilfish, Ugash-Iram. Achom is a center of worship for Dagon, and the population includes numerous adaros, sahuagin, and iku-tursos. Achom’s forces are known to threaten the coastlines of Jalmeray, Geb, and Qadira. (Source: From Hell’s Heart)


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CorvusMask wrote:
I mean, wouldn't you call androids living in final dungeon of Iron Gods their own distinct culture? ;D or the mutant androids created by malfunctioning foundries?

Absolutely! They could also be subcultures or possibly neither. I didn't find a strict definition of how cultures are defined and identified on Golarion and what the borders are between a culture and a subculture. Was there anything from those groups, especially rules options, that we haven't seen in 2E that would be fun to see carried over and updated?


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Morhek wrote:

Given that Earthfall brought the coming of both races from deep beneath the earth, driving the Kellid survivors out of their caves, it would be interesting to see Savage Elves who resent them for disrupting their claiming of the nearly-empty Inner Sea.

Morhek, you bring up an interesting point that may hint at some lore that hasn't previously been explored. Elves wouldn't have encountered Dwarves and Orcs very often pre Earthfall. And post Earthfall, when they first engage with them, both Dwarves and Orcs likely came across as violent, destructive, and warlike. So this may have been the catalyst the caused bad blood between Elves and the Dwarves and Orcs.


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Yeah, I am looking forward to those four as well! There is a lot of potential there and I am excited to see them explored.

In regards to there not being a lot of 1E Ancestries left, you might be surprised. Now that I have worked through the ones published in 2E I am taking a look at what else is 1E that might make the jump and there are some exciting options.

And I thought of you keftiu when I was working on the Gnoll!


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I have been exploring the various 2E Ancestries in relation to what options were available in 1E and how that has informed the options available in 2E. In this process I have also attempted to identify what 1E options we have yet to see and how that might inform future 2E Ancestry options in the form of Heritages and Ancestry Feats. I figured I would share my findings and I would love to hear what options you feel are missing for the published Ancestries. Please keep in mind is this is only looking at 1E Ancestries that have been translated to 2E.

Please note that all rules information was located by using the Archives of Nethys website (aonprd.com) and if you are looking for any referenced rules I highly recommend their website. The various abilities are located in 1E race options, race specific class options, race specific prestige classes, race specific archetypes, race specific feats, race specific traits, race specific spells, and bestiary entries for a particular race.

Android (Ancestry):

Cultural Groups that have appeared in text thus far:
Androids are currently too few in number to have large distinct cultural groups. Despite their small numbers a few major subcultures have developed. These subcultures may be the foundations for Android cultural groups if the Android population continues to grow and find new homes across Golarion. These major subcultures include:
Androffan
Chasm
Many-Souled
Sovereign

Heritages:
Artisan
Impersonator
Laborer
Polyglot
Warrior

What’s missing?
None – The 1E version of the Android was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Most of what we saw in 1E has been translated to 2E. There could be a bit more robustness in Ancestry Feat options and it would be great to see some exploration of the relationship between Androids and Mannequin Robots. For more on Mannequin Robots see below.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Low-Light Vision, Constructed, Emotionless, Exceptional Senses, Nanite Surge, Repairing Nanites, Alien Mindpaths (Feat), Empathy (Feat), Nanite Disruption (Feat), Nanite Strike (Class), Nanite Surge (Class), Nanite Resurgence (Class), Distributed Body (Class), Living Swarm (Class), Cellular Match (Trait), Alien Origins (Trait), Blood Algorithm (Trait), Experimental Escape (Tait), Nanite Revival (Trait)

Android Culture
Android (NPC), Android Imposter (NPC), Numerian Ascetic (NPC), Eyes of Mind Reading (Wondrous Item)

Honorable Mention:
The Mannequin Robot is the immediate predecessor model of the Android. They are very similar to Androids, however, they replace the Android Trait with the Robot Trait. Mannequin Robot Heritages generally overlap with Android Heritages. Mannequin Robot Heritages include Athlete, Laborer, Recreation, Rescue, Security, and Target. As Robots instead of Androids, a Mannequin Robots programming struggles to understand the complexities of spellcasting. As a result Mannequin Robots rarely become spellcasters. Mannequin Robots have the following ability: False Flesh
Also, it remains unclear if Mannequin Robots utilize nanites as part of their bodily system or if that feature came later as part of the Android model. It would be interesting to see the relationship between Androids and Mannequin Robots explored. Are Mannequin Robots thought of as honored ancestors? Are they considered somehow incomplete? Mannequin Robots also need a more appropriate Ancestry name. I personally suggest Androbot, “Andro” for Androffa and “bot” for Robot”.

General Thoughts
Considering Androids are a Rare Ancestry and their population size is fairly small, I am pretty satisfied with the options we have for Androids, with the exception of Ancestry Feats. My personal feelings is that there should be a minimum of four to five Ancestry Feats at each level (1, 5, 9, 13, 17). The current options for Android Ancestry Feats per level run a little slim at higher levels, with zero options for 17th level. I also like how the Mannequin Robot was set up to essentially be an Android but with the Robot Trait and that many of the Heritages and Ancestry Feats can be available to both. It is worth noting that the Target Heritage is likely unique to Mannequin Robots as this is one of the uses the were designed for on the ship Divinity. This appears to have occurred both before and after Mannequin Robots achieved sentience, but Androids came late enough that they were not utilized as targets.

Automaton (Ancestry):

Cultural Groups that have appeared in text thus far:
Automatons currently are too small in numbers for large cultural groups and are perhaps too small in population for even defined subcultures. Automatons are slowly going extinct unless the means for their creation can be rediscovered. It does appear that the efforts to recreate the process for creating Automatons has made some forward momentum. Scholars continue to study the lost Jistkan Empire uncovering new knowledge regarding Automaton creation. The process to reproduce Automaton Familiars has been recreated and this knowledge may herald the return of the creation of new full-fledged Automatons.

Heritages:
Hunter
Mage
Sharpshooter
Warrior

What’s missing?
The Champion Automaton, Master Automaton, Sharpshooter Automaton, and Stalker Automatonwere all built as powerful monsters for 1E. Since the Automaton was initially designed as a monster it is somewhat challenging to determine what concepts for the Ancestry will be retained and what has been laid aside. However, it does appear that many of the abilities for the automatons have carried over to a 2E equivalent.

What’s Left?
A Climber Heritage is a good option from reviewing the 1E Automatons. In 1E Automatons generally were given a climb speed and this easily translates as a Heritage option.
There could also be Energy Resistant Heritages or Ancestry Feats for Electricity, Cold, and Sonic. Automatons in 1E had one or more types of energy resistance and this could be the basis for Heritages or presented as Ancestry Feats that could be picked up later.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Low-Light Vision, Electricity Resistance, Magic Resistance, Telepathy, Automaton Core, Climb Speed, Sprint, Fast Healing, Cold Resistance, Sonic Resistance, Bite Attack, Claw Attack, Damage Resistance, Adaptive Camouflage, Astral Blink, Warrior’s Resolve, Arcane Pincers, Energy Beam, See Invisibility, All Around Vision, Sharpshooter’s Sense, Fly Speed, Arcane Propulsion, Bolt Volley, Automated Crossbow, Ture Seeing, Arcane Hooks, Automaton Sense, Consume Core, Powerful Core, Reconstruction

Automaton Culture
Automaton Core (Artifact), Familiar Automaton, Champion Automaton (NPC), Master Automaton (NPC), Sharpshooter Automaton (NPC), Stalker Automaton (NPC)

General Thoughts
For a Rare Ancestry, Automatons have a pretty good set of Ancestry Feats so far. There are a few options missing, especially for more powerful abilities. On a slightly different note, I am particularly interested in seeing the return of the Familiar Automaton. With the current efforts to recreate the process of making Automatons, creating Familiar Automatons is very much a stepping stone in that process. In 1E it appeared that the process of creating Familiar Automatons had been recreated. Also, an Ancestry Feat that allows for an Automaton to have a built in Familiar would be kind of fun.

Azarketi (Ancestry):

Cultural Groups that have appeared in text thus far:
So far what we know of Azarketi cultural groups is fairly minimal. Asarketi typically live in small communities and are generally scattered widely across the Arcadian Ocean and Inner Sea. Known population centers include the Inner Sea, especially around the Absalom isles, the Steaming Sea, and around the isles of sunken Azlant.

Heritages:
Ancient Scale
Benthic (was Deep Gillman)
Inured
Mistbreath (was Throwback)
Murkeyed
River (was Riverfolk)
Spined
Tactile
Thalassic

What’s missing?
None – The 1E version of the Azarketi was a singular Race with no Sub-Races and no alternate monstrous versions.

Whats Left?
An Azlanti Inheritor Heritage is well supported by the Azlanti Inheritor, Throwback, Unusual Heritage, Detect Magic, Eldritch Intuition, Minor Eldritch Magic, and Major Eldritch Magic. This Heritage plays around with the concept that the Azarketi are decedents of Azlanti and inheritors of the Azlanti magical prowess.
The Memory Master (Trait) is the perfect basis for a Mnemonic Heritage. The Memory Master (Trait) establishes the concept that some Azarketi have the ability to willfully induce short term temporary amnesia in themselves. This is such an unusual and fun concept for roleplaying as a character can essentially use forgetfulness to their advantage. Sense Motive Checks? Zone of Truth? No, thanks I am going to choose to forget, and for the next ten minutes literally have no idea what you are asking about.
Note: While not necessarily appropriate for a Heritage we are definitely missing a couple of chains of Ancestry Feats that focus on either the Azarketi’s resistance to Alghollthus or manipulation by Alghollthus. The Ancestry Feat “Alghollthu Bound” replaces the 1E “Enchantment Resistance” and is a great starting point for these Feat chains. Those Azarketi that actively fight against Alghollthu are supported by the 1E Feats/Traits: Slimehunter, Aberration-Bane Caster, Aboleth Deceiver. Those Azarketi that continue to feel the mental and physical fleshwarpping effects induced by the Alghollthu are supported by the 1E Feats/Traits: Aquatic Subtype, Taskmaster, Truthseer, Aboleth’s Lung (Spell).

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Aquatic Subtype, Amphibious Subtype, Enchantment Resistance, Water Dependent, Deep Gillman, Slimehunter, Taskmaster, Truthseer, Venomkissed, Riverfolk, Submerged, Throwback, Unusual Heritage (Feat), Aberration-Bane Caster (Feat), Aboleth Deceiver (Feat), Aphotic Explorer (Feat), Surface Survivor (Feat), Azlanti Inheritor (Trait), Memory Master (Trait), Detect Magic (Archetype Feat), Eldritch Intuition (Archetype Feat), Minor Eldritch Magic (Archetype Feat), Major Eldritch Magic (Archetype Feat), Aboleth’s Lung (Spell).

Azarketi Culture
Mask of Stolen Identities (Wondrous Item), Elixir of True Form (Wondrous Item), Masters’ Call (Wondrous Item), Ring of Refusal (Magic Ring), Coat of Shells (Magic Armor), Errani Kamaki (Magic Weapon), Absalom Wave Rider (NPC), Gillman (NPC), Wet-House Emissary (NPC), Ship Scavenger (NPC), Awakened Agent (NPC), Squall Seer (NPC), Eldritch Raider (Archetype), Shell Sentinel (Monster) Eldritch Raider (Archetype).

General Thoughts
The Azarketi have a lot of potential for future development, however, as we start to see more aquatic ancestries it will be important to make sure that each Ancestry feels unique. Azarketi are at an advantage as they already have a fair amount of lore that can help to inform what makes them different from other aquatic ancestries. Being able to draw upon both their origins as people from the continent Azlant and their later alteration and manipulation by Alghollthus will help to keep them unique. Also, I expect that many aquatic ancestries will not have the Amphibious Trait, but instead will have the Aquatic Trait. This will also help to set Azarketi apart.

Catfolk/Amurruns (Ancestry):

Cultural Groups that have appeared in text thus far:
Askedhaki
Caimurru
Guarrxil
Lyashtaki
Mitzenki
Qittaj
Sethurril
Shemtej

Heritages:
Clawed
Flexible
Hunting
Jungle
Liminal
Nine Lives
Sharp-Eard
Winter

What’s missing?
None – The 1E version of the Catfolk was a singular Race with no Sub-Races and no alternate monstrous versions.

Whats Left?
A Spirit Touched Heritage plays into the idea that some Amurruns can call upon the spirits of powerful cats, such as lions, tigers, leopards, jaguars, pumas, etc. These spirits lend their prowess to these Amurrun and eventually the Amurrun can even temporarily take the form of a great cat. Some of these great cats are even rumored to be breath stealers, silently stalking their adversaries and pulling the air from their lungs. This Heritage is supported by the Chosen of the Spirits (Archetype Feat), Shapeshifted Spellcasting (Archetype Feat), Guardian Feline (Archetype Feat), Charged by Nature (Archetype Feat) and Steal Breath (Spell).

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Amurruns and Luck: Cat’s Luck, Black Cat (Feat), Disarming Luck, Bit of Luck (Spell), Curse of Befouled Fortune (Spell), Nine Lives (Spell), Luck Magic (Archetype Feat), Channel Luck (Archetype Feat, Fortune (Archetype Feat), Misfortune (Archetype Feat), Tweak the Odds (Archetype Feat), Spirit Magic (Archetype Feat), Limited Calling (Archetype Feat)

Amurruns and Combat: Cat’s Claws, Deadly Scratch, Vicious Claws, Claw Pounce (Feat), Nimble Striker (Feat), Canopy Prowler (Trait), Defensive Aid (Archetype Feat), Defensive Mastery (Archetype Feat), Demon Hunter (Archetype Feat), Solo Tactics (Archetype Feat), Jungle Opportunist (Trait), Adherent of Ancient Osirion (Trait)

Amurrun Stealth & Grace: Natural Hunter, Sprinter, Jungle Stalker, Climber, Nimble Faller, Feline Grace (Feat), Graceful Faller, Nimble Climber, Nimble Reflexes (Archetype Feat), Evasion (Archetype Feat), Phantom Presence (Archetype Feat), Trap Saboteur (Archetype Feat)

Amurrun Physical and Mental Qualities: Low-Light Vision, Scent, Clever Cat, Curiosity, Single-Minded Appraiser, Inquisitive Banterer (Trait), Catfolk Exemplar (Feat)

Amurrun Magic: Steal Breath (Spell), Spirit (Archetype Feat), Bloodline Powers (Archetype Feat), Chosen of the Spirits (Archetype Feat), Shapeshifted Spellcasting (Archetype Feat), Guardian Feline (Archetype Feat), Charged by Nature (Archetype Feat), Holy Magic (Archetype Feat)

Amurrun Culture
Catfolk (NPC), Trailscent Kit (Equipment), Claw Blades (Equipment), Softpaw Boots (Equipment), Cat’s Eye Crown (Wondrous Item), Daredevil Softpaws (Wondrous Item), Prowler at World’s End (Archetype), Serendipity Shaman (Archetype), Nimble Guardian (Archetype), Cat Burglar (Archetype), Ravener Hunter (Archetype).

General Thoughts
I enjoy the good luck/bad luck options for Amurrun as this gives them something to play with that sets them apart from other ancestries. Although, I do recognize that Halflings and Tengu also share in having naturally innate luck abilities. The origin and nature of the luck abilities do feel distinct from each other, which is nice, making each feel different. For Amurruns, I would love to see the options building up to the ability to change into a great cat as this is something that would be unique to Amurruns. Also, one of the fun things about looking at the 1E options is occasionally you find something that is generally unexpected but wildly intriguing. For Amurruns, having the Steal Breath Spell being a spell that is unique to them is fascinating and raises so many interesting possibilities.

Dwarf (Ancestry):

Cultural Groups that have appeared in text thus far:
Duergar
Ergaksen
Five Kings (was Sky Citadel Dwarf)
Grondaksen (was Deep Delver)
Holtaksen (was Mountain Dwarf)
Kulenett (was Desert Dwarf)
Mbe’ke (was Mwangi Dwarf)
Ouat (was Ouat Caste Dwarf)
Pahmet (was Pahmet Dwarf)
Paraheen (was Paraheen Dwarf)
Taralu (was Mwangi Dwarf)
Vahird

Heritages:
Ancient-Blooded Dwarf (was Elder Dwarf)
Anvil Dwarf
Death Warden Dwarf
Elemental Heart Dwarf
Forge Dwarf
Oathkeeper Dwarf
Rock Dwarf
Strong-Blooded Dwarf

What’s missing?
The Azer are native to the Plane of Fire. In Bestiary 3 we see that Azer are decidedly not Dwarves, but are elemental beings that happen to share some physical features that a similar to Dwarves. How or if Azer will be represented as an Ancestry is unclear at this time. With Azer being distinctly not Dwarves they appear poised for development into their own Ancestry. Azer may show up in Rage of Elements as a new Ancestry.
The Chalkost are perhaps the rarest of all Dwarves. Created by Torag from the most honorable of dwarven souls, they are both celestial and dwarf. They are most often found serving in Torag’s divine realm, or are sent back to Golarion as both a divine ally and member of a dwarven clan. The Chalkost will prove difficult to represent as a Heritage do to some of its abilities. However, it could be represented with both a bestiary version and a heritage version. A Chalkost, Aasimar Lineage Feat with a Dwarf Trait prerequisite, and additional Ancestry Feasts with a Chalkost Lineage Feat prerequisite may also work for portraying Chalkost.
The Duergar may possibly be represented with unique Heritages and Ancestry Feats. They are otherwise very similar to the standard Dwarf Ancestry. The Duergar’s most significant variation from the normal Dwarf options is Gray Dwarf Magic which can be represented through Ancestry Feats. The following are traits and feats that also appear in 1E and are unique to Duergar, these may become the basis for Heritages and Ancestry Feats unique to the Duergar: Ironskinned, Blood Enmity, Magical Taskmaster, Gray Dwarf Magic, Twilight-Touched, Deep Magic, Daysighted, Innate Flexibility, Giant Steps, Lingering Invisibility, Tough as Iron, Vermin Driver.
The Exiled Dwarf Sub-Race would translate well as an Ancestry Feat or as a Background. The premise of the Exiled Dwarf sub-race is that they are groups of Dwarves that have been pushed out of their homeland. This could be presented as a Dwarf specific Background or could indicate a rare Heritage, see Wyrmscourged below.
The Relictner are a type of quasi undead specific to Dwarves. Relictner belong to a larger group of quasi undead known as Mortics. As presented in 1E Mortics are more monsters than an Ancestry. Mortics returned in Bestiary 3, however, it remains unclear if Mortics will be primarily used as monsters or if they will be developed into an Ancestry.

Whats Left?
In addition to sub-races there are racial traits, traits, and feats that inform us on possible Dwarven Heritages. Below is an overview of the traits and feats unique to Dwarves. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
The traits and feats Wyrmscourged, Breath Weapon, Treasure Sense, and Goldsniffer may indicate a rare Dwarven Heritage. Dwaven settlements often overlap with dragon territories which can lead to conflict. This can result in Dwarves that both despise and admire the power and wealth of dragons. This may occur most frequently in Dwarven communities that have been pushed from their homes by dragons. This is also supported by the Exiled Dwarf sub-race, see above.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Cultural Specific: The following traits and feats are specific to a Dwarven cultural group. In 2E cultures do not receive game mechanics and therefore these are more likely to be translated as part of a Heritage or Ancestry Feat.
Pahmet: Death’s End, Deathkeeper, Sphinxfriend
Desert Dwaves: Desert Delver
Mbe’ke: Cloud Invocation, Greater Cloud Invocation

Environments: These traits and feats relate to Dwarven adaptations to environments and are generally acceptable for any Dwarven Heritage.
Surface Survivalist, Mountaineer, Rock Stepper, Ledge Walker, Stone Shroud, Earthbound, Strength of the Land.

Physical and Mental Attributes: These traits and feats relate to Dwarven physical and mental attributes and are generally acceptable for any Dwarven Heritage.
Low-Light Vision, Minesight, Iron Within, Lasting Grudge, Stoic Negotiator, Magic Resistant, Stubborn, Viscous Blood, Xenophobic, Sense Aberration, Stonesinger, Cloak of Stone, Improved Stonecunning, Living Fortress, Steel Soul, Stone Singer, Stone-Faced, Toxic Recovery, Hard-Headed, Clearheaded, Deep Guardian, Grounded, Spellcaster’s Anathema, Warsmith, Zest for Battle.

Combat, Backgrounds and Skills: These traits and feats relate to either Dwarven combat techniques, backgrounds typically experienced by Dwarves, or skills and talents typically cultivated by Dwarves. These are all generally acceptable for most Dwarven Heritages, however, some may be more common for specific Dwaven cultural groups or societies.
Deep Warrior, Barrow Warden, Deep Tradition, Slag Child, Spell Smasher, Saltbeard, Sky Sentinel, Lorekeeper, Spiritual Support, Siege Survivor, Healthy, Unstoppable, Wanderer, Giant Hunter, Giant Hunter (Kneecapper Training), Industrious Urbanite, Iron Citizen, Relentless, Tightfisted, Barrow Scholar, Conservative Diplomacy, Brewmaster, Stone Cover, Cleave Through, Cloven Helm, Dented Helm, Giant Killer, Goblin Cleaver, Hammer Throw, Improved Hammer Throw, Orc Hewer, Sand Strike, Shatter Spell, Insular, Ancestral Grounds, Brewmaster, Child of Zolurket, Deep Marker, Eldritch Smith, Fungal Brewing, Gunworker, Kraggodan Castaway, Militant Merchant, Ruthless, Sky Quester, Tunnel Fighter.

In addition to the options above there were a number of 1E Archetypes that were either entirely specific to Dwarves or were mostly specific to Dwarves. The abilities from this Archetypes also help to identify Ancestry Feats that are specific to Dwarves. Below is an exploration of each of these Archetypes.

Dwarves and Skyseeking: The Skyseekers blend dwarven ancestor worship, dwarven rune crafting, and the philosophy of the Quest for Sky into a uniquely dwarven experience. Much of the power of the Skyseekers derives from ancestral blessing bestowed upon the dwarves that pursue this tradition. The following abilities are unique to dwarves who follow the path of the Skyseekers.
Ancestral Weapon, Citadel Keeper, Rune-Carved Armor, Commune, Darkvision, Runes of Resistance, Paths of the Ancients, Stalwart, Call to Arms

Dwarves and Stone Warders: Some dwarves strengthen their innate connection to stone and the runes inherent within rock and stone. While these abilities to connect to the runes hidden with stone are almost exclusive to dwarves, there are rare circumstances when Stone Warding is found in other Ancestries. This however is limited to rare circumstances when an Ancestry achieves a connection with stone that is not normally found outside of dwarves. This includes Oreads, individuals with a Copper Dragon Bloodline, and individuals with the Shaitan Bloodline. The following abilities are unique to those who can become Stone Warders.
Blood of the Earth, Power of Stone, Rune Warding

Dwarves and Forgemasters: While Skyseekers and Stone Warders can access the power of runes hidden within stone, the Forgemasters are experts at calling forth and utilizing these runes. Forgemasters also talented dwarven forgers as part of their ability to master stone runes comes from understanding the techniques for shaping stone and metal. The following abilities are unique to dwarven Forgemasters.
Artificer, Steel Spells, Runeforger, Craft Magic Arms and Armor, Master Smith

General Thoughts on Dwarven Rune Magic
Dwarves have a type of Rune Magic that is unique and innate to dwarves. While any ancestry can craft magical Runes, dwarven Rune Magic is similar in appearance, but is dependent on dwarves natural connection with stone. Skyseekers, Stone Warders, and Forgemasters all use dwarven Rune Magic. I would like to see the various dwarven Rune Magic abilities brought together in a set of Ancestry Feats. This includes: Rune-Carved Armor, Runes of Resistance, Rune Warding, Steel Spells, and Runeforger.
My guess is that dwarven Rune Magic is Occult in origin.

Dwarves and Stonesinging: Dwarves have a natural resonance with stone, and there is perhaps no greater expression of this than the dwarven Stonesinger. Stonesingers tap into the natural dwarven resonance with stone to create harmonic resonances that sing forth power hidden in stone. The ability to stonesing is uniquely dwarven. In dwarven culture stonesinging is often a blend of worship, performance, and meditation. When needed a Stonesinger can wield their abilities to deadly effectiveness in combat. The following abilities are unique to Stonesingers.
Earth Magic, Stone Song, Tremor, Quake

Dwarves and Stonelords: Whereas Stonesingingers harmonize with stone to call forth its power, Stonelords are far more physical. Stonelords resonate with the strength of stone calling it into their bodies to become living avatars of stone. The following abilities are unique to Stonelords.
Stonestrike, Heartstone, Stoneblood, Defensive Stance, Earth Channel, Stone Servant, Stonebane, Phase Strike, Mobile Defense, Stone Body

Dwarves and Earthshadow: Some dwarves are able to learn to use their natural resonance with stone in more subtle ways. These dwarves learn to speak to, blend with, meld into, or even move through stone. The following abilities are unqiue to Earthshadows.
Earthlink, Earthcraft, Rogue Talents

General Thoughts on Dwarven Stone Magic
Dwarves’ natural resonance with stone grants them the option to develop abilities that allow them to connect more deeply with stone than any other ancestry. Stonesingers, Stonelords, and Earthshadows all develop these abilities and are afforded great reverence in many dwarven cultures. I would love to see the following brought together as a chain of Ancestry Feats: Earthlink, Earthcraft, Stonestrike, Heartstone, Stoneblood, Earth Channel, Stone Servant, Stonebane, Phase Strike, Stone Body, Earth Magic, Stone Song, Tremor, Quake.

Dwarves and Psammokinetics: Some Pahmet Dwarves have lost some of their resonance with stone and instead have gained a resonance with the sands and winds of the desert. This change in the Pahmet Dwarves is known as Psammokinetics. The following abilities are unique to Pahmet dwarven culture where dwarves have developed their Psammokinetic abilities.
Burning Winds, Sand Blast (Spell), Sirocco Blast (Spell), Ki Pool, Sand Element

General Thoughts on Dwarves and the Wind
Here me out because this one is a little crazy. Between the Pahmet’s psammokinetics and the Mbe’ke’s cloud invocations, what if the Quest for Sky was actually intended for the dwarves to eventually live in the sky. And that the Quest for Sky is still happening but just not in the way that most dwarves expect. If, and it’s a big if, this is happening, sometime in the far future a population of dwarves may live among the clouds, just as many dwarves currently live among the stones.

Dwarves and Ouat: Some dwarves in Ouat culture have been able to awaken wisps of divinity within themselves by recognizing and understanding their mortal essence as dwarves. These Ouat can briefly set aside some of the qualities that shape them as mortal and dwarven and touch upon their inner divinity. The following abilities are unique to Ouat dwarven culture where dwarves have developed their divine abilities.
Awaken Divinity, Spurn Tradition, Know the Unseen Disciples

Dwarves and Dwarven Scholars: Dwarven Scholars are combatants that are able to call upon the wisdom of dwarven ancestors to achieve greats feats of combat. A Dwarven Scholar chants the wisdom of the ancients to inspire both themself and their companions. The following abilities are unique to dwarves who commune with their ancestors through this uniquely dwarven form of scholarship.
Studied Insight, Dwarven Training, Bardic Performance, War Chant

Dwarves and Scatter Gunners: The dwarves of Dongun Hold have developed the combat techniques that are practiced by Scatter Gunners. This technique is nearly limited to the Dwarves of Dongun Hold, however, other Ancestries could learn these techniques if they trained in the right conditions. The following abilities are unique to those who have learned the techniques of the Scatter Gunners.
Scatter Specialist, Deeds: Careful Shot, Scatter Artist, Overload, Satchel Shot

Dwarves and Foehammers: Those who specialize in hammer weapons above all other weapons are known as Foehammers. The fighting techniques developed by Foehammers are not unique to dwarves but dwarves are the most common practitioners of these fighting techniques. The following abilities unique to Foehammers.
Sledgehammer, Weapon Training, Hammer to Ground, Rhythmic Blows, Piledriver, Ground Breaker, Hammer Master, Devastating Blow, Weapon Mastery

Dwarves and Exarchs: In dwarven societies Exarchs are often agents of strict traditionalism. Outside of dwarven culture, those who practice the ways of an Exarch are usually enforcers of law or agents of a legal system. It is likely that in dwarven cultures, and especially those found in Avistan, the prominence of Exarchs did not occur until well after the Quest for Sky. Exarchs are very likely are a major contributing factor to the stagnation seen in Avistani dwaren culture, and only recently have they begun to pull away from this stagnation. Although it has been undocumented thus far, there is a very real possibility that during the height of power of the dwarven Exarchs in Avistan, the dwarves experienced their own verison of the Salem Witch Trials. The follow abilities are unique to Exarchs.
Spells, Inflexible Will, Detect Chaos, Fearsome Jurist, Aura of Repetition, Double Jeopardy, Aura of Reversion

Dwarves and Deep Marshals: The techniques of the Deep Marshal are utilized by many ancestries that live in the Darklands. Deep Marshals are the excavators and care takers of the tunnels, mines, and caverns in which dwarves make their homes. The term Deep Marshal is utilized by dwarves to identify those who are practitioners of these specific techniques, other ancestries may use different terminology. Dwarven legend claims that the first Deep Mashals were selected by King Taargick to aid in the dwarven Quest for Sky. More likely, King Taargick called upon those dwarves that were already performing this work to serve in more prominent roles, serving at the forefront of the dwarven migration, both opening and stabilizing new passages through stone, and thus bestowing the honorific of Deep Marshal. The following abilities are unique to those who utilize the techniques that dwarves refer to as Deep Marshals.
Deep Spellcasting, Bound by Tradition, Miner’s Focus

Dwarves and Rivethun: Rivethun is an ancient dwarven philosophy that was nearly lost sometime after the Quest for Sky, especially to Avistani dwarves. The near loss of this philosophy in Avistani dwarven cultures may have been a result of the rise in power of dwarven Exarchs. While Rivethun is a philosophy that was developed by dwarves, this philosophy has been taught to other ancestries. Dwarves remain the primary practitioners of Rivethun, and the philosophy has seen a resurgence and acceptance among dwarves in Avistan. The practice of Rivethun philosophy is not limited to dwarves and has seen some recent growth outside of dwarven cultures as well. The following abilities are unique to practitioners of Rivethune.
Spirit Animal, Spirit Bond, Sixth Sense, Animus, Manifest Will, Parley, Spirit Conduit, Bonus Spells, Agitating Cognizance, Metamorphosis, Spirit Channeling, Greater Spirit Channeling, Mind and Soul, Spiritual Invocation, Spiritual Parley, Wrangle Condition, Haunt Channeler, Contemplative, Trance, Haunt Channeler, Spirit Conduit, Divine Spellcasting, Spirit Phantom, Spirit Manifestation, Spirit Awareness, Involuate,
See: Rivethun Emissary (Prestige Class), Rivethun (Psychic Class), Rivethune Spirit Channeler (Archetype), Germinate Invoker (Archetype), Involutionist (Archetype), Rivethun Adherent (Trait), Soul-Searcher’s Strength (Trait), Anderos Salve and Mulibrous Tincture (Equipment), Phantom Ash (Equipment)

Elf (Ancestry):

Cultural Groups that have appeared in text thus far:
Alijae
Aquatic (was Aquatic Elf)
Auideen
Drow
Ekujae (was Ekujae Elf)
Forlorn (was Forlorn Elf, now Elf Ancestry Feat)
Ilverani (was Snowcaster Elf)
Jinin (was Jininese Elf)
Kallijae
Mualijae
Spiresworn (was Spiresworn Elf)
Vourinoi

Heritages:
Ancient Elf
Arctic Elf (was Arctic Elf)
Cavern Elf
Desert Elf
Seer Elf
Whisper Elf
Woodland Elf

What’s missing?
The following are the Elven sub-races and monster races that we have not yet seen in 2E.
Angheuvore are a type of quasi undead specific to Elves. Angheuvore belong to a larger group of quasi undead known as Mortics. As presented in 1E Mortics are more monsters than an Ancestry. Mortics returned in Bestiary 3, however, it remains unclear if Mortics will be primarily used as monsters or if they will be developed into an Ancestry.
Aquatic Elves have yet to receive a proper cultural name (i.e. Ilverani, etc.) and will need an adjustment to the base Elf stats to include the “Aquatic” and/or “Amphibious” Trait, a swim speed and possibly a drawback limiting the amount of time spent out of water. Aquatic Elves are likely to have multiple cultural groups, however, what the major groups are and what they call themselves has not yet been identified.
The Drow may possible be represented by unique Heritages and Ancestry Feats. As an Ancestry, the Drow will likely use the Elf Ancestry but exchange Low-Light Vision for Darkvision. Otherwise they are very similar to the standard Elf Ancestry. The following are traits and feats that also appear in 1E and are unique to Drow, these may become the basis for Heritages and Ancestry Feats unique to the Drow: Surface Infiltrator, Seducer, Psychic Sensitivity, Defensive Training, Poison Minion (see Fleshwarp Ancestry), Darklands Guide, Sure Step, Blasphemous Covenant, Ambitious Schemer, Ancestral Grudge, Shadow Sorcery, Champion of Dark Powers, Daylight Adaptation, Shade Magic, Drow Noble Magic (see Drow Noble), Greater Drow Nobility, Improved Drow Nobility, Drow Nobility, Improved Umbral Scion, Umbral Scion, Noble Spell Resistance, Surface Scout, Dark Adept, Seeping Darkness, Shadow Caster, Spider Climber, Spider Summoner, Brew Fleshcrafting Poison, Arcane Prodigy, Fleshwarp Exposure, Poisonous Upbringing, Scheming Survivor.
Dusk Elf would translate well as a Heritage. Dusk Elves are Elves whose bodies have adapted to take on aspects of the night instead of more traditional environmental surroundings. These Elves also have a special understanding of sleep and a connection with dreams.
The Savage Elf Sub-Race would translate well as an Ancestry Feat or Elf specific Background. The premise for the Savage Elf sub-race is that they are Elves that see Orcs and Dwarves as despised enemies as a result of conflict.
The Tower Elf Sub-Race would translate well as a Heritage. These Elves spend generations dedicated to an institution of Arcane magic, typically in the form of a Wizard School. This is not dissimilar to the Spiresworn Elves’ dedication to the Mordant Spire. The Spiresworn Elves may have started as a branch of Towersworn Elves. The Seer Elf Heritage also fits nicely with this concept, so a Towersworn Heritage may be redundant. See Towersworn below.

Whats Left?
In addition to sub-races there are racial traits, traits, and feats that inform us on possible Elven Heritages. Below is an overview of the traits and feats unique to Elves, with some exceptions for Half-Elves. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
Blightborn is a racial trait that may indicate a rare Heritage for Elves. These Elves are born in areas where negative energy and curses are common and persistent threats. As a result they adapted natural resistances to these dangers, similar to how many Elves adapt to natural environments.
Dreamspeaker see Dusk Elf above.
Feyfriend: The Fey-Sighted and Fey Wisdom traits may indicate a rare Fey influenced Elven Heritage. An Elven Heritage with a strong Fey influence has not previously been discussed, however, it is certainly possible considering that the Elves and Fey have a tendency to share environments.
Lightbringer is a racial trait that may indicate a little know Elven Heritage. These Elves are filled with radiant power and have a strong connection with natural light in all its forms. While sunlight is a frequent source of inspiration, the light from stars and the moon are also revered.
Towersworn: See Tower Elf above. The following traits and feats most closely relate to the Tower Elf/Towersworn Heritage: Overwhelming Magic, Arcane Focus, Arcane Dabbler, Illustrious Urbanite, Urbanite.

Notes on Environments and Heritages
Something that is pretty unique to elves is their slow adaption to reflect the environment in which they live. In 2E there are nine different environments which include: Aquatic, Artic, Desert, Forest, Mountain, Plains, Swamp, Urban, and Underground. With this in mind, it would make sense to a Heritage that reflects each environment. Currently we have the following: Artic = Artic, Cavern = Underground, Desert = Desert, Woodland = Forest. It is possible that Seer is intended to reflect the Urban environment and that Whisper is intended to reflect the Plains environment. That would leave gaps for Aquatic, Mountain, and Swamp. When we see Aquatic elves that should account for Aquatic, leaving Mountain and Swamp related Heritages without options. I don’t have a good sense for what Swamp Elves look like, but I really want to find out.

Cultural Specific: The following traits and feats are specific to an Elven cultural group. In 2E cultures do not receive game mechanics and therefore these are more likely to be translated as part of a Heritage or Ancestry Feat.
Spiresworn: Moonkissed, Natural Swimmer, Tongue of the Sea, Crossbow Training, Mordant Heritage
Ekujae: Sense Thoughts, Ekujae Reflexes
Snowcaster: Frostmelding, Obscure Traditions, Snowblooded
Aquatic Elves: Aquatic Mastery
Jinin: Jininese Weapon Mastery
Forlorn: Human-Raised, Devoted Champion, Forlorn
Sovyrian Elves: Sovyrian-Born, Sovyrian Intellectual, Sovyrian Pantheist, Planetary Traveler

Environments: These traits and feats relate to Elven adaptations to environments and are generally acceptable for any Elven Heritage.
Elemental Resistance, Desert Runner, Spirit of the Waters, Leaf Singer, Attuned to the Wild, Guardian of the Wild, Light Step, Mage of the Wild, Spirit of the Wild, Wild Stride

Physical and Mental Attributes: These traits and feats relate to Elven physical and mental attributes and are generally acceptable for any Elven Heritage.
Perfect, Slender, Creepy, Fleet-Footed, Darkvision, Long-Limbed, Elven Reflexes, Memories Beyond Death, Ageless Patience (Forlorn & Jinin), Disinterested Observer, Shared Remembrance

Combat, Backgrounds, and Skills: These traits and feats relate to either Elven combat techniques, backgrounds typically experienced by Elves, or skills and talents typically cultivated by Elves. These are all generally acceptable for most Elven Heritages, however, some may be more common to specific Elven cultural groups or societies.
Envoy, Eternal Grudge, Keeper of Secrets, Light and Darkness, Retreat Magic, Silent Hunter, Vigilance, Draconic Consular, Elven Arrogance, Woodcraft, Discerning Eye, Concentrated Fire, Elven Accuracy, Elven Battle Training, Stabbing Shot, Kyonin Gate Keeper, Insular, Left Behind, Dilettante Artist, Iadaran Illusionist, Keeper of the Secret Shame, Lapsed Faith, Sacred Avenger, Seeker of Brightness, Treerazor’s Bane, Tropical Botanist, Warrior of Old, Wasp Whisperer, Youthful Mischief

Elves and Brightness: The elven connection to mind, body, and nature allows them to pursue a philosophy called the Brightness. The Brightness allows an Elf to connect their soul to the primal essence of the Material Plane so that when Brightness is fully achieved the Elf reincarnates in the body of an animal living fully as one with nature. The following abilities come from the Brightness Seeker Prestige Class which is unique to Elves.
Discover Omen (Archetype Feat), Favored Pilgrim (Archetype Feat), Channel Past Incarnation (Archetype Feat), Common Ground (Archetype Feat), Wild Shape (Archetype Feat), One With Nature (Archetype Feat), Tranquility Aura (Archetype Feat), Rebirth (Archetype Feat)

Elves and Treesinging: Treesinging is a unique expression of the elven experience of time and the elven connection to nature. Treesinging is not dissimilar to the Brightness in some expressions but the goals are fundamentally different. Whereas a Brightness Seeker seeks to become part of the natural world, a Treesinger seeks to move with the natural world. Treesingers bond themselves with plants, the green, the growing, and the unknowable timescale of an old growth forest. The following abilities are unique to elven Treesingers.
Plant Bond (Archetype Feat), Green Empathy (Archetype Feat), Wild Shape: Plant (Archetype Feat), Plant Companion: Carnivorous Flower/Crawling Vine/Puffball/Sapling Treant (Archetype Feat)

Elves and Calamity Calling: While all elves tend to reflect the environment in which they live the Calamity Callers can use the elven connection to nature to call forth some of nature’s most dangerous aspects. Calamity Caller’s are typically worshipers of nature, either through the Green Faith or an appropriate Deity. The following abilities are unique to elven Calamity Callers.
Catastrophic Blessing (Archetype Feat), Calamity (Archetype Feat), Aspect of Disaster (Archetype Feat)

General Thoughts on Brightness
I would like to see the Elven philosophy of Brightness developed in a way that is similar to Rivethun. Just as Dwarves are the primary practitioners of Rivethun but other ancestries can follow the philosophy, I would like to see Brightness presented in a similar manner. However, based on elven longevity there may be some abilities relating to Brightness that elves can acquire that other ancestries may not be able to obtain. Since a major component of Brightness is a oneness with nature and becoming part of nature, I think Treesinging and Calamity Calling could also be folded into the Brightness philosophy.

Elves and Spire Defenders: The Elves of the Mordent Spirt have unique training and abilities typically not found among other elves. The Spire Defender Archetype compliments the Towersworn/Spiresworn Elf Heritage (See above). The following abilities are unique to Spire Defender elves.
Weapon Proficiency (Archetype Feat), Bonus Feat (Archetype Feat), Arcane Augmentation (Archetype Feat)

Elves and Ancient Lorekeeping: Due to their long life spans elves are able to achieve unique levels of lore keeping that is not seen among other Ancestries. These elven lore keepers become living embodiments of elven lore on a time scale that shorter lived Ancestries could only imagine obtaining. The abilities of the Ancient Lorekeeper compliment the Towersworn/Spiresworn Elf Heritage (See above). The following abilities are unique to Ancient Lorekeeper elves.
Elven Arcana (Archetype Feat), Mysteries (Archetype Feat)

Elves and Arcane Warding:
Arcane Wardens were originally those elves who chose to stay behind on Golarion during Earthfall with the mission of aiding other ancestries in Earthfall’s aftermath. These elves have abilities that are especially beneficial when aiding others in need. The following abilities are unique to Arcane Warders.
Ready for Anything, Generous Touch, Restorative Shelter

General thoughts on Towersworn Elves
The Spire Defenders, Ancient Lorekeepers, and Arcane Warders all provide options that for the most part should support a Towersworn Heritage (aka Urban Elf Heritage, although this may be filled by the Seer Elf Heritage). The options for these three are all unique to elves and all have a theme that relates to urban environments and/or community.

Elves and Lantern Bearing:
These Elves served the Winter Council and were tasked with keeping Drow elves and the demonic influences within Drow culture from spreading. The Winter Council was not without prejudice and there has since been reform. Lantern Bearers now focus on aiding Drow elves that want to escape their society instead of attempting to prevent all Drow from finding new lives and homes away from the society in which they were born. With this reform the Lantern Bearers have since opened their ranks to all ancestries. The following abilities are utilized by Lantern Bearers.
Lantern Arcana, Luminous Potency, Bitter Armament, Superior Discernment, Unbounded Stride, Proven Weapon Familiarity, Celestial Weaponry, Fade From Sight, Aiudara Alignment, Bringer of Brightness

Elves and Lantern Lighting:
Within the Lantern Bearers the Lantern Lighters were tasked with eliminating Drow and quarantining knowledge of their existence. These activities has since ceased and the Lantern Lighters have been repurposed to focus on rescuing those who have been imprisoned by Drow for nefarious purposes. They also serve as sponsors for Drow who have escaped their society and seek to start a new life. As sponsors Lantern Lighters also work towards eliminating prejudice and stigma in Elven cultures relating to Drow. The following abilities are utilized by Lantern Lighters.
Enhanced Vision, Poison Resistance, Favored Terrain, Cavern Stride, Darkvision, Poison Immunity, Stunning Light, Camouflage, Paralyzing Light

Elves and Darklanterns: Initially, Darklanterns were elven spies working for the Winter Council. These elves used the Darklantern Ritual to transform themselves into Drow. While the Winter Council has been dissolved, some Elves still utilize the Darklantern Ritual to become Drow, leaving behind a life, culture, or society they no longer feel a connection with. This may represent a rare Drow Heritage. The following abilities are unique to elven Darklaterns.
Dark Identity (Archetype Feat), Drow Magic (Archetype Feat), Drow Paragon Archetype (Feat)

General thoughts on the Lantern Bearer Organization
In 2E organizations are best represented as Archetypes. The abilities associated with the Lantern Bearers, Lantern Lighters, and Darklanterns make for a great Archetype. With a recent troubled past, joining the Lantern Bearers comes with roleplaying opportunities based on in setting baggage. This gets even more interesting when considering the Darklanterns, which utilize a ritual that requires the Elf Ancestry. When a Darklantern uses the ritual to become a “Drow” they are doing more than using disguise magic, they are gaining the “Drow Trait” and becoming fundamentally different in both mind and body, gaining access to Ancestry Feats that are uniquely limited to Drow. The closest equivalent I can think of would be a character gaining a Universal Heritage after spending most of their life without one, or a gnome going through the Bleaching.

Elves and Demonslaying:
The elves of Kyonin have developed special techniques for combating Treerazer and the demons of Tanglebriar. Known as Tanglebriar Demonslayers, these demon slaying elves are primarily found in Kyonin but are known to travel to other regions infested with demons to learn new techniques for combating demons. The following abilities are utilized by the Tanglebriar Demonslayers.
Favored Enemy, Demonologist, Expanded Spell List, Fiendish Quarry, Improved Fiendish Quarry

Elves and Demon Uprooting:
The Uprooter Scouts are an elite band of Kyonin demon hunters. These demon hunters have developed unique techniques for hunting demons in Tanglebriar. The following abilities are utilized by Uprooter Scouts.
Lore of the Blight, Unnatural Stride, Demon’s End

General thoughts on Elves and Demons
While the Tanglebriar Demonslayers and Demon Uprooters use techniques that have generally been developed in response to battling Treerazer and his forces, for the most part the use of these techniques are not limited to the Elf Ancestry. These options work well as a 2E Archetype relating to Demon Slaying with an emphasis on the techniques originating in Kyonin.

Elves and Twilight Speakers: Twilight Speaker abilities are specifically tied to the worship practices of the Snowcaster Elves, however, they are not intrinsic to the Elf Ancestry or Elven Heritages. In 2E this would be best represented as an Archetype. The following abilities are unique to elven worshipers of Findeladlara.
Devout (Archetype Feat), Twilight Envoy (Archetype Feat), Inspired Devotion (Archetype Feat), Song of Understanding (Archetype Feat), Song of Secrecy (Archetype Feat), Community Domain (Archetype Feat), Findeladlara’s Blessing (Archetype Feat), Findeladlara’s Hand (Archetype Feat)

Elves and Seekers of the Lost:
A group of aquatic elves known as the Seekers of the Lost specialize in exploring the ruins of sunken Azlant. These aquatic elves have developed specialized techniques for dealing with traps submerged in water. The Seekers of the Lost developed the following abilities.
Arcana Breaker, Underwater Striker, Wary Disarm,

Elves and Spell Dancing:
Spell Dancing is a technique developed by elven practitioners of Arcane magic. Those utilizing these techniques are known as Spell Dancers, and blend a mix of arcane spell casting with the grace and movement of dancing. While elves developed these techniques other ancestries may also be able to learn them, should they find a willing teacher. The techniques developed by the Spell Dancers are listed below:
Spell Dance, Arcane Movement, Dance of Avoidance, Greater Dance of Avoidance, Magus Arcana

Fetchling/Kayal (Ancestry):

Cultural Groups that have appeared in text thus far:
Brightsorrow
Estlari
Rikmirit
Sharedar

Heritages:
Bright
Deep
Liminal
Resolute
Wisp

What’s missing?
None – The 1E version of the Fetchling was a singular Race with no Sub-Races and no alternate monstrous versions.

Whats Left?
A Circuit Heritage that reflects the 1E Fetchling ability to resist electricity and cold is an obvious choice. This would not be dissimilar to the Deep Fetchling Heritage. This is supported by Shadowy Resistance, and Improved Shadowy Resistance (Feat).
Note: It is worth pointing out that there are two 1E Spells that a uniquely available to Fetchlings/Kayal that have not appeared as 2E Ancestry Feats. These are Gloomblind Bolts (Spell) and Shadowy Haven (Spell). It would be nice to see these make a return as Ancestry Feat options for Fetchlings/Kayal.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Physical Qualities
Shadow Blending, Native Outsider, Darkvision, Low-Light Vision, Unnerving Gaze, Shadowy Resistance, Dark Sight (Feat), Gloom Sight (Feat), Imporved Dark Sight (Feat), Improved Shadowy Resistance (Feat), Gloom Strike (Feat), Shadow Stalker (Trait), Weathered (Trait),

Shadow Movement
Shadow Walk (Spell), Plane Shift (Spell), Umbral Escort, Gloom Shimmer, Shadow Ghost (Feat), Shadow Walker (Feat),

Shadow Magic
Shadow Magic, Spell-Like Abilities, Gloomblind Bolts (Spell), Shadowy Haven (Spell),

Planar Adaptation
Emissary, Boundary Walker, Bound to Golarion, Deep Shadow Exlporer, World Walker, Skilled, Unusual Heritage (Feat),

Shadow Deception/Diplomacy
Disguise Self (Spell), Shadow Agent, Whispers from Shadow, Nidalese Recluse, Subtle Manipulator, Adaptable Flatterer (Trait), Murky Allegiance (Trait),

Kayal Culture
Fetchling (NPC), Gloom Sight Goggles (Equipment), Gloomstick (Equipment), Ebony Bolero (Wondrous Item), Shadow Fletching (Wondrous Item).

Fleshwarp (Ancestry):

Heritages
Created Fleshwarp
Mutated Fleshwarp
Shapewrought Fleshwarp
Technological Fleshwarp

What’s Missing:
Close Kin Heritage Unlike most Fleshwarps who lose all Traits connected to their ancestral lineage, Close Kin Fleshwarps still retain the Trait of their closest biological Ancestry. For example a Close Kin Fleshwarp born from human parents would gain both the Fleshwarp and Human Traits.
Id Awakened Heritage: Fleshwarps that use the power of the mind over the body to fleshwarp their bodies are sometimes called id mutants. These id warped fleshwarps often have strong mental resiliency or psychic powers. However, losing all mental control to ones id can prove dangerous.
Mongrelmen Trait Much like those humans who later became Morlocks, the Mongrelmen were also humans that fled the destruction of Azlant by fleeing underground. Unlike the Morlocks, the Mongrelmen were able to maintain their humanity by adopting a policy of extreme adaptation. The Mongrelmen actively encouraged mutations in their bloodlines in an effort to ensure they could adapt and survive in the Darklands. Mongrelmen could potentially be included in the Fleshwarp Ancestry, however, they would need to gain a Trait to distinguish them as a group while still leaving Fleshwarp Heritages and Ancestry Feats available. This would also allow for Mongrelmen specific Ancestry Feats.
Necrocrafted Heritage: Unlike most Created Fleshwarps who were made as living beings, Fleshwarps made with Necrocraft have negative healing and are considered undead by mindless undead. (See Necrocraft below).
Runewarp Heritage: While similar in some ways to other fleshwarps, runewarps interact with magic differently than most fleshwarped individuals. This Heritage, along with supporting Ancestry Feats can fully realize runewarped Fleshwarps. (See Runewarp below).

Mutant (Archetype): While the Fleshwarp Ancestry is perfect for characters that were born as Fleshwarps, it unfortunately does not provide an option for established characters to gain mutations. Some players may be fleshwarped as a result of their adventuring and therefore not born into the Fleshwarp Ancestry. This is especially true once we have options for Fleshcrafting, Necrografting, and other forms of mutating in 2E. A Mutant Archetype would be a great way to cover this ground as a character is slowly warped, and focuses on learning how to use and develop their new abilities.

Known Sources of Fleshwarping
Drow Fleshwarp: This fleshwarping was taught to the Drow by the Demon Lord Haagenti. This is one of the most well-known and studied forms of fleshwarping. Results of this fleshwarping has led to the creation of the following monsters: Drider, Ghonhatine, Grothlut, Halsora, Irnakurse, Oronci, Gomnit, Jashoi, Dreshkan, Mulventok, and Webspinner Cloakers. Some Drow inflict a more mild form of Drow Fleshwarping that results in a Poison Minion. This warping results in individuals that constantly produce Mawbane Poison. (See Poison Minion).
Godwarp: Deities such as Dagon, Thuskchoon, and Yig are all know to impose divine fleshwarping. Either the presence of these deities or the gifts they bestow to their follows allow for the warping of flesh. This differs from Haagenti who taught the Drow the arcane secrets of fleshwarping. See: Deformities of Yig (see Yig’s Cult), Horrific Appearance (Thuskchoon, unique Ability), Mutagenic Strike (Dagon, Sentinel Boon).
Fleshwarp: Fleshwarp is an umbrella term that covers most forms of fleshwarping. Drow fleshwarping is the most well-known, but other forms can occur either naturally, from exposure, or intentionally. Many forms of fleshwarping can result in living fleshy byproducts. This includes fleshdregs, fleshforge dregs, fleshforge prototypes, and fleshdreg swarms. Sin seekers are intentional creations of fleshwarping.
Fleshcraft: Fleshcrafting is a lesser from of fleshwarping. Instead of warping the original form fleshcrafting grafts living tissue from one creature onto another creature. Most places that intentionally teach and practice fleshwarping also practice fleshcrafting.
Id Warp: One of the least understood forms of fleshwarping, id warping taps into the power of the mind to permanently alter the body. There are theories that for some barbarians who enter a rage, the benefits gained are from a form of id warping. (See Id Mutant)
Mana Warp: The wild and unpredictable magic of the Mana Wastes frequently causes fleshwarping as a result of exposure. (See Mana Waste Mutant). The Spellscar Fext is a type of undead that results from the warping energies of the Mana Wastes.
Mutant: Mutations can result from any number of sources, be it magical, chemical, technological, or biological. Mutant tends to be a catchall term from any Ancestry or Creature that has a mutation. These mutations need not be visible or external. (See Mutant)
Mutant Goblin: More so than most Ancestries, Goblins tend to exhibit adapted mutations. In addition to having both the Fleshwarp and Goblin Traits, Goblin Fleshwarps are size small instead of medium. See Adapted Heritage above.
Necrocraft: Necrocrafting blends Necromancy and Fleshwarping to create undead known as Necrocrafts. Like with any magical crafting, mistakes can be made. This can sometimes result in a living Fleshwarp that has similarities to undead such as having negative healing.
Necrograft Necrografting is a form of Fleshwarping primarily practiced in Geb. These Fleshwarps have undead body parts grafted on or into their bodies. These undead body parts become quasi living again providing the host with strange benefits. While some necografts provide their host benefits, some can be dangerous or harmful.
Runewarp Runewarping is a form of fleshwarping that was practiced in ancient Thassilon. Runewarping was originally taught by the Qlippoth Lord Yamasoth to the Runelord of Warth. This form of fleshwarping was nearly lost, however, with the emergence of New Thassilon, runewarping is starting to be studied and taught once more. Runewarping tends to create mutations that allow individuals to smell magic, resist magic, and even consume magic. Runewarping has created the different sinspawn, runewarped creatures, sinwarped creatures, shriezyx, shriezyx queens, hungerer lamia-kin, and possibly the kurchrima lamia-kin.

Other Sources of Fleshwarps and Mutations:
Mutant Eye is a common mutation in Nex and the Mana Wastes. (See Mutant Eye).
Warped Mind is mental fleshwarp found most commonly among those who have been exposed to the Worldwound.
Numerian Fluids are known to cause fleshwarping. (See Numerian Fluids).
Those using occult magic to become an Earth Child can gain fleshwarp mutations if they are unsuccessful in their transition to an Earth Child. (See Earth Child Wild Talent).
Dream Crystal Toxin is one of the few known ways to reliably open the mind and become an id mutant fleshwarp. However, the results may leave the individual unstable. (See Dream Crystal Toxin and Id Mutant).
Spellscar Fever frequently results in individuals becoming Mana Wastes fleshwarps. (See Spellscar Fever).
Breach to the Quickening Haunts are echoes of the First World that have leaked on the Material Plane. Those caught in this mixing of planes can be fleshwarped gaining various mutations. (See Breach to the Quickening)
The Forced Mutation Spell temporarily fleshwarps individuals, however, this is only temporary.
The Waters of Lamashtu Spell creates a fluid or powerful liquid that can fleshwarp the mind and body. This often results in the individual becoming monstrous, however, some may have enough resistance that they are reborn as a fleshwarp.
The Fair is Foul Spell is a curse commonly used by witches to fleshwarp those who have crossed them.
Some individuals actively seek to encourage fleshwarping mutation in mind or body. The Mutation Mind and Mutated Defender Archetypes are good examples of those who have learned to actively encourage fleshwarping within themselves.
Not surprising the Alchemist Class’ mutagens cause temporary fleshwarping. This technique is also used by the Mutation Warrior Archetype.
The Velstrac Demagogue Raetorgash includes mutation as one of their areas of concern.
Drakainia are fearsome monsters that actively birth fleshwarped people and creatures and can cause others to do the same.
Warped Ones are the result of individuals or souls that have been infused with fleshwarping energies by powerful Abyssal entities. Warped ones spend eternity constantly undergoing fleshwarping. These fleshwarping energies are so strong that they can affect any living creature that comes close to a warped one.
The thick oozing substance known as the Black-Blood of Orv fleshwarps creatures into beings called Black-Blooded Creatures. These creatures do not usually continue their existence in a state of sanity.

Gnoll (Ancestry):

Cultural Groups that have appeared in text thus far:
We know that the Gnolls of the Mwangi Expanse culturally refer to themselves as Kholo, and we know that the Gnolls of the Golden Road culturally identify themselves differently, however we do not know what that cultural name is at this time.

Kholo

Heritages:
Ant
Great
Sweetbreath
Witch Gnoll

What’s missing?
A Coaleyed Heritage is an obvious option. This Heritage would allow a Gnoll to have Darkvision from the start of character creation.
Flind: While the Flind initially appears to be missing as a Heritage, the spiritual successor to the Flind appears to be the Great Gnoll Heritage. What is missing is that we do not appear to have a weapon in the form of a “Gnollbar” (aka Flindbar).
Unchosen: While not appropriate as a basis for a Heritage the Unchosen does bring some exciting options to the Gnoll that can easily be supported by Ancestry Feats. Gnolls who undergo the Ritual; Growing of the Third Eye, open their minds and bodies to experiences that are unique to Gnolls. Gnolls who undergo this Ritual can gain the Ancestry Feats; Foresighted, Deathwatch, Large Size. While followers of Lamashtu consider this ritual as a gift from their goddess and perform it on both willing and unwilling Gnolls, the ritual is not unique to Lamashtu. Gnoll practitioners of other faiths, and especially Gnoll witches, willingly undergo the ritual, Growing of the Third Eye. It is worth noting that in Katapesh an alchemical method of reproducing the effects of the ritual has been developed. However, unlike the ritual, which slowly transforms the Gnoll over time, the alchemical method is instantaneous, shattering the mind of the recipient. The alchemical method turns a Gnoll into a vicious predator that can avoid danger and smell the life force of its prey. Not surprisingly, the servants of Lamashtu are distinctly interested in this alchemical transformation.

What’s Left?
Most of what’s left is more in line with an Ancestry Feat and doesn’t work as well for setting up a new Heritage. There could certainly be an Ancestry Feat to gain Natural Armor or Claws. Also, Ancestry Feats for Charm and Fear resistance and possibly immunity are very possible.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Natural Armor, Snapping Jaws (Feat), Weapon Familiarity: Flindbar (Flind), Scent (Unchosen), Deathwatch (Unchosen), Foresighted (Unchosen), Fear Immunity (Unchosen), Charm Immunity (Unchosen), Ferocity (Unchosen), Claws (Unchosen), Bite (Unchosen), Large Size (Unchosen)

Gnoll Culture
Gnoll (NPC), Gnoll Lieutenant (NPC), Gnoll Bouda (NPC), Gnoll Packlord (NPC), Gnoll Rageborn (NPC), Gnoll Sergeant (NPC), Gnoll Warden (NPC), Gnoll Bruiser (NPC), Gnoll Ravager (NPC), Chosen of Lamashtu (NPC), Eye of Lamashtu (NPC), Mana Wastes Mutant Gnoll (NPC), The Brazen Claw (Magic Weapon), Pugwampi Braid (Wondrous Item), Flind (Monster), Unchosen (Monster), Leucrotta (Monster), Yaenit (Monster), Pugwampi (Monster), Schir (Monster), Flindbar (Equipment), Growing of the Third Eye (Ritual).

Gnome (Ancestry):

Cultural Groups that have appeared in text thus far:
Unlike many humanoids Gnomes do not tend to form cultural groups in the same manner as people native to Golarion. A Gnome’s innate need to have new experiences acts as a deterrent towards developing uniform cultural identities, even within all Gnome communities. Instead, Gnomes typically adopt aspects of the culture around them, with an emphasis on those aspects that are most experiential on a personal level. Svirfneblin and Spriggan are possible exceptions resulting from extreme isolation and harsh environments.

Bleachlings (was Bleachlings)
Fell (was Dread Gnome)
First World (was First World Gnome)
Feychild
Glimmer
Keenspark
Spriggan
Svirfneblin

Heritages:
Chameleon Gnome
Fey-Touched Gnome (was First World Gnome)
Sensate Gnome
Umbral Gnome
Vivacious Gnome
Wellspring Gnome

What’s missing?
Bleachlings are difficult as they generally impact an existing Gnome Heritage. I could see Bleachlings as a rare Heritage representing Gnome Characters that begin play as a Bleachling Gnome, limited to Gnome Heritages that are susceptible to bleaching. For the Bleaching as a story element, this may be best represented as a Gnome specific Archetype that has effects on the original Heritage.
Does anyone know if the child of two Bleachling Gnomes is also a Bleachling?
Eitoling are a type of quasi undead specific to Gnomes. Eitoling belong to a larger group of quasi undead known as Mortics. As presented in 1E Mortics are more monsters than an Ancestry. Mortics returned in Bestiary 3, however, it remains unclear if Mortics will be primarily used as monsters or if they will be developed into an Ancestry.
Gear Gnome would translate well as a rare Heritage. As a Heritage, Gear Gnomes might have different metallic tones in their hair and skin and a fascination with mechanical things. They may also have a tendency to have features similar to the Technological Fleshwarp Heritage, except their expressions are more inclined to look like gears and clockwork. (see Gnomes and Gears below)
Lava Gnome translates well as a Heritage, however, they need an adjustment to the base Gnome Ancestry, swapping out Low-Light Vision for Darkvision. Additionally they would need a few Ancestry Feats for them to be fully represented.
The Segada Gnome Sub-Race will likely not get translated as a Heritage as it is more a specific location that people are from than a Heritage. The Gnomes of Arcadia and especially Segada may represent Gnome Heritages not commonly found in the Inner Sea. Segada Gnomes possibly have a tendency towards the Chameleon, Sensate and Umbral Heritages. However, Gnomes in Segada are also known to have the gift of tongues, are natural linguists, and have sound mimicry. This may indicate a language/sound Heritage not commonly seen in the Inner Sea (see Word Gnomes below).
The Spriggan are very similar to the standard Gnome Ancestry. They would need some unique Heritages and Ancestry Feats to be fully represented. The tricky part with Spriggan is the ability to grow from size small to large. This ability may be able to be increased with Ancestry Feats over time, with a starting ability to shift from size small to medium.
The Svirfneblin or Deep Gnomes need an adjustment to the base Gnome stats swapping out Low-Light Vision for Darkvision and additional Ancestry Feats for them to be fully represented. Otherwise they are fairly similar to the standard Gnome Ancestry. The following are traits and feats that also appear in 1E and are unique to Svirfneblin. These may become the basis for Heritages and Ancestry Feats unique to the Svirfneblin: Healthy, Stalwart Watcher, Stoneseer, Stoic Pose, Secret Keeper.
Traveler Gnome would translate well as a Heritage with Traveler Gnomes (Wanderkin?) having an exceptional desire to explore. This could further be supported with Ancestry Feats. See Gnomes and Travel below.

What’s Left?
In addition to sub-races there are racial traits, traits, and feats that inform us on possible Gnome Heritages. Below is an overview of the traits and feats unique to Gnomes. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
Mirror Kin is a 1E Feat specific to Gnomes. It is possible that Mirror Kin is a reference to a Gnome Heritage. The mimicry aspects of the Mirror Kin feat aligns nicely with the Chameleon Gnome Heritage, and may be an advanced Ancestry Feat for that Heritage.
Snowstepper Gnomes are native to regions that tend to have colder climates. Snowsteppers likely have a connection with winter fey. As a Heritage, Snowsteppers could be supported with winter themed Ancestry Feats. Snowsteppers may also be closer to a unique Ancestry similar to Spriggan and Svirfneblin.
A Word Gnome Heritage is possibly hinted at in the Segada Gnome sub-race. Gnomes have a tendency to have mastery over words and sound (see Gnomes and Words below). However, some Gnomes have a near occult understanding of words and languages that give them abilities rarely seen. The following Feats and Traits may indicate a “Word” Gnome Heritage: Gift of Tongues, Magical Linguist, Sound Mimicry, Babble Peddler, Bewildering Koan, Caustic Slur, Witty Feint, Etymologist, Blood Ties.

Gnome Traits and Feats: Below I have divided the remaining Gnome Traits and Feats from 1E into themed categories. With the exception of the Bleachlings section, these are all generally applicable to any Gnome culture or Heritage.

Bleachlings: Bleaching Magic, Eerily Centered, Wild Speaker, Bleachling.

Gnome Behavior: Stalker, Great Hatred, Vast Hatred, Eternal Hope, Inquisitive, Tantrum, Excitable, Adrenaline Rush.

Gnomes and Travel: Explorer (racial trait), Explorer (trait). (see Traveler Gnome above)

Gnomes and Trickery: Prankster, Rapscallion, Dirty Trickster, Effortlessly Tricky, Gnome Trickster, Charlatan, Trickster, Helpless Prisoner.

Gnomes and Gears: Utilitarian Magic, Master Tinker, Wright, Architectural Ingenuity, Industrious, Master of Wonders.

Gnomes and Words: Gift of Tongues, Magical Linguist, Sound Mimicry, Babble Peddler, Bewildering Koan, Caustic Slur, Witty Feint, Etymologist, Blood Ties.

Gnomes and Fey Legacy: Fairy Catcher, Faerie Dragon Magic, Fey-Tongued, Fey Magic, Echoes of the First World, Fey Fortitude, First Memories, Vivacious.

Gnomes and Nature: Warden of Nature, Bond to the Land, Nature Affinity, Forest Senses, Groundling, Animal Friend, Invoke Primal Instinct.

Gnomes and Magic: Enhanced Gnome Magic, Extra Gnome Magic, Casual Illusionist, Fell Magic, Genial Magic, Threatening Illusion, Arcane School Spirit, Illusion Obsession, Expanded Resistance, Magic Trick: Chromatic Savant, Naturally Gifted, Haunted Gnome, Haunted Gnome Shroud, Haunted Gnome Assault, Pyromaniac (see Lava Gnome).

Gnomes and Combat: Gnome Weapon Focus, Illusive Gnome Style, Illusive Gnome Bewilderment, Illusive Gnome Surprise, Shadow Foe.

Gnomes and Backgrounds/Skills: Brastlewark Businessman, Efficient Packer, Intrepid Settler, Vermin Wrangler, Zealot, Sprint, Artistic, Nosophobia, Knack with Poison, Academician, Student of the City, Collector, Shadow Dodger.

Goblin (Ancestry):

Cultural Groups that have appeared in text thus far:
Forest Goblins
Frost Goblins
Monkey Goblins (was Monkey Goblin)
Mutant Goblins
Rasp Goblins

Heritages:
Charhide Goblin
Irongut Goblin
Razortooth Goblin
Snow Goblin (was Arctic Goblin)
Tailed Goblin
Treedweller Goblin (was Tree Runner)
Unbreakable Goblin

What’s missing?
Cave Goblins or Cave Crawlers have large bulbous eyes, long spidery limbs, and tend to be good climbers. These Goblins live in the Darklands and tend to be less common than their surface dwelling kin. This would translate well as a Goblin culture with a supporting Heritage and Ancestry Feats.
The Kijimuna would translate well as a Heritage or possibly a cultural group. The Charhide Heritage is a good fit for Kijimuna, however there are currently no Ancestry Feats to represent the “steal fire” ability.
Mutant Goblins did not quite meet the standards for the Fleshwarp Ancestry as there was not initially a variation for small sized Fleshwarps. With the inclusion of small sized Fleshwarps, Mutant Goblins can be fully realized.
The Oversized Goblin Sub-Race is possibly a rare Goblin Heritage. These Goblins are medium in size instead of small, otherwise they share the same characteristics of their smaller kin. These may also be a type of Mutant Goblin, see above.
Runewarped Gobline are Goblins with the Fleshwarp Ancestry and have specifically been warped through fleshwarping magic called Runewarping. In addition to physical mutation, runewarping results in mutations that allow the fleshwarped individual to smell magic, resist magic, and even eat magic. These options are not yet available in the Fleshwarp Ancestry.
Shadern are mentioned in Bestiary 3. Shaderns belong to a larger group of quasi undead known as Mortics. As presented in 1E Mortics are more monsters than an Ancestry. Mortics returned in Bestiary 3, however, it remains unclear if Mortics will be primarily used as monsters or if they will be developed into an Ancestry.

Whats Left?
In addition to sub-races there are racial traits, traits, and feats that inform us of possible Goblin Heritages. Below is an overview of the traits and feats unique to Goblins. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
Cliff-Masters are Goblins that live along seaside cliffs and are excellent climbers. They are commonly found in Varisia along the coastline and similar locations. Cliff-Master is a 1E trait specific to Goblins that would translate well as a Heritage or Ancestry Feat.
Color Thiefs are Goblins with chameleon like skin that “steals” the color of the plants and objects around them. Color Thief is a 1E trait specific to Goblins that would translate well as a Heritage or as an Ancestry Feat for the Treedweller Goblin Heritage.
Seaside Goblins: Although not explicitly identified, there are indications of a Goblin Heritage that are strong swimmers. This is strongly hinted at with the gifts bestowed upon the Goblins by the god Zogmugot, who gave Goblins the secrets of the shores. This is also supported by the traits Longlung and Flounderer. This may also coincide with the Cliff-Master Goblins, see above.

Goblin Traits and Feats: Below I have divided the remaining Goblin Traits and Feats from 1E into themed categories. With the exception of the Monkey Goblins section, these are all generally applicable to any Goblin culture or Heritage.

Monkey Goblin: Longlung, Monkey Goblin,
Goblin Behavior: Advantageous Distraction, Rude Songs, Goblin Foolhardiness, Goblin Bravery, Combat Distraction, Mental Derail, Letter Fury, Vandal,
Goblins: Physical Resiliency and Physical Qualities: Bouncy, Ugly Swine, Balloon Headed, Big Ears, Dog-Sniff-Hate, Dog-Sniff-Hate, Over-Sized Ears, Eat Anything, “Hard Head, Big Teeth”, Roll With It, Flame Heart, Strength of the Barghest, Mother’s Teeth, Flounderer, Wolf Cub, Restless Hunger.
Goblins and Combat: Goblin Gunslinger, Ankle Biter, Burn It Down!, Weapon Familiarity, Lead from the Back, Tangle Feet, Fire Hand, Saddle Shrieker, Battle Singer, Piercing Chant, Glorious Blaze, Sacred Pyromania, Burn! Burn! Burn!, “Dog Killer, Horse Hunter”.
Goblins and Hygiene: Foul Belch, Pustular, Robust Stench.
Goblins and Backgrounds: Scion of Goblinblood, Bully Burner, Goblin Pirate, City Scavenger, Junk Tinker, Fire Tamer.

Grippli (Ancestry):

Cultural Groups that have appeared in text thus far:
None identified at this time. Earlier texts indicate the Grippli origins as an Ancestry lie in the Valashmai Jungle.

Heritages:
Poisonhide
Snaptongue
Stickytoe
Windweb

What’s missing?
None – The 1E version of the Grippli was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
A Jumper Heritage is an obvious choice for Grippli. This Heritage would play around with the concept of frogs being naturally powerful jumpers and by extension Grippli.
A Mucus Membrane Heritage would also be a lot of fun. Instead of secreting poison these Grippli secret a slick mucus making it difficult to hold on to them.
Note:While the Poisonhide Heritage is a great option for characters that want to start with a poisonous option, from the sheer number of mechanics dedicated to Grippli poison there really should be Ancestry Feats that allow Grippli to gain poison use later. For example Toxic Diet would be a great way to allow Grippli that don’t start with poisonous abilities to gain them later.
Note: We need an Ancestry Feat chain that reflects the Grippli’s cultural practice of fiend keeping. This practice is supported by Dark Communion (Archetype Feat), Dark Power (Archetype Feat), Natural Attacks (Archetype Feat), Spirit Power (Archetype Feat), and Unholy Resilience (Archetype Feat).
Note: The Grippli spells Sweat Poison and Batrachian Surge are also worth calling out. Sweat Poison plays into the greater theme of poisonous Grippli and would be a great Ancestry Feat. Batrachian Surge is extremely versatile and allows a Grippli to take on short term temporary froglike aspects such as a swim speed, powerful legs, stretchy tongue, or gills for breathing in water.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Grippli and Poison Related
Toxic Skin, Noxious Touch (Feat), Poison Resin (Feat), Toxic Secretions (Feat), Deadly Excretions (Alchemist Discovery), Venom Admixture (Infusion Wild Talent), Jungle Native (Trait), Poison Affinity (Archetype Feat), Toxic Diet (Archetype Feat), Mark the Vein (Archetype Feat), Poison the Well (Archetype Feat), Discovery Options (Archetype Feat), Sweat Poison (Spell)

Grippli and Not Poison Related
Natural Climber, Darkvision, Camouflage, Swamp Strider, Weapon Familiarity, Jumper, Glider, Defensive Training, Princely, Agile Tongue (Feat), Canopy Shooter (Trait), Evil Spirit (Archetype Feat), Dark Communion (Archetype Feat), Dark Power (Archetype Feat), Natural Attacks (Archetype Feat), Spirit Power (Archetype Feat), Unholy Resilience (Archetype Feat), Mucous Membrane (Archetype Feat), Amphibious Mutagen (Archetype Feat), Batrachian Surge (Spell)

Grippli Culture
Water Strider (Animal), Fetish of the Frog Queen (Wondrous Item), Mantella (Archetype), Fiend Keeper (Archetype), Swamp Poisoner (Archetype), Bogborn Alchemist (Archetype)

Halfling (Ancestry):

Cultural Groups that have appeared in text thus far:
Chelaxian (was Slave Born)
Jaric
Mihrini (was Nomadic)
Othobans
Song’o (was Song’o Halfings)
Uhlams

Heritages:
Gusty Halfling
Hillock Halfling
Jinxed Halfling
Nomadic Halfling (was Nomadic)
Observant Halfling
Twilight Halfling
Wildwood Halfling

What’s missing?
The Avenging Halfling Sub-Race would translate well as an Ancestry Feat.
Jitterbones are a type of quasi undead specific to Halflings. Jitterbones belong to a larger group of quasi undead known as Mortics. As presented in 1E Mortics are more monsters than an Ancestry. Mortics returned in Bestiary 3, however, it remains unclear if Mortics will be primarily used as monsters or if they will be developed into an Ancestry.
The Segadan Halflings Sub-Race will likely not get translated as a Heritage as it is more a specific location that people are from than a Heritage.

Whats Left?
In addition to sub-races there are racial traits, traits, and feats that inform us on possible Gnome Heritages. Below is an overview of the traits and feats unique to Gnomes. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
Creepy Doll Halflings are possibly a rare Halfling Heritage, with the ability to appear as child sized porcelain dolls. Because they are so rarely seen it is likely that they can suppress the porcelain texture and sheen of their skin, as well as their dead eyed gaze. This Heritage may indicate the favor of Thamir Gixx and his Fantionette.

Cultural Specific
Segada: Festive
Song’o: Evasive Nomad, Danger Detection, Deep Jungle

Halflings and Physical Attributes:
Fleet of Foot, Childlike, Sure and Fleet, Fey-Quickened

Halflings and Behavior: Irrepressible, Craven, Wanderlust, Practicality, Acquisitive, Attentive, Ingratiating, Shiftless, Relentless Cheer, Shared Ownership, Courageous Resolve, Well-Prepared, Uncanny Defense, Helpful, Pomp and Pageantry,

Halflings and Good/Bad Luck: Blessed, Small Quarter Ally, Adaptable Luck, Halfling Jinx, Luckbringer, Unlucky Halfling, Lucky Halfling, Adaptive Fortune, Arcane Jinxer, Area Jinx, Bolster Jinx, Distant Jinx, Fascination Jinx, Fortunate One, Jinx Alchemy, Jinxed Spell, Lucky, Lucky Healer, Malicious Eye, Sluggish Jinx, Versatile Jinx, Worst Case Jinx, Lucky Strike, Surprise Strike, Good Dreams,

Halflings and Backgrounds: Skulker, Underfoot Dodger, Unfettered, Caretaker, Polyglot, Human Shadow, Divine Worker, Secretive Survivor, Surreptitious, Good Slip, Freedom Fighter, Bellflower Contact, Call for Help, Cheap to Feed, Clumsy Slave, Dawn Renewal, Dusk Dancer, Freed Slave, Freedom Fighter, Isger Fixer, Legalistic Liberation, Lettered, Perfect Servant, Providential Passenger, Provider, Joyous Companion

Halflings and Combat: Underfoot, Low Blow, Outrider, Warslinger, Resourceful, Halfling Slinger, Blundering Defense, Cautious Fighter, Desperate Swing, Improved Low Blow, Risky Striker, Backstabber, Equality for All, Intrepid Volunteer, Rabble Rebel,

Halflings and Opportunists:
Halfling Opportunists exploit their own innate luck. They are constantly on the lookout for an opportunity turn a situation to their benefit, especially if it requires using a bit of luck. The following abilities are unique to Halflings who develop their innate luck abilities.
Exploitive Maneuver, Trap Spotter, Excelled Aid, Exceptionally Lucky, Improved Trap Spotter, Fit In, Opportunity Attacker

Hobgoblin (Ancestry):

Cultural Groups that have appeared in text thus far:
Bandu Fleet
Kaoling
Oprak
Rakh Lo

Heritages:
Elfbane
Runtboss
Shortshanks
Smokeworker
Steelskin
Warmarch
Warrenbred

What’s missing?
Kanabo are children of Hobgoblins and Ja Noi, Oni. These Half-Hobgoblin and Half-Ja Noi, Oni children are not dissimilar to Half-Elves or Half-Orcs. The Kanabo would work well as a Hobgoblin Heritage.

What’s Left?
Note: Many of the options for Hobgoblins have been translated to 2E. One thing that does stand out is that we see from the Order of the Eclipse that Hobgoblins take their Darkvision very seriously. These Hobgoblins utilize darkvision in ways far more powerful than what is typically seen in other Ancestries. This is supported by Darkvision, Dark Rider (Order Ability), Eclipsing Blade (Order Ability), See in Darkness (Order Ability). It would be nice to see these translated to Ancestry Feats.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Hobgoblins and Vision
Darkvision, Dark Rider (Order Ability), Eclipsing Blade (Order Ability), See in Darkness (Order Ability)

Hobgoblin Authority
Authoritative, Fearsome, Pit Boss, Bred Commander (Feat), Commander of Goblinkind (Feat), Demoralizing Lash (Feat), Taskmaster (Feat), Terrorizing Display (Feat), Agonizing Rebuke (Spell)

Hobgoblins and Engineering
Engineer, Deafening Explosion (Feat), Distracting Explosion (Feat)

Hobgoblins and Other Options
Sneaky, Scarred, Bandy-Legged, Battle-Hardened, Magehunter, Slave Hunter, Unfit, Hobgoblin Discipline (Feat), Focusing Blow (Feat), Elf-Magic Defense (Feat), Recalcitrant (Feat), Warmonger (Feat), Inciter (Trait), Ja Noi Aspect (Spell)

Hobgoblin Culture
Hobgoblin (NPC), Hobgoblin Battle Priest (NPC), Hobgoblin Battlefield Zealot (NPC), Hobgoblin Bombardier (NPC), Hobgoblin Commander (NPC), Hobgoblin Forerunner (NPC), Hobgoblin Lieutenant (NPC), Hobgoblin Sergeant (NPC), Hobgoblin Paragon (NPC), Kanabo (NPC), Honored of Kaoling (NPC), Hobgoblin Phalanx (Troop), Ironfang Mage Hunter (Troop), Ironfang Yzobu Rider (Troop),
Hobgoblin War Draught (Equipment), Loping Ointment (Equipment), Alchemical Sling Bullet (Equipment), Cantoriain Spring (Artifact), Hadregash (Deity), Ragathiel (Deity), Despair Hobgoblin Battle Standard (Wondrous Item), Ferocity Hobgoblin Battle Standard (Wondrous Item), Iron Resolve Hobgoblin Battle Standard (Wondrous Item), Master’s Brand (Wondrous Item), Ja Noi (Monster), Hobbe Hound (Monster), Hobbe Hound (Pet), Yzobu (Monster), Yzobu (Pet), Order of the Eclipse (Samurai Order), Manacle Barbs (Equipment), Pyre Steel (Material),

Human (Ancestry):

Cultural Groups that have appeared in text thus far:
A Large Quantity

Heritages:
Half-Elf
Half-Orc
Skilled Heritage
Versatile Heritage (was Versatile Human)
Wintertouched Human

No Equivalent:
Cosmopolitan
Country Folk
Gutter Rat
Imperious Human
Trailblazer

What’s missing?
Most of the 1E Human Sub-Races appear to function better as Ancestry Feats. For example a player might start as a “Gutter Rat” and later become “Imperious” while retaining the experience and knowledge from both life situations.
The Cosmopolitan Human Sub-Race does not appear to have a specific Background equivalent, however there are various Backgrounds that have a similar theme.
The Country Folk Human Sub-Race does not appear to have a specific Background equivalent, however there are various Backgrounds that have a similar theme.
The Gutter Rat Human Sub-Race appears to have been translated as the Background: Street Urchin.
The Imperious Human Human Sub-Race appears to have been translated as the Background: Noble.
The Trailblazer Human Sub-Race has been translated as the Background: Trailblazer.

Whats Left?
In addition to sub-races there are racial traits, traits, and feats that inform us on possible Human Heritages. Below is an overview of the traits and feats unique to Humans. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
A Primordial Human Heritage is well supported in 1E with the Race: Primitive Human. While generally a Race in 1E often becomes the basis for an Ancestry in 2E, I feel that that a Primordial Human Heritage makes more sense. A Primordial Human can easily represent any early hominid while still being considered Human. Primordial Humans may have more physical variations than what is typically seen in other Humans, such as potentially being size small, or having a thin covering of fur, however these physical variations are not necessary. Potential cultural groups might include Neanderthals, Denisovans, Flores, Habili, and Cro-Magnons, although these groups would have in setting fantasy names. In 1E the Primitive Human has the abilities Frightened by Magic, Primitive Feat, Savage Skills, and Savage Surge. For the most part these would translate well as specific Primordial Human Heritage Feats.
The idea of a [b[Disparate[/b] Human Heritage is well represented in 1E. Alternate Racial Traits such as Aquatic Ancestry, Reptilian Ancestry, Draconic Heritage, Giant Ancestry, Scion of Humanity, Throwback, Animalistic Affliction, Genie Blood, and Mostly Human all support the idea of a Human Heritage with a bit of something else in their bloodline. This Heritage plays into the idea that the Human Ancestry can, and does, mix with a lot of creatures through magical or mundane means. The Disparate Heritage would likely be best represented through Lineage Feats. For example a Draconic Lineage, Elemental Lineage, Empyreal Lineage, Fiendish Lineage, Giant Lineage, Icthyan Lineage, and Reptilian Lineage are options for adding just a bit of a theme to a character while still remaining primarily Human. Having the appropriate Lineage Feat might allow the character to select from both Human Ancestry Feats and Ancestry Feats for an appropriate corresponding Lineage. For example a Human with the Disparate Heritage that selects the Reptilian Lineage Feat could then select Ancestry Feats from both the Human and Lizardfolk ancestries. There would need to be limitations around selecting Ancestry Feats that the character lacks physical qualities for, such as claws or tails. Although, it may be possible for a Disparate Human to grow these features as they develop. Additional rules that support this idea include Racial Heritage (Feat), Mythic Racial Heritage (Feat), Planar Heritage (Feat), and Draconic Heritage (Feat).
A Hearthheart Heritage is a fun way to play around the idea of magical Humans. Whereas Elves physically adapt to environments, Humans emotionally adapt to environments. This idea is supported by the 1E Alternate Racial Traits Heart of the Fey, Heart of the Fields, Heart of the Mountains, Heart of the Sea, Heart of the Slums, Heart of the Snows, Heart of the Streets, and Heart of the Sun. Essentially, Humans can emotionally resonate with a land that they or their ancestors were raised in and called home. This emotional resonance provides a minor innate magical benefit. As a story element a Hearthheart Human that grew up next to the sea might long for the mountains because their ancestors lived there long ago. Or a young urbanite may be so in tune with their city that they feel compelled to protect it, even if that means traveling away from their beloved city for a time.
Poison Minion is a not quite universal, Universal Heritage. The Drow have experimented with various ancestries making them poisonous. This poisonous quality is an augmentation that may be a result of fleshwarping. In addition to Humans, only Dwarves, Elves, Drow, Half-Elves, Half-Orcs, Gnomes, and Wayyang are known to successfully be augmented as Poison Minions.
An Imperious Heritage can perhaps be the most heroic and dangerous of all Human Heritages. For some Humans the desire for self-actualization transcends typical desire and they pull power from their own inner egos resulting in a uniquely Human experience. Imperious Humans may see themselves as heroes, rulers, or overlords. An impoverished child raised on the streets may know themself to be a hero of the downtrodden, a merchant’s child may know they are destined to run a mercantile empire, or a crown prince may know they are meant to conquer the neighboring lands and rule with absolute authority. This supernatural ego in some humans can inspire both greatness and ruin. An Imperious Heritage is supported by the 1E Imperious Bloodline, the Alternate Race Traits; Self-Made Fate, Heroic, and Unstoppable Magic. Additional 1E rules that support this Heritage include Human Potential (Spell), Mass Human Potential (Spell), Dauntless Destiny (Feat), Heroic Will (Feat), Intimidating Confidence (Feat), Masterful Demeanor (Trait), Commanding (Trait), and Favored Champion (Trait).
There is one other Human associated trait from 1E that is suggestive of a 2E Universal Heritage, this trait being Accidental Clone. A Clone Universal Heritage would be fairly interesting and provide for some unique role playing. The initial concept of playing the clone of another character or NPC raises lots of questions that hint at mysterious pasts or unexpected origins. Additionally, adding the option for an Accidental Clone, a cloning of one person’s mind into another person’s body, adds even more complex roleplaying opportunities. Waking up with the consciousness and mental experiences of a dwarf, only to discover you are in the body of an Elf could provide some exciting roleplaying experiences. This is not dissimilar to the potential results of the Reincarnate spell and I would expect that many of the Heritage Feats for a Clone Universal Heritage would be available to a character that has been brought back to life via the Reincarnate spell. Update This is now covered by the Reflection Universal Heritage

Personal Note: I really enjoy the 1E mechanics that set up the idea of a Magical Human as seen above in the Traits and Feats that support the Disparate, Hearthheart, and Imperious Heritages. In fantasy roleplaying there has long been a presumption that Humans can reproduce with lots of things, be it other ancestries or intelligent creatures. The mechanics that set up the idea for a Disparate Heritage does a great job of establishing this as a magical quality that is inherent to some Humans. In a similar vein the 1E mechanics that support the Heartheart and Imperious Heritages takes emotional and mental qualities found in some Humans and pushes them into the realm of magical. These two do a great job of establishing an inherently magical Human without changing the concept of the Ancestry into being something other than purely Human.

Humans: Versatility and Potential
Dual Talent, Eye for Talent, Eclectic, Bestow Luck, Defiant Luck, Inexplicable Luck, Fast Learner, High Magic Focus, Improvisation, Improved Improvisation, Effortless Aid.

Humans: Mental Attributes
Awareness, Powerful Presence, Rationalize, Innovative, Fearless Curiosity, Fiery Dominance, Generous, Honor-Driven, Ingratiating, Obsessed with Success, Pride of the Diamond Empire, Proud Tribesman, Sharp Wits, Superstitious, Psychic Defense, Latent Psion, Vengeful, Wary of Danger, Zealous

Humans: Combat
Barrage of Styles, Critical Versatility, Friendly Rivalry, Martial Mastery, Martial Versatility, Pursuit of Glory, Ruthless Opportunist, Deadly Troupe, One Mind, Surge of Success, Triangulate, Blade Bravado, Disciplined Body, Linebreaker, Master of the Sudden Strike, Open Palm of Irori, Shield Bearer, Tempestuous Combatant, Weapon Training,

Humans: Skills, Culture, and Backgrounds
Focused Study, Military Tradition, Mixed Heritage, Piety, Tribalistic, Comprehensive Education, Adoptive Parentage, Imposter-Wary, Industrious, Institutional Memory, One of the Multitude, Practiced Hunter, Silver Tongue, Social Ties, Wayfarer, Diplomatic Ruse, Huntmaster, Loyal to the Death, Mark of the Devoted, Quah Bond, Scion of the Lost Empire, Chelish Noble, Star Struck, Artistic Dilettante, Aspiring Bard, Assimilated Native, Auspicious Tattoo, Azlant Fanatic, Azlanti Engineering, Bastard, Bekyar Slave Maestro, Born to the Water, Bred for War, Bureaucracy Navigator, Carefully Hidden, Child of Kintargo, Child of Two Peoples, Colonial Entitlement, Colonial Sympathizer, Destined Pioneer, Divine the Mystery, Enduring Spellcraft, Ever Home, Eyes of the Sun, Friend to Animals, Glib Barrister, Glint-Tongued, Gruff Watcher, Hardly a Fool, Harrow Born, Harrow Chosen, Heart of Two Worlds, Historian, Honey-Tongued, Horse Lord, Ice Walker, Infernal Influence, Jadwiga Scion, Keeper of the Ancestral Scrolls, Magaambyan Arcana, Market Rat, My Word is My Bond, Nearly Blinded, Noble Born, Nomadic, Operatic, Oral Historian, Plague Survivor, Practiced Gambler, Pragmatic Polytheist, Reassuring Advice, Relic Hunter, River Trader, Scholar of Ruins, Shadow-Scarred, Shoanti Spirit-Singer, Shoanti Steed, Shoanti Tattoo, Thoroughbred, Slaver, Spirit Lodge Dreamer, Spirits in the Stone, Stargazer, Storied Scars, Student of Nantambu, Survivalist, Tattooed Focus, Tongue of Many Towns, Trailblazer, Trifler, Varisian Tattoo, Varki Landspeaker, Voice of Velvet, Wasteland Hunter, Weathered Patience, Witness to Nature’s Cruelty, World Traveler, Dragon Scholar, Juju Way

Half-Elf Heritage (Human/Elf Ancestry):

No Equivalent:
Shoreborn
Wildborn
Elf-Raised
Darkborn (Half-Drow)
Human-Raised
Spireborn
Snowborn

What’s missing?
The Human-Raised Half-Elf Sub-Race would translate well as an Ancestry Feat.
The Elf-Raised Half-Elf Sub-Race would translate well as an Ancestry Feat.

Linages - A new mechanic called Linages first appeared in the Advanced Players Guide as a type of Ancestry Feat and may eventually be used to cover the following:
Shoreborn
Wildborn
Darkborn
Spireborn
Snowborn
(Sunborn? “Desert Elf”, Nightborn? “Dusk Elf”)

Half-Orc Heritage (Human/Orc Ancestry):

No Equivalent:
Arena-Bred
Gloomkin
Deep Kin
Sandkin
Feral
Rainkin
Mountain Clan
Cragkin
Mystic
Frostkin

What’s missing?
The Arena-Bred Half-Orc Sub-Race would translate well as an Ancestry Feat.
The Feral Half-Orc Sub-Race would translate well as an Ancestry Feat.
The Mountain Clan Half-Orc Sub-Race would translate well as an Ancestry Feat, although this may functionally be similar to the Cragkin Lineage.
The Deep Kin (Renamed Deep Clan) Half-Orc Sub-Race would translate well as an Ancestry Feat, although this may functionally be similar to the Gloomkin Lineage.
The Mystic Half-Orc Sub-Race would translate well as an Ancestry Feat.

Linages - A new mechanic called Linages first appeared in the Advanced Players Guide as a type of Ancestry Feat and may eventually be used to cover the following:
Gloomkin
Sandkin
Rainkin
Cragkin
Frostkin

Kitsune (Ancestry):

Cultural Groups that have appeared in text thus far:
Due to the relatively scattered nature of their societies Kitsune have few well defined cultural groups. Kitsune are just as likely to have extended family groups that inform their culture or to form smaller subcultures within larger non-Kitsune societies. Known Kitsune cultural groups and subcultural groups include the following:

Angen
Hwaeko
Rengo
Souko

Heritages:

What’s missing?
None – The 1E version of the Kitsune was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
There isn’t much for the Kitsune that hasn’t already been touch upon in 2E. Primarily what we appear to be lacking for the Kitsune is that we need a bit more robustness in some of the Ancestry Feats. Of particular note is that the Feats relating to Kitsune combat styles have not appeared in 2e at this time.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Kitsune and Tails and Magic
Kitsune Magic, Magical Tail (Feat), Nine-Tailed Kineticist (Class), Wrecking Mysticism (Class), Nine-Tailed Scion (Trait), Nine-Tailed Heir (Archetype Feat)

Kitsune Guile and Charm
Keen Kitsune, Gregarious, Duplicitous, Kitsune’s Guile (Archetype Feat), Kitsune’s Charm (Archetype Feat), Shrouded in Mystery (Feat),

Kitsune Shapeshifting
Change Shape, Fast Shifter, Superior Shifter, Swift Kitsune Shapechanger (Feat), Fox Shape (Feat), Human Guise (Feat), Realistic Likeness (Feat), Among Humans (Trait),

Kitsune Physical Qualities, Backgrounds, and Combat
Low-Light Vision, Agile, Natural Weapons, Skilled, Multilingual, Kitsune Vengeance (Feat), Kitsune Tricks (Feat), Kitsune Style (Feat), Vulpine Pounce (Feat), Caravan Nomad (Trait), Kami Respect (Trait),

Kitsune Culture
Kitsune (NPC), 1st Kitsune Star Gem (Wondrous Item), 2nd Kitsune Star Gem (Wondrous Item), 3rd Kitsune Star Gem (Wondrous Item), Lupine Robe (Wondrous Item), Daikitsu (Deity),

Kobold (Ancestry):

Cultural Groups that have appeared in text thus far:
Kobolds tend to identify less as cultural groups and more as individual tribes. Without strong cultural affiliations Kobolds are quick to leave or join a tribe, however, most Kobolds will not leave a tribe unless they have a new tribe that they can join. Even Kobolds that live in large communities, such as Absalom, will congregate into tribes and live alongside the larger culture without integrating with it. While most Kobolds look to other Kobolds as tribemates, some Kobolds may adopt a small group of non-Kobolds as its tribe. Identified Kobold tribes include the following:
Dankblade Crew of the Shackles
Embermaw Tribe
Glassclaw of Katapesh
Icerenders
Sewer Dragons of Absalom

Heritages:
Caveclimber
Cavern
Dragonscaled
Spellscale
Strongjaw
Tunnelflood
Venomtail

What’s missing?
A Scalehued Heritage would be a nice catch all heritage for those Kobolds that have scale colors that are less commonly seen in most Kobold communities. This could be set up similar to the Dragonscaled Heritage so that it could be expandable if needed. In 1E we see mechanics for Mixed Scales, Purple Scales, and Carnation/Pink Scales. Additionally, in various texts there are references to Yellow, Orange, Gray, and Ghost scaled Kobolds. There are also mechanics for Golden Scales but this is already covered by the Dragonscaled Heritage.
The Bog Scamp Heritage is only sort of missing. The Tunnelflood Heritage already covers what we might expect for the Bog Scamp, however, we need a bit of flavor text explaining that surface dwelling Kobolds with this Heritage are Bog Scamps instead of Tunnelfloods.
Similar to Bog Scamps, a Forest Wild Heritage would help to reflect those surface Kobold communities that have left the tunnels and caverns of the dark realms, for swamps, bogs, and deep forests on the surface.

What’s Left?
Surprisingly a Snareborn Heritage is a Heritage we have yet to see. Many Kobolds have an innate magical connection to traps, snares, and ambushes that is not dissimilar to a Gnome’s innate connection to Fey magic. Everything under the section for “Kobold Traps and Ambush” listed below is supportive of this concept. And while many Kobolds may have the option to take Ancestry Feats relating to traps and ambushes, this heritage strengthens the overall concept.
Note: In 1E there are Kobold specific subdomains for Trap and Ambush. While purely speculative, I love how this suggests that there is a pair of twin Kobold Deities we haven’t met yet that are focused on traps and ambushes. This could also be suggestive of an older Kobold religion the predates dragons and that this is why we see Kobold scale colors that are outside of the chromatic and metallic scale colors that have become so common. Along with a possible Snareborn Heritage this is supported by the Kobold Bloodline feats, Kobold Subdomain feats, and the Kobold specific Improve Trap spell, all listed in “Kobold Traps and Ambush” below.
Note: Speaking of Kobold religion, we are also in need of a generic “Dragon Lord” Deity stat block. This would be similar to the Conqueror Worm Deity stat block and could be applied to any dragon that has been deified by Kobolds. This would come with a robust chain of Kobold Ancestry Feats as seen in the section on “Kobolds and Dragon Worship” listed below.
A Deep Caverns Heritage could also be possible based on the section for “Kobolds and the underground” listed below. This heritage would be reflective of Kobolds that live deep in the dark realms and have never seen, or are possibly not even aware of, the surface realms.
Note: We are missing some of the Ancestry Feats relating to Kobold combat styles. Not surprisingly many of the Kobold combat styles overlap with Ysoki/Ratfolk combat styles. It would be nice to see Ancestry feats that reflect this close quarter’s combat style that could be taken by either Kobolds or Ysoki when appropriate. See the section on “Kobolds and Combat” listed below.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Kobold Physical and Mental Qualities
Darkvision, Armor, Light Sensitivity, Prehensile Tail, Day Raider, Dragonmaw, Gliding Wings, Jester, Kobold Confidence (Feat), Yapping Song (Archetype Feat), Mixed Scales (Feat), Purple Scales (Trait), Carnation Scales (Trait), Golden Scales (Trait),

Kobold Backgrounds
Wild Forest Kobold, Redeemed Kobold (Feat), Bog Scamp (Trait), Lightning Blessed (Trait), Liquid-Tongued (Trait), Fire-Tongued (Trait), Kobold Herbalist (Trait), Skater’s Balance (Trait), Slithering Stride (Trait), Icy Mementos (Trait), Alchemical Breath (Trait), Ooze Defense (Trait), Sneaky Swimmer (Trait), Tribal Guide (Trait), Vexed (Trait),

Kobold Traps and Ambush
Crafty, Secret Strider, Spellcaster Sneak, Bloodline: Trap Rune (Class), Bloodline: Trap Sense (Class), Bloodline: Arcane Ambush (Class), Bloodline: Nimble Walker (Class), Ambush Subdomain Spells (Class), Ambush Subdomain: Chameleon Aspect (Class), Trap Subdomain Spells (Class), Trap Subdomain: Supernatural Trap (Class), Merciless Magic (Feat), Merciless Precision (Feat), Elaborate Trapper (Trait), Bomb Trap (Archetype Feat), Trapfinding (Archetype Feat), Trapper (Archetype Feat), Trapsmithing (Archetype Feat), Deadly Traps (Archetype Feat), Master Snare Setter (Archetype Feat), Improve Trap (Spell)

Kobolds and Dragon Magic
Dragon Affinity, Frightener, Kobold Bloodline Spells (Class), Kobold Bloodline Arcana (Class), Draconic Magic (Feat), Draconic Echo (Trait), Frightful Song (Archetype Feat),

Kobolds and Dragon Worship
Scaled Disciple (Feat), Kobold Faith (Trait), Dragon Patron (Archetype Feat), Coat of Arms (Archetype Feat), Dragon Voice (Archetype Feat), Diplomatic Immunity (Archetype Feat), Diplomatic Protection (Archetype Feat), Rebuke Foes (Archetype Feat), Retreat to Lair (Archetype Feat), Master of Persuasion (Archetype Feat), Extol Glory (Archetype Feat)

Kobolds and Dragon Likeness
Dragon-Scaled, Wyrmcrowned, Draconic Breath (Feat), Draconic Aspect (Feat), Draconic Glide (Feat), Draconic Paragon (Feat), Cold Fortitude (Trait), Frost Spitter (Trait), Firebug (Trait), Heat Fortitude (Trait), Smoke Resistance (Trait)

Kobolds and Combat
Beast Bond, Shoulder to Shoulder, Kobold Flood (Feat), Kobold Ambusher (Feat), Kobold Groundling (Feat), Kobold Sniper (Feat), Kobold Style (Feat), Tail Terror (Feat), Ambush Squad (Feat), Slurk Rider (Feat), Athletic Prowess (Archetype Feat), Mobility (Archetype Feat), Safety in Numbers (Archetype Feat), Share Space (Archetype Feat), Strike Underbelly (Archetype Feat), Always Underfoot (Archetype Feat), Soft Underbelly (Archetype Feat),

Kobolds and the Underground
Echo Whistler, Bloodline: Earth Glide (Class), Radiation Subdomain Spells (Class), Radiation Subdomain: Radiating Touch (Class), Carve Passage (Spell),

Kobold Culture
Kobold (NPC), Kobold Battle Master (NPC), Kobold Blade (NPC), Kobold Bomber (NPC), Kobold Chieftain (NPC), Kobold Devil Speaker (NPC), Kobold Guilecaster (NPC), Kobold Master Trapper (NPC), Kobold Monster Wrangler (NPC), Kobold Scalecaster (NPC), Kobold Sniper (NPC), Kobold Yapper (NPC), Bramble Sorcerer (NPC), Kobold Tail Long Lash (Equipment), Kobold Tail Pounder (Equipment), Kobold Tail Razored (Equipment), Kobold Tail Spiked (Equipment), Kobold Tail Sweeper (Equipment), Alchemical Coal (Equipment), Lure: Fake Area Map/Fake Coins (Equipment), Trapped Disguise Kit (Equipment), Trapped Scroll Case (Equipment), Cytillesh Stun Vile (Equipment), Crown of the Kobold King (Wondrous Item), Tremor Bar (Wondrous Item), Hezzilreen’s Spellbook (Wondrous Item), Dragon Herald Vestments (Magic Armor), Andirifkhu (Deity), Asmodeus (Deity), Dahak (Deity), Mammon (Deity), Nethys (Deity), Trelmarixian (Deity), Alchemical Trapper (Archetype), Dragon Herald (Archetype), Swarm Fighter (Archetype), Dragon Yapper (Archetype), Snare Setter (Archetype)

Leshy (Ancestry):

Cultural Groups that have appeared in text thus far:
None – As ancient spirits of Nature, Leshys do not tend to organize into large cultural groups as they do not have a natural inclination for that behavior. This may change as the Leshy Ancestry sees additional development.

Heritages:
Cactus
Fruit
Fungus
Gourd
Leaf
Lotus
Pine
Root
Seaweed
Vine

What’s missing?
All of the following types of Leshy that have been mentioned in text would work well as Heritages.
Flytrap, Lichen, Pesh, Seed, Snapdragon, Sunflower, Mint, Bamboo, Wisteria, and Honeysuckle

What’s Left?
There is plenty of ground to cover with the Leshy that have not yet been provided a Heritage option. However, Leshy is easy to expand into new Heritages as one need only look at various plant and foliage options for inspiration. A generic Petal Leshy would be a good option for covering flowers generally, a Detritus Leshy would be a great option for Leshy with a bit of an undead theme, and a Grass Leshy could generically cover lawn grasses, feed grasses, grain grasses, and wild grasses. These are just a few possible Heritages.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Low-Light Vision, Pass Without Trace, Change Shape, Plantspeech, Verdant Burst, Unassuming Foliage, Climber, Grapevine, Agile, Lashvine, Seasoned Spirit, Swamp Leshy, Writing Eye, Curosity, Poisonous, Grow Fruit, Launch Needle, Needly Skin, Bite, Acidic Spittle, Digest, Amalgam, Puffball, Spores, Keepsake, Seed, Glide, Seedpods, Aura of Tranquility, Dream Pollen, Seed Spray, Lily Pad Stride, Entangle, Air Cyst, Water Jet, Bardic Performance, Bloom Lasso, Crippling Hysterics, Greenspeaker, Heliotrope, Verdant Step (Feat), Climbing Vine (Feat), Kudzu Grappler (Feat), Photosynthetic Healing (Feat), Reactive Reversion (Feat), Kudzu Invasion (Feat), Kudzu Takeover (Feat),
Leshy Swarm (Spell), Grasping Vine (Spell),

Leshy Culture
Cactus Leshy (NPC), Flytrap Leshy (NPC), Fungus Leshy (NPC), Gourd Leshy (NPC), Leaf Leshy (NPC), Lichen Leshy (NPC), Lotus Leshy (NPC), Seaweed Leshy (NPC), Snapdragon Leshy (NPC), Sunflower Leshy (NPC), Leshy Subdomain (Use Divine Magic to call Leshy), Leshy Summoning (Use Primal Magic to Summon Leshy), Greater Green Tongue (Use Occult Magic to Commune with Leshy), Fungus Leshy Leshy Mulch Manual (Wondrous Item), Gourd Leshy Leshy Mulch Manual (Wondrous Item), Leaf Leshy Leshy Mulch Manual (Wondrous Item), Seaweed Leshy Leshy Mulch Manual (Wondrous Item), Ring of Natural Attunement-Leshy (Magic Ring), Green Faith (Deity), Gozreh (Deity), Summon Plant Ally (Use Primal Magic to Summon Leshy and other Plant Creatures),

Iruxi/Lizardfolk (Ancestry):

Cultural Groups that have appeared in text thus far:
Essari
Ikelek
Hazairs
Shaikims
Barrukas
Nazegs
Zephyr Kin

Heritages:
Cliffscale (was Cliffborn)
Cloudleaper
Frilled
Sandstrider (was Sandfolk)
Unseen (was The Unseen)
Wetlander
Woodstalker

What’s missing?
Lizard Scions are rare Iruxi who have double the normal Iruxi lifespan and can grow to size large instead of medium. This would work well as a rare Heritage with Ancestry Feat options. Note: These first appeared in text as “Lizard Kings” and later the name was changed to “Lizard Scions”. These are now covered by the Ancestry Feat: Scion Transformation

What’s Left?
Not much, most every option that was available in 1E has been translated to 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Swim Speed, Bite, Claw, Hold Breath, Large Size (Scion Only), Lizardfolk Blood (Scion Only), Blood Rage (Scion Only), Cold-Blooded (Class), Dangerous Tail (Feat), Swift Swimmer (Feat), Swamp Dweller (Feat)

Iruxi Culture
Lizardfolk (NPC), Lizardfolk Champion (NPC), Lizardfolk Rattler (NPC), Lizardfolk Clutch Mother (NPC), Lizardfolk Sorcerer (NPC), Lizardfolk Stalker (NPC), Lizardfolk Swamp Lurker (NPC), Lizardfolk Vanguard (NPC), Lizardfolk Berserker (NPC), Lizard Scion (NPC), Giant Muckdweller (NPC), Muckdweller(NPC), Bokrug (Deity)

Honorable Mention:
Muckdweller – This small sized amphibian Ancestry has little known information other than they live in marshes and live near and/or ally with Iruxi communities living in similar environments. Muckdwellers may pull their inspiration from axolotl salamanders and therefore may be primarily found in Arcadia with a few small populations having migrated to Garund. Muckdwellers have the following Ancestry Feats: Darkvision, Low-Light Vision, Swim Speed, Bite, Blinding Spray, Dextrous Swimmer
Similar to Iruxi Scions, the Giant Muckdwellers have transformed into Large Size. This transformation allows a Muckdweller to move equally comfortably as either a biped or a quadruped. Giant Muckdwellers will sometimes partner with Lizardfolk, temporarily acting as mounts when riding into war.

Orc (Ancestry):

Cultural Groups that have appeared in text thus far:
Enshrak
Kharmaja
Khuldar
Matanji
Namathkar
Nanut

Heritages:
Badlands
Battle-Ready
Deep
Grave
Hold-Scarred
Rainfall
Winter

What’s missing?

What’s Left?
Brute – Some Orcs naturally have more mass and height that exceeds typical variation. Brute Orcs push the boundaries of the Medium size category. Brute Orcs typically have a bit of Giant blood in their bloodline with Hill Giants and Stone Giants being the most common. See: Brute Orc (Trait), Brute (Trait), Resilient Brute (Feat), Ettin (Monster), Power of Giants (Sorcerer Orc Bloodline).
Bloodfire – These Orcs have blood that can literally burn with ferocity and rage. The most powerful of these Orcs can even temporarily inspire the bloodfire in their brethren. See Foment the Blood (Feat), Boiling Blood (Spell), Blood Blaze (Spell), Blood Scent (Spell), Touch of Rage (Sorcerer Orc Bloodline), Fire God’s Blessing
Wild-Tamer – Some Orcs have a natural resonance with wild and ferocious animals. This natural resonance allows these Orcs to tame and handle animals that are typically beyond the animal husbandry techniques found in most cultures. As a result it is not uncommon to see Orcs riding dangerous animals into battle or using them as beasts of burden. See: Beast Rider (Trait), Beast Rider (Feat), Animal Rustler, Mammoth Master, Gorthek, Boar, Bull of Zagresh, Warcat of Rull, Dire Boar/Daeodon, Totemic Figurine (Magic Item), Strength of the Beast (Sorcerer Orc Bloodline). Note: In 2E there are already Ancestry Feats for Orcs supporting this concept. Creating a similarly themed Orc Heritage strengthens the concept.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Orc Physical, Mental or Innate Attributes:
Dark Vision, Light Sensitivity, Ferocity, Smeller, Dayrunner, Brute Orc, Amazingly Ugly, Deadeye, Mindlessly Cruel, Rage of Storms, Tusked, Unbreakable Hate, Ferocious Resolve, Amplified Rage, Blood Vengeance, Ferocious Horde, Ferocious Summons, Fight On, Gore Fiend, Ironguts, Ironhide, Keen Scent, Resilient Brute, Smell Fear, Tenacious Survivor, Thrill of the Kill, Warleader’s Rage, Born Alone, Ferocious Action, Resolute Rager, Adept Channel

Orcs and Combat:
Weapon Familiarity, Orc Snarl, Orc Weapon Expertise, Orc Rampage, Orc Fury Style, Brutal Grappler, Deathless Initiate, Deathless Master, Deathless Zealot, Destroyer’s Blessing, Ferocious Tenacity, Sympathetic Rage, Bullying Blow, Grudge Fighter, Reverse-Feint, Dirty Fighter, Blessing of the Feast (Zura), War Singer, Fire God’s Blessing, Horde Charge, Foment the Blood, Rovagug’s Thunder

Orc Backgrounds and Skills:
Reckless Climber, Squalid, Feral, Beast Rider (Trait), Big Mouth, Demented Inventor, Tribal, Animal Rustler, Brimstone Seer, Mammoth Master, Regional Recluse, Beast Rider (Feat), Trap Wrecker

Orc Specific Spells:
Boiling Blood (Spell), Blood Blaze (Spell), Blood Scent (Spell), Enemy’s Heart (Spell), Murderous Crow (Spell), Sentry Skull (Spell)

Orc Culture
Orc (Monster), Orc Chieftain (NPC), Orc Lieutenant (NPC), Orc Mystic (NPC), Orc Scout (NPC), Orc Sergeant (NPC), Orc Thug (NPC), Orc War Drummer (NPC), Orc Warlord (NPC), Orc Witch Doctor (NPC), Orc Gorthek Rider (NPC), Gorthek (Monster/Orc Animal Husbandry), Floodslain Orc (Monster), Mutant Orc (Mana Wastes Fleshwarp), Dahzagan (Monster/Divine Servants of the Orc Pantheon), Kin Seeker (NPC, Ogerkin=Orc/Ogre Parents), Oronci (Monster, Drow Fleshwarp), Ettin (Monster, Distant Relative of Orcs), Boar (Monster/Orc Animal Husbandry), Bull of Zagresh (Monster, Orc Animal Husbandry), Warcat of Rull (Monster, Orc Animal Husbandry), Dire Boar/Daeodon (Monster, Orc Animal Husbandry), Orc Trail Rations (Equipment), Orc Double Axe (Equipment), Orc Skull Ram (Equipment), Orc Hornbow (Equipment), Black Fester Vial (Equipment), Butchering Axe (Equipment), Gorthek Saddle (Equipment), Pain Wheel (Equipment), War Spirit Pouch (Equipment), Iron Tyrant (Archetype), Stone Warder (Archetype), Pit Fighter (Prestige Class), Ruk Tar (Drug), Talisman of the Orc Mother’s Fury (Magic Item), Belkzen Battle Standard (Magic Item), Gorthek Masks (Magic Item), Ambush Cauldron (Magic Item), Banner of the Rushing Horde (Magic Item), Victor’s Belt (Magic Item), Skullduster (Magic Item), Ukwar (Magic Item), Armor of Grim Triumph (Magic Item), Totemic Figurine (Magic Item), Nulgreth (Deity), Dretha (Deity), Lanishra (Deity), Rull (Deity), Sezelrian (Deity), Varg (Deity), Verex (Deity), Zagresh (Deity), Zura (Deity), Gorum (Deity)

Honorable Mention:
Ettin – Ettin’s are descendants from the pairings of Orcs and Hill Giants and Orcs and Stone Giants. Ettin’s have three Heritages in the form of Hillblood, Orcblood, and Stoneblood. These Heritages are dependent on which portion of the Ettin’s ancestry is most dominant (Hill Giant, Orc, or Stone Giant). While not depicted as an Ancestry option, Ettins are nevertheless a valued part of Orc society. The pairing of an Ettin and a Troll results in Two-Headed Trolls. Ettins have the following Ancestry Feats: Low-Light Vision, Large Size, Superior Two-Weapon Fighting, Two Brains, Stench, Powerful Charge, Earth Bond, Ground Pound, Blood Rage, Feral Savagery, Improved Rock Catching, Rock Throwing
Ettin Culture: Ettin (NPC), Mythic Ettin (NPC)

Poppet (Ancestry):

Cultural Groups that have appeared in text thus far:
Poppets don’t really have cultural groups as the genesis of their creation comes from a variety of sources and their creation is often a singular occurrence that is unconnected to others of their Ancestry.

Heritages:
Ghost
Stuffed
Toy
Wind Up
Wishborn

What’s missing?
None – The 1E version of the Poppet was a Monster entry with two variations based on size.

What’s Left?
A lot of what we see available to the 1E version of Poppets has been translated to 2E. However, there are a few options that are missing. Also, there could generally be a bit more robustness in Ancestry Feat options as well.
It’s a bit surprising that we didn’t get a Tiny Size option for the Poppet with the base Ancestry, but this could easily be added.
A Hexspell Heritage would be a great option. These Poppets are created by witches and Ancestry Feats would allow them to carry and deliver touch spells, emit a desecration aura, and even possess corpses by climbing inside of and animating a corpse. (see Gravewalker Archetype)
A Mimic You option as either a Heritage or Ancestry Feat would also be fun. These Poppets can spend 24 hours incorporating various materials into their bodies and altering their shape to take on the likeness of another creature. (see Nettle’s Poppet - Wondrous Item)
The Plagued Heritage is perhaps the most tragic of all Poppets as these Poppets are created as minor sacrifices to Ghlaunder by his clerics. Their creation imbues them with disease, and when one of these poppets awaken, they must learn how to control the disease that is part of their creation or risk harming those they befriend.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Low-Light Vision, Slam Attack, Tiny Size, Agile, Armored, Durable, Fleet, Heavy Lifter, Mighty, Nimble, Scaling, Sealed, Soaring, Swimming, Hex Doll (see Nettle’s Poppet), Spell Poppet (Archetype Feat), Deliver Touch Spells (Archetype Feat), Aura of Desecration (Archetype Feat), Bonethrall (Archetype Feat), Possess Undead (Archetype Feat),

Poppet Culture
Small Poppet (NPC), Tiny Poppet (NPC), Poppet Familiar, Craft Poppet, Nettle’s Poppet (Wondrous Item), Gravewalker Witches, Gravewalker (Archetype), Ghlaunder (Diety)

General Thoughts
Poppets are a great way to bring the trope of magical living dolls and toys into Golarion. Although we are very much missing rules for Tiny size Poppets, they fill a niche that other construct ancestries would find difficult to fill. Because of how Poppets come into being, a Poppet could potentially show up anywhere on Golarion. It would be nice to see those aspects of Poppets that are a little more uniquely Golarion explored. This mostly comes in the form Poppets created to serve witches and Poppets created to be befouled offerings to Ghlaunder. What do Heritages and Ancestry Feats look like for these Poppets when they awaken. While most Heritages and Ancestry Feats work perfectly well for Poppets that awaken from these sources, the options that are currently available to us do not quite fully represent Poppets that awakened as witch familiars or Ghlaunder sacrifices.

Ratfolk/Ysoki (Ancestry):

Cultural Groups that have appeared in text thus far:
Ysoki don’t divide themselves into cultural groups like many ancestries. Instead they tend to see themselves as a large and diverse extended family. As such, Ysoki tend to identify particular groups by geographic location combined with an experience, action, or ability that that area is known for exhibiting. Known Ysoki regional groups include the following:

Belkzen Creeper
Diguo-Dashun Underminer
Drumish Dasher
Gokan Hopper
Numerian Tinkerer
Ulfen Leaper
Sarki Tunneler
Vradji Gnasher
Minatan Skimmer

Heritages:
Deep
Desert
Longsnout
Sewer
Shadow

What’s missing?
None – The 1E version of the Ratfolk was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
The Ysoki Heritages and Ancestry Feats cover a lot of what we saw in 1E and lays the ground work for we have yet to see. There could be some more robustness with the Ysoki combat feats and especially those relating to swarming should be shared with Kobolds. Additionally, there are a couple areas I feel need highlighted.
Ysoki have a magical connection with cleanliness and disease that is not dissimilar to a Halflings’ connection to good luck or bad luck. This definitely needs further exploration and the ground work is already set with the Longsnout Rat Heritage for cleanliness and the Sewer Rat Heritage for disease. For additional 1E options that support this see “Ysoki Health and Disease” below.
Something I had overlooked in 1E that is just absolutely wild is that Ysoki have a natural affinity with rifts in reality. This includes both finding them and creating them. These other worldly occult Ysoki can inherently play with the tattered edges of the Material Plane. And for Ysoki this is explained by and embraced through the philosophy of Ranatagi. The Shadow Rat Heritage plays nicely with this concept, but it would also be nice to see a Heritage that utilized the concept of the Bauble Fascination Trait to support this concept as well. See “Ysoki and the Other Worldly” below for additional details.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Ysoki Physical and Mental Qualities
Darkvision, Surface Sprinter, Cheek Pouches, Rodent Empathy, Market Dweller, Scent, Skulk, Sharpclaw (Feat), Sharptooth (Feat), Scamper (Trait), Gnawer (Feat), Pack Rat (Feat), Burrowing Teeth (Feat), Tunnel Rat (Feat), Duplicitious (Archetype Feat),

Ysoki and the Other Worldly - Bauble Fascination (Trait), Unnatural, Warp Psychic Discipline (Class), Planar Scent (Class), Rift Reach (Class), Turn Aside (Class), Sidestep (Class),

Ysoki and Combat
Swarming, Cornered Fury, Ratfolk Avenger (Trait), Swarming Attack Ninja Trick (Class), Scurrying Swarmer (Feat), Shared Stash (Feat), Daring Adjacent Shot (Archetype Feat), Flash and Shock (Archetype Feat), Powder Burns (Archetype Feat), Staggering Shot (Archetype Feat), Belly Shot (Archetype Feat), Underhanded (Archetype Feat),

Ysoki Health and Disease
Cleanliness, Delay Disease (Spell), Sickening Strikes (Spell),

Ysoki and Tech
Tinker, Lab Rat, Cunning Edge (Archetype Feat), Alchemical Onslaught (Archetype Feat), Gadgetry (Archetype Feat), Mechanical Inspiration (Archetype Feat), Jury-Rig (Archetype Feat), Construct Mastery (Archetype Feat), Alchemical Tinkering (Spell), Gunpowder Bomb (Archetype Feat), Explosive Impairment (Archetype Feat), Delayed Explosives (Archetype Feat),

Ysoki Backgrounds
Business Venturer (Triat), Prophet of Burrows Trait),

Ysoki Culture
Ratfolk (NPC), Ratfolk Sage (NPC), Ratfolk Elder (NPC), Ratfolk Chemist (NPC), Ratfolk Bravo (NPC), Ratfolk Caravan Guard (NPC), Ratfolk Expedition Leader (NPC), Ratfolk Tinkerer (NPC), Ratfolk Troubleshooter (NPC), Ratfolk Warden (NPC), Kirrix (Creature), Mole (Creature), Riding Rat (Creature), Ratfolk Tailblade (Equipment), Common Riding Rat (Equipment), Combat Trained Riding Rat (Equipment), Stink Ink (Equipment), Cloak of Blood Alarm (Wondrous Item), Pipes of the Warren Guardian (Wondrous Item), Might Blight (Poison), Ranatagi (Philosophy), Gulch Gunner (Archetype), Gunpowder Bombardier (Archetype), Opportunist (Archetype), Scavenger (Archetype)

General Thoughts
I can’t get over Ranatagi and the idea that Ysoki are innately attuned to the fabric of reality and some have the ability to tear at realities frayed edges. This really gives Ysoki something very unique to their ancestry. Also, I hope to see some of the cramped combat techniques of Ysoki shared between them and Kobolds as these options are an easy way to expand ancestry options for both ancestries.

Skeleton (Ancestry):

Cultural Groups that have appeared in text thus far:
Skeletons do not form cultural groups of their own. As undead they are largely influenced by the culture to which they belonged when they were among the living. Since undead are typically dangerous to the living, most Skeletons are forced to live on the fringes of the culture to which they once belonged.

Heritages:
Compact
Fodder
Monstrous
Sturdy

What’s missing?
Bloody Skeleton: The bones of these Skeletons contain marrow that continues to produce a bloody gore that allows them to heal faster than most Skeletons.
Burning Skeleton: These skeletons appeared charred and burnt. They are warm to the touch and can ignite themselves, bursting into flames.
Mudra Skeleton: During animation these skeletons had an additional pair of arms added to their skeletal frames. Since this modification was not a natural part of the base skeleton, these Skeletons have limited use these additional arms. However, these additional arms make Mudra Skeletons excellent grapplers.

What’s Left?
This is a bit challenging as Skeletons were primarily treated as disposable undead in 1E. However, there are a few spells, magic items, and other such things that in hindsight fit perfectly for Skeletons.
Decompose Corpse (Spell): This spells allows a Skeleton to quickly decompose the flesh and innards of a corpse allowing the Skeleton to quickly access the bones.
Skeleton Crew (Spell): This spell quickly decomposes a group a corpses. While most often used to create a skeletal ship’s crew, this spell could be used to create a small labor force for other tasks, such as running an Inn or farming.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Darkvision, Claw Attack, Cold Resistance, Damage Reduction, Four-Armed, Large Sized, Channel Resistance, Spectral Hand, Channel Negative Energy, Grave Touch (Spell), Arcane Bond, Multiplication, Bite Attack, Powerful Bite, Fast Healing, Deathless, Fiery Aura, Fiery Death

Skeleton Culture
Skeleton Template, Bloody Skeleton, Burning Skeleton, Armored Ogre Skeleton, Four-Armed Mudra Skeleton, Human Skeleton, Multiplying T-Rex Skeleton, Skeletal Champion, Skeletal Mage, Skeletal Mount

Sprite (Ancestry):

Cultural Groups that have appeared in text thus far:
As fey, sprites typically do not form cultural groups in any real sense that most of the peoples of Golarion would recognize. Sprites behave in accordance to their fey nature and experience little influence from the culture that surrounds them. Even within sprite communities each sprite is far more influenced by their internal nature than by any collective cultural practices or norms. As such there are no identified sprite cultural groups at this time.

Heritages:
Draxie
Grig
Luminous
Melixie
Nyktera

What’s missing?
Of all the Sprites, Rosebloods tend be the cruelest in their capriciousness. Rosebloods are most often found in the service of the Fey Eldest known as the Green Mother. Rosebloods are small sized and cannot fly. They have the ability to take the form of a small thorny rosebush.

What’s Left?
There could generally be some more robustness in the Ancestry Feats for Sprites, especially feats for the various spell like abilities that some of the Sprites had in 1E. Otherwise, we do see a lot of the options for Sprits from 1E already translated to 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Detect Evil, Detect Good, Low-Light Vision, Damage Reduction, Fly Speed, Luminous, Immune Sleep, Daze, Prestidigitation, Repartee, Versatile Performance, Poison Thorns, Rose Form, Woodland Stride, Small Size, Detect Chaos, Detect Law, Invisibility, Special Arrows: Charm/Sleep/Memory Loss, Fiddle, Dark Vision, Immune Paralysis, Bite Attack, Breath Weapon, Dancing Lights, Flare, Ghost Sound, Mage Hand, Open/Close

Sprite Culture
Sprite (NPC), Sprite Swarm, Liminal Sprite (NPC), Roseblood Sprite (NPC), Grig (NPC), Pixie (NPC), Faerie Dragon (NPC), Sprite (Pet)

Honorable Mention:
The Atomie are not specifically identified as Sprites in 1E, however, some groups do consider them as part of the Sprite family. We have yet to see Atomie appear in 2E so it remains unclear if the will be included as part of the Sprite family. Atomie Ancestry Feats not see in other Sprites include: Speak with Animals and Reduce Person.

Strix (Ancestry):

Cultural Groups that have appeared in text thus far:
While there are certainly Strix cultural groups that lie beyond the Inner Sea where Strix are more numerous, the Strix of the Inner Sea comprise a singular cultural group. I could not locate a cultural name of the Inner Sea Strix at this time. The Inner Sea Strix have very slowly started to divide into subcultural groups that are largely defined by location. These subcultural groups include the following:

Cheliaxian Strix
Minddpin Strix
Nidalese Strix
Ravounelian Strix

Heritages:
Nightglider
Predator
Scavenger
Shoreline
Songbird

What’s missing?
None – The 1E version of the Strix was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?
Most of what we see in 1E has been translated to 2E. The robustness of Strix Ancestry Feats is certainly lacking without a single 17th level Ancestry Feat. One thing that does stand out is just how strong Strix wings are combat and flight. Seeing more options to support this would be great.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Flight, Low-Light Vision, Darkvision, Hatred, Nocturnal, Suspicious, Cautious Brawler, Dayguard, Frightening, Wing-Clipped, Nimble, Tough, Stretched Wings (Feat), Cloak of Feathers (Feat), Graceful Flyer (Feat), Buffeting Wings (Feat), Fling (Feat), Powerful Wings (Feat), Snatch and Drop (Feat), Aerial Harrier (Trait), Strong Wings (Spell)

Strix Culture
Strix (NPC), Stix Infiltrator (NPC), Strix Voyager (NPC), Itaraak Champion (NPC), Strix Rokoa (NPC), Devil’s Perch Rebel (NPC)

Tengu (Ancestry):

Cultural Groups that have appeared in text thus far:
Jinxfeather
Kawatengu
Konoha
Kwanlai
Takatengu

Heritages:
Jinxed
Mountainkeeper
Skyborn
Stormtossed
Taloned
Waverider
Dogtooth

No Equivalent:
None – No Sub-Races previously identified. With no previous mechanic based Sub-Races the best we can do is look at the “Racial Traits, Alternate Racial Traits and Feats” and similar options specific to Tengu in 1st Edition. These include the following:

What’s missing?
There are racial traits, traits, feats, spells, archetypes, and monsters that inform us on possible Tengu Heritages. Below is an overview of the traits and feats and other options unique to Tengu. These may indicate Heritages that are uncommon, rare, or primarily found outside of the Inner Sea region.
Daitengu in 1E are Native Outsiders. In 2E, Daitengu could become a rare Tengu Heritage, however, this would need supported with Ancestry Feats specific to Daitengu.
The Dire Corby fits well as a Tengu Heritage that has adapted to the Darklands. However, we know that Dire Corby already have different heritages in the form of Dread Corby, Ghost Corby, Ghoul Corby, and Winged Corby. I think this could easily be explained by stating that in the Darklands Tengu are known as Corby. Similar to how Drow have both the Elf Trait and Drow Trait, Corby would have both the Tengu Trait and Corby Trait. This would open the possibility for there to be Heritages that are unique to the Darklands’ Corby. A couple of unique Ancestry Feats are needed to fully represent a Corby Ancestry.

What’s left?
A Carrion Heritage is supported by Carrion Sense, Carrion Feeder, Blood Beak, and Raven Form. This heritage would fit nicely in a horror themed book.
Of the remaining feats, traits, spells, archetypes, etc. they generally work well as Tengu Ancestry Feats for the Heritages already available in 2E.

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Physical/Inherent Qualities: Low-Light Vision (in 2E Part of Base Ancestry), Natural Weapon (Part of Base Ancestry, see Sharp Beak), Sneaky, Gifted Linguist (now General/Skill Feat: Multilingual), Carrion Sense, Glide (now Skyborn Heritage), Claw Attack (See Taloned Heritage), Jinx Eater (now Jinxed Heritage), Carrion Feeder, Scavenger’s Eye (now Ancestry Feat: Scavenger’s Search), Long-Nose Form (now Ancestry Feat: Long-Nosed Form), Tengu Raven Form, Tengu Wings (now Ancestry Feat: Soaring Flight)

Tengu and Combat: Swordtrained (now Ancestry Feat: Tengu Weapon Familiarity), Deft Swords, Exotic Weapon Training (now Ancestry Feat: Tengu Weapon Familiarity), Blood Beak, Tengu Blade Lore

Backgrounds and Culture: Shrouded in Mystery, Seafaring Slayer, Loveable Scoundrel, Kwanlai Believer, Boarder Guard

Tengu Spells: Commune with Birds (Spell), Depilate (Spell), Fumblestep (Spell), Lightfingers (Spell), Theft Ward (Spell), Winter Feathers (Spell)

Tengu Culture: Tengu (NPC), Signal Kite Kit (Equipment) , Tengu Drinking Jug (Magic Item), Jinx Eater’s Shirt (Magic Item), Dueling Bokken (Magic Item), Jinx Eater (NPC), Red Tongue (Archetype Feat), Courser (Archetype Feat), Jinx Witch (Archetype Feat), Hei Feng (Deity), Lao Shu Po (Deity), Sun Wukong (Deity), Dire Corby (NPC), Dread Corby (NPC)

Corby Specific
These abilities are specific to Corby and may represent Corby specific Ancestry Feats.
Ferocity, Leap, Rend, Blind-Fight, Screech of Doom

Forth Coming Ancestries: Ghoran, Nagaji, Vanara, Vishkanya

Ghoran (Ancestry):

Cultural Groups that have appeared in text thus far:
Look this up-----------

Heritages:

What’s missing?
None – The 1E version of the Ghoran was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits

Ghoran Physical and Mental Attributtes
Low-Light Vision, Natural Armor, Seed/Ghorus Seed, Past-Life Knowledge, Natural Camouflage, Martial Recollection, Verdant Step (Feat), Sproutling (Feat), Blossom Shower (Archetype Feat), Burst of Blossoms (Archetype Feat),

Ghorans and Light
Light Dependent, Inner Light (Feat), Sundial (Archetype Feat),

Ghorans and Edibility
Delicious, Disgusting, Bounteous Body (Feat), Honored Provider (Trait), Delectable Flesh (Spell), Repast of Heroes (Feat), Delectable Feint (Feat),

Ghorans and Aroma
Intoxicating Aroma, Hypnotic Aroma (Archetype Feat), Debilitation Aroma (Archetype Feat), Aromatic Manipulation (Archetype Feat),

Ghorans and Magic
Natural Magic, Creator’s Legacy, Occult Scion, Fecund Earth, Magical Absorption, Spelleater, Kinetic Invocation – Wood (Feat), Greater Spelleater (Feat), Spellmirror (Feat),

Ghoran Culture
Ghoran (NPC), Propagation Pod (Wondrous Item), Aromaphile (Archetype Feat), Petal Ninja (Archetype Feat)

Nagaji (Ancestry):

Cultural Groups that have appeared in text thus far:
Look this up when available.

Heritages:

What’s missing?
None – The 1E version of the Nagaji was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Low-Light Vision, Reptilian, Armored Scales, Resistant, Serpent’s Sense, Serpent Affinity, Hypnotic Gaze, Nagaji Nationalist (Trait), Snake Bleeder (Trait), Spit Venom (Feat), Viscous Venom (Feat), Hemorrhaging Venom (Feat), Toxic Spray (Feat), Virulent Venom (Feat), Shrouded in Mystery (Feat), Metabolic Molting (Spell), Naga Shape 1 (Spell), Naga Shape 2 (Spell), Naga Shape 3 (Spell), Greater Hypnotism (Spell), Mesmerizing Elementalist (Class), Aspirant’s Bond (Archetype Feat), Aspirant’s Enlightenment (Archetype Feat), Naga Shape (Archetype Feat), Augmented Form (Archetype Feat), True Naga (Archetype Feat), Serpent Mount (Archetype Feat), Honored Warrior (Archetype Feat), Venom Projection (Archetype Feat), Sneak Attack (Archetype Feat), Viper Strike (Archetype Feat)

Nagaji Culture
Nagaji (NPC), Nagaji Scale Polish (Wondrous Item), 2nd Level Spell Winder (Wondrous Item), 4th Level Spell Winder (Wondrous Item), 6th Level Spell Winder (Wondrous Item), Nalinivati (Deity), Naga Aspirant (Archetype), First Mother’s Fang (Archetype), Venomblade (Archetype)

Vanara (Ancestry):

Cultural Groups that have appeared in text thus far:
Look this up when available.

Heritages:

What’s missing?
None – The 1E version of the Vanara was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Low-Light Vision, Nimble, Prehensile Tail, Acrobatic, Change Size, Tree Stranger, Risky Troublemaker, Whitecape, Climb Speed, Tree Hanger (Feat), Prehensile Pilfer (Spell), Trickster (Trait), Branch Runner (Archetype Feat), Wood Affinity (Archetype Feat), Freedom of Movement (Archetype Feat)

Vanara Culture
Vanara (NPC), Whipwood (Equipment), Treetop Monk (Archetype)

Vishkanya (Ancestry):

Cultural Groups that have appeared in text thus far:
Look this up when available.

Heritages:

What’s missing?
None – The 1E version of the Vishkanya was a singular Race with no Sub-Races and no alternate monstrous versions.

What’s Left?

Compilation of 1E Ancestry Specific Feats, Traits, and Racial Traits
Low-Light Vision, Keen Senses, Limber, Poison Resistance, Poison Use, Toxic, Weapon Familiarity, Decepttive, Sensual, Subtle Appearance, Vishkanya Venom, Squeeze (Spell), Augmented Spell Poisons (Trait), Vishkanya Perfume (Feat), Ghostbane Ichor (Feat), Unraveling Blood (Feat), Warding Blood (Feat), Deadly Kiss (Feat), Dispelling Blood (Feat), Sleep Venom (Feat), Discordant Spiral (Archetype Feat), Venomous Whispers (Archetype Feat), Serpent of the Mind (Archetype Feat)

Vishkanya Culture
Vishkanya (NPC), Vampire Warrior (NPC), Vishkanya Periapt (Wondrous Item), Corset of the Vishkanya (Wondrous Item), Snake-Tongue Concoction (Equipment), Disciple of the Forked Tongue (Archetype)


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

Got my mine too! This update is fantastic and really brings the stories together. I hope to see more of the oldest adventures brought back in a similar format.


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

I see Divine Magic as being part of the make up of the Universe similar to Arcane, Primal, and Occult. However, unlike the other kinds of magic, Divine magic is extremely difficult to access safely unless you have a being that can filter that magic.

While many of the beings that can filter divine magic undergo apotheosis into purely divine beings or are somewhere in that process, this isn't a requirement. So while most outer planar Gods/Demigods/Quasi-deities are purely divine beings (or on that journey), some inner planar Demigods/Quasi-deities have achieved apotheosis without becoming Divine beings.

So although the Eldest are Primal beings their apotheosis still allows them to access and safely distribute Divine Magic. This is perhaps their greatest trick, as they have gained access to divine magic without needing to become divine beings like most Gods.

My guess is that the Elemental Lords straddle the line, having about as much Divine apotheosis of a Quasi-deity. They remain Primal beings but have grabbed just enough divine essence to shape and distribute divine magic.

The Oracle's curse is possibly a pretty good example of the dangers of accessing Divine magic without a filter. My guess is that even Oracle's of a specific Deity are getting Divine magic that is only lightly filtered at best.

Anyway, that's how it works in my head.


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Locathah would also be a shoo-in for a Tian Xia book.


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With Rage of Elements announced it occurred to me that the Golden Road is a very likely candidate for the next Lost Omens Book region book. It was mentioned during the announcement that there will be genies and new elementals from these elemental planes. That got me thinking that the Golden Road has quite a bit of history with genies and elementals and Rage of Elements and Lost Omens: Golden Road would go hand in hand. If Golden Road is the next region that gets announced I predict we will get a 6 part Qadira adventure path, a 3 part Thuvia adventure path, and a stand alone adventure in Rahadoum. In my wildest dreams I also hope we see a hardcover update and compilation of Legacy of Fire for some Katapesh love, and a hardcover update and compilation for Entombed with the Pharaohs, The Pact Stone Pyramid, Risen from the Sands, and Doomsday Dawn for some Osirion love.

Also, some things we might generally expect in Rage of Elements include Universal Heritages for Metal and Wood, more Lineage Ancestry Feats supporting all the elements, and I would personally love to see the Zhyen come back as an Ancestry.

Did anyone else come up with additional predictions? I love speculating about "what's next" so please share your predictions and theories!


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At this point the Ruby Prince is certainly poised to become the Ruby Pharaoh. And I am excited by that prospect.


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Some Ancestries from the Golden Road region I would love to see:

Universal Heritage:
Shabti - To me the Shabti make a perfect Universal Heritage as they can be made from any Ancestry that has a soul. While the creation of Shabti appears to have developed in Osirion, this knowledge has likely spread throughout most of the Golden Road region.

New Ancestries:
Maftet - Maftets are just kind of awesome and would work very well as an Ancestry. Their population centers are most likely found in Thuvia and wherever the deserts meet the mountains. They have a connection with Sphinxes, which definitely needs more exploration. In general appearance we know that there are the leonine Maftet with goldenrod to rust red coloration, as well as spotted leopard Maftets, pale and white furred Maftets, and black furred Maftets with grayish-purple coloration. Since we know that Maftets have a connection with Sphinxes, we can reasonably expect that there are Maftet populations anywhere Sphinxes are found. This suggests there may be Maftet populaitons in Iblydos, and also raises the question of where are there major Sphinx populations? Maftet and Sphinxes may have a similar relationship as Naga and Nagaji. However, the expression of the relationship between Sphinxes and Maftets, and Naga and Nagaji is clearly very different.
Zhyen - Zhyen are the Genie Ancestry you never realized you so desperately needed. Zhyen are kind of the Genie equivalent to Sprites. Zhyen are tiny in size and Heritages are tied to an elemental plane (Air, Earth, Fire, Water). Like Leshies, they may serve as familiars to powerful spell casters, however, their independent natures often see them striking out on their own. Zhyen are also know to hangout with Mephits and serve in the courts of more powerful types of Genies. If that wasn't enough similar to Gnomes that undergo the bleaching and become Bleachlings, Zhyen that endure the suffering become Jocta. Jocta and Bleachlings are derived Heritages that require losing advancement in the starting Heritage and gaining advancement in the derived Heritage after undergoing an experience that is unique to a specific Ancestry. Hopefully we will get rules for these derived Heritages at some point.
Girtablilu - As they are currently presented we are unlikely to see Girtablilu as an Ancestry. However, we have seen nothing that really discusses Girtablilu lifecycle. For me, I think it would be very reasonable to see Girtablilu have an egg, larva, pupa, adult lifecycle. Playing around with this concept we could possibly see playable Girtablilu that are primarily playable during their larval stage of development. Larval Girtablilu are medium sized humanoids with rigid chitin like skin and scorpion like tails. (In concept they are somewhat similar to the Spider-Man villain called Scorpion or Scorpia from She-Ra). Later, when they go through their pupa life stage they create a chitin cocoon and eventually emerge as an adult Girtablilu. The adult stage of the lifecycle will probably remain off limits for player characters as that comes with a lot of perks. Although, Paizo might be able to work something out. The recent Creature Archetypes in the form of Undead Archetypes have shown that it is possible to slowly layer on various creature attributes in the form of an Archetype.
As a personal aside, I would love it if Girtablilu originated from Azlant and some fled in advance of Earthfall to the deserts of Northern Garund/central Casmaron, and some fled to the deserts of Arcadia, giving us scorpionfolk populations in both geographic areas.


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keftiu wrote:
Brinebeast wrote:

I love to go back and take a deeper look at all the 1E Prestige Classes and Archetypes seeing what lore there is to be found. I figured it wouldn't hurt to share what I have so far. There is a few areas I haven't finished but I have taken a break from the Broken Lands temporarily.

** spoiler omitted **...

I always appreciate these writeups you do! One interesting note with Daggermark is that they’re known to employ Vishkanya, an Ancestry we’ll be seeing in the upcoming Impossible Lands book.

Speaking of the River Kingdoms, Outsea might make a nice excuse for some more aquatic Ancestries to become playable; I think it’s one of the only places in the setting with friendly Sahuagin.

Thanks Keftiu! I consider that very high praise as you are one of the folks on here that I always enjoy reading their thoughts and insights. It is also nice to hear someone enjoys reading my analyses. I like doing them for fun, but I am never quite sure if they are useful for anyone else when I share them.


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I love to go back and take a deeper look at all the 1E Prestige Classes and Archetypes seeing what lore there is to be found. I figured it wouldn't hurt to share what I have so far. There is a few areas I haven't finished but I have taken a break from the Broken Lands temporarily.

BREVOY:

Archetype/Prestige: Aldori Defender
Institution: Aldori Academy, Aldori Swordpact
Organization: Aldori Defenders are students of the Aldori Academy that spend part of their career as students. While in an academic setting students are highly organized, after graduation Aldori Defenders are moderately organized under the tenets of the Aldori Swordpact.
Location: Restov, Brevoy
Note: Those known as Aldori Defenders are Aldori Duelists who have modified the techniques of their training to emphasize defense. Not as widely practiced as the traditional Aldori Dueling style, the Aldori Defending style is still recognized and respected style within the Aldori Dueling arts.

Archetype/Prestige: Aldori Swordlord
Institution: Aldori Academy, Aldori Swordpact
Organization: Highly Organized, the Swordlords are the keepers of the Swordpact and Administrators of the Aldori Academy. However, we do not currently know what the internal rank and structure looks like.
Location: Restov, Brevoy
Note: Aldori Swordlords are the true masters of the Aldori Dueling arts and are the keepers of the Swordpact. Aldori Swordlords are the Administrators and Instructors of the Aldori Academy. It is also not uncommon for Swordlords not working directly for the school to receive sanctioning to open a smaller private school. When a Swordlord is running a private Aldori Dueling School, they are still expected to file the appropriate documentation and records with the Aldori Academy.
[See Also: Aldori Dueling Sword, Aldori Artistry, Aldori Dueling Disciple, Aldori Dueling Mastery, Aldori Style, Aldori Style Aegis, Aldori Style Conquest, Duelist of the Roaring Falls, Duelist of the Shrouded Lake, Falling Water Gambit, Garen’s Disciple, Redistributed Might, Serren’s Masterstroke, Aldori Dueling Armor, Rostland Edge, Swordlord’s Cloak, Aldori Swordlord (NPC), Aldori Alacrity, Contest of Skill, Deivon’s Perry, Tactical Adaptation, Aldori Caution, Dueling Cloak Adept, Mivoni Duelist, Swordlord’s Page]

Note: In 2E we are introduced to the Aldori Duelist (Archetype). The 2E Aldori Duelist and 1E Aldori Defender appear to primarily be students or graduates of the Aldori Academy or someone who received official training from an Aldori Swordlord in a smaller private school. We have not yet seen 2E rules for Aldori Swordlords which have previously held the requirements of; being invited into the ranks of the Swordlords, reaffirming the Aldori Swordpact, adding the Aldori moniker to one’s name, demonstrating one’s skill by winning a duel under the observation of a current Swordlord, and presumably taking on the official duties of a Swordlord (what those duties may entail are unclear).

Archetype/Prestige: Rostland Bravo
Institution: Small Dueling Schools or Independently trained
Organization: Loosely organized or unorganized, other than sharing a love for their nation, a love of the dueling arts, and seeing themselves in competition with the Aldori Duelists, Bravos have little other organizing structre.
Location: Rostland, Brevoy
Note: Unlike the Swordlords, the Rostland Bravos are a very loose organization that does not follow the strict training of the Aldori dueling techniques. Bravos tend to have a strong love of their nation, and their techniques are inspired by their nation’s connection to dragons. The Bravos and Swordlords are rivals and while both groups tend to look down on or disparage the other, the rivalry does not appear to be hostile. It is not unusual for Bravos to eventually seek out official Aldori Duelist training.

Archetype/Prestige: Dragonscale Loyalist
Institution: Dragonscale Throne
Organization: Highly organized, Dragonscale Loyalists directly serve the Throne of Brevoy acting as special agents and secret police.
Location: Brevoy
Note: Dragonscale Loyalists serve the Throne of Brevoy with a current focus on identifying traitors and dissenters among the Noble and wealthy classes. The current lack of political security within Brevoy has turned the focus of Dragonscale Loyalists internally in an effort to prevent the nation from erupting into civil war.

MENDEV:

Archetype/Prestige: Mind Sword
Institution: Unknown
Religion: Any non-demon worshipping religion
Organization: Unclear, no information is provided regarding if there is an organization that developed, teaches, and trains individuals in this tradition.
Location: Mendev
Note: A Mind Sword uses a unique blending of psychic and divine abilities. This tradition was developed to combat the Demons of the World Wound. Since its development, those utilizing the techniques of the Mind Sword has spread to other places where demon infestations are common, such as in Kyonin.

Archetype/Prestige: Phantom Blade
Institution: None
Organization: None
Location: Mendev
Note: These warriors wield ectoplasmic blades formed from the phantoms of their fallen comrades. The bearer of a phantom blade has been bestowed with a great honor, but one born from great tragedy. While the horrors of the World Wound has given rise to a number of bearers of phantom blades it appears as if Phantom Blades are not necessarily unique to the World Wound. Typically when the victims of a mass casualty select someone to wild a phantom blade, they select a survivor from that casualty, although this isn’t always the case. This has led to a more prominent number of Phantom Blades appearing near the Worldwound.

Archetype/Prestige: Mendevian Priest
Institution: Mendevian Crusaders, Churches with an interest in battle tactics and war Religion: Iomedae, Gorum, faiths that value combat expertise
Organization: Moderately to highly organized. Mendevian Priests are organized within the structure of the Mendevian Crusade and by the Church to which the Priest belongs.
Location: Mendev
Note: The Mendevian Priests can come from any number of religions, however, those religions share a common thread of valuing combat expertise on the battlefield. Many of these religion send representatives to serve in the Mendevian Crusade. As part of the Crusade they put their knowledge of war and combat to good use. Be it as tacticians, strategists, or combatants, these Priests know how to use their knowledge to unify efforts on the battlefield.

Archetype/Prestige: Faithful Wanderer
Institution: Mendevian Crusaders, Churches opposed to Demons
Religion: Faiths opposed to demons and the abyss.
Organization: Faithful Wanderers range from loosely to highly organized, depending on the tenets of their religion and affiliated church.
Location: Mendev, et al
Note: Careful and cautious when in lands filled with demons or tainted by the Abyss, Faithful Wanderers recognize that bold and brazen tactics in dangerous lands can lead to short careers. Often utilized as infiltrators and intelligence gathers Faithful Wanderers can move in and out of places where expressions of their religions would otherwise make them targets.

Archetype/Prestige: Proclaimer
Institution: Mendevian Crusaders, Churches opposed to Demons
Religion: Faiths opposed to demons and the abyss.
Organization: Proclaimers range from loosely to highly organized, depending on the tenets of their religion and affiliated church.
Location: Mendev, et al
Note: Proclaimers serve as the spearheads of tactical forces, leading advancements against Abyssal hordes. Devout in their faith, their religious fervor occasionally leads them to take extreme actions. These actions usually involve the Proclaimer rushing off to confrontations without waiting for appropriate tactical support. While many Proclaimers end up as martyrs on the battlefield, some live on to become legends in their faith.

Archetype/Prestige: Low Templar
Institution: Mendevian Crusade
Religion: Any, Unaffiliated, or None
Organization: Unorganized to loosely organized, those who are identify as Low Templars, despite being Crusaders, are loosely organized at best. They are quick to switch allegiances making their position within an organization tenuous at best.
Location: Mendev
Note: The reasons that leads someone to become a Low Templar vary, however, it typically starts with having a personal agenda that doesn’t quite match up with the goals of the Mendevian Crusade. Glory, wealth, revenge, or trauma are only some of the reasons a person might lose interest in the righteous aspects of the Mendevian Crusade and start moving towards the path of the Low Templar. While Low Templars may find company in each other, sharing their disillusionment with the Crusade, there has been little effort to consolidate into a unified group. With the closing of the Worldwound and the efforts of the Crusade diminishing, should a group of Low Templars start to organize and promote their own causes, this could be a serious problem for Mendev and Sarkoris as both remain politically fragile nations.

Archetype/Prestige: Elysiokineticist
Institution: None
Organization: None
Location: Any – Especially the Worldwound
Note: Elysiokineticists reverberate with the power of the plane of Elysium. While not an organized group, the Elysiokineticists similarly share an occult connection to Elysium. As a result, many Elysiokineticist are opposed to the evil and the influences of the plane of the Abyss. This has drawn many Elysiokineticist to combat the spreading of the Worldwound. With the closing of the Worldwound, fewer Elysiokineticists are likely to travel to Mendev to join the Crusade.

[Concerning Mendevian Crusade, See Also: Uprooter Scout, Teleport Sense, The Demonscope, Wardstone, Wayward Crusader (NPC), Child of the Crusades, Cynic, Demon Slayer, Demon Smiter, St. Clydwell’s Ward)

SARKORIS:

Archetype/Prestige: God Caller
Institution: Individual faith communities of varying sizes, or singular practitioners of Divine Summoning.
Religion: God Callers
Organization: The faith of God Calling has numerous expressions and can range from highly organized to independent practitioners.
Location: Sarkoris
Note: God Calling is a religion that is common in Sarkoris. With the closing of the World Wound the religious practice of God Calling is seeing a revival in Sarkoris as those populations that fled their nation start to return. God Callers use Divine Summoning to call upon a minor deific being that aids the Summoner. Some of the minor deific beings go on to be recognized and worshiped within a community.

Archetype/Prestige: Blood Summoner
Institution: Individual faith communities of varying sizes, or singular practitioners of Divine Summoning.
Religion: God Callers
Organization: The faith of God Calling has numerous expressions and can range from highly organized to independent practitioners.
Location: Sarkoris
Note: The Blood Summoners (or Blood Callers) are a subsect of the God Calling religion that focuses specifically on Calling an Eidolon of blood and violence. Blood Summoners have been influenced by the violence and atrocities of the World Wound and tend to be cruel and malevolent.

Archetype/Prestige: Totem Spiritualist
Institution Individual communities of varying sizes, or singular practitioners of Primal Summoning.
Religion: Totemists
Organization: Primal Summoning has numerous expressions and can range from highly organized to independent practitioners.
Location: Sarkoris, et al
Note: Totem Spiritualists use Primal Summoning to call primal aspects of the natural world. This results in phantom like Eidolons that appear as a mix of animals and various aspects of Nature. Totem Spiritualists are sometimes mistaken for God Callers because of similarities in how they practice and express their faiths.

[Concerning Sarkoris God Callers See Also: God Caller (NPC), Ancient Tradition (Sarkoris), Demonbane Summoner, Demon-Proof Mind]

Archetype/Prestige: Stargazer
Institution: Church of Pulura
Religion: Pulura
Organization: Pulura’s faith is mostly organized around Mystery Cults of varying sizes.
Location: Sarkoris, et al
Note: The worship of Pulura was common in Sarkoris prior to the opening of the Worldwound. Those practitioners of Pulura’s faith that survived the demonic invasion of Sarkoris persevered and began integrating methods for combating demons into their faith. Modern Stargazers that continue to fight for the lands of Sarkoris practice a mix of traditional Paluran stargazing and anti-demon magic.
[See Also: Barding of Pleated Light, Pulura (Mystery Cultist Boon)]

RIVER KINGDOMS:

Archetype/Prestige: Arrowsong Minstrel
Institution:
Organization: Arrowsong Minstrels
Location: Hymbria, River Kingdoms
Note: The Arrowsong Minstrels have a unique tradition of blending Eldritch Archery with music and poety. By using song and verse they sing spells into their arrows with deadly effect. Those known as Arrowsong Minstrels follow the teachings of the wizard, archer, and poet Clairian Arrowsong. Arrowsong’s spellbook “Arrowsong’s Sorrow” and her masterpiece “Arrowsong’s Lament” are both important works used to inform and guide the teaching of Arrowsong Minstrels. Although the early life of Clairian Arrowsong is known, the time in her life where she pinned her masterpiece and established the Arrowsong Minstrels has yet to be chronicled.
[See Also: Arrowsong Minstrel, Arrowsong’s Spellbook, Arrowsong’s Lament, Tournament Champion (NPC Clairian Arrowsong)]

Archetype/Prestige: Daggermark Poisoner
Institution: Daggermark Poisoners’ Guild
Organization: Moderately organized, the Daggermark Poisoners’ Guild has an established leadership, however, standard Guild members have minimal requirements.
Location: Daggermark, River Kingdoms
Note: A Daggermark Poisoner is an official member of the Daggermark Poisoners’ Guild. Daggermark Poisoner’s follow a doctrine known as “The Vessel Between.” This doctrine sees both poison and poisoner as companions on a journey. By working together poison and poisoner move those in the realm of the living to the realm of the dead. Of the poisons used by Daggermark Poisoner’s none is more respected as a companion then the poison that shares the name of their doctrine. Although unconfirmed it is suspected that Ambras Imre, founder of the Daggermark Poisoners’ Guild, both established the doctrine of “The Vessel Between” and created the poison called The Vessel Between.
[See Also: Vessel Between (Poison), Ambras Imre (Spirit), Daggermark Lore, Daggermark Poisoner, Daggermark’s Exchange, The Vessel Between (Trait)]

Archetype/Prestige: Veneficus Witch
Institution: Daggermark Poisoners’ Guild, Church of Gyronna, Independent, et al
Organization: Loosely organized to unorganized, Veneficus Witches generally do not appear to organize, although those that join an established institution may be more likely to collaborate.
Location: River Kingdoms, et al
Note: Common in the River Kingdoms, Veneficus Witches are a frequently members of the Daggermark Poisoner’s Guild, worshipers of Gyronna, or both. The Patrons of Veneficus Witches tend to have a special interest in poisons, their creation, and application.

Archetype/Prestige: Pitax: Academy of Grand Arts
Institution: Academy of Grand Arts
Organization: Moderately organized art school, the hostile environment for both students and instructors limits collaboration within the school.
Location: Pitax, River Kingdoms
Note: The Academy of Grand Arts was established to pander to the ego of Castruccio Irovetti, founder of the Kingdom of Pitax. The leadership of the Academy attempts to impose a curriculum and training, but their motive tends to be keeping Irovetti pleased and not advancement of the arts. This has led to a hostile environment within the school where students and staff insult, degrade, or outright sabotage each other’s works. With the fall of Pitax it has yet to be seen if the Academy of Grand Arts will survive the loss nation and its ruler.
[See Also: Player’s Prize, Pitaxian Improvisation]

Archetype/Prestige: Hag-Riven
Institution: None
Organization: Unorganized
Location: Any – Not specific to the River Kingdoms
Note: A Hag-Riven is most likely to occur as a result of a failed or interrupted transformation of a Changeling into a Hag. However, transformation into a hag can also be imposed onto those with Hag blood such as sorcerers or by a dangerous ritual, failure in these transformations can also result in a Hag-Riven. Fortunately the ritual used to transform someone into a hag appears to not be widely known.

Note: The Ancestry Archetypes for the Changeling and Leshy below are not restricted to the River Kingdoms but are included here because of the prevalence of Hag Covens and Druid Circles within the River Kingdoms.

Archetype/Prestige: Dreamweaver
Institution: None
Organization: Unorganized
Ancestry: Changeling
Location: Any – Not specific to the River Kingdoms
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Archetype/Prestige: Verdivant
Institution: None
Organization: Unorganized
Ancestry: Leshy
Location: Any – Not specific to the River Kingdoms
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Archetype/Prestige: Herbalist
Institution: None
Organization: Unorganized
Ancestry: Leshy
Location: Any – Not specific to the River Kingdoms
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Archetype/Prestige: Plant Speaker
Institution: None
Organization: Unorganized
Ancestry: Leshy
Location: Any – Not specific to the River Kingdoms
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Archetype/Prestige: Leshykineticist
Institution: None
Organization: Unorganized
Ancestry: Leshy
Location: Any – Not specific to the River Kingdoms
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

RAZMIRAN:

Archetype/Prestige: Razmiran Priest (2 Versions – 1 Prestige Class, 1 Archetype)
Institution: Monotheocracy of Razmir
Religion: Church of Razmir
Organization: Highly organized by rank structure of the Church
Location: Razmiran
Note: The Razmiran Priests are often proselytizers and demonstrate the power of the Living God to his people and future converts. These Priests are often tasked to impose order within Razmiran ensuring compliance of the faithful. Also, frequently found outside of Razmiran, Priests spread the faith and carry the word of Razmir throughout the Inner Sea.

Archetype/Prestige: Mask of the Living God
Institution: Monotheocracy of Razmir
Religion: Church of Razmir
Organization: Highly organized by rank structure of the Church
Location: Razmiran
Note: In contrast to Razmiran Priests, Masks of the Living God are enforcer assassins, permanently silencing those that become troublesome for the faith. Masks of the Living God tend to be high ranking members of the clergy, with the highest ranking members directly serving Razmir himself.

[Concerning the Chruch of Razmir, See Also: Tears of Razmir, Truefaith Vestments, Holy Masks of the Living God, Mask Golem, Razmiran Priest (NPC), Acolyte of Razmir, Divine Deceiver, Soldier of Faith, Strength of Submission, Palm Potion)

NUMERIA:

Archetype/Prestige: Numerian Liberator
Organization: Numerian Liberators
Location: Numeria

Archetype/Prestige: Galvanic Saboteur
Organization: None
Location: Numeria
Note: The Galvanic Saboteur fits thematically with the Numerian Liberators as both or focused on defeating the Technic League and destroying the advanced technologies plaguing Numeria.

Note: Numerian Liberators are opposed to both the Technic League and to Technology. With the Technic League disbanded this group presumably continues to liberate Numeria from the ravages of technology. Ideologically they are at odds with the Savage Technologists, otherwise, little is known of this group.

Archetype/Prestige: Technomancer
Organization: Technic League
Location: Numeria
Note: With the Technic League disbanded, there is a chance that Technomancy may become more widely taught without the gate keeping of the Technic League.

Archetype/Prestige: Scavenger
Organization: None
Location: Any, especially Numeria
Note: Scavengers are particularly common among the Ysoki of Numeria.

Archetype/Prestige: Numerian Scavenger
Organization: None
Location: Numeria

Archetype/Prestige: Cyber-Soldier
Organization: None
Location: Numeria

Archetype/Prestige: Savage Technologist
Organization: Savage Technologists
Location: Numeria
Note: Savage Technologists are native Kellids that have embraced Technology, yet are opposed to the Technic League. Savage Technologists are in direct odds with the Numerian Liberators.

Archetype/Prestige: Techslinger
Organization: None
Location: Not identified, but fits thematically with Numeria.

Note: The Technomancer, Scavenger, Numerian Scavenger, Cyber-Soldier, Savage Technologist, And Techslinger all share a similar theme of embracing and using technology.

Archetype/Prestige: Pureblade
Organization: Pureblades
Location: Numeria – Later other parts of Golarion, especially the Mana Wastes.
Note: Although little information is provided, the Pureblades are a group that originated in Numeria with a focus on eliminating aberrations, mutants, and other unnatural creatures that arise from exposure to the technological wreckage strewn across that land. The Pureblades have since branched out to other lands like the Mana Wastes, where mutants and other abominations are frequently found.

Archetype/Prestige: Bow Nomad
Organization: None
Ancestry Kasatha
Location: Numeria
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Archetype/Prestige: Gulch Gunner
Organization: None
Ancestry Ysoki (Ratfolk)
Location: Any – Not specific to Numeria, the Ysoki that practice the art of Gulch Gunning can be found in any Ysoki community.
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Archetype/Prestige: Plague Bringer
Organization: None
Ancestry Ysoki (Ratfolk)
Location: Any – Not specific to Numeria, the Ysoki that practice the tradition of Plague Bringing can be found in any Ysoki community.
Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

Note: The Ancestry Archetypes for the Ysoki and Kasatha above are not restricted to Numeria but are included here because Kasatha are rarely found outside of Numeria, and Ysoki are prevalent within Numeria.


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Looking a the "Naga Emissary" Trait from 1E it does not have a prerequisite of "Naga." So it's a little hard to say. We don't know how strong the relationship is between the Nagas of Vudra and the Nagas of the Valashmai Jungle.

My guess is that the Nagaji have likely migrated to Vudra and also associate with the Nagas their, but are less common. But it is very interesting that Vudra's Nagas keep emissaries in Jalmeray.


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In 1E most lore is found in setting books, articles, and adventures set in specific locations, however, there is a lot a lore tucked away in the writes up for things like magic items, archetypes, creatures, and spells. In my excitement for an Impossible Lands book I have attempted to capture as much of that lore as I can. Below are all the bits of lore I found and thought I would share in case anyone else was interested. I would love to see a lore heavy Impossible Lands book like The Mwangi Expanse book and a mixed lore and rules book like the Character Guide.

IMPOSSIBLE LANDS DEITIES:

The following Deities are commonly worshiped in the Impossible Lands:
Core: Nethys, Urgathoa, Zon-Kuthon, Abadar, Calistria, Irori, Lamashtu, Norgorber, Pharasma, Erastil, Torag
Other: Groetus, Arazni, Brigh, Gruhastha, Sivanah, Cixyron, Dagon, Dhalavei, Haagenti

DONGUN HOLD/SHATTERED RANGE MOUNTAINS:

Symbol Striker Archetype: Honored warriors of Dongun Hold. The Symbol Strikers have special training in languages, reading, and runes. Skills: Linguistics; Feats: Rune Training, Weapon Rune, Rune Trap; Focus Spells: Read Magic, Comprehend Languages, Arcane Mark, Erase. (Source: Heroes of the Fringe pg. 7)
Scatter Gunner Archetype: The Dwarves of Dongun Hold have developed specialized techniques for utilizing firearms in tunnels and similarly confined spaces. Feats: Scatter Specialist, Careful Shot, Scatter Artist Restricted Barrel, Scatter Artist Shaped Blast, Scatter Artist Vortex, Overload, Satchel Shot. (Source: People of the Wastes pg. 12)
Background/Trait: Gunworker – The Dwarves of Dongun Hold are known for making firearms and Gunworkers spend years leaning the craft. (Source: Inner Sea Races pg. 194)
Spells/Ritual: Dongun Shaper’s Touch – This spell was developed by the Dwarves of Dongun Hold to aid in the shaping and crafting of materials. (Source: Inner Sea Intrigue pg. 59)
Equipment: Mineral Acid – This acid is crafted by Dongun Hold alchemists and is useful against hostile creatures made of crystal, earth, or metal. (Source: People of the Wastes pg. 14)
Equipment: Thunderclap Charge – This explosive is designed by Dongun Hold alchemists to assist with excavating precious crystals. It can also serve as a deadly explosive if needed. (Source: People of the Wastes pg. 14)
Magic Weapon: Quake Canon – This earthquake inducing canon was created by the Dwarves of Dongun Hold. When magic went array in the region the canon was retired. It was recently stolen by giants in a raid against Dongun Hold. (Source: Wardens of the Reborn Forge pg. 40)
Dwarf Ancestry: Sky Citadel Dwarves – In 1E the Dwarves of Dongun Hold commonly had Traits such as Ancient Enmity, Deep Warrior, and Deep Tradition which provide for specialized training against Drow, Aberrations, and Duergar. (Source: Inner Sea Races: Pg. 236)
Dwarf Ancestry: Desert Dwarves – The southern peaks of the Shattered Range Mountains are home to a group of nomadic Dwarves that travel through mountain tunnels by day but then move to the surface at night. They once belonged to a much larger Dwarven Kingdom. This kingdom is most likely the Sky Citadel of Dongun Hold. What if any efforts the Dwarves of Dongun Hold have made to reconnect with this southern branch is unknown. (Source: Heroes of the Fringe pg. 4)
History: Simian Sharpshooter – A little over a decade ago a tribe of Charau-ka crossed the Brazen Peaks and made a surprised raid on Dongun Hold. While suffering several casualties the raid was successful. These Charau-ka retuned to Ruthazek the Gorilla King with the firearms, who was sufficiently impressed and trained many of them to become Usaro’s elite snipers. See Simian Sharpshooter. (Source: Inner Sea Monster Codex pg. 13)
NPC: Orania, Cloud Giant Oligarch – Orania and her clan of cruel and malicious Cloud Giants wander the Shattered Range Mountains in search of a fabled floating Cloud Giant city. Orania thinks the secret to permanently lifting her oracular curse lies in the fabled city. (Source: Giants Revisited pg. 8)
Ancestry: Wyvaran – Wyvarans were created long ago by dragons experimenting with mixing the linages of Drakes (typically Wyverns) and Kobolds. Wyvarans have traditionally lived in the Shattered Range Mountains although over the years there has been times when their territories have expanded and contracted. (Source: Inner Sea Races pg. 253)
Ancestry Feats: Wyvaran – Dragon Traits, Flight, Slapping Tail, Darkvision, Low-Light Vision, Evasive Maneuvers. (Source Inner Sea Races pg. 217, 253)
Ancestry Feats: Wyvaran – Memories of the Forgotten, Vestigal Wings, Neglected Heritage, Greed, Wyvaran Spellcasting, Brood Defender, Draconian Law, Relic Familiarity, Sincere Flattery. (Source: Legacy of Dragons pg. 18-19)
Background/Trait: Fierce Flanker – Being bullied as a youth taught you the importance of working in conjunction with friends and allies. (Source: Inner Sea Races pg. 199)
Creature: Wyvaran – This represents a standard Wyvaran. (Source: Bestiary 4 pg. 281)

ALKENSTAR:

Dimensional Excavator Archetype: Scholars in Alkenstar studying the various properties of the Mana Wastes have learned to create minor tears in the fabric of reality. These tears are useful for mining operations and even combat if needed. This has led to the specialized techniques of the Dimensional Excavators. Feats: Extradimensional Extract Create Pit, Precipitous Discovery Spiked Pit, Precipitous Discovery Acid Pit, Precipitous Discovery Hungry Pit. (Source: Magic Tactics Toolbox pg. 14)
Gun Scavenger Archetype: The availability of guns in Alkenstar allows for curiosity and innovation to give rise to those known as Gun Scavangers. Using scavenged parts and inspiration Gun Scavengers manage to build functional and innovative firearms. However, these firearms are not built on tried and true methods and are wielded with a mix of intuition and skill. Feats: Gunsmith, Go By Feel, Change Out, Jury-Rig, Arbitrary Aim. (Source: Inner Sea Combat pg. 38)
Gun Smuggler Archetype: The strict control of production and sale of firearms in Alkenstar has led to the specialized art of gun smuggling. Gun Smugglers know how to conceal, move, and sale firearms, but they also ensure they know how to use their products as well. Feats: Hidden Gun, Secret Sidearm, Selective Targeting, Stolen Shots, Uncanny Aim. (Source: People of the Wastes pg. 13)
Siege Gunner Archetype: The largest firearms require special training to use effectively and Alkenstar offers the most thorough training in the use of siege guns. Alkenstar is all too happy to negotiate the price of a siege gun and then negotiate the price for a Siege Gunner to operate it. Feats: Grit, Engineer Training, Targeted Blast, Scattershot, Bonus Feats. (Source: Inner Sea Combat pg. 45)
Thronewarden Archetype: First utilized in Alkenstar, Thronewardens are trained explicitly to operate in the highest courts as elite guards trained at spotting threats before they arise. While most operate in the Grand Duchy of Alkenstar, Alkenstar does contract out Thronewardens to Nex and more recently to the Shackles. Skills: Sense Motive; Feats: Hair-Trigger Reflexes, Eye for Trouble, Warning Shot, Opening Shot. (Source: Heroes of the High Court pg. 8)
Shieldmarshal Archetype/Prestige Class Alkenstar’s primary defense and police force, the Shieldmarshals serve a wide variety of roles within Alkenstar. Some Shieldmarshals may even specialize to become Siege Gunners or Thronewardens. Feats: Eye for Detail, Legal Judgement, Danger Sense, Gunmarshal, Labyrinthine Cunning, Urban Commando, Gunhunter, Double Jeopardy, Quarry, High Shieldmarshal. (Source: Paths of Prestige pg. 48)
Drugs: Hush – This drug is commonly used by those working in Alkenstar’s Gunworks testing ranges. While protecting hearing against sonic damage it also reduces the ability to hear while under the effects which has led to serval mishaps from workers failing to respond to verbal commands or warnings. (Source: Potions and Poisons pg. 26)
Equipment: Blue Rat – While similar to common rats, the Blue Rats of Alkenstar are a species unique to the region. They are highly prized by collectors. (Source: Ultimate Equipment pg. 16 & 19)
Equipment: Alkenstar Fortress Plate – This incredibly bulky armor was designed by the Dwarves of Dongun Hold, however, it has since seen broader use throughout Alkenstar. The most heavily armored of the Shieldmarshals commonly wear Alkenstar Fortress Plate. (Source: Adventurer’s Armory 2 pg. 6)
Equipment: Wind Platform – These platforms act as floating watchtowers allowing Alkenstar to observer much farther out into the surrounding lands. Anchored in place but still slowly drifting with the wind, Wind Platforms give Alkenstar a unique skyline. (Source: Dragonslayer’s Handbook pg. 27)
Equipment: Alchemical Cartridge (Gray Dust Cartridge) – This Alchemical Cartridge uses magic-suppressing dust harvested from the Mana Wastes and can temporarily suppress a spellcaster’s ability to cast spells. (Source: Ultimate Equipment pg. 41)
Magic Shield: Shieldmarshal’s Ward – These rare magic shields are thought to have been gifted to the original Shieldmarshals by Duke Alkenstar. Only those who are sworn Shieldmarshals can use these shields to their full effect. (Source: Mythic Origins pg. 18)
Magic Weapon: Peacekeeping Pistol: – These pistols are made in Alkenstar and are specially infused with magic to allow for a firearm that does nonlethal damage. The origin of the firearms is not currently known. (Source: Inner Sea Combat pg. 55)
Wondrous Magic Item: Stable Metamagic Rod – These magic rods help to ensure stability in spellcasting in the otherwise magic warped regions of Alkenstar and the Mana Wastes. (Source: Wardens of the Reborn Forge pg. 49)
Metamagic Feat: Stable Spell – Some spellcasters have learned to increase the stability of their spellcasting within Alkenstar and the Mana Wastes. (Source: Wardens of the Reborn Forge pg. 49)
General Feat: Grand Duchy Familiarity – Those who have spent significant time in the Grand Duchy of Alkenstar can pick up on the basics for operating a firearm. (Source: Inner Sea Combat pg. 17)
NPC: Shieldmarshal – This NPC represents a typical Shieldmarshal of Alkenstar. (Source: Inner Sea NPC Codex pg. 50)
Background/Trait: Alkenstar Defender – Those who have served in Alkenstar’s militia might have a background of being an Alkenstar Defender. (Source: Inner Sea Primer pg. 12)
Background/Trait: Alkenstar Engineer – Those who learn engineering in Alkenstar know the basics for operating a firearm and might have background of Alkenstar Engineer. (Source: People of the Wastes pg. 3)
Background/Trait: Mechanical Expertise – Growing up in Alkenstar often gives people a familiarity with mechanics and some people might have a background of Mechanical Expertise. (Source: Heroes of the Fringe pg. 3)
Background/Trait: Firebug The children of Alkenstar’s gunsmiths often enjoy experimenting with alchemy and explosives and are known as Firebugs. (Source: Quests and Campaigns pg. 18)
Creature: Clockwork Excavator – These clockworks are some of the most highly prized clockworks in Alkenstar because of their ability to tirelessly mine precious metals. Alkenstar is actively looking for new innovations concerning Clockwork Excavators. (Source: Pathfinder 117: Assault on Longshadow pg. 84)
History: Clockwork Excavator – In 4717 High Clockmother Llanalir attended a clockwork conference held in Absalom. As part of the conference Llanalir sat as judge for a competition involving Clockwork innovations. The winner received a workshop in Alkenstar City to continue pursuing innovations while also having regular access to High Clockmother Llanalir and the Dwarves of Dongun Hold. (Source: Pathfinder 117: Assault on Longshadow pg. 84)
Creature: Clockwork Gunslinger – Mostly found in Alkenstar, Clockwork Gunslingers can serve a variety of functions such as patrolling streets or guarding sites. However they a primarily used to assist their controllers on missions such as extracting high-value targets. (Source: Construct Handbook pg. 33)
Creature: Clockwork Snail – These dangerous clockworks leave a poisonous trail of ooze behind them and should not be deployed recklessly. (Source: Wardens of the Reborn Forge pg. 62)
Creature: Latten Mechanism, Herald – The Heard of Brigh, Latten Mechanism most frequently appears in Alkenstar. This may indicate Brigh’s favor for Alkenstar or possibly that the city is a place of frequent innovation that often draws Brigh’s attention. (Source: Pathfinder 86: Lords of Rust pg. 84)

MANA WASTES/SPELLSCAR DESERT:

Class: Spellscar Oracle Mystery – Perhaps one of the most mysterious of Oracle Mysteries is the mystery of the Spellscar Oracle. These Oracles have been touched by the magic of the Mana Wastes granting them strange powers over wild magic. (Source: Inner Sea Magic pg. 30)
Focus Spell: Spellscar – This spell has the same effects of the magic that created the Mana Wastes, however, the effects are only temporary. See Spellscar Oracle above. (Source: Inner Sea Magic pg. 61)
Spell/Ritual: Suppress Primal Magic – This spell was developed by Nexian wizards that were studying the Spellscar Desert. While the spell temporarily stabilizes the erratic magic of the Spellscar Desert the suppression eventually results in a magical backlash. The effects of this spell is also utilized by the Spellscar Oracles. See Spellscar Oracle above. (Source: Inner Sea Magic pg. 61)
Class: Kineticist Wild Talent Primal Aether – These Kineticists can gather strands of the Mana Wastes warped magic and use them to deadly effect. (Source: Occult Realms pg. 8)
Class: Investigator/Rogue Talents Eldritch Conduit – Investigators operating in the Mana Wastes have learned to steal power from some magical equipment to fuel the power of other magical equipment. (Source: Magic Tactics Toolbox pg. 7)
Class: Cavalier/Samurai Order of the Beast – This Order is active in the Mana Wastes and is often found leading bands of brigands. (Source: Inner Sea Combat pg. 30)
Feat: Casterbane Shot – Casting spells in the Mana Wastes can cause dangerous effects. Some who call the Mana Wastes home have learned to quickly disable spellcasters. (Source: Inner Sea Combat pg. 17 and Weapon Master’s Handbook pg. 24)
Spellscar Drifter Archetype: Spellscar Drifters wander the Spellscar Desert and hire their services out as guides, bodyguards, assassins, and are sometimes deputized law enforcement for the Grand Duchy. Spellscar Drifters are known for specializing in knowledge of the Mana Wastes and using firearms. Their time in the Mana Wastes is not without consequence as the Spellscar Desert eventually leaves its mark upon any Spellscar Drifter that wanders too long in the desert. Feats: Have Gun, Daring Deeds, Worn Banner, Bonus Feats, Notorious Deeds, Old Reliable, Spell Severed, Infamous Deeds, Tough as Nails. (Source: Inner Sea Combat pg. 45)
Toxic Sniper Archetype: The cult of the Daemonic Harbinger Cixyron is active in the Mana Wastes and they grant their followers gifts of toxin and precision. Cixyron’s followers known as Toxic Snipers praise their Daemonic Patron by delivering toxic bullets at long ranges into their unsuspecting sacrifices. Feats: Scrapper’s Gun, Sharpshooter’s Study, Toxic Gift, Toxic Shots, Marksman, Precise Toxin (Source: People of the Wastes pg. 27)
Undying Word Archetype: Those who survive in the Mana Wastes and call it home are those who have not accepted defeat but also know much suffering. This has resulted in a musical tradition known as the Undying Word that is both somber and inspirational. Feats: Bonus Feat, Undying Song Inspire Resilience, Undying Song Song of Defiance, Undying Song Dirge of Determination, Endurance Power (Source: People of the Wastes pg. 5)
Mutated Defender Archetype: The Mana Wastes are known for causing mutations and those who make the Mana Wastes home find that they can use their mutations in defense of their home. Often proud of the mutations the Mana Wastes has bestowed upon them, Mutated Defenders must take care to conceal their mutations when visiting Alkenstar or similar communities the look negatively upon the mutations caused by the Mana Wastes. Feats: Mutant Specialization, Mutant Talents, Mutant Blast, Mutant Evolution, Mutated Lobe. (Source: People of the Wastes pg. 9)
Pureblade Archetype: The Pureblades are an elite group of aberration and mutant hunters. They originated in Numeria, however, groups of Pureblades have since started operating in the Mana Wastes, with their base of operations typically located in Alkenstar or Nex. While many of the aberrations arising in the Mana Wastes are dangerous creatures, the Fleshwarps and Mutants of the Mana Wastes are often people simply trying to survive. How willing the Pureblades are to make a distinction between aberration and mutant remains to be seen. Feats: Aberration Hunter, Alien Prescience, Discern Weakness, Steely Mind, Aberration Slayer. (Source: Advanced Class Origins pg. 20)
Wasteland Blightbreaker Archetype: One of the few healers with the knowledge and abilities to potentially remove the blights of the Mana Wastes, the Wasteland Blightbreakers are highly respected healers. Feats: Healing Infusion, Touch Injection, Swift Healing Infusions, Banish Blights, Discoveries (Source: Healer’s Handbook pg. 10)
Black Powder Vaulter Archetype: The techniques of the Black Powder Vaulters mix close quarters fighting and the use of firearms. The techniques have been developed between an unlikely cross pollination between the gunslingers of the Mana Wastes and Tian Xia pirates from the Shackles. Feats: Mobile Reload, Daring Vault, Shot on the Run, Art of the Gun, Dual Shot on the Run (Source Martial Arts Handbook pg. 10)
Blightwarden Archetype: Blightwardens operate in locations where blight creatures are found. In the Mana Wastes Blightwardens attempt to limit the spread of blighted and mutant creatures. Feats: Hunt the Blighted, Emulate Taint, Blightwalker, Resist Corruption (Source: People of the Wastes pg. 17)
Spell Trapper Archetype: While most commonly found in the deserts of Thuvia, a significant number of Spell Trappers are also active in the harsh lands between Nex and Geb. Spell Trappers forego most traditional spellcasting, and instead learn to craft traps out of raw magic. Feats: Diminished Arcana, Spell Traps, Distant Trapping. (Source: Magic Tactics Toolbox pg. 15)
Creature: Mana Wastes Mutant – The Mana Wastes have mutagenic effects that can affect most creatures that spend long periods of time exposed to the Wastes. These effects cause mutations in those who live within the Mana Wastes. Many Humanoids who are born in the Mana Wastes have an increased chance of being born as Fleshwarps. Mutations can be difficult for some Humanoids to adapt to, while others embrace their mutations. (Source: Inner Sea Bestiary pg. 28)
Creature: Spellscar Fext – Spellscar Fexts are dangerous undead created from spellcasters that die in the Mana Wastes. Similar to regular Fexts, Spellscar Fexts have a vulnerability to glass and undead hunters from Alkenstar use specially crafted glass bullets to put a stop to these undead. (Source: Inner Sea Bestiary pg. 49)
Creature: Prydanu Azata – In very rare circumstances a Prydanu’s “Burst of Restoration” ability can permanently remove Mana Wastes mutations. People who find their mutations unbearable may spend their lives seeking to contact a Prydanu in hopes of being able to restore their physical forms. (Source: Pathfinder 126: Beyond the Veiled Past pg. 84)
Creature: Bramblelash (Magic-fed) – The Bramblelashes of the Mana Wastes grow much larger than typical Bramblelashes due to the strange magic effects of the Wastes. (Source: Pathfinder 115: Trail of the Hunted)
Creature: Gunpowder Ooze – These deadly oozes were spawned from the wild magic of the Mana Wastes mixing with stores of gunpowder. These oozes are unpredictable and very dangerous. (Source: Bestiary 5 pg. 139)
Creature: Admixture Ooze – Similar to Gunpowder Oozes, Admixture Oozes are spawned from wild magic mixing with stores of gunpowder that is also stored near alchemical compounds. These oozes are even more unpredictable and deadly. (Source: Wardens of the Reborn Forge pg. 63)
Creature: Capramace – The origins of Capramace are likely the result of the Mana Wastes wild magic effects upon goats, humanoids, or combination of the two. These creatures wander the Mana Wastes and seem to live comfortably in this environment. They are occasionally, and cautiously, used as work animals by Mana Wastes farmers. (Source: Wardens of the Reborn Forge pg. 61)
Wondrous Magic Item: Wanderer Compass – These magic compasses point to pockets of untainted magic in the Mana Wastes where a spellcaster can safely cast spells. (Source: Wardens of the Reborn Forge pg. 14)
Wondrous Magic Item: Wayfinder of Many Paths – These Wayfinders operate similarly to normal Wayfinders except when certain Ioun Stones are implanted in the Wayfinder of Many Paths the open gates to specific locations. A Pale Lavender Ellipsoid Ioun Stone when implanted opens a gateway to the precipice of a canyon in the Mana Wastes. (Source: Lost Treasures pg. 60)
Wondrous Magic Item: Amulet of Primal Mastery – Spellscar Oracles can craft these magical amulets. They can be gifted or used by the Oracle, depending on how the Oracle is compelled. (Source: Wardens of the Reborn Forge pg. 38)
Wondrous Magic Item: Muzzle of Suppression – These muzzles are typically used to suppress the noises of a Capramace, however, they can be used on any humanoid shaped creature. (Source: Wardens of the Reborn Forge pg. 26)
Drug: Crush – This drug was created by Habblegash, a ratfolk Mana Waste mutant, while experimenting with chemicals in an effort to remove his mutations. (Source: Wardens of the Reborn Forge pg. 13)
Disease: Spellscar Fever – Spellscar Fever is often the precursor to someone becoming a Mana Waste Mutant. Survivors of Spellscar Fever can develop any number of mutations. (Source: Pathfinder 119: Prisoners of the Blight pg. 63)
Curse: Golden Curse of Haagenti This curse is both a boon and a detriment to those afflicted. (Source: Wardens of the Reborn Forge pg. 31)
Background/Trait: Mutant Eye – Your parents were exposed to the uncontrolled magic of the Mana Wastes resulting in you being born with a third eye. Your Mutant Eye allows you to better sense peoples emotions and state of mind. (Source: Quest and Campaigns pg. 20)
Background/Trait: Scorned By Magic – The properties of the magic dead zones of the mana wastes clings to you and resist magic that is caste upon you. (Source: Quests and Campaigns pg. 20)
Background/Trait: Mana Wastes Medic – The healing arts are especially prized in the Mana Wastes as casting spells can lead to dangerous results. Many Mana Wastes Medics eventually join the ranks of the Wasteland Blightbreakers. (Source: Healer’s Handbook pg. 10)
Background/Trait: Mana Wastes Survivalist – People who survive in the Mana Wastes are tough folk and know how to survive in this harsh land. (Source: Inner Sea Primer pg. 12)
Background/Trait: Giant-Harried – You have survived harassment from the hostile Giants of the Mana Wastes. (Source: Giant Hunter’s Handbook pg. 13)
Background/Drawback: Magical Klutz Growing up in the Mana Wastes you are more inexperienced with magic devices than most, but that doesn’t stop you from attempting to use them. (Source: Spymaster’s Handbook pg. 7)

JALMERAY:

Noble Scion (Jalmeray) Archetype: Like the Nobility of many nations, Jalmeray’s Nobles are frequently trained in leadership, diplomacy, and local customs or traditions. For Jalmeray’s Nobles this means many of them have some basic training in using unarmed strikes and dance. Feats: Affluent, Greater Leadership, Aristocrate Erudition, Prestigious Influence, Dilettante Studies, Servitor, Peerless Patrician, Unarmed Strikes, Skill Focus Perform Dance, Voice of the Sibyl, Weapon Focus Unarmed Strike. (Source: Paths of Prestige pg. 38)
Feat: Noble Scion (Scion of Jalmeray) – Some of the Nobles of Jalmeray undergo special training to protect their minds against psychic attacks. (Source: Inner Sea World Guide pg. 288)
Enchanting Courtesan Archetype/Prestige Class: Found across the Inner Sea and across Golarion generally, Enchanting Courtesans are most frequently associated with the faith of Calistria. Sometimes Enchanting Courtesans work as specialized agents for spy organizations, but they are just as often found providing their skills and services to any number of industries and organizations. In Jalmeray, Enchanting Courtesans trained at the Conservatory are highly regarded. Feats: Covert Spells, Enchanting Touch, Seducer’s Leverage, Poison Use, Seductive Intuition, Hidden Spell, Master Poisoner, Contact Poison Wielder, Deluding Touch, Informative Liaisons, Overwhelming Touch, Touch of Ecstasy. (Source: Inner Sea Intrigue pg. 34)
Background/Trait: Failed Aspirant – Those who have attempted to join one of the Houses of Perfection but did not find success in their aspiration often manage to learn an additional combat technique in the process. (Source: Advanced Class Origins pg. 11)
Background/Trait: Monk Weapon Skill – Growing up near the Houses of Perfection you have learned to use the weapons the Houses use in their training. (Source: Weapon Master’s Handbook pg. 5)
Background/Trait: Candidate for Perfection – You have begun your training as a candidate for the Houses of Perfection. (Source: Inner Sea Primer pg. 9)
Student of Perfection Archetype/Prestige Class: Students of Perfection are individuals that have been accepted to train in the Houses of Perfection. These Students range from newly accepted candidates beginning their training, to Masters seeking to further perfect mind, body, and technique. Feats: Bonus Feats, Genie’s Blade, Inner Fire, Iron Chain Choke, Iron Chain Strike, Ki Missile, Master of Riddles, One in Mind and Body, Punish Mistake, Still Air, Transmute Metal, Perfection. (Source: Adventurer’s Guide pg. 102)
Windstep Master Archetype: The Monastery of Unfolding Wind teaches fighting techniques that allow combatants to move as lightly and swiftly as air. Feats: Hurricane Punch, Wind Step, Swift Ki. (Source: Elemental Master’s Handbook pg. 17)
Brazen Disciple Archetype: The Monastery of Unblinking Flame encourages a brazenness in their students. Those students with the charisma and guile to test their skills against an Efreeti and succeed are accepted into the ranks of the Brazen Disciples. Brazen Disciples study and emulate the ways of the Efreeti. The most powerful Brazen Disciples undergo apotheosis becoming genie like beings themselves. Feats: Feinting Flurry, Bonus Feats, Efreeti’s Guile, Confounding Koan, Genie Apotheosis. (Source: Adventurer’s Guide pg. 104)
Winding Path Renegade Archetype: The teachings of Irori provide the foundation for the teaching taught to the students of the Houses of Perfection. The Houses of Perfection teach the way of the straight path, but some students find they are better suited for the way of the twisted path. These students leave their House of Perfection but continue their House training on their own path. Feats: School Focus, Mystery of Unblinking Flame, Mystery of Unfolding Wind, Mystery of Untwisting Iron, Evasion, Fast Movement, Slow Fall, High Jump, Improved Evasion. (Source: Adventurer’s Guide pg. 105)
Feat: Secret of Steel-Shattering Spirit – In the Houses of Perfection some students learn to focus their ki to shatter even the hardest substances. (Source: Pathfinder Campaign Setting pg. 85)
Feat: Perfect Style – Your training has advanced your path to perfection allowing you to resist the energy of an element and giving you greater access to your ki. (Source: Adventurer’s Guide pg. 106 and Weapon Master’s Handbook pg. 25)
History: Greatcube of Jayalakshmi (Artifact) – The Greatcube was once in possession of the Arclords of Nex, however, it’s disappearance is thought to have had a direct role in Nex turning over Jalmeray to the Rajahs. (Source: Gods and Magic pg. 62)
Spell/Ritual: Bladed Dash – The creation of this spell is claimed by universities in both Jalmeray and Quantium. Regradless of the origin it has since spread throughout the Inner Sea. (Source: Inner Sea Magic pg. 52)
Magic Weapon: Steadfast Urumi – In Jalmeray the Steadfast Urmui is commonly used by outcasts such as Tieflings. (Source: Inner Sea Combat pg. 57)
Magic Weapon: Monastic Warden – This weapon is gifted to select students of Jalmeray’s Monastery of Untwisting Iron. (Source: Inner Sea Combat pg. 55)
Wondrous Magic Item: Padma Blossom – These carved pink jade blossoms help to protect from magically induced extreme emotions. (Source: Cult of the Ebon Destroyers pg. 28)
Back Ground/Trait: Alabaster Odalisque (Oread) – Certain Oreads in Jalmeray are selected for tutelage at the Conservatory on Grand Sarret. These Oreads learn special techniques as undercover operatives. (Source: Blood of the Elements pg. 9)
Background/Trait: Secret of the Impossible Kingdom – Your monastic studies at a Jalmeri monastery has taught you a minor mystical secret. (Source: Inner Sea Primer pg. 9)
Background/Trait: Naga Emissary You were trained in Nagajor to specifically be an emissary to allies in Jalmeray. (Source: Blood of the Beast pg. 3)
Creature: Garuda – These champions of good are known to protect communities within Jalmeray. (Source: Cult of the Ebon Destroyers pg. 29)
Creature: Jungle Trickster – These Charau-ka act as spies and infiltrators. In Jalmeray they use disguises and deception to pose a Vanaras. (Source: Inner Sea Monster Codex pg. 15)
Creature: Ugash-Iram – This enormous and ancient Gutaki Devilfish has ruled the ocean trench city-state of Achom for thousands of years. Ugash-Iram is a follower of Dagon and their forces make the waters south of Jalmeray a dangerous place for ships to sail. (Source: From Hell’s Heart pg. 66)
City-State: Achom South of Jalmeray in the Obari Ocean lies the Yogisa Trench. Deep in the Yogisa Trench is the city-state of Achom, ruled by the gutaki devilfish, Ugash-Iram. Achom is a center of worship for Dagon, and the population includes numerous adaros, sahuagin, and iku-tursos. Achom’s forces are known to threaten the coastlines of Jalmeray, Geb, and Qadira. (Source: From Hell’s Heart pg. 66)

NEX:

Arclord of Nex Archetype/Prestige Class: The Arclords of Nex are an organization with strong political motivations. Their goals typically include promoting the will of Nex by interpreting his writings and advancing the scholarly pursuit of arcane magic. Those with the skill, talent, and motivation to be accepted into the ranks of the Arclords of Nex have dedicated themselves to learning Nex’s writings and emulating them in practice. This generally requires proficiencies in arcane magic and the crafting of constructs, especially golems. Feats: Mystic Pedagogue, Third Eye, Artificer’s Touch, Scholiast, Arcane Architect, Improved Third Eye, Extradimensional Extension, Greater Third Eye. (Source: Paths of Prestige pg. 6)
Nexian Channeler Archetype: Before Nex disappeared he created an astral projection of himself the acted as a reservoir of additional power. That astral projection continues to exist and some Arclords have learned to channel this powerful astral projection. Known as Nexian Channelers these channelers are regarded with reference among the Arclords for their ability to channel a literal echo of Nex. Feats: Legend of Nex, Third Eye, Impossible Eye, Third Eye Mastery, Living Third Eye. (Source: Occult Origins pg. 10)
Legendary Spirit: Nex (Archmage) This spirit is a permanent astral projection created by Nex that served as a reservoir of power. Although Nex disappeared the astral projection remains and can be channeled by those who have the ability to channel and can sufficiently impress this powerful astral projection. (Source: Occult Origins pg. 11)
General Feat: Eye of the Arclord – One of the foundational teachings of the Arclords is the opening the eldritch eye granting greater perception of the world’s magics. This practice has spread beyond Nex but is commonly referred to as the Eye of the Arclord. (Source: Inner Sea World Guide pg. 286)
Class Feat: Third Eye – Nexian Arcanists can receive special training in the use the Eye of the Arclord allowing them to utilize the third eye more frequently. (Source: Advanced Class Origins pg. 7)
NPC: Arclord of Nex – This NPC represents a typical member of the Arclords of Nex. (Source: Inner Sea NPC Codex pg. 6)
Armored Battlemage Archetype: Within Nex, in the city of Ecanus, there is an arcane school that specializes in the training of Nexian Battlemages. Known as Armored Battlemages, these mages receive special training in spellcasting while wearing the heaviest of armors. Feats: Arcane Pool, Armor Special Abilities, Armor Training, Medium Armor, Heavy Armor, Expanded Arcane Pool. (Source: Armor Master’s Handbook pg. 4).
Nexian Spellspy Archetype: – Nexian Spellspies are the intelligence gathers of Nex’s military. These spies are especially potent at spying on enemy spellcasters, while also avoiding detection. Feats: Nondetection, Infiltrating Vessel, Prepare Results, Hexes. (Source: Inner Sea Intrigue pg. 43)
Background/Trait: Oenopion Alchemist – You have studied in Oenopion and completed course work in the homunculus factories, golemworks, and ooze colony. (Source: Inner Sea Primer pg. 14)
Oenopion Researcher Archetype: In the Nexian city of Oenopion the study of alchemy takes precedence. Because the alchemy schools in Oenopion have a focus on fleshforging, Oenopion Researchers frequently have the same basis for their studies. Feats: Discoveries, Experimental Mutagen, Acid Resistance. (Source: Inner Sea Magic pg. 37)
Soul Warden Archetype/Prestige Class: The Soul Wardens are often associated with the Church of Pharasma and those who take up the call to become a Soul Warden consider themselves honorary Psychopomps. The Soul Wardens originated in Nex as specially trained anti-necromantic commandos. When Nex disappeared and the wars between Nex and Geb significantly lessened to the occasional skirmish the importance and prestige of the Soul Wardens within Nex diminished. While still active within Nex the majority of Soul Wardens are found serving religions that oppose undead. Feats: Channel Damage, Focus Item, Channel Casting, Corpse Whisperer, Bonus Feats, Harvest, Undead Imposition, Negative Energy Ward, Necrotic Resistance, Life Shell. (Source: Undead Slayer’s Handbook pg. 30)
Worldseeker Archetype: Worldseekers are powerful spellcasters that spend most of their time traveling the planes. In the Inner Sea region Worldseekers most often come from Nex and Kyonin. In Nex, Worldseekers often get their start by studying the exploits of Nex and following in his path of dimensional exploration. Some Arclords of Nex follow this path seeking to walk in the footsteps of Nex. Feats: Walk the Planes, Planar Adaptation, Planar Associates, Planar Redoubt. (Source: Planar Adventures pg. 21)
Silksworn Archetype: There are those who can tap into the mystical powers of fabric and they are most often known as Silksworn. Silksworn can be found anywhere, however, they are especially common in Nex. The Silksworn of Nex tend to be secretive about their abilities, and often seek the patronage of Nex’s Arclords. The goals of these Silksworn are unknown but to what ends the Arclords might deploy Silksworn remains intriguing. Feats: Implements, Cantrips, Mental Focus, Devoted Mystic, Silksworn Eloquence, Silksworn Deception, Silksworn Arcana, Implement Mastery. (Source: Heroes of the High Court pg. 29)
Arcane Amplifier Archetype: Originating in Irrisen, the techniques of the Arcane Amplifiers have since spread and are frequently used in places such as Nex, Cheliax, and Ustalav. The study of arcane amplification is now taught in many of the Arcane Schools within Nex. Feats: Echo, Reverberate, resonate. (Source: Wilderness Origins pg. 20)
Augur Archetype: There is much debate regarding the origins of the abilities and traditions of Augurs. Some claim they were originally developed within Bekyar culture, while others argue they were copied from the research of Merivesta Olinchi of Nex and then spread throughout Bekyar society. Complicating the issue is that Merivesta spent time in Bekyar society studying their culture. Feats: Monster Insight, Signs and Portents, Predictive Strike (Source: Arcane Anthology pg. 25)
Ancestry Feat: Human – Some Humans that live in advanced magic civilizations such as Nex or Geb are well educated in ways to accomplish their magical goals. (Source: Inner Sea Races pg. 214) Note: This functions more as a Background in 2E.
Creature: Quantium Golem – These powerful golems were created by Nex and the secret of their creation vanished along with their creator. The two Quantium Golems known to exist are on permanent patrol around the city of Quantium, only pausing in their patrol to defend the city. (Source: Inner Sea Bestiary pg. 19)
Creature: Galundari, The Scourge of Heaven – This powerful Balor Lord was deceived by Nex and trapped within the Lens of Galundari, a powerful artifact, now lost in the Nemesis Well. Nex is rumored to have been working for Heaven and was granted strange and powerful favors as payment for the capture of Galundari. (Source: Demons Revisited pg. 14)
Creature: Gravitic Globe – Created by the Arclord Alzika Karr, this powerful construct was inspired by Alzika’s studies at the libraries of the Five Kings Mountains. These constructs are typically made by acquiring samples of a Plasma Ooze, acquired from Oenopion. (Source: Tombs of Golarion pg. 52)
Equipment: Lizard, Nex Gecko – This species of gecko native to Nex is commonly called Nex Geckos. These geckos are frequently selected as familiars in Nex. (Source: Adventurer’s Armory pg. 19)
Wondrous Magic Item: Eternal Egg – The Eternal Egg continuously calls out across dimensions in an effort to draw Nex back to Golarion. The Eternal Egg also serves as a gateway to the demiplane of the Arclord Afareen Astabhan. Afareen was recruited, albeit reluctantly, for the Arclords attack on Abasalom where she perished. Her laboratory on Golarion, her demiplane, and the Eternal Egg all remain lost. Although some Arclords are currently seeking their whereabouts. (Source: Lost Treasures pg. 27)
Wondrous Magic Item: Summoner Slayer Eyes – These magical glasses were created by an Arclord of Nex and remain popular in Nex for being both fashionable, while subtly detecting summoned creatures. (Source: Inner Sea Combat pg. 43)
Artifact: Scroll of Kakishon – The Scroll of Kakishon serves as a portal to a demiplane created by Nex. Kakishon was Nex’s personal retreat with all the comforts to promote relaxation. Within Kakishon is an archipelago with islands that Nex used to host his closest friends, and islands on which he exiled his enemies. Eventually, Nex set aside the Scroll of Kakishon as other interests gained his attention and the scroll was largely forgotten. After being lost for over 3,000 years the Scroll of Kakishon has recently been relocated. (Source: The Jackal’s Price pg. 7 et al)
Alchemical Weapon: Slime Grenade – The toxic residue of some oozes have been harvested by Nexian alchemists to create these deadly grenades. (Source: Alchemy Manual pg. 23)
Alchemical Tool: Oozing Vat – In Oenopion, alchemists have learned to craft oozes, allowing them to create oozes like other crafters might create golems. An oozing vat is central to this process and these alchemical tools are created from a unique clay sludge dredged from the central lake in Oenopion. (Source: Alchemy Manual pg. 23)
Spell/Ritual: Borrowed Time – This spell was created by Nex and continues to be utilized by the Arclords and similar spellcasters. (Source: Mythic Origins pg. 14)
Spell/Ritual: Eldritch Conduit – Created by a disciple of Nex, this spell saw frequent use in the wars between the nations of Nex and Geb, dealing powerful blows to Geb’s undead armies. (Source: Inner Sea Magic pg. 54)
Spell/Ritual: Nex’s Secret Workshop – Used by the Arclords of Nex to keep the contents of their workshops hidden this spell functions as a variation of the Nondetection Spell. (Source: Inner Sea Intrigue pg. 60)
Spell/Ritual: Pinecone Bomb – This spell was created by Ghorus during his study and experimentation that eventually lead to the creation of Ghorans. (Source Wilderness Origins pg. 13)
Spell/Ritual: Woodland Rune – Another spell created by Ghorus, this spell helped to ensure Ghorus’ safety while focused on his research. (Source: Wilderness Origins pg. 13)
History: Katapeshi Leopards – These leopards the size of tigers had a natural range from Nex to Thuvia, however, they are now extremely rare. (Source: Howl of the Carrion King pg. 68)
Creature: Magnetitie Golem – These are one of the specialty golems created in Quantium. Their magnetic qualities make them useful against assailants wearing metal armor, but also limits where they can be safely utilized. Outside of Quantium, only a few golem factories have the necessary resources to create these golems. (Source: Anvil of Fire pg. 88)
Creature: Ioun Wyrd – These little constructs are typically crafted as familiars, however, they have a tendency to wander off into the wilds. They are especially common in Nex where wild Ioun Wyrds tend to wander the Nexian Highlands. (Source: Familiar Folio pg. 30)
Creature: Cephalophore – Political relations between Ancient Osirion and Ninshabur saw to an influx of these constructs within Ancient Osirion’s territory. As a result Cephalophores are sometimes encountered in Nex as both an ancient guardian and a subject of study. (Source: Beyond the Doomsday Door pg. 82)
Background/Trait: Exiled Scholar – The study of Necromancy in Nex is given strict scrutiny by the Arclords. Your fascination with the study of undead was too enthusiastic resulting in your exile from Nex’s schools and academies. (Source: Undead Slayer’s Handbook pg. 9)
Background/Trait: Nexian Corpse Hunter – You have trained in Nex’s armies becoming especially skilled at damaging undead with magic. (Source: Advanced Class Origins pg. 7)
Background/Trait: Quantium University Graduate – You graduated from Nex’s Quantium University and have a thorough knowledge or Arcane Magic. (Source: Inner Sea Primer pg. 14)
Ancestry: Ghoran – This Ancestry was created by the powerful Nexian spellcaster Ghorus. Initially no more than mobile plants, Ghorans slowly developed their intelligence, establishing their own culture and society. The Nation of Nex was initially reluctant to recognize Ghorans as anything more than food corps. Eventually, Ghorans were recognized as an independent people and granted citizenship. (Source: (Ultimate Wilderness pg. 15)
Ancestry Feats: Ghoran – Natural Armor, Plant Traits, Delicious, Natural Magic, Seed, Light Dependent, Past-Life Knowledge, Disgusting (Source: Inner Sea Races pg. 215 and 243)
Ancestry Feats: Ghoran – Natural Camouflage, Intoxicating Aroma, Fecund Earth, Magical Absorption, Greater Spelleater, Repast of Heroes, Spellmirror, Verdant Step, Bounteous Body, (Source: Wilderness Origins pg. 12-15)
Ancestry Feats: Ghoran – Creator’s Legacy, Occult Scion, Spelleater, Martial Recollection, Delectable Feint, Inner Light, Sproutling, (Source: Ultimate Wilderness pg. 16, 19)
Ancestry Feat-Spell/Ritual: Delectable Flesh – Some Ghorans learn to cast this spell which causes the target to smell irresistibly delicious. Those who can smell the target become depraved and hunger for their flesh. (Source: Ultimate Wilderness pg. 19)
Ghoran Ancestry Archetype: Aromaphile Some Ghorans learn to use the scents and smells they can emit to influence others. Feats: Hypnotic Aroma, Debilitation Aroma, Aromatic Manipulation. (Source: Ultimate Wilderness pg. 18)
Ghoran Ancestry Archetype: Petal Ninja Some Ghorans master control of their bodies allowing them to perform amazing feats. Feats: Blossom Shower, Burst of Blossoms, Sundial. (Source: Wilderness Origins pg. 13)
Background/Trait: Honored Provider – You choose to share the bounty that your body continues to produce earning the gratitude of those you feed. (Source: Inner Sea Races pg. 198)
Wondrous Magic Item: Propagation Pod – These jars are specially crafted to house the seeds of Ghorans. Within these pods a Ghoran seed will mature and the pod will house a clone of the Ghoran in permanent stasis. If the Ghoran dies their soul can transfer to the cloned body. If this occurs the pod shatters and can no longer be used. (Source: Ultimate Wilderness pg. 19)
Creature: Ghoran – This represents a typical Ghoran. (Source: Bestiary 5 pg. 119)

GEB:

Twilight Sage Archetype: The Twilight Sages are tasked with the ever continuing the study of the secrets of life, death, undeath, and their relationship with arcane magic. Twilight Sages are highly respected for their knowledge of the forces of life and death. However, as an organization they are somewhat limited within Geb as many Twilight Sages remain among the living. Feats: Consume Life, Necomantic Focus, Twilight Barrier, Twilight Transfer, Death’s Release. (Source: Advanced Class Origins pg. 6)
Energist Archetype: Energists are not dissimilar to the Twilight Sages of Geb, however, they tend to take a more alchemical approach to the study of the energies of life and death. They are also more likely to travel further afield in their studies. Commonly found in Geb working with the Twilight Sages, Energists are also found in similar lands where the energies of life and death are more variable such as Virlych in Ustalav. Feats: Energy Focus, Energist Bombs, Healing Ampoule, Energist Resistance. (Source: Planar Adventures pg. 13)
Royal Alchemist Archetype: Royal Alchemist are found in numerous courts across the Inner Sea, although many are surprised to learn they are also common in Geb. Geb’s Bloodlords use Royal Alchemist to ensure the health of their living guests and visiting dignitaries. Feats: Alchemical Antidote. (Source: Heroes of the High Court pg. 11)
Scourge Archetype: Often followers of Zon-Kuthon, Scourges are common in Nidal, but are also found in places like Geb. The torturous and painful existence of a Scourges Phantom is seen as a reward that is bestowed upon deceased loyal Kuthonites. In Geb, Scourges are more likely to have undead eidolons instead the phantom eidolons commonly found elsewhere. Feats: Spell Scourge, Endure Torment, Inflict Pain, Ectoplasmic Swarm. (Source: Haunted Heroes Handbook pg. 22)
Vampire Hunter Archetype: These undead Hunters rarely settle in one place for too long, and are constantly looking for the next undead threat to put down. Vampire Hunters and similar undead hunters are executed on sight when discovered within Geb’s boarders. Feats: Judgement Purity, Judgement Smiting, Silversmith, Bane, Sun Strike. (Source: Inner Sea Magic pg. 41)
Knight of Ozem Archetype/Prestige Class: While generally not found in Geb, occasionally the Knights of Ozem still make incursions into Geb in an attempt to free Arazni’s soul from undeath and to hinder the undead of Geb. Feats: Sentinel Against Undeath, Teamwork Feat, Aegis Feat, Favored Enemy, Thwart Foul Magic, Blessed Conviction, Purge Malevolence, Foil Deathcaster, Raiment of Righteousness. (Source: Paths of Prestige pg. 30)
General Feat: Necromantic Resistance – Living in Geb is a near constant exposure to necromantic energies. Your body has adapted to this exposure by providing some natural resistance to this constant exposure. (Source: Pathfinder Campaign Setting pg. 77)
General Feat: Urgathoa’s Hunger – While the book Pallid Cravings can be found in many locations, it is most commonly found in Geb. This book provides numerous ways in which Urgathoa’s faithful can satisfy their hungers and granting them unique benefits. (Source: Divine Anthology pg. 31)
Ancestry Feat: Heir to Undying Nobility – Common among Dhampirs who are descended from powerful vampires in places like Geb, Nidal, or Ustalav, these Dhampir demonstrate some of their progenitor’s innate ability to control the living. (Source: Inner Sea Races pg. 215)
NPC: Blood Lord – The powerful rulers of Geb, Blood Lords are feared by both the living and the undead. This NPC is representative of a typical Blood Lord. (Source: Inner Sea NPC Codex pg. 23)
Equipment: Unguent of Revivification – This unguent is commonly used by the undead of Geb to give their decaying flesh the blush of life. (Source: Pathfinder Campaign Setting pg. 213)
Wondrous Magic Item: Unguent of Revivification – This unguent is used for preserving corpses, but is also popular in Geb for restoring the look of living vitality to undead flesh. (Source: Inner Sea World Guide pg. 299)
Magic Armor: Ghoul Hide – Failure in a place like Geb can come with harsh consequences. This armor is created from the hides of ghouls who failed in their duties. (Source: Inner Sea Combat pg. 51)
Magic Item: Dark Life Ring – These rings were originally created by smiths working in Graydirge. The constant exposure to negative energy often takes a toll on smiths working in Graydirge and these rings provide some succor. However, the undead rulers of Geb were greatly displeased with the creation of these rings and put an end to their creation. However, the knowledge for creating these rings had already spread beyond Geb’s borders before Geb’s rulers had taken notice. (Source: Champions of Corruption pg. 30)
Magic Weapon: Blade of Life’s Defense – Frequently crafted in Holomog, these khopesh swords are used to combat the undead forces of Geb. (Source: Merchant’s Manifest pg. 7)
Creature: Cruciarus – These undead are sometimes utilized in Geb as interrogators and assassins. However, they are not always the most dependable. (Source: Breaking the Bones of Hell pg. 84)
Creature: Echohusk – These undead arise from those slain by powerful psychic attacks or psychic magic. Echohusks are common in Geb where death by such attacks are routine. (Source: Occult Bestiary pg. 24)
Creature: Worm that Walks, Locust Variant – A Locust Variant Worm that Walks has threatened Geb’s agriculture rich lands for some time. Possibly emboldened by Deskari’s activities in the Worldwound, it remains yet to be seen if this Worm that Walks will continue to be a threat with the Worldwound’s closing. (Source: Demon’s Heresy pg. 74)
Creature: Sprite Swarm – When a large Sprite community is threatened its defenders can form a deadly swarm in defense of the community. Sprites in Geb tend to be far more malevolent, forming swarms and attacking without provocation. (Source: Fey Revisited pg. 62)
Creature: Kastamut – These Inevitables are charged with defending the order the created by mortal societies. This includes places like Geb whose undead culture has developed strict hierarchies. (Source: Siege of Stone pg. 86)
Creature: Petrified Maiden – These undead are the remnants of an invasion on Geb by the pirate Queen Mastrien Slash. Her invasion of southern Geb drew the attention of Geb himself, who cursed the invaders, turning them in to petrified undead. (Source: Inner Sea Bestiary pg. 37)
Creature: Bezilak, the Silken Fang – This powerful Glabrezu actively seeks out powerful wizards to serve to advance their own secret plans. Bezilak has openly served Gebbite necromancers and Osirian demonologists. (Source: Demons Revisited pg. 20)
Spell/Ritual: Geb’s Hammer – The spellcasters of Geb’s armies have learned to make as much use as possible of the undead corpses that comprise those armies. This spell allows the bodies of slain undead to be wielded as a weapon one last time. (Source: Inner Sea Magic pg. 55)
Spell/Ritual: Soulreaver – This spell is favored by the necromancers of Geb as it is effective at slaying the living and can potentially raise them as undead thralls. (Source: Mythic Origins pg. 15)
Background/Trait: Enemy of the Undead – Living under Geb’s repressive undead aristocracy has inspired your hatred of the undead. (Source: Inner Sea Primer pg. 8)
Background/Trait: Friend of the Dead – Living in Geb you have become friendly with or grown close to members of that undead society. (Source: Inner Sea Primer pg. 8)
Background/Trait: Obsequious Morsel – You have mastered the art of surviving the hungry eyes of the dead and avoiding the punishments of Geb’s undead rulers. (Source: Champions of Corruption pg. 12)
Background/Trait: Acknowledged Scion – As a Dhampir, or a similar living creature with an undead heritage, living in Geb or Nidal you are recognized and protected by your undead progenitor. (Source: Inner Sea Racees pg. 198)
Background/Trait: Righteous Indignation – Growing up in inhumane conditions, such as a place like Geb, Cheliax, Qadira, or Irrisen, you have difficult controlling you anger. (Source: Spymaster’s Handbook pg. 7)
Background/Trait: Necrotoxin Resistance – Living in Geb you are constantly exposed to the unsanitary conditions of undead bodies. As such you have become resistant to diseases commonly spread by undead. (Source: Potions and Poisons pg. 3)
Background/Trait: Forbidden Knowledge – Living in Geb has provided you access to many books about the undead, some of them even taboo or forbidden, and you study them thoroughly. (Source: Undead Slayer’s Handbook pg. 11)
NPC: Arazni – Arazni’s divine apotheosis occurred when she was elevated to serve as the Herald of Aroden. She was tragically slain, only to later be restored in undeath by the Wizard King Geb. This stat block represents Arazni when she served as the proxy ruler of Geb, and raised by Geb as a lich. Arazni continued to serve as a divine figure, mostly to the undead of Geb. However, upon freeing herself from Geb’s control she has found new divine inspiration, and has attracted followers who revere her for her resilience despite abuse and repression. (Source: Mythic Realms pg. 50)
Artifact: Bloodstones of Arazni – These canopic jars contain the preserved remains of Arazni, divine Herald of Aroden. Each jar contains a specific organ and includes the heart, liver, lungs, and spleen. Infused with the divine powers of Aroden and Arazni, each jar bestows one of the valiant traits of Arazni upon its bearer. With her recent freedom from Geb’s control, it remains to be seen in what capacity, if any, that Arazni choses to reclaim these artifacts. (Source: Artifacts and Legends pg. 13)
Artifact: Lung Bloodstone of Arazni – This is one of the Bloodstones of Arazni and is contained in a canopic jar. This Bloodstone imparts Arazni’s sense of duty to its bearer. (Source: Last Watch pg. 28)
Artifact: Arazni’s Staff of the Magi This unique Staff of the Magi was gifted to Arazni by Geb. Geb recovered the staff from a pharaoh’s tomb, however, Arazni has since made the artifact uniquely hers. (Source: Mythic Realms pg. 50)
Artifact: Harlot’s Kiss – A relic from her time as Aroden’s Herald, this artifact was reclaimed and repurposed by Arazni when she was raised as a lich by Geb. (Source: Mythic Realms pg. 50)
Magic Weapon: Red Crusader’s Quill – These magic rapiers are created by Arazni’s faithful. While the design harkens back to her time as Aroden’s Herald, the imagery of the lotus and rapier remain common iconography for the faithful of Arazni. (Source: Last Watch pg. 32)
Spell/Ritual: Bloodstone Mirror – Created by Arazni, this spells creation was inspired by her fear that someone may someday attempt to use the Bloodstones of Arazni to control her. Since its creation she has since shared it with her faithful. (Source: Eulogy for Roslar’s Coffer pg. 72)
Spell/Ritual: Unspoken Name – Having suffered more than her share of abuse and derision, this spell was created by Arazni to assist her and her followers in identifying those who would mock, verbally abuse, or spread lies about her or faithful. (Source: Eulogy for Roslar’s Coffer pg. 73)
Spell/Ritual: Litany of the Red Crusader – This spell has been used by followers of Arazni sense her time serving as a Herald of Aroden. This spell is still frequently used by her followers to this day. (Source: Eulogy for Roslar’s Coffer pg. 72)
Creature: Pallid Angel – These servants of Urgathoa are elevated from the ranks of the Children of Urgathoa when one such Child has provided exceptional service. While battling against the forces of the Whispering Tyrant, Arazni fought several Pallid Angels during the crusade. One such Pallid Angel remains magically entrapped in the Virlych mountains, ensnared there by Arazni. If Arazni has plans to revisit this trapped Pallid Angel remains to be seen. (Source: Last Watch pg. 82)


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

I love how the perspective on undead in this book is skewed explicitly toward Geb’s perspective. That makes me think we could very easily have another undead themed book in the future. For example Whispers of the Dead could be an undead themed book skewed towards the Whispering Tyrant’s perspective.

I was a little surprised to see there wasn’t much on ectoplasm in this book. However, looking at The Whispering Way and some of its lore, especially concerning the Whispering Way’s Ectoplasm Masters, we could potentially see more in a Whispering Tyrant themed undead book. Or more information could show up in an occult themed book.


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

Limiting myself to just 1E sources, below are Ancestries I would love to see. I have generally broken them up into where I think it makes sense to find them based on 1E sources. Although a few of them are guesses. If I had to pick my top three choices they would be Panotti, Selkie, and Sasquatch.

Arcadia
Wyrwood, Syrinx, Sasquatch, Rougarou, Saurian (medium sized), Entothrope (Monster Archetypes)

Casmaron (Northern)
Bugbear, Centaur, Vodyanoi, Lycanthrope (Monster Archetypes)

Casmaron (Central)
Udaeus, Skulk, Thriae, Azer, Minotaur (medium sized) Cyclops (medium sized)

Casmaron (Vudra)
Vishkanya, Astomoi, Panotti, Vanara

Crown of the World
Adlet, Selkie

Garund (Southern)
Spriggan, Sabosan, Umasi

Tian Xia
Wayang, Samsaran, Nagaji, Locathah, Tanuki, Orang-pendak

Darklands
Morlock, Mongrelman, Dire Corby, Vegepygmy, Trox, Troglodyte, Deep Gnome (Svirfneblin), Munavri, Myceloid, Derro, Drow, Duergar, Caligni

Ocean Realms
Murajau, Ichthyocentaur, Cecaelia, Ceratioidi, Adaro, Triton, Sahuagin, Merfolk, Grindylow

Stars and Space
Formian, Contemplative, Triaxian, Reptoid, Gray, Green Martian, Kasatha, Lashunta

Dreams and Madness
Grioth, Deep One, Deep One Hybrid (Universal Heritage), Being of Ib, Yaddithian, Leng Ghoul, Denizen of Leng, Animate Dream

Absalom
Clockwork

Broken Lands
Herne

Eye of Dread
Mortic

Golden Road
Girtablilu, Shabti

High Seas
Kuru

Impossible Lands
Ghoran, Wyvaran

Mwangi Expanse
Kerakinsi, Kech (Kaava), Derhii, Charau-Ka

Old Cheliax
Shae

Saga Lands
Khaei, Ogrekin (including Half-Orge) Human Heritage

Shining Kingdoms
Bog Strider, Ginever, Onyvolan


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

I would love to see a Bestiary book themed around the primordial. Oozes, Plants, Fungi, and Animals would be the stars of the book. There would be lots of player options as well. I would love to see lycanthropes get archetypes similar to the undead archetypes. Also an Ooze themed Universal Heritage.


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

We do get the tiniest glimpse of life in pre-Geb along the Axanir River in Ulgrem-Axaan's write up in Monsters of Myth. It's not much but we do see some portion of the Axanir River system that is undisturbed by any significant encroachment of an industrial civilization.

Again this is just a tiny glimpse of a small portion of a river system and it is difficult to extract much information with any certainty.


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So I wanted to see if there was a way to pull Carnival of Tears, Revenge of the Kobold King, Realm of the Fellnight Queen, and Guardians of Dragon Fall into combined story that would serve as a sequel to the Crown of the Kobold King Anniversary Edition. Looking at the Fey eliminates included in Hollow’s Last Hope, I realized they planted some really good seeds for a bigger fey themed adventure.

The biggest issue was Guardians of Dragon Fall as that whole adventure was largely retconned and basically has to be rewritten. However, simply changing the theme from dragons to draconic fey really started to add a solid through line to the adventures. Plus, this allows a lot more of Guardians of Dragon Fall to be salvaged. Below is what I came up with.

Carnival of Tears (Level 7-8)
Relations with the Fey were already strained from the logging operations, but the release of a powerful burst of necromantic energy upset the local Fey beyond reason. They Fey of Darkmoon Vale have called out to the First World for Aid. An icy patron has heard that call and has set a plan in motion to avenge the troubled Fey. An icy herald rides to Darkmoon Vale to bring about cold revenge on Falcon’s Hollow.
Revenge of the Kobold King (Level 8-9)
They Fey are not the only ones seeking revenge. Given new life in undeath, the Kobold King has built an undead army and plans to conquer all of Darkmoon Vale. Can the heroes ally with the Fey of Falcon’s Hollow long enough to stop the forces of the Kobold King.
Realm of the Fellnight Queen (Level 10-11)
The heroes have gained Syntira, a powerful Nymph Queen, as their patron. As a “thank you?” for their assistance in defeating the undead forces of the Kobold King, she has tasked the heroes with investigating rumors of a dark and mysterious Fey arising in power in the Verduran Forest. Transported to the outskirts of the town of Bellis, what new dangers await the heroes in the forest’s shadows.
Guardians of Reaching Claw (Level 11-12) (aka Guardians of Dragon Fall)
Upon returning to Darkmoon Vale the heroes feel and unseasonal chill in the air, however this seems of little importance compared to the towering fey rock castle called Reaching Claw that looms above Darkmoon Forest. A powerful draconic winter fey, known as a shearphorus, has pulled their castle from the First World and seeks to claim Darkmoon Vale as a vassal relm. Tornulis, the ruler of the castle, desires to replace the current Nymph Queen as ruler of the Fey of Darkmoon Vale, and turn Darkmoon Vale into a permanent winter wonderland. Can the heroes halt the invasion of the Guardians of Reaching Claw and convince Tornulis to return to the First World?

While I know it is extremely unlikely that these will get pulled together as a sequel adventure to the Anniversary Edition, I figure if I am going to dream, might as well dream big.


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Now the real question is will we see Keld Piskies?

I am guessing not since we never got stats for them previously. I suspect it is more likely they were dropped altogether. Oh those fickle fey!


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James Jacobs wrote:
...the bloody bones is now canonically a different and more powerful undead creature as of 1st edition's Bestiary Six (instead these creatures are just bloody skeletons in the adventure).

Oh yes of course, there's the Rawhead and Bloody Bones dynamic from Bestiary 6, that did slip my mind. Thank you for confirming 5 of the 7 creatures, that was unexpected and pleasantly appreciated.

Looking forward to seeing those last two when the adventure is published.


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James Jacobs wrote:
There's seven classic monsters presented in this adventure's bestiary, not eight.

Hmmm, seven classic monsters. Looking at the published adventures all the monsters in the back matter have already appeared in 2E. So with that in mind, looking at the monsters that appear in the adventures I am guessing:

Allip
Bloody Bones
Dark Mantle
Grick
Tallow/Wax Golem
Vargouille

That leaves one unaccounted for. Having the Fellsig show up would make a lot of sense as that is a type of Undead that were created as result of the events surrounding the eruption of Droskar's Crag known as the Rending. There could also be a classic monster from the unpublished adventure we don't know about yet. Or in my haste I could overlooked something. Eitiher way I am excited to see what shows up.


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The nice thing about working with customers and not having a public facing phone number is it allows staff to determine when customer issues require a phone call. I definitely support putting that decision in the hands of the staff resolving the issues.

I have worked with absolutely lovely customers over the phone but I have also worked with customers who were rude, if not outright abusive.

As long as the rest of the forums are generally supported, I personally don't mind more of the customer service aspects of the forums being migrated to email for resolution.


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I love seeing Paizo's early Pathfinder products getting updated and streamlined, so I am very excited about the Kobold King Anniversary Edition. What other early Pathfinder products is everyone interested in seeing updated?

For me, I would love to see:
Risen from the Sands
Entombed with the Pharaohs
The Pact Stone Pyramid
Doomsday Dawn

all streamlined into an adventure. Even better if the perspective of the story assumes the players are local Osirion adventurers dealing with the fall out of the Ruby Prince's policy of opening Osirion's tombs to explorers. And even better yet if the players unite Sekh-pa-Mefer with his canopic jars (which includes his brain) and restores the Pharaoh of Sphinxes to wholeness and gaining a powerful ally. An ally who is prophesized to return in Osirion's time of need. Risen from the Sands sets this story up but, unfortunately the conclusion only provided the option to loot the tomb. If the player's don't restore Sekh-pa-Mefer and instead get the nasty cursed item, lifting the curse could require uniting the cursed item with the canopic jars which still results in restoring Sekh-pa-Mefer. With Ramlock being the big bad of the adventure, I am guessing this would bring the players to around level 15 or 16.

What other adventures does everyone want to see updated?


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keftiu wrote:


While I would love this, I think Paizo’s designated slot for these things is in AP backmatter articles; most introduce a number of fitting Archetypes pretty tightly married to their settings.

Agreed, that does seem to be the space designated for a lot of this material. However the World Guide and Character Guide provided a lot of player options while also grounding those options in setting lore. I am hoping for more books like that, especially to support the regions currently detailed. Knights of Lastwall looks like it will be a similar kind of book and I am excited for it!


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I would love to see books that support the regional books that include a lot of the character options. For example a Mwangi Expanse Character Guide and an Absalom Character Guide would be much appreciated. In 1E we got a lot of prestige classes, archetypes, and regional equipment/magic items/etc. I would love to see these things brought into 2E but with much more robust lore. For example I think the Hinyasi are really awesome but we got very little information about them in 1E and the weren't mentioned in the Mwangi Expanse book.


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Oh wow! This is very exciting to see these getting an update. I love that these are all getting streamlined into a campaign. I sincerely hope Revenge of the Kobold King is in here as well. I would be over the moon to see Carnival of Tears incorporated, but it was unconnected to the other four so I understand if it is not included. Also, seeing lots of history and background pulled from Guide to Darkmoon Vale included in the backmatter would not make me sad.

Hollow's Last Hope
Crown of the Kobold King
Revenge of the Kobold King
Hungary are the Dead
Carnival of Tears
Guide to Darkmoon Vale
Towns of the Inner Sea (Falcon's Hollow)


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In the past I have used both email and the forums for issues relating to products, shipping, subscriptions,etc. and the customer service team has done a fantastic job of resolving issues via both formats.

On a personal note, with customer service being an aspect of my job, email is by far the preferred method of communication in my workplace. For me, this doesn't seem like an unreasonable step, but I understand the concern.


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I would love to see more Crown of the World. Of all of Golarion's continents this is likely the least human focused. I think this leaves a lot of room for exploration of ancestries that live in the frozen continent and how this people have adapted to survive.


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Orc Pantheon
Nulgreth (Deity), Dretha (Deity), Lanishra (Deity), Rull (Deity), Sezelrian (Deity), Varg (Deity), Verex (Deity), Zagresh (Deity), Zura (Deity), Gorum (Deity)

The Orc Pantheon is possibly due for some revision. In 1E Orcs and their pantheon were generally written from the perspective of their enemies and aggressors. Very likely, the Orc pantheon isn’t comprised of only Evil Deities, instead this is likely a bit of 1E propaganda. This is not to say that the Orc pantheon doesn’t include Evil Deities. I have done an analysis of the Orc Pantheon below. Please note that there is some speculation included throughout since we don’t currently know how the Orc Pantheon will be presented in 2E.

Dretha, Title: The Dark Mother (Concerns/Domains: Birth Fertility, Tribes, Chaos, Community, Protection)
Note: Dretha could use a change in title, otherwise, looking at her areas of concern and domains she is more likely to be of CN alignment instead of CE alignment. As a mother/community goddess she is not gentle but nor is she needlessly cruel. She is harsh and expects Orc children to be raised to handle the dangerous environments they are born into. However, I don’t think she is likely to condone abuse. My personnel guess is that in 2E Dretha is CN and her followers can have alignments of CG, CN, and CE. On a personal note I see Dretha as one of the strongest deities in the Orc pantheon.
Lanishra, Title: The Slavelord (Concerns/Domains: Slavery, Subjugation, Tyranny, Chaos, Nobility, Strength)
Note: Lanishra make sense as alignment CE. Lanishra has a heavy focus on slavery and subjugation which likely informs how some Orc cultures handle people they have defeated in war and battle. It is worth noting that Lanishra does not advocate slaughter and murder. Lanishra also promotes tyranny and nobility. While this will influence the leadership styles of those who follow Lanishra, this likely results in fairly strict rules for how these followers treat those under their rulership. Lanishra poses an interesting dichotomy in the Orc pantheon by being generally chaotic in nature while also trying to impose strict tyranny. My guess is that in 2E Lanishra is CE and their followers can have alignments of CE and LE.
Nulgreth, Title: The Blood God (Concerns/Domains: Anger, Rage, Strength, Chaos, Strength War)
Note: Nulgreth is an iconic representation of many Orcs natural ferocity and tenacity. Many Orcs have a near mystical connection with their ability to harness emotions like anger and rage, and use those emotions to survive in extreme situations like combat, battle, and war. There is nothing inherently evil in this ferocity and it can be used to survive battle against demons as equally as a battle against angels. My guess is that in 2E Nulgreth is CN and their followers can have alignments of CG, CN, and CE.
Rull, Title: The Thunderer (Concerns/Domains: Lightning, Storms, Thunder, Air Chaos, Weather)
Note: Rull is a nature deity that is focused on wind, rain, storms, and lightning. Rull is clearly not a gentle deity, but there is also nothing specifically evil about thunder storms. Interestingly Rull is likely the most recent member of the Orc pantheon as Orcs where unlikely to encounter storms prior to their emergence onto the surface. There is a likely chance that Rull is a popular deity among orcs in the Mwangi Expanse. My guess is that in 2E Rull is CN and their followers can have the N, CN, and CE alignments.
Sezelrian, Title: The Fire God (Concerns/Domains: Fire, Magic, Revenge, Chaos, Fire, Magic)
Note: Sezelrian is fairly unique as a god of fire and magic. Likely many Orc deities Sezelrian is not a particularly gentle deity, but as a god of magic, Sezelrian is perhaps the most academically inclined of the Orc pantheon. Magic and fire are powerful resources both in and out of wartime and it would be interesting to learn more about Sezelrian’s teachings, schools, and academies in Orc cultures. My guess is that in 2E Sezelrian is CN and their followers can have the N, CN, NE, and CE alignments.
Varg, Title: The Iron Warrior (Concerns/Domains: Iron, Siege Engines, War, Chaos, Earth, War)
Note: Varg is a god of tactics, metal working, and war. While maybe not quite as academically inclined as Sezelrian, Varg does expect their followers to be educated in war tactics, metalsmithing, and the creations and use of siege engines. Also, Varg’s focus on Earth suggestions Varg’s followers also study tactics relating to terrain. My guess is that in 2E Varg is CN in alignment and their followers can have alignments of LN, N, CN and CE.
Verex, Title: The Despoiler (Concerns/Domains: Lust, Pillage, Plunder, Chaos, Charm, Trickery)
Note: Verex’s is a rather roguish Orc deity with a focus on plundering and pillaging, as well as lust, charm, and trickery. Whereas most Orc deities are not thought of as being particularly subtle Verex breaks this trend. While their aspect of plunder and pillage may be as overt as the rest of the Orc pantheon, Verex represents an often overlooked subtly found in Orc cultures. My guess is that in 2E Verex is CE and their followers can have alignments of CN, NE, and CE.
Zagresh, Title: The Destroyer (Concerns/Domains: Death Destruction, Disaster, Chaos, Death Destruction)
Note: Zagresh is the Orc god of Death. As a Death god, Zagresh is likely to spend as much time conferring with Pharasma as they are to spend time conferring with the rest of the Orc pantheon. Zagresh is equally a god of disaster and destruction, however, these aspects of Zagresh are mostly aimed at the enemies of Orcs and not internally at neighbors and allied communities. My guess is that in 2E Zagresh is CN and their followers can have alignments of N, CN, and CE.
*Special Note: The Dahzagan are likely a type of Valkyrie, that will hopefully be updated in 2E and reflect this update. In 1E Dahzagan serve a similar function as other Valkyrie, however they are most often found serving the Orc Pantheon. Similar to how Orc Deities in 1E all have CE alignment, in 1E the Dahzagan also have a CE alignment. In 1E the CE alignment excluded them from being included as Valkyrie, however, they can easily be adjusted to a CN alignment in 2E, and this would align nicely with a revision of the Orc Pantheon.
Gorum, Title: Our Lord in Iron (Concerns/Domains: Battle, Strength, Weapons, Confidence, Destruction, Might, Zeal)
Note: Just like in many pantheons, in the Orc pantheon Gorum is a god of battle and weapons. However, of equal importance in the Orc pantheon is Gorum’s aspects of confidence and zeal. In many Orc cultures there is an ingrained understanding that zeal and confidence can win the day when all else fells. In 2E Gorum’s followers have the alignment options of CN and CE.
Zura, Title: The Vampire Queen (Concerns/Domains: Blood, Cannibalism, Vampires, Delirium, Indulgence, Nightmares, Undeath)
Note: The cult of Zura that is found in some Orc cultures has a very unique expression. Instead of focusing on vampirism or undeath, these cults focus on a form of endocannibalism where eating the flesh of a recently slain orc grants the orc doing the consuming Zura’s blessing, and possibly other boons from Zura. It is important to recognize that Zura is most likely granting these Orcs the power to consume a bit of the soul along with the consumption of flesh. Damaging a soul this way may possibly mark it as a target for Zura’s divine servants and reduce the chance of the soul arriving safely in the Boneyard. While this may offer a quick way to gain an advantage in battle, most Orc cultures frown upon the practice, but grudgingly recognize that it can yield results on the battlefield. In 2E followers of Zura can have alignments of NE and CE. (see 1E’s Blessing of the Feast)

I would be happy to hear everyone's thoughts on how the Orc Pantheon could be updated in 2E to more broadly represent the various Orc cultures found throughout the Inner Sea region, the Darklands and Golarion generally.


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keftiu wrote:
4LeafChloe wrote:
Look, whatever the books may be, I only have one ask. Crab ancestry. Not necessarily a *literal* crab (though I would not complain), but rather a crab inspired ancestry of sorts, carapace and all!
I would love this! Five Torches Deep just added crabfolk in the newest book, and I welcome any non-mammal Ancestry.

May I draw you attention to the Murajau. Paizo hasn't stated them up as an Ancestry, yet. But they are Pathfinder's very own crab folk. And they have at least one possible Heritage in the form of the Paguroida. The stats for the Murajau in 1E are size Large, but this can easily be adjusted in 2E to size Medium. And, like the Iruxi, they could have an option to become size Large at higher levels. Some Murajau may be able to literally molt into size Large at higher levels.


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And this is my dream line up for a Lost Omens: Aquatic Ancestry Guide. I included the Traits for each Ancestry as well.
Lost Omens: Ancestries of the Seas
Chapter 1: Familiar Faces
Azarketi/Gillman (Azarketi Trait)
Aquatic Elf (Elf Trait)
Brine May
Seaweed Leshy (Leshy Trait)
Undine

Chapter 2: Common Ancestries
Grindylow (Grindylow Trait)
Locathah (Locathah Trait)
Merfolk (Merfolk Trait, Deep Merfolk Heritage)
Plant Ancestry (New Ancestry)
Selkie (Selkie Trait, Think Kitsune of the Sea)

Chapter 2: Uncommon Ancestries
Adaro (Adaro Trait)
Cecaelia (Cecalia Trait)
Jellyfish Ancestry (New Ancestry)
Murajau (Murajau Trait)
Triton (Triton Trait)

Chapter 3: Rare Ancestries
Ceratioidi (Ceratioidi Trait)
Deep One (Deep One Trait)
Deep One Hybrid Universal Heritage
Ichthyocentaur (Icthyocentaur Trait)
Malenti (Sahuagin Trait)


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This is my dream line up for a Lost Omens: Darklands Ancestry Guide. I included the Traits for each Ancestry as well. I would expect Chapter 1 to be about four pages per Ancestry, after that each Ancestry gets 10 pages. That puts page count at 180 pages. This feels like it could be possible.

Chapter 1: Familiar Faces
Cavern Elves (Elf Trait, Plus Cavernborn Half-Elf Linage with Half-Elf Trait)
Cave Goblins (Goblin Trait)
Enshrak Orcs (Orc Trait, Plus Gloomkin Half-Orc Linage with Half-Orc Trait)
Grondaksen Dwarves (Dwarf Trait)
Lava Gnomes (Gnome Trait)

Chapter 2: Common Ancestries
Caligni (Caligni Trait: Caller, Creeper, Dancer, and Stalker Heritages)
Drow (Elf Trait and Drow Trait)
Duergar (Dwarf Trait and Duergar Trait)
Morlock (Morlock Trait, Plus Grimlock = Half-Human/Half-Morlock with Grimlock Trait)
Svirfneblin/Deep Gnome (Gnome Trait)
Vegepygmies/moldfolk (Fungus Trait and/or Plant Trait)

Chapter 3: Uncommon Ancestries
Aberration Ancestry (New Ancestry)
Corby (Corby Trait and Tengu Trait)
Fungus Ancestry (New Ancestry)
Mongrelman (Fleshwarp Trait and Mongrelman Trait)
Munavri (Munavri Trait)
Skulk (Skulk Trait)

Chapter 4: Rare Ancestries
Derro (Derro Trait and Pech Trait)
Ooze Ancestry (New Ancestry)
Pech (Pech Trait)
Trox (Trox Trait)

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