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Goblin Squad Member. Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. 461 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

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

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.


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

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)


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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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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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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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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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In anticipation of the new Absalom book, I went through the old 1E Archetypes and Prestige Classes to see what have been talked about in the past and get an idea of what we might see updated in the new book.

To maintain a consistent standard I have approached each Archetype or Prestige Class with the following questions.

Archetype/Prestige: What is its name?
Religion: Is it associated with a particular religion?
Institution: Is it part of a specific institution? (Examples: Magaambya, Government of Absalom, Local Town Guard, etc.)
Structure: How is the institution structured or arranged? (Examples: Hellknight Ranks, arranged according to customs of local town guard, etc.)
Location: Where is it located?
Ancestry: Is it associated with a particular Ancestry or cultural group?
Lore: What do we know and/or not know about it?
See Also: Where are additional lore elements included in things like Feats, Magic Items, etc.?
2E Note: Has this appeared in 2E and if so, how has it been updated?

If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know!

CITY OF ABSALOM

1E Archetype/Prestige Class: Arcanamirium Crafter
Religion: Any
Institution: Arcanamirium College
Structure: Loosely organized, individual graduates in the study of Arcanamirium Crafting.
Location: Absalom, et al
Ancestry: None
Lore: The Arcanamirium College is a prestigious arcane school in Absalom that was originally founded by the Arclords of Nex. The school is particularly well known for its studies in the crafting of items imbued with arcane magic. Additionally, the school has a strong focus on teaching universalist magic. As a result Arcanamirium Crafters are highly sought after for their ability to craft a wide range or arcane magical items.
See Also: Arcanamirium Crafter Focus School, Utilitarian Rod, Arclord of Nex (NPC), Arclord of Nex (Prestige Class), Arcane Reinforcement (spell)]
2E Note:

1E Archetype/Prestige Class: Vessel of the Failed
Religion: Spirit worship of the Failed (similar to Ancestor worship)
Institution: Shrine of the Failed
Structure: Moderately organized to unorganized. Vessels of the Failed working officially for the Shrine of the Failed appear to be moderately organized based on duties and requirements of the Shrine of the Failed. Those who develop a spiritual connection to the Failed but are not working with the Shrine of the Failed are mostly unorganized.
Location: Absalom
Ancestry: None
Lore: The Shrine of the Failed is a temple near the Starstone Cathedral dedicated to those would be gods that failed the test of the Starstone. While the mortal bodies of the Failed did not survive the test of the Starstone, their strong spirits can still be called upon by those who find meaning in the causes they championed. List of Known Failed: Demuren, Gobru, Mbali, Mellag, The Muted God, Oggo, Panelle, Plokkis, Sir Reinhart, Silmor, Spuchasta, Thaldei, Veelich, Vonthos, Yepyari, Zimpar (Unclear if Vonthos has failed or is still awaiting the test)
See Also: Echo of Divinity’s Promise (Magic Item)
2E Note: The following 2E creature and magic item also have a connection to the Failed. Abandoned Zealot – Liturgies of the Lost (Creature), Vontho’s Golden Bridge (Magic Item)

1E Archetype/Prestige Class: Tempered Champion
Religion: Primarily followers of Iomedae, also Abadar, Irori, Shelyn, and Deities opposed to evil generally
Institution: Tempering Hall
Structure: Highly organized religious combat training school
Location: Absalom
Ancestry: None
Lore: The Tempering Hall focuses on instructing warriors in the use of a deity’s favored weapon, along with other offensive and defensive training. Traditionally, the Tempering Hall has been associated with Iomedae, but has opened their training to the followers of Abadar, Irori, and Shelyn. Recently, they have begun accepting followers of other deities that have a focus on opposing evil.
See Also: None
2E Note: None

1E Archetype/Prestige Class: Wave Rider
Religion: None
Institution: Branch of Absalom Military (Kortos Military?)
Structure: Highly organized military organization, specific internal ranks unknown.
Location: Absalom (Headquarters), Kortos Archipelago (Generally)
Ancestry: None
Lore: The Wave Riders are the sea cavalry of Absalom that patrol the waters of the surrounding isles. While not exclusively operating in Absalom’s harbor, some amount of Wave Riders are permanently stationed there in defense of Absalom. (Note: In earlier references the Wave Riders are indicated as being comprised largely of people of Human Ancestry. This has shifted in text to favor people of Azarketi Ancestry, and more generally those with the ability or means to survive in aquatic environments. )
See Also: Waverider Breastplate (Magic Item), Errani Kamaki (Magic Item), Absalom Wave Rider (NPC), Wave Tender Barge (Vehicle, described but no stats provided)
2E Note: None

1E Archetype/Prestige Class: Sword Binder
Religion: Aroden
Institution: Unclear, central authority moved depending on which nation had strongest ties with the Church of Aroden.
Structure: Previously an organized group connected to the Church of Aroden, currently little or no organization. Unclear what structure, if any, remains of original the organization.
Location: Absalom, Taldor, Cheliax, et al
Ancestry: None
Lore: Sword binding is an arcane study that was practiced by the Sword Binders, an elite group of arcane practitioners connected with the Church or Aroden. How the relationship between the Sword Binders and the Church of Aroden developed is unclear. However, the Sword Binders were typically found serving the rulers of those nations that also served as seats of power for the Church of Aroden. Originally serving the rulers of Absalom, the Sword Binders eventually went on to serve the throne of Taldor and later the throne of Cheliax. With Aroden’s Death and the dissolution of the Church of Aroden, the influence and power of the Sword Binders has greatly diminished. As a result sword binding appears to have become more an arcane study and less an organization that exclusively collaborates with the Church of Aroden.
See Also: None
2E Note: None

1E Archetype/Prestige Class: Studious Librarian
Religion: None
Institution: Individual Libraries
Structure: Dependent on individual libraries, typically highly centralized organization for large libraries, while groups of Studious Librarians in smaller libraries may be lightly organized or unorganized.
Location: Any library, but particularly those found in large cities.
Ancestry: None
Lore: Large libraries often function as their own organizations, and Studious Librarians are the members that make up those organizations. In the Inner Sea region such libraries include the Forae Logos in Absalom and the Pathfinder Society’s Skyreach in Absalom, also the Kitharodian Academy in Oppara, Taldor and the Grand Library of Eto in Eto, Osirion. These are only a few examples of large libraries and not an inclusive list. Medium and smaller sized libraries may also produce Studious Librarians.
See Also: Commune with Texts (Spell), Skim (Spell), Research Rules (Includes rules for Using and Designing Libraries), Library Events (Downtime Events), Librarian (Trait),
2E Note:

1E Archetype/Prestige Class: Dark Lurker
Religion: None
Institution: Unknown
Structure: Unknown
Location: Absalom, Magnimar, et al
Ancestry: None
Lore: As presented it is unclear if the Dark Lurkers are a singular organization with different branches, different organizations that use similar tactics, or unorganized individuals that use similar methods. In Absalom the Dark Lurkers are known as the Hungry Night and in Magnimar they are known as the Living Shadows. Regardless of whether they are individuals or a group, understanding a Dark Lurker’s connection to shadows and the night, may be as important as figuring out how and why they select their prey.
See Also:
2E Note:

Note: The Ancestry Archetypes for the Azarketi and Humans below are not restricted to Absalom but are included here because of the cosmopolitan nature of the city of Absalom.

1E Archetype/Prestige Class: Eldritch Raider
Religion: None
Institution: No central headquarters or central authority identified.
Structure: Unclear, possibly small groups and individuals with common goals, but possibly a moderately to highly organized group.
Location: Absalom, Inner Sea, Arcadian Ocean
Ancestry: Azarketi (Gillman)
Lore: The Eldritch Raiders appear to be a loose organization of Azarketi that is focused on exploring the ruins of sunken Azlant. How they interact with groups like the Elves of Mordant Spire is unknown.
See Also: None
2E Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E.

1E Archetype/Prestige Class: Feral Child
Religion: None
Institution: None
Structure: None
Location: Wildness Locations Generally
Ancestry: Human
Lore: Feral Children were raised in the wild by creatures natural to the wild. Typically, a Feral Child is raised by animals, although Feral Children raised by plants, beasts, and elementals are not unheard of. Although never confirmed, rumors persist that some Feral Children have been raised by oozes.
See Also: None
2E Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E. However, the concept of a child raised by creatures in the wilderness is applicable across most Ancestries. (Update: This is now a Rare Background)

1E Archetype/Prestige Class: Wanderer
Religion: Any
Institution: None
Structure: None
Location: Any
Ancestry: Human
Lore: Wanderers prioritize the freedom to wander and explore the world around them, often learning and sharing wisdom on their travels.
See Also: None
2E Note: This Archetype is based on an Ancestry and may possibly be interpreted as Ancestry Feats in 2E. However, the concept of a person wanting to wander, explore, and share wisdom is applicable across most Ancestries.


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Precipice Quarter / Beldrin’s Bluff
Poor and Homeless / Monsters and Undead

I wanted to research this a bit and see what I could find. My results are below.

Something I noticed is that on the Absalom city map, the Precipice Quarter is much larger than the map of Beldrin’s Bluff in “Hangman’s Noose.” And the map of the Radiant Festival Fairgrounds in “Devil at the Dreaming Palace” seems about the same size as the map of Beldrin’s Bluff in “Hangman’s Noose.” Beldrin’s Bluff (now the Radiant Festival Fairgrounds) is a neighborhood within the Precipice Quarter. As a neighborhood within the Precipice Quarter, Beldrin’s Bluff was a very dangerous area filled with monsters and undead. At the same time those parts of the Precipice Quarter that are father out from Beldrin’s Bluff and closer to East Gate and the Docks are likely to be less dangerous and could reasonably provide a place for the homeless to find limited shelter, if not safety.

I think the quotes below clearly indicate that the Precipice Quarter had become home to vagabonds, squatters, delinquents, and thieves. For me, I feel that I can reasonably infer that this population is significantly comprised of the poor, destitute, homeless, and desperate. At the same time the Precipice Quarter (and perhaps especially Beldrin’s Bluff) was a very dangerous place. Undead seem to have especially been a problem throughout the Quarter, and they continue to remain an issue.

“…and this year they are especially crammed with the numerous delinquents that had heretofore squatted in the ruins of the Precipice Quarter.”
-Agents of Edgewatch: Devil at the Dreaming Palace, pg. 68

“…one of the least policed parts of the festival, and hundreds of squatters and displaced Precipice Quarter residents have already set up camps around the hills to the east.”
-Agents of Edgewatch: Devil at the Dreaming Palace, pg. 70

“Thieves, killers, and vagabonds sometimes seek refuge here…”
-Guide to Absalom, pg. 39

“While most of Beldren’s Bluff remains deserted and forlorn, a few areas remain occupied, and extremely dangerous.”
-Hangman’s Noose, pg. 28

“…and a platoon of paladins and priests destroyed and consecrated swaths of haunted land.”
-Agents of Edgewatch: Devil at the Dreaming Palace, pg. 68

“In many places, undead roam freely, and no one is allowed to cross into neighboring districts from dusk until dawn.”
-Guide to Absalom, pg. 39

“The original blueprints showed the fairgrounds extending all the way to Absalom’s eastern curtain wall, but workers didn’t make it past Jasper Avenue, and instead cordoned off the undead-infested eastern ruins of the Precipice Quarter…”
-Agents of Edgewatch: Devil at the Dreaming Palace, pg. 68

The Precipice Quarter offered a dangerous and risky refuge for the poor and homeless and the area of Beldrin’s Bluff offered no refuge at all. How the City handled moving the homeless out of the Precipice Quarter during it’s clean up and restoration is something that has not been detailed. Looking at the map, if the overall area of what I think is the Precipice Quarter, actually is the Precipice Quarter, than it’s a reasonable chunk of the city. I find it very likely that a number of organizations, guilds, businesses, churches, and city departments, not mention the homeless, had a hand in the process of its clean up. However, the goals and interactions of these different factions were likely to have varied widely. This could be a very interesting campaign: Maybe the City worked with the homeless and various churches to establish housing and opportunities for work, or even opportunities to start local businesses. Maybe predatory corporations, aristocrats, and the wealthy elite took advantage of the situation, made land grabs, and passed laws that favored their interests. For the in world campaign setting I find it likely that all sides and interests had some wins and losses. I personally hope the poor and homeless got more wins than what we are initially seeing.
Now I may be a little off on my timeline, but if I understand where Agents of Edgewatch starts, we are past the bulk of the cleanup phase, especially for the Radiant Festival Fairgrounds, and presumably for whatever routes are used to access the fairgrounds. Looking at the map of the Radiant Festival Fairgrounds it appears there is a road leading to the fairgrounds from Eastgate and a road from the Docks. That leaves a lot of the Precipice Quarter where we don’t know what the current situation is, or what happened to the people that were/are living there. Also, looking at the Edgewatch section in the “Guards of Absalom” article, the Edgewatch is currently fairly limited in their actual duties. They seem mainly focused on serving the needs of the Radiant Festival and less about the needs of the Precipice Quarter. What direction the Edgewatch has moved in in terms of offering community, guard, and watch services has yet to be detailed. Hopefully the PCs had a big influence and the Edgewatch has leaned heavily into providing services that aid the community, especially the poor and homeless.


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With The Book of the Dead being our first look at the new approach to monster books, what are your hopes/ideas for future monster books? Below are a few of mine.

Animal Archive/Companion Compendium/Eidolon Index/Familiar Folio: This monster book is all about creatures with the animal trait and exploring rule options relating to Companions, Eidolons, and Familiars. While these rules may not be limited to creatures with the Animal Trait this feel like a good place to explore them.

The Dragon Book: This book would deliver on creatures with the Dragon Trait, but also delves deep into the lore about dragons.

The Faerie Ring: A monster book all about creatures with the Fey Trait as well has things like the Witch Market, Fey Tokens, and the Tane.

Deadly Flora: While probably not the monster book most people are anticipating, there is so much possibility here. In addition to Plant and Fungus Creatures, I want this book to explore plant flora. Let’s see a chapter on magical plants that are not creatures. There is a lot of lore and myths about plants that do magical things. Also let’s see a chapter on harvesting plants for magical use in alchemy, rituals, and spell casting.

Beastly: A monster book all about monsters with the Beast Trait. I would love it if this book included legends, stories, and myths about the origins of many of the beasts.

Dark Tapestry: Instead of focusing on a specific Creature Trait this book focuses on a genera. This book is all about Cthulhu Mythos monsters, outer dimensional monsters, and dreamlands monsters.

Dominion of the Black: Another genera book this one is all about monsters from outer space: Aliens, Robots, AIs, and Space Monsters.

Titanomachy: This book is all about really big monsters. Gargantuan is the smallest size of monster in this book. This includes Kaiju size monsters and possible even bigger. This includes rules for battling things like environments, for example if a forest, swamp, or desert is attacking you, how does that work and how do you fight back.


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I see the Golden Road as a Magic-Science region. Between Rahadoum and Thuvia there is a heavy emphasis on education and alchemy, Osirion and Qadira seem to have a lot of math and engineering knowledge, and while a slightly different focus, Katapesh is focused on mercantile magic which probably also has a focus on math. Not to mention behind all of this there is a rich tradition of artificers from the Jistkan Imperium, diplomacy and linguistics from the Tekritanin League, elemental magic from Ancient Osirion, and genie magic from Qadira/Padishah Empire.

A note on elemental vs genie magic. From what I can tell Ancient Osirion’s elemental magic had a much stronger focus on creatures that were Elementals but not Genies, where as Qadira’s/The Padishah Empire’s focus was more on Genies and less on other Elementals. I think this can provide some interesting perspective on how the different nations viewed elementalism. Whereas Qadira/The Padishah Empire was interested in wish-craft, and the Genie’s various innate powers over wish-craft, Ancient Osirion on the other hand, appears to have been more interested in traditional elemental magic. Ancient Osirion appears to have seen elemental creatures as living forces of nature, binding them to a wide variety of places and locations. Genies be intelligent and cunning people appear to have been disfavored for use in Ancient Osirion.

Going a little more local, Qadira has very interesting tradition of horsemanship in the form of the Qadiran Horselords, Sunriders, and Asavir. Also, Qadira is no slouch when it comes to spycraft with the Hatharat being well known for its spycraft training. While Hatharat Agents are clearly connected to Qadira’s spy network, Mages of the Veil and Inerrant Voices may also have unseen connections to the Hatharat.

Osirion’s Living Monoliths highly suggest that modern Osirion isn’t as far removed from Ancient Osirion as outsider scholars might lead us to belief. The Scarab Stalkers have a mystical connection to Ancient Osirion which also suggests the past isn’t as distant as one might think. In both Osirion and Qadira Relic Masters undergo special training in using magic items. Pahmet Dwarves are the only know teachers of Psammokinetics making the tradition very unique to the Osirion and the surrounding area.

Katapesh pesh magic is ripe with possibility, but is largely looked down upon by outsiders. Okeno Liberators are often thought of as outsiders infiltrating Katapesh (and Oken especially), however, this ignores Katapesh’s local liberators, which very likely make up the majority of Okeno Liberators. Katapesh’s local sect of the Abadaran faith, the Balanced Scales of Abadar, see treasures left in tombs and ruins as a wasted resource, and while this is a Katapesh home grown sect of the church, this is likely a growing source of tension.

Thuvia has its own local spycraft in the form of the Guardians of Immortality. While they are hyper focused on protecting the secrets of the sun orchid elixir, their training is a multi-city effort. Tekritanin arbitration is a field of study still taught in Thuvia to this day, and those trained as Tekritanin Arbiters are highly sought after for their skill in diplomacy and linguistics.

Rahadoum’s Pure Legion Enforcers are special agents that lead Rahadoum’s military. Spiritslayers, are subgroup within the Pure Legion Enforcers that specialize in using non-divine techniques to combat incorporeal undead. Poleiheira Adherent’s follow an Arcane/Occult tradition that needs a lot more exploration. Jistkan Magistrates practice a nearly forgotten form of Divine Elementalism, that appears to still see some secret practice within Rahadoum.

Considering everything above, we really need to get the perspective of the people and cultures that occupy the Golden Road, and see their relationship with the different groups mentioned above.


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I would love to see a Lost Omens: Mwangi Adventures, basically a Lost Omens: Character Guide but focused on the Mwangi Expanse meta region. In 1E the Mwangi Expanse had numerous associated Archetypes/Prestige Classes, Artifacts, Equipment, Magic Items, and other player options. This book would update many of those player options, while also putting them in context of all the amazing Mwangi lore we got in Lost Omens: The Mwangi Expanse.

For example this would be a great place to explore the Hinyasi fighting style and include the Hinyasi Archetype, while putting it in context of the Yamasan diaspora. It could discuss organizations like the Storm Kindlers and include the associated Archetypes. It would be a great place to do a write of an Artifact like The Totemrix and include both the stats and history of the Artifact. Not to mention all the little fun things like Kitumu’s ire alchemical item, Warka jars, Blood Sap, and Memory Musk Gourds.

Now that we have a big book of lore, I would love to see all the adventuring options brought back and reframed in the context of that lore. And of course there is plenty of room for new stuff that is hinted at or referenced in Lost Omens: The Mwangi Expanse.

Clearly this is an additional five-hundred page book of Mwangi fun, although I suspect it would fit nicely in one of the 128 page book slots. One can hope and dream!


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Looking at 1E Prestige Classes and Archetypes that have a theme of working with undead, creating undead, destroying undead, overcoming death, or dealing with the spirits of the dead might give us some ideas of what we might see in The Book of the Dead. So with that in mind I have attempted to find all the 1E Prestige Classes and Archetypes with the aforementioned themes.

Before going deeper, I use the term “Branching Archetypes”, to refer to 2E Archetypes that have a commonly related Dedication Feat, but then later branches into different Archetype paths. For example Hellknight Armiger, Hellknight, and Hellknight Signifier all “begin” with the Hellknight Armiger Dedication Feat. We are not required to take two additional Hellknight Armiger Feats before branching into Hellknight or Hellknight Signifier, but the Hellknight Armiger Dedication Feat is a prerequisite before branching into the Hellknight or Hellknight Signifier Archetypes. Other examples of “Branching Archetypes” include the Magaambya Archetypes, Pathfinder Archetypes, and Lastwalll Archetypes. I also have to say I love branching archetypes as that is such a smart why to do interrelated Archetypes while also keep them unique.

Here’s what I found:

Prestige Classes:
Agent of the Grave (Prestige Class, Plus Archetypes: Ectoplasm Master & Seal-Breaker)
These are all about the Whispering Way with the Ectoplasm Master & Seal-Breaker making good options for branching archetypes.

Ashavic Dancer (Prestige Class)
Servants of Ashava with unique ways of defeating undead.

Death Slayer (Prestige Class)
Part of the Red Mantis Assassins specializing in taking down undead. Great option for Red Mantis Assassin branching archetype.

Heritor Knight (Prestige Class)
Followers of Iomedae, these Knights have special techniques for dealing with undead.

Knight of Ozem (Prestige Class)
Devoted to Iomedae, these knights are strongly opposed to the Whispering Way and Geb. The Heritor Knight and Knight of Ozem could be combined into a branching archetype as they share a patron and have similar themes.

Mortal Usher (Prestige Class, Plus Archetypes: Fated Guide, Soul Shepard, Soul Warden, & Usher of Lost Souls)
These agents of Pharasma look after the souls of the dead and combat undead. A popular theme in 1E this makes for a great branching archetype option.

Order of the Crux (Prestige Class)
In 1E this played off the Hellknight Prestige Class, and can easily be done in 2E as a branching archetype.

Soul Warden (Prestige Class)
Agents of Nex that specialize in dealing with the dead and the undead. Not to be confused with the Soul Warden Archetype, see Mortal Usher above.

That wraps up the Prestige Classes, next is a look at the 1E Archetypes with Golarion specific lore.

Black-Blooded Oracle (Archetype)
Individuals that carry the Black-Blood of Orv in their veins and are granted unusual necrotic powers. This could also fit nicely in a book about the Darklands.

Cruoromancer (Archetype)
Those who carry the stain of undeath in their blood, such as Dhampir can use their blood for necrotic magic. This may also show in the book that includes blood magic, which might be The Book of the Dead.

Crypt Breaker & Dread Investigator (Archetypes)
Specializing in techniques to handle both undead and constructs, Crypt Breakers are well prepared to handle the tombs and ruins where they conduct archeological research. Dread Investigators explore and research tombs and crypts and sometimes associate with cults of Urgathoa. These would be a good branching archetype options for the 2E Archaeologist Archetype.

Energist (Archetype)
Energists study positive or negative energy and their effects on the living and the dead, often traveling to other planes to pursue their research. This archetype is also a good fit for an appropriate planar book.

Expulsionist (Archetype)
Commonly found in the Church of Pharasma and similar churches opposed to malevolent undead spirits.

Phantom Blade (Archetype)
The spirits and souls of a warriors that fall in war and battle, sometimes select a surviving companion or champion to assist in carrying on the fight. These spirits and souls aid there champion by manifesting as ectoplasmic weapons, and are most often seen in Mendev. This Archetype has a lot of story potential, and is a personal favorite.

Spirit Eater & Yokai Hunter (Archetypes)
Spirit Eaters are mostly commonly found in Shenmen, and Yokai Hunters are generally found across Tian Xia. Both interact with the spirits of the dead in interesting ways. However, it is unclear how Yokai will be defined in 2E, and may include Oni, Kami, and a variety of different spirits. These would also be good options for a Tian Xia themed book.

Spiritslayer (Archetype)
The Spiritslayers and their techniques originated in Rahadoum as specialized members of the Pure Legion. These techniques have since been adopted by other organizations opposed to undead such as the Church of Pharasma. This is a good option for a Pure Legionnaire branching Archetype, while also having a dedication feat that doesn’t require a Pure Legionnaire Dedication Feat prerequisite.

Twilightsage (Archetype)
Specialized necromancers from Geb that study the boundary between life and death. This would make a good option for the book of the dead.

Archetypes

The following Archetypes do not have Golarion specific lore associated with them in the 1E source material. I have grouped them into themes as best I could.

Familiars & Companions:
The following Archetypes allow your familiar or animal companion to have undead blood similar to a Dhampir.
Bloodline Familiar
Deathtouched Campanion
School Familiar

Undead Alchemy:
The following Archetypes mix alchemy and necromancy.
Ectochymist
Reanimator

Death Singers:
The following Archetypes use song and sound to either lament for the dead or bring the dead back to life.
Dirge Bard
Elegist
Songhealer

Undead Slayers:
The following Archetypes use special techniques for combating and destroying undead.
Corpse Hunter
Ghost Hunter
Graveslinger
Grave Warden
Kinslayer
Roaming Exorcist
Spirit Master
Undead Scourge
Vampire Hunter
Some of the above would make great branching archetypes such as Vampire Hunter branching into Kinslayer.

Undead Obsessed:
The following Archetypes have an obsession with undead.
Gravewalker
Hungry Ghost Monk
Knight of the Sepulcher
Necroccultist
Necrologist
Spirit Walker
Undead Lord
Undead Master

Cycle of Life & Death:
The following Archetypes have special insight or understanding of the cycle of life and death.
Death Druid
Reanimated Medium
Reincarnated Druid

Spirits of the Dead:
The following Archetypes place special emphasis on the spirits of the dead, the forms they take, and how the interact with the living.
Drowned Channeler
Geist Channeler
Hag-Haunted
Haunted
Medium (1E Archetype, not to be confused with 1E Class)
Onmyoji
Spirit Binder
Spirit Warden

Unique Approach:
The following Archetypes have a more unique approach to the dead or undead and didn’t fit into another theme.
Discretion Specialist: Make dead bodies disappear and leave no evidence behind.
Ectoplasmatist: Infuse yourself with ectoplasm.
Ghost Rider: Use phantasmal powers against undeath. (I love this Archetype.)
Gravedigger: Learn the secrets of the dead.
Hallowed Necromancer: Use necromancy without using undeath.
Haunt Collector: Collect haunted items and use them in interesting ways.
Hex Channeler: Devote yourself to healing and life or to harm and undeath.
Pyschodermist: Take parts from things you killed and use them to wield their power.
Skeptic: Doubt ghost stories, but be willing to accept them when proof is presented.

I hope a lot of these Prestige Classes and Archetypes will see a return in The Book of the Dead as class options and archetypes. And I hope when and where it makes sense Paizo will continue to make branching archetypes for 2E Archetypes that are interrelated.


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Something that I thought was really fun about Katapesh from 1E was pesh magic. Yes, pesh can be a drug that is abused, but from the Sahir-Afiyun and Sorcerer of Sleep (Archetype) we see the native culture using pesh as a magical stimulate that allows them to achieve an understanding of there bodies and of magic in unique ways. For me this felt like native Katapeshi had a deep respect for pesh and its use. However, visitors to Katapesh treat pesh like a drug, and some local merchants are willing to take advantage of this by selling pesh in marketplace drug dens. I would imagine this is heavily frowned upon by most native Katapeshi who value pesh and its cultural importance.


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From the 1E Classes:

The Medium is appropriate for this book either returning as a Class or an Archetype. It would be a shame to not see it here as it is all about communicating with the spirits of the dead. Although the Medium could be expanded to communicate with other kinds of spirits, such as nature spirits, divine spirits, occults spirits, etc.

The Spiritualist is also appropriate, but it now falls under Summoner. We don't know how much Phantom related stuff we will see in Secrets of Magic, so we may see more Phantom related stuff here.


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The collapse of the Cyclops empires also led to the creation of the Stygira. However, it is unclear if Stygira are Cyclops that have been corrupted and twisted by alien magics, or if they were another ancestry, such as humans, that were twisted in to Stygira by the Cyclops’. At some point a group of Cyclops made a bargain with a powerful entity that shaped them into Kabandha, and that bargain is still observed to this day. (Note Stygira are now Fey, however, they still retain a mysterious connection to Cyclops, and especially the ruins of Cyclops empires.)

The Cyclops’ had never managed to recover from all this, but they at least held onto their prophetic abilities. This allowed them to have an influential part in establishing Iblydos and have an important role in that society and culture. Finally, with the death of Aroden and the loss of prophecy, much of the prophetic gifts once held by Cyclops’ were lost. This traumatic event would have hit all Cyclops across Golarion nearly simultaneously, causing an ancestry wide mental trauma.

All of this has resulted in Cyclops living on the fringes of modern societies. A few Cyclops known as Oracular Cyclops have held onto a little more of their prophetic powers. However, this has resulted in some of them being kept as oracular pets, instead of being treated like people.

I would love to see an Ocelli Ancestry (Ocellus, singular). A medium sized Cyclops Ancestry born from Cyclops parents, with an “inner prophecy” to help guide the Cyclops’ back to physical and mental stability. Each Ocellus is born with some inscrutable prophecy that will somehow help the Cyclops’ regain stability. And I want them to have an Ancestry Feat, similar to the Iruxi, that allows them to have prophetic apotheosis, becoming large in size.

And just for fun, some additional things related to Cyclops bits of lore:
Cyclops Helm (Magic Item), Xanthuun Tablets (Magic Item), Sivanah (Cyclops Veil) (Deity), Veiled Illusionist (Archetype), Cyclopean Seer (Archetype), Ongalte (Deity), As Foretold (Mythic Path Abilities), Seat of Power (Mythic Path Abilities), Twisted Futures (Ritual), Ixion Worm (Monster).


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CorvusMask wrote:

Eh just Arcadia/azlant/Casmaron/Tian Xia/Garund books, no bigger ;D

Oh and 2e version of distant stars, we need solar system content updated for 2e ;D

I want to see all those too, plus Crown of the World and Sarusan! I think those are more likely to show up in the Lost Omens line instead of the Rule Books line though. Also, I suspect Casmaron would be 4 books.

1. Vudra
2. Western Casamaron (Kelesh Empire)
3. Cental/Southeast Casmaron.
4. North/Northeast Casmaron.

That's my guess from looking at the map.


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With closer look at Secrets of Magic, Guns and Gears, and The Book of the Dead we have a better idea of how 2E RPG books will be themed and structured. So what books/themes are you hoping to see?

I am hoping to see:

The book of dreams and madness – A book all about cosmic horror, outer gods, great old ones, dreamlands, nightmares, and dreamscapes.

The book of stars and planets – A book all about adventuring in space or on other planets, science-fantasy tech, and the healthy dose of the Dominion of the Black.

The book of occult mysteries – A book of psychic magic but also a broad look at different occult traditions such as astrology, harrow, chakras, esoteric order of the palatine eye, prophets of kalistrade, etc.

The book of the environment – A book that dives into adventuring into the 9 environment types (Aquatic, Artic, Desert, Forest, Mountains, Plains, Swamp, and Underground, Urban).

The book of aquatic adventures - A book the goes deep into gaming and adventuring in an aquatic setting. This one may edge a little more into the territory of the Lost Omens books.

The book of champions – A book all about fighting styles, traditions, and the schools that teach them. Plus tournaments, competitions, and competitive athletics.


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I will have to look into the Hyrki.

Good catch with the Lost Omens Character Guide reference. It may be that some of the Azlant connections have been retconned.

Keftiu, I blame you for the madness below. Based on your comments about a Rahadoumi connection I dug a little deeper and tried to connect the dots. This is all theoretical but here goes:

History of the Lirgeni

Pre Earthfall
The Lirgeni are living along Azlant’s central/southern coast. The Lirgeni were traders who had a strong trading partnership with Northern Garund. The Lirgeni also excelled in knowledge that blended technology and magic.

5293 AR
Earthfall

5293 AR
The Lirgeni flee Azlant in a massive sea migration heading for Northern Garund.

c. 5293-5294 AR
The Lirgeni fleet struggles across the Arcadian Ocean in the aftermath of Earthfall, eventually arriving in Northern Garund. The fleet is broken up in the turbulent post Earthfall waters. The largest portion of the fleet lands in what is modern day Rahadoum. The second largest portion of the fleet lands in the modern day Kaava Lands. Smaller portions land along the coast of what would eventually become Lirgen and Yamasa.

c. 4290 AR
Tiandra leads her tribe against a small enclave of Azlant Lirgeni that had established themselves along the Inner Sea coast. Wiping out the enclave, Tiandra hides the magical texts and artifacts she finds in a cave. The cave eventually becomes known as the Cave of Tiandra.

c. 5294-4294 AR
In the Kaava Lands and the surrounding area the Lirgeni refugees integrate with the native Zenj giving rise to the Bonuwat people and culture. The Bonuwat eventually become powerful sea traders, trading all along Garund’s western central/southern coast.

4160 AR
Arustun and Ejanos discover the Cave of Tiandra, and the Azlant Lirgeni artifacts hidden there. Arustun leaves on a quest for knowledge visiting the Lirgeni settlements during his travels, hearing their legends of magical machines.

4120 AR
Arustun founds the Jistka Imperium. The Jistka Imperium spreads across most of modern day Rahadoum absorbing the Lirgeni settlements.

2764 AR
Jistka Imperium falls apart, but not before achieving incredible advancements in magic and technology, to include the creation of automatons. Unfortunately, most of this knowledge is lost with the collapse of the Jistka Imperium. The generally independent Lirgeni communities are less affected.

2555 AR
Rahadoum is founded and institutes the Laws of Man. The Laws of Man are accepted by the Mauxi majority. However, the smaller Lirgeni population mostly opposes the Laws of Man.

2557 AR
A prominent Lirgeni leader named Saoc, leads a large Lirgeni migration south. Saoc had close ties with many of the small Lirgeni communities that continued to survive along the coastline of what is the modern day Sodden Lands. Saoc unites these Lirgeni communities, spreading his astrological philosophies. This eventually leads to the formation of the Saoc Brethren.

3257 AR
Yamasa splits from Lirgen, however the two nations remain on friendly terms.

4606 AR
Lirgen and Yamasa are destroyed as a result of the death of Aroden and the formation of the Eye of Abendego.

c. 4606-4607
The Lirgeni Diaspora sees many Lirgeni flee fallen Yamasa and Lirgen. Some Lirgeni remain in the Sodden Lands. Those with ties to Rahadoum return north. The largest population migrated to Jaha in the northern part of the Mwangi jungle. Smaller communities are established in many of the Mwangi Expanse’s larger cities.

Current Day
Jaha remains fairly isolated, however, the Lirgeni people are hardy and have survived numerous hardships throughout their long history. Jaha may prove to be the birth place of a Lirgeni revival.


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Looking at the groups that descended from Azlanti Humans, I wonder if that can provide us some insight into the different peoples that lived on Azlant. From what I can tell, we only have clues to those Azlanti cultures that had connections with Avistan and Northern Garund. So if any Azlanti fled to Arcadia or Southern Garund we have yet to receive any information on those groups. Below is a quick look at each group that currently has a known or suspected link to a culture that originated from Azlant. As far as we know, there are ten potential Azlanti cultural groups that can be traced to people living in modern Golarion.

Azarketi – These humans were saved from Azlant’s destruction by the alghollthus who fleshwarped them to survive in the oceans. This group of Azlanti natives were likely from the same cultural group and shared some quality favored by the alghollthus.

Bonuwat – The Bonuwat of the Mwangi Expanse are thought to have mixed with an unknown trading culture in the distant past. This may indicate that the seafaring Bonuwat had connections with Azlant. If this is true, who these Azlanti people were and where they were from on Azlant is unknown.

Caligni – The Caligni were once a group of Azlanti that immigrated to Avistan and established the settlement of Calignos in the Mindspin Mountains. To survive Earthfall the Caligni fled into the Darklands where they eventually took on the appearance they have today. Questions of when the Caligni migrated from Azlant, where they originated on Azlant, and how long they occupied the Mindspin mountains before Earthfall remain unanswered.

Chelaxian – Modern Chelaxians are a mix of two peoples, a group that was native to Azlant and the Ulfen peoples of Avistan. It is unclear if modern Chelaxians resulted from Azlanti refugees that fled the loss of Azlant or if their origins are from an earlier migration Azlanti that had settled in southern Avistan.

Fetchling/Kayal – These Azlanti fled to the Shadow Plane to escape Earthfall. Unlike many of the peoples that fled into the Darklands or that were manipulated by the alghollthus, the Kayal may look somewhat similar to how the appeared when they lived on Azlant. However, with the shift to a monochrome palate in their skin, hair, and eyes, it is unknown how Kayal appeared before the fall of Azlant.

Lirgeni – The Lirgeni have long claimed ancestral ties to Azlant. However, little is known of the Azlanti peoples the Lirgeni were connected with or where they were from on Azlant. The Lirgeni diaspora has only complicated studying the Lirgeni’s ancient connection to Azlant.

Mongrelmen – The Mongrelmen are an Azlanti group that fled into the Darklands in an effort to survive Earthfall. Where they originated from on Azlant is unknown. Their history appears to be distinct from the Morlocks and they likely represent an Azlanti cultural group distinct from the other groups that are discussed here.

Morlocks – The Morlocks are an Azlanti group that fled into the Darklands in an effort to survive Earthfall. Where they originated from on Azlant is unknown. Their history appears to be distinct from the Mongrelmen and they likely represent an Azlanti cultural group distinct from the other groups that are discussed here.

Munavri – The Munavri are an Azlanti group of seafarers that were abducted by alghollthus. At the time of Earthfall the alghollthu stole away a group Azlanti people that would eventually become the Munavri and took them to the Sightless Sea in Orv.

Thassilonian – The Thassilonians were originally Azlanti natives that migrated to Avistan to establish the nation of Thassilon. The nation of Thassilon existed on Avistan for over twelve hundred years, resulting in the people of Thassilon being distinct from those of Azlant, from where they had originated. Additionally, Thassilonians mixed with Avistan’s Kellid, Shoanti, Ulfen, and Varisian peoples, further separating them from their Azlanti origins.

Considering the groups above we can make some best guesses about where on Azlant the different groups came from.

The “Thassilonian” Azlanti and “Caligni” Azlanti are possibly the most difficult to trace as they had already immigrated to Avistan prior to Earthfall. They may have originated somewhere in Northeastern Azlant, but really could have been from anywhere on Azlant.

The “Azarketi” Azlanti are also difficult to place as they were given aid by the alghollthus to survive in the ocean. This leaves few clues as to where they originated, considering the entire continent was sinking into the ocean.

There is a reasonable chance the “Kayal” Azlanti, “Mongrelmen” Azlanti, and “Morlock” Azlanti originated from Azlant’s interior as they most likely did not have a way to flee Azlant via coastal access.

The “Chelaxian” Azlanti and “Lirgeni” Azlanti were probably groups from east central Azlant, although they could have been survivors from one of the larger islands that fled during the aftermath.

The “Munavri” Azlanti and “Bonuwat” Azlanti came from Azlant’s coast. The “Bonuwat” Azlanti would likely have been from Azlant’s eastern central or southern coast. The “Munavri” Azlanti could have been from any coastal region as they were taken by the alghollthus. Both groups were known sea traders so that is strong evidence they were coastal cultures on Azlant.

If you can think of any groups that I have missed please let me know.


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

I might call it the Agony Moon since it falls in Kuthona.


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

In my excitement for this book I have been going through all the 1E Archetypes, Prestige Classes, and other rules elements that relate specifically to the Mwangi Expanse. I thought I would share in case anyone else might find this useful. If you want to explore any of the rules elements mentioned below, I recommend visiting the Archives of Nethys website: https://www.aonprd.com/.

To maintain a consistent standard I have approached each Archetype or Prestige Class with the following questions.

Archetype/Prestige: What is its name?
Religion: Is it associated with a particular religion?
Institution: Is it part of a specific institution? (Examples: Magaambya, Government of Absalom, Local Town Guard, etc.)
Structure: How is the institution structured or arranged? (Examples: Hellknight Ranks, arranged according to customs of local town guard, etc.)
Location: Where is it located?
Ancestry: Is it associated with a particular Ancestry or cultural group?
Lore: What do we know and/or not know about it?
See Also: Where are additional lore elements included in things like Feats, Magic Items, etc.?
2E Note: Has this appeared in 2E and if so, how has it been updated?

If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know!

MWANGI EXPANSE: MAGAAMBYA:

Archetype/Prestige: Magaambyan Initiate
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized former students that did not complete their studies but remain in good standing with the school.
Location: Nantambu, Mwangi Expanse
Ancestry: Any
Lore: Those who are accepted as students in the Magaambya are known as Magaambyan Initiates. These students range from the newly enrolled, to individuals that have spent several years studying without ever formally graduating. Those students that leave the Magaambya without graduating but remain in good standing with the school are still considered Magaambyan Initiates by the school. The Magaambya sees these former students as a resource and doesn’t hesitate to reach out to a former student for assistance, if the former student is willing.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: This appears to have been updated and replaced by the Background “Magaambya Academic” and the Archetype “Maagambyan Attendant”. However, the theme of this Archetype is included in text as an academic rank, the “Magaambyan Initiate” being the entry level rank a student gains from being enrolled in the school. See “Lost Omens: Character Guide”

Archetype/Prestige: Magaambyan Arcanist (Note: The term Arcanist in this context is independent of the 1E Player Class: Arcanist)
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized graduates that continue their studies outside of the school.
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: Those who complete their initial studies and graduate from the Magaambya can continue their education as Magaambyan Arcanists. This continuing education is most often done in affiliation with the school, with the Magaambyan Arcanists serving as a mix of professional student and field agent. Although rare, some graduates continue the studies and training of a Magaambyan Arcanist independent of the school. As long as these graduates remain in good standing with the Magaambya their independent studies and training are endorsed by the school.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: This appears to be updated and replaced by the 2E Archetypes “Maagambyan Attendant” and “Halcyon Speaker.”

Archetype/Prestige: Enlightened Bloodrager
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized graduates
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: The Magaambya has developed curriculum and studies around a wide variety of magical expressions to include the magic of Bloodragers. These studies have led to unique training that allows Bloodragers to keep from becoming lost within their rage. Instead they learn to understand their strong emotions and how those emotions interact with their blood magic. Once achieving this understanding and internalizing these teachings, these students become known as Enlightened Bloodragers. Although highly regarded for this personal accomplishment by those within the Magaambya, when encountered by other Bloodragers this “enlightenment” is regarded with suspicion and mistrust. In the most extreme cases this “enlightenment” is met with hostility when there is a strong cultural tradition of encouraging and embracing ones bloodrage.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time.

Archetype/Prestige: Magaambyan Telepath
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized graduates
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: While the Magaambya is well known for its curriculum regarding the study of arcane and primal magic the school is not limited to the study of just those magical traditions. Those who graduate as a Magaambyan Telepath focus on the study of occult magic. These students learn to connect their mind to nature, allowing them to understand, influence, and communicate with the natural world.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time.

Archetype/Prestige: Halcyon Druid
Religion: Appears to be a mix of the Green Faith and the teachings of Old-Mage Jatembe.
Institution: Halcyon Circle
Structure: Arranged by the strictures of the Halcyon Druid Circle, specifics not provided.
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: The Halcyon Circle has strong connections with the Magaambya and the two organizations work closely together. Many of the druids of the Halcyon Circle either spent time studying at the Magaambya or are graduates from the Magaambya. However, being a current or former student at the Magaambya is not a requirement for joining the circle. Additionally, the Halcyon Circle works directly with Nantambu, serving as peacekeepers and intermediaries for the city and the surrounding environment. Unlike most druid circles the Halcyon Circle incorporates the teachings of Old-Mage Jatembe resulting in these druids typically having far greater knowledge of outer planar beings such as celestials and fiends. The physical features of celestials and fiends are commonly incorporated into the masks worn by Halcyon Druids with the images of Agathions being the most popular.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time. The 2E Archetype “Halcyon Speaker” thematically updates this archetype, with the exception that there is no discussion of how the 2E archetype relates to the Halcyon Circle.

Archetype/Prestige: Magic Warrior
Religion: When practiced, generally non-evil religions
Institution: At least partially associated with the Magaambya, unclear if there is a separate institution that is closely aligned with the Magaambya or if this is a sub-organization within the Magaambya.
Structure: Unclear, they have a strong connection to the Magaambya, and all Magic Warriors swear the Oath of the Magic Warriors, however, who their leaders are and how they are arranged has not been detailed as far as I can tell.
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: The Magic Warriors have inherited their traditions from the legendary Ten Magic Warriors of Old-Mage Jatembe. The Magic Warriors focus on blending magical aptitude with marital prowess. This leads most Magic Warriors to follow the path of the Magus Class, although any approach to mixing martial and magical abilities is accepted. The Magic Warriors are closely aligned with the Magaambya and many of them are current or former students of the school. Magic Warriors sacrifice their public identities and wear masks that resemble an animal from which they take inspiration. The animal mask chosen by a Magic Warrior is a personal choice, and a Magic Warrior may change their mask over the course of their career.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: This has been updated as the 2E Archetype “Magic Warrior.” The relationship between the Magic Warriors and the Magaambya remains unclear, especially after a student graduates. The Magic Warriors appear to continue to serve the Magaambya as a specialized military force, although more information is still needed.

Archetype/Prestige: Agathiel
Religion: Generally align with or worship Agathions
Institution: Not specific to a particular institution, however most often found serving with either the Magic Warriors or with the Kyonin Elves.
Structure: This is not a closely associated group and depends on the specific affiliation of individuals.
Location: Typically the Magaambya or the Mwangi Expanse generally, and Kyonin, et al.
Ancestry: Any
Lore: The ritual for becoming an Agathiel was originally practiced by the Kyonin Elves, however, this ritual, on Golarion, was lost when the Kyonin Elves departed Golarion. Old-Mage Jatembe independently discovered the ritual through his magical studies and spread knowledge of the ritual throughout the Mwangi Expanse. As a result, those who become Agathiels are most frequently found in the Mwangi Expanse and are usually serving with the Magic Warriors. However, with the return of the Kyonin Elves, the ritual to become an Agathiel is again practiced in Kyonin.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time.

See Also: Primal Magic (Arcanist Exploit), Wisdom of Jatembe, Three Warriors Edition (Spellbook), Wisdom of Jatembe, Six Warriors Edition, (Spellbook) Wisdom of Jatembe, Nine Warriors Edition (Spellbook), Extra Spontaneous Spell Mastery (Feat), Scholar (Feat), Old-Mage Jatembe (NPC), Magaambyan Arcanist (NPC), Ekujae Elves (Alternate Racial Trait), Magaambyan Arcana (Trait), Student of Nantambu (Trait), Jatembe’s Ire (Spell), Planar Inquiry (Spell), Mantle of the Magic Warriors (Ritual).

MWANGI EXPANSE: SHORY:

Archetype/Prestige: Aeromancer
Religion: Any
Institution: No specific institution but is taught in schools that study the Shory and their lost arts.
Structure: Dependent on individual organization, otherwise independent practitioners.
Location: Shory Empire originally, now wider spread
Ancestry: Any
Lore: Few who study aeromancy today can rival the abilities of the Shory Aeromancers. Those who do study the ancient practice of Shory aeromancy have uncovered enough information they have slowly recreate the traditions of the Aeromancer. These modern Aeromancers often continue to seek out and gain new knowledge of the Shory Aeromancer traditions.
See Also: Ancient Tradition: Shory (Feat), Truth-Seeker (Story Feat), Pharaoh’s Key (Magic Item), Shory Acolyte’s Staff (Magic Item), Blight Siphoner (Magic Item), Jungle Seeker’s Monocle (Magic Item), Scion of the Shory (Trait) Unerring Compass (Magic Item).
2E Note: Not updated at this time.

Archetype/Prestige: Aerochemist
Religion: Any
Institution: No specific institution but is taught in schools that study the Shory and their lost arts.
Structure: Dependent on individual organization, otherwise independent practitioners.
Location: Shory Empire originally, now wider spread
Ancestry: Any
Lore: Aeromancy was only one approach to air magic that was utilized by the Shory. Aerochemistry played an important role in the technologies used that would eventually raise and keep afloat the sky cities of the Shory. Just as Aeromancers seek to recreate the magical practices of the Shory, Aerochemists seek to recreate the alchemical practices of the Shory. While not quite as advanced in the recreation of Shory practices as the Aeromancers, the Aerochemists are just as eager discover and research Shory traditions.
See Also:
2E Note: Not updated at this time.

Archetype/Prestige: Aerial Assaulter
Religion: Any
Institution: No specific institution but is taught in schools that study the Shory and their lost arts.
Structure: Dependent on individual organization, otherwise independent practitioners.
Location: Shory Empire originally, now wider spread
Ancestry: Any
Lore: While not as ardently researched as aeromancy and aerochemistry, the combat techniques of the Shory have started gaining greater interest as a field of study. The unique tactical advantages gained by the Shory in both small and large scale combat are starting to be recognized for their advantages. Those who have begun to recreate the techniques of the Shory’s Aerial Assaulters have only increased the interest in this ancient combat style.
See Also:
2E Note: Not updated at this time.

MWANGI EXPANSE: BEKYAR:

Archetype/Prestige: Bekyar Kidnapper
Religion: Commonly Demonic Faiths
Institution: No specific institution, typically small hunting/raiding parties.
Structure: Dependent on individual groups.
Location: Mwangi Expanse, et al
Ancestry: Human typically, but can be any Ancestry raised within the Bekyar cultural group.
Lore: The Bekyar culture in the Mwangi Expanse has developed worship of the demon faiths as a societal norm. Which demon faiths are given prominence and how those faiths influence their society has only minimally detailed. What is known is that the Bekyar are active participants in the Inner Sea slave trade. Bekyar Kidnappers appear to specialize in abducting those who come to the Mwangi Expanse to explore and treasure hunt. If outsider, explorers, and treasure hunters are the Bekyar’s primary targets generally or just easy prey for the Bekyar Kidnappers specifically remains unclear.
See Also: Bekyar Slave Maestro (Trait), Shoanti Spirit-Singer (Trait).
2E Note: Not updated at this time.

Archetype/Prestige: Bekyar Demon Dancer
Religion: Demonic Faiths (specific faiths not identified)
Institution: Most likely the specific religious systems within Bekyar society.
Structure: Dependent on the hierarchy of specific Demonic Faiths.
Location: Mwangi Expanse
Ancestry: Human typically, but can be any Ancestry raised within the Bekyar cultural group.
Lore: The Demon Dancers of the Bekyar are an important part of the religious practices of the Bekyar. Although little has been detailed on the specifics of the Demon Dancers role in Bekyar culture, the Demon Dancers appear to play a prominent role in religious ceremonies and war parties. Whether in ceremony or in war, those who receive the blessings of a Demon Dancer become as terrifying as the demons they worship.
See Also: Bekyar Slave Maestro (Trait), Shoanti Spirit-Singer (Trait).
2E Note: Not updated at this time.

Archetype/Prestige: Augur
Religion: Any, commonly Demonic Faiths by Bekyar practitioners
Institution: Augur’s may be an official part of Bekyar governance systems, however this is unclear.
Structure: Possibly in accordance with Bekyar governmental organization or independent practitioners.
Location: Mwangi Expanse, et al
Ancestry: Any, but especially Ancestries raised within the Bekyar cultural group.
Lore: 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. Either way Augurs have been a part of Bekyar culture for a long time and their augury practices have spread far beyond the Mwangi Expanse.
See Also: Bekyar Slave Maestro (Trait), Shoanti Spirit-Singer (Trait).
2E Note: Not updated at this time.

MWANGI EXPANSE: BONUWAT / ZENJ / EKUJAE / AMURRUN:

Archetype/Prestige: Ancestral Harbinger
Religion: Ancestor Worship
Institution: Dependent on local faith organization.
Structure: Arranged according to local practices.
Location: Mwangi Expanse, Varisia, et al
Ancestry: Any, but especially Ancestries raised within the Bonuwat or Shoanti cultural groups.
Lore: For cultures that practice Ancestor Worship the Ancestral Harbingers are exemplars of their faith and defenders of their communities. In the Mwangi Expanse the Bonuwat have a long tradition of Ancestor Worship and have a healthy respect for those who become Ancestral Harbingers.
See Also: Slaver: Ombo (Trait), Born to the Water: Ijo (Trait)
2E Note: Not updated at this time.

Archetype/Prestige: Strong-Side Boxer
Religion: Any
Institution: Appears to be taught by local trainers, although may be taught in combat schools and similar organizations that teach fighting styles.
Structure: Dependent on the local school or arena.
Location: Mwangi Expanse originally, but now wider spread.
Ancestry: Any, but especially Ancestries raised within the Zenj cultural group.
Lore: Stong-Side Boxing is a fighting style developed by the Zenj peoples in the Mwangi Expanse. While most frequently seen by spectators watching tournaments or local matches, the Zenj have also used this fighting style quite effectively in close combat situations. Another often over looked advantage to this fighting style is that it turns a common piece of cord or rope into a dangerous weapon. This has not been lost on the Zenj, and those trained in this fighting style find that they can remain armed when others cannot.
See Also: Knobkerrie (Weapon), Zenj Totem Staff (Magic Item), Zenj Spirit Fetish (Magic Item)
2E Note: Not updated at this time.

Archetype/Prestige: Calamity Caller
Religion: Any, especially religions focused on nature
Institution: Dependent of local religious customs.
Structure: Arranged according to local traditions.
Location: Mwangi Expanse
Ancestry: Elf (especially Mwangi Elves)
Lore: Calamity Calling is only practiced by Elves, and generally only the Elves of the Mwangi Expanse. While it may be possible that any Ancestry of cultural group is capable of learning the techniques of Calamity Calling, the practices that make Calamity Calling possible are closely guarded secrets. The Elves of the Mwangi Expanse only pass the traditions of Calamity Calling to other Elves, and typically only Elves that are recognized members of their community.
See Also: Ekujae Elves (Ancestry), Wildborn (Half-Elf Ancestry), Ekujae Jungle Armor (Magic Item), Left Behind (Trait), Ekujae Reflexes (Trait), Elf-Scorned (Trait), Sense Thoughts (Trait), Thistle Arrow (Weapon), Aiudara Activation (Ritual).
2E Note: Not updated at this time.

Archetype/Prestige: Ravener Hunter
Religion: Any non-evil
Institution: Unclear, although there is likely an organization that maintains the tenets and beliefs of the Ravener Hunters and oversees their training.
Structure: Unknown
Location: Murraseth, Mwangi Expanse, et al
Ancestry: Amurrun (Catfolk), any Ancestry raised in Murraseth.
Lore: The Amurruns in Murraseth have long been opposed to the Demon Lord Angazhan, The Ravenous King. This opposition led to the establishment of the Ravener Hunters, a group specializing in opposing Angazhan and his activities on Golarion. Ravener Hunters are particularly common in the Mwangi Expanse where they are found opposing the forces of the Gorilla King. The Ravener Hunters likely played a role in the defeat of the most recent Gorilla King, Ruthazek. However, the work of the Ravener Hunters is not finished as Angazhan’s cult remains active in the Mwangi Expanse, and unless the Totem of Angazhan was destroyed, a new Gorilla King is sure to ascend the throne of Usaro.
See Also: Canopy Prowler (Trait)
2E Note: Not updated at this time.

MWANGI EXPANSE: STORM KINDLERS (SODDEN LANDS):

Archetype/Prestige: Storm Kindler
Religion: Gozreh
Institution: Storm Kindlers
Structure: The internal structure of the Storm Kindlers is unclear, although they are definitely an organization that like-minded individuals seek to join. Some members seem to have a lot of autonomy and the lack of uniformity across the organization seems to be a feature.
Location: Sodden Lands, et al
Ancestry: Any
Lore: The organization known as the Storm Kindlers developed in response to the formation of the Eye of Abendego. Some worshipers of Gozreh saw the storm as a divine manifestation with a sacred connection to Gozreh. These worshipers flocked to the area that came to be known as the Sodden Lands seeking to both explore and emulate the storm. Unfortunately, all members of the original Storm Kindlers were lost with the specifics of what caused them to die out remaining unclear. For approximately a generation the traditions, sacred sites, creations, knowledge, and secrets of the Storm Kindlers was lost. Since that time a new generation has heard the call of the storm and worshipers of Gozreh once again have started to rediscover the lost traditions of the Storm Kindlers. This second generation of Storm Kindlers also seeks to explore and emulate the Eye of Abendego, while simultaneously seeking to rediscover the knowledge and secrets of their predecessors.
See Also: Storm Kindler’s Rod (Artifact), Amulet of the Storm (Magic Item), Goz Mask (Magic Item)
2E Note: Not updated at this time.

Archetype/Prestige: Storm Dreamer
Religion: Gozreh
Institution: Storm Kindlers
Structure: The Storm Dreamers are a subsect of the Storm Kindlers. How the fit into overall organization of the Storm Kindlers is unclear, however, they are generally well regarded within organization.
Location: Sodden Lands, et al
Ancestry: Any
Lore: Storm Dreamers have the unique ability to act as mediums between the current Storm Kindlers and their original predecessors. Communing with the original Storm Kindlers is dangerous as what remains are only fragments of half mad spirits. Rarely a Storm Dreamer will become a Stormcursed, a person who has lost a part or even all of them self in the storm dream. These stormcursed Storm Dreamers become unpredictable and occasionally dangerous. The Stormcursed tend to leave society and live solitary lives near the storm to which they are inextricably bound. Storm Dreamers see their Stormcursed brethren as an aspect of the Storm and regard them with cautious repect.
See Also: Storm Kindler’s Rod (Artifact), Amulet of the Storm (Magic Item), Goz Mask (Magic Item)
2E Note: Not updated at this time.

Archetype/Prestige: Tempest Druid
Religion: Gozreh
Institution: Storm Kindlers
Structure: The Tempest Druids are a subsect within the Storm Kindlers. This Gozreh worshiping Druid Circle is presumably structured similarly to most Druid Circles while also sitting within the greater organization of the Storm Kindlers.
Location: Sodden Land, et al
Ancestry: Any
Lore: The name of the Druid Circle that comprises the Tempest Druids has not been officially stated. However, the tenets of this Druid Order aligns closely with the beliefs and outlook of the Storm Kindlers to which they belong. Tempest Druids see the power and ferocity contained within storms as the greatest of all nature’s aspects. While they continue to value and respect nature generally, their greatest reverence is reserved for storms and especially the Eye of Abendego.
See Also: Storm Kindler’s Rod (Artifact), Amulet of the Storm (Magic Item), Goz Mask (Magic Item)
2E Note: Note updated at this time.

MWANGI EXPANSE: LIRGEN/YAMASA (SODDEN LANDS):

Archetype/Prestige: Chart Caster
Religion: Any
Institution: Typically practiced by individuals unconnected to a specific institution.
Structure: Typically individuals unaffiliated with a larger organization.
Location: Lirgen originally, now wider spread
Ancestry: Any
Lore: Astrology was a well-studied and commonly practiced art in ancient Lirgen, however, with the death of Aroden and the loss of prophecy this practice began to decline. During this decline Chart Casting gained popularity, even if it is an unreliable and somewhat deceptive practice. Chart Casters continue to practice this form of astrology and the practice has spread far beyond its origins in lost Lirgen.
See Also: Truth-Seeker: Lirgen (Feat), Eye of Abenatrex (Artifact), Observations of Oagan (Equipment), Crow Brother’s Cloak (Magic Item), Svingli’s Eye (Magic Item), Sodden Scavenger (NPC), Oagan Diver (Trait), Star Reader (Trait), Stargazer (Trait), Student of Philosophy (Trait).
2E Note: Not updated at this time.

Archetype/Prestige: Lawspeaker
Religion: Deities with the Law Domain (2E Truth Domain)
Institution: Typically practiced by individuals that belong to legal institutions, churches, and similar organizations that place special emphasis on the value of truth.
Structure: Dependent on individual institution.
Location: Yamasa originally, now wider spread
Ancestry: Any
Lore: The Umani priest-judges of Yamasa were known as Lawspeakers. The Lawspeakers appear to have been an integral part of Yamasa’s legal system. Who the Umani were and the nuances of their role in Yamasan society is unclear. With the fall of Yamasa, the Lawspeakers took their traditons with them and spread to receptive courts, churches, similar organizations that found value in the practices of the Lawspeakers.
See Also: Sodden Scavenger (NPC), Naturalist (Trait)
2E Note: Not updated at this time.

Archetype/Prestige: Hinyasi
Religion: Any
Institution: Hinyasi (Yamasan elite military caste)
Structure: Presumably a highly organized military structure.
Location: Yamasa originally, now wider spread
Ancestry: Any
Lore: Yamasa’s secession form Lirgen led to the rise of the Yamasan elite military caste called Hinyasi. The Hinyasi specialized in not being specialized. Originating from common farmers and laborers Hinyasi developed their fighting traditions from using farm tools and other improvised weapons. This specialization on improvisation allowed Hinyasi to utilize tools and other common objects as effective weapons. With the loss of Yamasa the Hinyasi ceased to exist as an organization, however their methods survived as a fighting style called Hinyasi. Those who train in this style continue to take the title Hinyasi in honor of its originators.
See Also: Sodden Scavenger (NPC), Naturalist (Trait)
2E Note: Not updated at this time.

MWANGI EXPANSE: VIDRIAN/SARGAVA:

Archetype/Prestige: Battle Dancer
Religion: Any
Institution: Appears to be taught by local trainers, although may be taught in combat schools and similar organizations that teach fighting styles.
Structure: Dependent on individual institution.
Location: Primarily Vidrian and The Shackles but starting to become wider spread.
Ancestry: Any
Lore: This fighting style was developed when Vidrian was under colonial rule. In the colony of Sargava, the native peoples found that their colonial rulers did not see much difference between their traditional dances and some of their traditional combat styles. Taking advantage of this lack of understanding of their traditions, the native people of what is now Vidrian, started incorporating stylized dancing movements into their combat maneuvers. This allowed the Vidrians to train and advance in their combat skills, while fooling their colonial oppressors into thinking they were practicing dances. While Vidrian seeks to move past it’s experience as an oppressed colony, the art of Battle Dancing is one legacy that is likely to remain as Vidrian rediscovers itself culturally and politically.
See Also: Old-Mage (Drug), Scouting Leather (Magic Item), Truth-Seeker (Story Feat), Song’o Halfling (Alternate Racial Trait), Citizen of Eleder (Trait), Citizen of Kalabuto (Trait), Colonial (Trait), Colonial Entitlement (Trait), Colonial Sympathizer (Trait), Hill Fighter (Trait), Jenivere Crew (Trait), Jungle Fighter (Trait), Jungle Guide (Trait), Nomadic (Trait), Proud Tribesman (Trait), River Fighter (Trait) Sargavan Guard (Trait), Two-World Magic (Trait).
2E Note: Not updated at this time.

Archetype/Prestige: Guerrilla
Religion: Any
Institution: Typically localized cells that are actively opposing a government, although these cells can be part of larger organizations.
Structure: Dependent on the local cell or the arrangement of a larger organization.
Location: Vidrian (Sargava), Cheliax, Nidal, Razmiran, et al
Ancestry: Any
Lore: Guerrillas can be found almost anywhere a group is actively opposing the current rulers of a nation or city-state through a combination of subterfuge and force. When Cheliax established the colony of Sargava, the colonies native inhabitants quickly developed the skills and techniques known as guerrilla tactics. These Guerrilla freedom fighters were instrumental in growing the efforts that eventually deposed their colonial rulers.
See Also: Old-Mage (Drug), Scouting Leather (Magic Item), Truth-Seeker (Story Feat), Song’o Halfling (Alternate Racial Trait), Colonial (Trait), Colonial Entitlement (Trait), Colonial Sympathizer (Trait), Assimilated Native (Trait), Hill Fighter (Trait), Jungle Fighter (Trait), Jungle Guide (Trait), Nomadic (Trait), River Fighter (Trait) Sargavan Guard (Trait), Two-World Magic (Trait).
2E Note: Not updated at this time.

Archetype/Prestige: Hellknight: Order of the Coil
Religion: Typically Lawful Evil deities.
Institution: Order of the Coil Hellknights
Structure: Strict rank structure that identifies ones level of responsibilities.
Location: New Krane
Ancestry: Any
Lore: One of the smallest of the Hellknight Orders, the Order of the Coil focuses on repressing the discovery of artifacts, magics, and technologies hidden in the depths of the Mwangi Expanse. Too small to subjugate the indigenous populations, the Order of the Coil instead targets explorers, researchers, academics, and anyone associated with expeditions of learning or discovery. They especially enjoy targeting Pathfinder expeditions as they view Pathfinders as particularly reckless in their willingness to spread the knowledge and ideas of the Mwangi’s indigenous cultures. The Order of the Coil managed to survive the overthrow the colonial government, although it is currently unknown what actions they took or deals they made to continue to operate in the newly established nation of Vidrian. Perhaps the fact that they typically target outsiders instead of natives kept the Order of the Coil from being a primary target in the Vidrian revolution. Regardless the Order of Coil’s Chelaxian supremacist ideals are well known in Vidrian and are certainly not considered allies by the new Vidrian government.
See Also: Note: The following does not relate specifically to the Order of the Coil, instead the following items relate to Colonial Sargava. Since the Order of the Coil was part of that colonialism, and possibly the most prominent remnant of that colonialism the following are included here. - Old-Mage (Drug), Scouting Leather (Magic Item), Truth-Seeker (Story Feat), Colonial (Trait), Colonial Entitlement (Trait), Colonial Sympathizer (Trait), Hill Fighter (Trait), Jungle Fighter (Trait), Jungle Guide (Trait), Nomadic (Trait), River Fighter (Trait) Sargavan Guard (Trait), Two-World Magic (Trait).
2E Note: Not updated at this time.

MWANGI EXPANSE: GENERAL:

Archetype/Prestige: Uda Wendo
Religion: Wendo
Institution: Unclear, possibly limited to local spiritual leaders, but larger organizations may exist.
Structure: Dependent on local traditions, however the arrangement of larger groups is unknown.
Location: Mwangi Expanse
Ancestry: Any
Lore: Juju Oracles are the most common spiritual leaders of the Wendo faiths. However, the Uda Wendo tend to be given the most reverence and the most caution. Unlike Juju Oracles who commune with the Wendo in a manner similar to most Oracles, the Uda Wendo invite the Wendo into their bodies, gaining greater power but at constant risk losing control to a powerful Wendo spirit. Additionally, inviting a Wendo to enter one’s body which always requires a sacrifice. The Wendo spirit may require a sacrifice of wealth, of material possessions, or of the Uda Wendo’s physical wellbeing. Regardless the Uda Wendo are revered and feared for their close association with the Wendo.
See Also: Juju (Oracle Mystery), Demoniac Obedience: Orcus (Boon), Fiendish Obedience: Orcus/Exalted (Boon), Polytheistic Blessing: Juju Pantheon (Feat), Juju Way (Feat), Mark of the Devoted (Feat) Propitious Metumbe (Magic Item), Sword of Gluttony: Ungarto (Artifact), Ganji Doll (Magic Item), Greater Ganji Doll (Magic Item), Wendifisa Spear (Magic Item), Juju Zombie (Monster Template), Sour Ground (Hazard), Utterings of the Wendo (Occult Ritual), Wendifa Apprentice (Trait), Haunted Doll (Cursed Item), Needful Doll (Cursed Item) Black Blessing (Magic Item) Laubo Powder (Magic Item), Spirit Tear (Magic Item).
2E Note: Not updated at this time.

Archetype/Prestige: Jungle Rager
Religion: Any
Institution: Dependent on the individual, but can be found anywhere from the large militaries of the Mwangi nation-states to small war bands of local tribal groups.
Structure: Dependent on the arrangement of the local military, city, town, or tribe.
Location: Mwangi Expanse, although presumably any jungle.
Ancestry: Any
Lore: Those who learn the techniques of the Jungle Rager are experts at using jungle environments to their advantage in combat. While traditions generally encourage Jungle Ragers to use weapons and armor made from natural materials such as wood, bone, hide, scales, or stone, they are usually not forbidden from using manufactured materials such as metal or glass.
See Also: (Search the word “Jungle”)
2E Note: Not updated at this time.

Archetype/Prestige: Toxicologist
Religion: Any
Institution: Dependent on druid order or local organization.
Structure: Arranged according to local tradition.
Location: Mwangi Expanse, Valashmai Jungle, et al.
Ancestry: Any
Lore: The Mwangi Expanse is a harsh place and the plants and creatures their produce many natural poisons. These poisons are often used for hunting or war as they are quite effective in both situations. They are also used against invaders and explorers, as it has been found that eliminating a single target with an agonizing and painful poison can turn back unwanted intruders.
See Also: None
2E Note: Not updated at this time.

Archetype/Prestige: Spire Diver
Religion: Any
Institution: Dependent on local traditions and training.
Structure: Usually arranged within the local military or by independent hunting traditions.
Location: Mwangi Expanse, Mordant Spire, Tian Xia, coastal regions generally, et al.
Ancestry: Any
Lore: The Mordent Spire Elves have the oldest traditions of Spire Diving. However, these Spire Diving techniques have been independently developed by many coastal peoples. The techniques used in Spire Diving can also found in use by the coastal peoples of the Mwangi Expanse, Tian Xia, and other coastal regions.
See Also: None
2E Note: Not updated at this time.

Archetype/Prestige: Thronewarden
Religion: Any
Institution: Dependent on local organization but usually part of the local guard of kings, chiefs, and similar leaders.
Structure: Arranged according to local tradition.
Location: Mwangi Expanse, Alkenstar, Nex, the Shackles, et al.
Ancestry: Any
Lore: Thronewardens are specially trained units in Alkenstar. However, the Thronewardens can become freelancers or can be officially hired by the leaders and rulers of groups or nations. Although rare outside of Alkenstar, Thronewardens are found serving as elite guards or protectors for chiefs, kings, and rulers in the Mwangi Expanse.
See Also: None
2E Note: Not updated at this time.

Archetype/Prestige: Shieldbearer
Religion: Any
Institution: Dependent on local military or similar organization.
Structure: Arranged by traditions of the local military or guard.
Location: Mwangi Expanse, Five Kings Mountains, Land of the Linnorm Kings, Realm of the Mammoth Lords, Shoanti Tribal Lands, et al.
Ancestry: Any
Lore: Shieldbearers are divine warriors that focus the strength and protection of their deity into their shield. While most commonly associated with deities that have the Protection Domain, any deity can bestow their blessings on those who follow the path of the Shieldbearer. In the Mwangi Expanse, Shieldbearers are most often found in those communities that are threatened by the forces of the Gorilla King.
See Also: None
2E Note: Not updated at this time.

Archetype/Prestige: Drovier
Religion: Any
Institution: Depends on local traditions, often part of local leadership, local military, and/or nature religions.
Structure: Arranged according to local traditions.
Location: Mwangi Expanse, Hold of Belkzen, et al.
Ancestry: Any
Lore: Droviers can be found in many cultures but are most often found in societies with a strong connection to nature. Droviers also have a strong sense of community, with many Droviers taking leadership positions within their communities. In the Orc communities of Belkzen and the Elven communities of the Mwangi Expanse, Droviers are highly regarded for their connection to nature and the strength they bring to the battlefield.
See Also: None
2E Note: Not updated at this time.

MWANGI EXPANSE: ADDITIONAL RULES:

Peoples and Culture:
Polyglot (Language), Mwangi Scholar (Trait), Mwangi Herbal Tradition (Trait), Mwangi Linguist (Trait), Boarded in Mwangi Expanse (Trait), Artifact Hunter (Trait), Boarded in Cheliax (Trait), Charau-Ka Slayer (Trait), Jungle Walker (Trait), Boarded in Mediogalti (Trait), Domineering (Trait), Enchanted By Giants (Trait), Giant Investigator (Trait), River Trader (Trait), Supportive (Trait), Trailblazer (Trait), Tropical Upbringing (Trait), Wild Wanderer (Trait), Explorer (Feat), Nameless One (Feat/Ritual).

Song’o Halflings: Song’o Halflings (Subrace), Elusion Cloak (Magic Item), Adventurous Explorer (Trait)

Jungle Orcs and Rainkin Half-Orcs: Rainkin (Subrace), Hide of Grim Triumph (Magic Item), Warded Skin (Trait), Great Expectations (Trait).

Mwangi Dwarves: Mwangi Dwarves (Subrace)

Nations and Cities:
Artifact Hunter: Usaro (Feat), Usaro Rebel: Usaro (NPC), Get the Cargo Through: Bloodcove (Feat), Kaava Musk: Kaava (Equipment), Beast Lure: Kaava (Equipment), Kaava Musk Tricks: Kaava (Feat), Plainsman: M’neri Plains (Trait), Ring of Seven Virtures (Magic Item/Saventh-Yhi), Warka Jar (Equipment/Senghor).

Deities and Faiths:
Kitumu’s Ire (Equipment/Kitumu), Totem of Angazhan (Artifact/Angazhan), The Totemrix (Artifact/Vyriavaxus), The Morrowfall (Artifact/Easivra), Spirit Talker (Trait/Spirits), Spirits in Stone (Trait/Spirits), Ruincaster (Feat/Spirits), Mark of the Devoted (Feat/Walkena), Gozreh (Centers of Worship), Ghlaunder (Centers of Worship), Cry of Mercy (Feat/Ancestor Worship), Argental Font (Artifact/Acavna).

Equipment, Weapons, Armor, Magic Items and Artifacts:
Mwangi Coffee (Equipment), Darkwood Ancestry Plank (Equipment), Darkwood Mwangi Harp (Equipment), Pathfinder Chronicles Vol. 1 (Equipment), Pathfinder Chronicles Vol. 2 (Equipment), Heroka’s Saga Vol. 1 (Equipment), Vision Toad (Equipment/Animal), Elephant (Equipment/Animal), Donkey/Mule Pack Animal (Equipment/Animal), Blowgun (Weapon), Boomerang (Weapon), Skinsap Extract (Poison), Mwangi Spirit Shield (Magic Item), Hunter’s Mambele (Magic Item), Grasping Bolas (Magic Item), Memory Musk Gourd (Magic Item), Staff of Spirit Talking (Magic Item), War Mask of Terror (Magic Item), Mantis Blade (Artifact)


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It feels like the spirit of the idea is that Absalom has laws to prevent monopolies and price-fixing. As long as these activities are not occurring in a way the is damaging to trade and city revenue, these laws may be lightly enforced.

I imagine that the terms "legal owner" and "outlet" have a fair amount of flexibility in how they are interpreted and applied. These terms may even have different definitions based on the industry in question.

If you plan to include monopolies and price-fixing as part of the campaign it may help to develop how the laws apply specifically to the industries highlighted in the campaign and gloss over the rest.

Hopefully this helps some, and good luck!


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Thank you for reminding me about the Ille, they could definitely work well with the Fleshwarp Ancestry.

I agree that necrocrafts are questionable. I went ahead and included them because necrocrafting is kind of a blend between necromancy and fleshwarping.

I almost included Skinstitches, Carrion Golems, and Flesh Golems, these are all close to being Created Fleshwarps, but as Constructs they typically don't have anything that would be considered a mind. However, if you take awakened constructs into consideration, then that shifts the bar much closer to a Created Fleshwarp.

Either way there are lots of fun and interesting possibilities with the Fleshwarp Ancestry!


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I have been doing a deep dive into the Fleshwarp Ancestry to find causes of fleshwarping from 1E sources. Hopefully as more 1E sources of fleshwarping migrate into 2E we will see how they interact with the Fleshwarp Ancestry.

Fleshwarp Ancestry

Heritages
Created Fleshwarp
Mutated Fleshwarp
Shapewrought Fleshwarp
Technological Fleshwarp

What’s Missing: These areas where is noticed gaps in the Fleshwarp Ancestry and hopefully we will see these addressed sometime in the future.
Adapted Heritage Unlike most Fleshwarps who lose all Traits connected to their ancestral lineage, Adapted Fleshwarps still retain the Trait of their closest biological Ancestry. For example an Adapted Fleshwarp born from human parents would gain both the Fleshwarp and Human Traits.
Fleshwarp Alteration (General Ancestry Feat): While the Fleshwarp Ancestry is perfect for characters that begin their careers as Fleshwarps, it unfortunately does not provide an option for established characters to gain a fleshwarp ancestry feat. Some players may gain a fleshwarp as a result of their adventuring but not necessarily gain the Fleshwarp Ancestry. This is especially true once we have options for Fleshcrafting and Necrografting in 2E. A general Ancestry Feat allowing players to pick up a Fleshwarp Ancestry Feat may be a simple solution. (See Fleshcraft and Necrograft below).
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 all 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).

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 living fleshy byproducts. This includes fleshdregs, fleshforge dregs, fleshforge prototypes, and fleshdreg swarms, while sin seekers were 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 original taught by Qlippoth Lord Yamasoth to the Runelord of Warth. This form 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 of fluid of 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.

If you can think of anything I didn’t catch please share.


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I wonder if we will ever see a First World Planar Scion. I was reading J.M. Barrie's Peter Pan when I came across the lines that essentially describe Pete Pan as betwixt and between and not quite human and not quite fey. This got me thinking that Betwixt would be a great name for a First World Planar Scion and Peter Pan makes a pretty good template of what Betwixt might look like in game terms.

Betwixt (Versatile Heritage)

Can float and eventually fly
Has a mischievous shadow that acts somewhat like an Unseen Servant spell
Is naturally mesmerizing
Is eternally youthful and spry
Can eventually move between the First World and the Material Plane.

I could see some interesting lore behind how Betwixt came about and an ancient connection to the Eldest.


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In 1st Edition the Archetypes and Prestige Classes included a lot of great Golarion lore. However, the lore used to explore Archetypes, and occasionally Prestige Classes, had a tendency to only scratch the surface. When looking at related Archetypes and Prestige Classes we can get a deeper look at the lore surrounding different topics. Additionally, when looking at other game elements that mix both lore and rules a topic can be even further explored. These game elements often include specific Equipment, Magic Items, Spells, Feats, and Traits. If you want to explore any of the rules elements mentioned below, I recommend visiting the Archives of Nethys website: https://www.aonprd.com/.

To maintain a consistent standard I have approached each Archetype or Prestige Class with the following questions.

Archetype/Prestige: What is its name?
Religion: Is it associated with a particular religion?
Institution: Is it part of a specific institution? (Examples: Magaambya, Government of Absalom, Local Town Guard, etc.)
Structure: How is the institution structured or arranged? (Examples: Hellknight Ranks, arranged according to customs of local town guard, etc.)
Location: Where is it located?
Ancestry: Is it associated with a particular Ancestry or cultural group?
Lore: What do we know and/or not know about it?
See Also: Where are additional lore elements included in things like Feats, Magic Items, etc.?
2E Note: Has this appeared in 2E and if so, how has it been updated?

If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know!

Archetype/Prestige: Aeromancer
Religion: Any
Institution: No specific institution but is taught in schools that study the Shory and their lost arts.
Structure: Dependent on individual organization, otherwise independent practitioners.
Location: Shory Empire originally, now wider spread
Ancestry: Any
Lore: Few who study aeromancy today can rival the abilities of the Shory Aeromancers. Those who do study the ancient practice of Shory aeromancy have uncovered enough information they have slowly recreate the traditions of the Aeromancer. These modern Aeromancers often continue to seek out and gain new knowledge of the Shory Aeromancer traditions.
See Also: Ancient Tradition: Shory (Feat), Truth-Seeker (Story Feat), Pharaoh’s Key (Magic Item), Shory Acolyte’s Staff (Magic Item), Blight Siphoner (Magic Item), Jungle Seeker’s Monocle (Magic Item), Scion of the Shory (Trait) Unerring Compass (Magic Item).
2E Note: Not updated at this time.

Archetype/Prestige: Aerochemist
Religion: Any
Institution: No specific institution but is taught in schools that study the Shory and their lost arts.
Structure: Dependent on individual organization, otherwise independent practitioners.
Location: Shory Empire originally, now wider spread
Ancestry: Any
Lore: Aeromancy was only one approach to air magic that was utilized by the Shory. Aerochemistry played an important role in the technologies used that would eventually raise and keep afloat the sky cities of the Shory. Just as Aeromancers seek to recreate the magical practices of the Shory, Aerochemists seek to recreate the alchemical practices of the Shory. While not quite as advanced in the recreation of Shory practices as the Aeromancers, the Aerochemists are just as eager discover and research Shory traditions.
See Also:
2E Note: Not updated at this time.

Archetype/Prestige: Aerial Assaulter
Religion: Any
Institution: No specific institution but is taught in schools that study the Shory and their lost arts.
Structure: Dependent on individual organization, otherwise independent practitioners.
Location: Shory Empire originally, now wider spread
Ancestry: Any
Lore: While not as ardently researched as aeromancy and aerochemistry, the combat techniques of the Shory have started gaining greater interest as a field of study. The unique tactical advantages gained by the Shory in both small and large scale combat are starting to be recognized for their advantages. Those who have begun to recreate the techniques of the Shory’s Aerial Assaulters have only increased the interest in this ancient combat style.
See Also:
2E Note: Not updated at this time.


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Hey Set, thank you for the insight on the various Empyreal Lords that are well suited for the Mwangi Expanse. That is very helpful.


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Let’s take a look at what 1E gaming elements relate specifically to the Magaambya and see what there is to learn. Who knows, this may also inform us on what we might see in future Lost Omens books. If you want to explore any of the rules elements mentioned below, I recommend visiting the Archives of Nethys website: https://www.aonprd.com/.

If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know!

MAGAAMBYA

Archetype/Prestige: Magaambyan Initiate
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized former students that did not complete their studies but remain in good standing with the school.
Location: Nantambu, Mwangi Expanse
Ancestry: Any
Lore: Those who are accepted as students within the Magaambya are known as Magaambyan Initiates. These students range from the newly enrolled, to individuals that have spent several years studying without ever formally graduating. Those students that leave the Magaambya without graduating but remain in good standing with the school are still considered Magaambyan Initiates by the school. The Magaambya sees these former students as a resource and doesn’t hesitate to reach out to a former student for assistance, if the former student is willing.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: This is appears to have been updated and replaced by the Background “Magaambya Academic” and the Archetype “Maagambyan Attendant”. However, the theme of this Archetype is included in text as an academic rank, the “Magaambyan Initiate” being the entry level rank a student gains from being enrolled in the school. See “Lost Omens: Character Guide”

Archetype/Prestige: Magaambyan Arcanist (Note: The term Arcanist in this context is independent of the 1E Player Class: Arcanist)
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized graduates that continue their studies outside of the school.
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: Those who complete their initial studies and graduate from the Magaambya can continue their education as Magaambyan Arcanists. This continuing education is most often done in affiliation with the school with Magaambyan Arcanists serving as a mix of professional student and field agent. Although rare, some graduates continue the studies and training of a Magaambyan Arcanist independent of the school. As long as these graduates remain in good standing with the Magaambya their independent studies and training are endorsed by the school.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: This appears to be updated and replaced by the 2E Archetypes “Maagambyan Attendant” and “Halcyon Speaker.”

Archetype/Prestige: Enlightened Bloodrager
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized graduates
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: The Magaambya has developed curriculum and studies around a wide variety of magical expressions to include the magic of Bloodragers. These studies have led to unique training that allows Bloodragers to keep from becoming lost within their rage. Instead they learn to understand their strong emotions and how those emotions interact with their blood magic. Once achieving this understanding and internalizing these teachings, these students become known as Enlightened Bloodragers. Although highly regarded for this personal accomplishment by those within the Magaambya, when encountered by other Bloodragers this “enlightenment” is regarded with suspicion and mistrust. In the most extreme cases this “enlightenment” is met with hostility when there is a strong cultural tradition of encouraging and embracing ones bloodrage.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time.

Archetype/Prestige: Magaambyan Telepath
Religion: When practiced, generally non-evil religions
Institution: Magaambya
Structure: Generally arranged within the structure of the school or unorganized graduates
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: While the Magaambya is well known for its curriculum regarding the study of arcane and primal magic the school is not limited to the study of just those magical traditions. Those who graduate as a Magaambyan Telepath focus on the study of occult magic. These students learn to connect their mind to nature, allowing them to understand, influence, and communicate with the natural world.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time.

Archetype/Prestige: Halcyon Druid
Religion: Appears to be a mix of the Green Faith and the teachings of Old-Mage Jatembe.
Institution: Halcyon Circle
Structure: Arranged by the strictures of the Halcyon Druid Circle, specifics not provided.
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: The Halcyon Circle has strong connections with the Magaambya and the two organizations work closely together. Many of the druids of the Halcyon Circle either spent time studying at the Magaambya or are graduates from the Magaambya. However, being a current or former student at the Magaambya is not a requirement for joining the circle. Additionally, the Halcyon Circle works directly with Nantambu, serving as peacekeepers and intermediaries for the city and the surrounding environment. Unlike most druid circles the Halcyon Circle incorporates the teachings of Old-Mage Jatembe resulting in these druids typically having far greater knowledge of outer planar beings such as celestials and fiends. The physical features of celestials and fiends are commonly incorporated into the masks worn by Halcyon Druids with the images of Agathions being the most popular.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time. The 2E Archetype “Halcyon Speaker” thematically updates this archetype, with the exception that there is no discussion of how the 2E archetype relates to the Halcyon Circle.

Archetype/Prestige: Magic Warrior
Religion: When practiced, generally non-evil religions
Institution: At least partially associated with the Magaambya, unclear if there is a separate institution that is closely aligned with the Magaambya or if this is a sub-organization within the Magaambya.
Structure: Unclear, they have a strong connection to the Magaambya, and all Magic Warriors swear the Oath of the Magic Warriors, however, who their leaders are and how they are arranged has not been detailed as far as I can tell.
Location: Nantambu, Mwangi Expanse et al
Ancestry: Any
Lore: The Magic Warriors have inherited their traditions from the legendary Ten Magic Warriors of Old-Mage Jatembe. The Magic Warriors focus on blending magical aptitude with marital prowess. This leads most Magic Warriors to follow the path of the Magus Class, although any approach to mixing martial and magical abilities is accepted. The Magic Warriors are closely aligned with the Magaambya and many of them are current or former students of the school. Magic Warriors sacrifice their public identities and wear masks that resemble an animal from which they take inspiration. The animal mask chosen by a Magic Warrior is a personal choice, and a Magic Warrior may change their mask over the course of their career.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: This has been updated as the 2E Archetype “Magic Warrior.” The relationship between the Magic Warriors and the Magaambya remains unclear, especially after a student graduates. The Magic Warriors appear to continue to serve the Magaambya as a specialized military force, although more information is still needed.

Archetype/Prestige: Agathiel
Religion: Generally align with or worship Agathions
Institution: Not specific to a particular institution, however most often found serving with either the Magic Warriors or with the Kyonin Elves.
Structure: This is not a closely associated group and depends on the specific affiliation of individuals.
Location: Typically the Magaambya or the Mwangi Expanse generally, and Kyonin, et al.
Ancestry: Any
Lore: The ritual for becoming an Agathiel was originally practiced by the Kyonin Elves, however, this ritual, on Golarion, was lost when the Kyonin Elves departed Golarion. Old-Mage Jatembe independently discovered the ritual through his magical studies and spread knowledge of the ritual throughout the Mwangi Expanse. As a result, those who become Agathiels are most frequently found in the Mwangi Expanse and are usually serving with the Magic Warriors. However, with the return of the Kyonin Elves, the ritual to become an Agathiel is again practiced in Kyonin.
See Also: Additional 1E material specific to the Magaambya is collected below.
2E Note: Not updated at this time.

See Also: Primal Magic (Arcanist Exploit), Wisdom of Jatembe, Three Warriors Edition (Spellbook), Wisdom of Jatembe, Six Warriors Edition, (Spellbook) Wisdom of Jatembe, Nine Warriors Edition (Spellbook), Extra Spontaneous Spell Mastery (Feat), Scholar (Feat), Old-Mage Jatembe (NPC), Magaambyan Arcanist (NPC), Ekujae Elves (Alternate Racial Trait), Magaambyan Arcana (Trait), Student of Nantambu (Trait), Jatembe’s Ire (Spell), Planar Inquiry (Spell), Mantle of the Magic Warriors (Ritual).


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

I have been reading about cryptids recently and something I noticed is that for some cryptids and most phantom animal cryptids the creature shows up for some amount of time and then disappears. Or it shows up for some amount of time, disappears, and then shows up again years or decades later. For example a kangaroo shows up in the Midwest, people see it and report it, some people chase it or track it, but it is never caught and stops appearing after a few weeks or a couple of months. This got me thinking about how to translate this into a Pathfinder setting. After playing with some ideas this is what I came up with and thought I would share.

Cryptid Visitor
Sometimes a creature gets caught in a strange phenomenon where the creature is pulled from its natural time period and its native environment, world, or universe and temporarily placed in a different location. The creature can be stuck in this strange phenomenon for as little as a few weeks or for several years. Because the creature is pulled from both place and time, a side effect of the strange phenomenon may cause the creature to appear in the new location years or decades after the original appearance.

Creating a Cryptid Visitor
It’s best to apply this template to creatures that seem unusual or out of place for the adventure. Emphasizing that the creature's appearance is out of place will help create a sense of mystery about the creature’s presence.
Do not modify the creature’s stats or abilities.

Cryptid Visitor Abilities
This template can be added to any creature with the Aberration, Animal, Beast, Construct, Dragon, Fungus, Giant, Humanoid, Ooze, Plant, or Undead Trait. Add the following abilities to the creature.
Cryptic Visitation: This creature appears in a time, place, or environment not included in the creature’s stats or description.
Cryptic Pursuit: When Fleeing Enemies (see CRB pg. 494) the creature’s pursuers must maintain visual perception on the creature in addition to keeping up with the creature. If the creature gains concealment from any source while Fleeing Enemies the creature temporarily vanishes from existence. The creature returns to reality within 1d6 days from when it vanished and within 1d10 miles from where it vanished.


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

I am really enjoying the Eidolon being broken out into specific traditions. I feel like that brings a lot more lore potential to the Summoner Class. I have shared some thoughts on the Eidolons and traditions below.

ARCANE
Dragon – I really enjoyed the background for where and how Dragon Eidolons originate. I wasn’t sure how Dragon Eidolons would work with the different traditions but I thought that was well done.
Arcane Eidolons I would like to see in the future:
Arcanaton – Composed of pure arcane energy, Arcanatons are magic incarnate, and given form by the desires of their creators. Arcanatons first appeared in 3.5 Pathfinder as beings of pure arcane magic but have not appeared since. They fit perfectly as Eidolons, with the rare unfettered Eidolon becoming independent of its creator.
Fleshwarp – Using the raw materials of organ, bone, skin, and meat these Eidolons are warped into existence with arcane magic.
Contstruct – These Eidolons are built and given life and animation by being infused with arcane energy.

DIVINE
Angel – I very much like the Divine Eidolons being associated with an outsider group. This opens up the possibility for several different Celestial, Monitor, and Fiendish Eidolons.
Divine Eidolons I would like to see in the future:
Monitor – These Eidolons are based on the various Monitor outsider groups.
Fiendish – These Eidolons are based on the various Fiendish outsider groups.

OCCULT
Devotion Phantom – I am not wild about the name “Devotion Phantom”, I would prefer it just be “Phantom.” Otherwise I really like the inclusion of Phantoms as part of the Occult Summoner tradition. I am not sure I see the value in calling Occult Eidolons as "Something" Phantom. I feel like more creative space is opened if each type of Occult Eidolon has its own name instead of being "Something" Phantom.
Occult Eidolons I would like to see in the future:
Dream – These Eidolons are born from the remnants of dream stuff. Their appearance varies wildly ranging from pleasant to nightmarish.
Psychic – Strong psychic energies can cling to places and objects. These Summoners are sensitive to these lingering psychic impressions and can shape them into their Eidolon.
Madness – Born from the insanity of the Elder Gods, Great Old Ones, and unknowable dimensions, these Eidolons can shatter minds.

PRIMAL
Beast – I thought this one worked out really well and is a great choice for a nature avatar.
Primal Eidolons I would like to see in the future:
Plant – Inspired by plants and plant creatures these Eidolons represent natures verdant life forms.
Ooze – The most basic forms of life these Eidolons are avatars of nature’s building blocks for proto life.
Weather – These Eidolons are avatars of nature’s fury, be it the burning sun or the torrent of the storm.

MIXED
I would also like to see options for some Eidolons that can be chosen by more than one tradition.
For example an Elemental Eidolon works with multiple traditions, Primal is an obvious choice, but Arcane Magic frequently uses Elemental Energies and Divine beings that have access to Elemental Domains may use Divine Elementals.
On a similar theme Genie Eidolons may make sense for Primal and Arcane but maybe not as much for Divine.
Aberration Eidolons could work for the Occult and Arcane Tradition but might be limited to worshipers of deities with the Void Domain.


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

The Jistkan Magistrate is a little different. Their connections with Genies are divine in nature, so for them working with Genies is essentially the same as a cleric working with an angel or demon. I did do an assessment of them as well, but I didn't include it as it seemed a bit farther away from the various Genie traditions that are associated with Genie Binding. Especially those traditions associated with the Padishah Empire. But yes, I very nearly included them as well.

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