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Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. 647 posts. No reviews. No lists. 1 wishlist.


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

Also, I had been having mixed feelings about exploring Casmaron at a possible clasp of the Padishah Empire, as it would be interesting to explore a powerful Kelesh.
But seeing independence achieved for the Kardaji Bay nations would also be very interesting.
So after thinking about it, I think we can still explore a lot of the genie culture of Kelesh even if the empire loses several of its previously conquered nations. Which leaves us free to explore the Kardaji bay in greater detail, if those nations separate from Kelesh.

I am also excited to explore Northern Casmaron some day. We know very little about that part of Casmaron. It is my hope that there is a Bugbear nation up there and a Selkie nation up there.


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Erik Mona wrote:
Participants in this thread should check out the third Myth-Speaker adventure, available now.

I definitely checked it out and loved all the Casmaron goodies!!!


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I could see the Evolutionist going the way of the Cavalier and becoming a very robust Archetype. Grafts are something any class might pick up and depending on the type of graft, grafts can work well in both Starfinder and Pathfinder.


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Scuttlefish wrote:
One thing mentioned in a different section of the book that could prove a very unexpected twist is that Nirmathas is actively trying to align itself with Cheliax in the hope they’ll provide protection from Molthune. This could mean that in the event of a possible escalation Molthune actually sides with Andoran while the Encarthan Alliance is pulled in to support Cheliax. Though I doubt that will actually happen because the other Alliance members have no reason to agree to that proposal.

This is very wild speculation, but technically the possibility is there. So Nirmathas has a direct portal to Golarion's moon. On the moon side of that portal are bunch of Nocticula worshipping succubi, several of which are quite powerful. Now we haven’t checked in with these succubi sense The Moonscar, so we don't know how they have reacted to Nocticula's ascension to full godhood, but... there could be an army of Nocticula worshipping succubi ready to ally with Nirmathas, if Nirmathas can provide the right incentives.


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I wander if some of the changes for Pathfinder Society will allow for annual hardcover compilations. I think it would be nice to have each season as a hardcover. I also get that this would be a bonus for those of us who like print media and isn't really necessary for Society play. But it would be nice to have a hardcover for each season.


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I hope this improves the chance for older Adventure Paths to get compiled into a hard cover. I understand that still takes a whole lot of work, but I would love to see an updated Second Darkness.


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

One of the nice things about organizations is they can grow and expand, have branches, have sub organizations, have internal layers and tiers, so maybe there is a Darklight Sisterhood and a Darklight Order and they are just different parts of the same organization. It all sounds fun to me!


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Oh that's a lot of fun! A highly competent secret society hiding within a publicly society that is known for being broadly incompetent.


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Arkat wrote:
Darklight Sisterhood, not Darklight Society.

I know. :) I was just imagining they had expanded their membership since we first met them.

But... It would be fun if within the Darklight Society there was still a subgroup called the Darklight Sisterhood.


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

It would be kind of fun to see an incompetent but loveable Darklight Society.

Their members run around chasing obviously false leads, they come up with wild conspiracies concerning mundane objects, and they are completely convinced they are the preeminent archeological society on Golarion.

Cheliax has completely disowned them at this point, but they still dedicate all their "discoveries" to the Throne of Cheliax.

And the Pathfinder Society is constantly getting tasked to go out on rescue missions to pull the Darklight Society out of the current mess that the Darklight has gotten themselves into.

I could also see the Venture Gossip writing about the most cringe, exasperating, or flabergasting exploits of the Darklight Society.

Not to mention that the Darklight is very possibly... something. But what the Darklight is is known only to the Darklight Society... at least in theory.


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I am very excited to see the Speiroikos in the bestiary. This gives me hope that they will be included as a Heritage for a Udaeoi Ancestry (singular Udaeus). The Udaeoi first appeared in 1E Bestiary 4.


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mortalheraldnyx wrote:
Brinebeast wrote:

One point of interest for me was the Rulers of Thuvia and the Water Lords. Since being introduced to Thuvia the rulers of the nations City-States have been fairly stable with the following leaders holding their positions for a minimum of 15-ish years, however we don’t know when each ruler came to power in their City-State.

Ilepodus, Patron of Merab
Kharane, Defender of Duwwor
Zamere, Queen of Lamasara
Guldis, Emir of Pashow
Prince Zinlo of Aspenthar
Tpannon, speaker for the Water Lords

While you haven’t gotten to the Enmity Cycle yet, should say that in it Guldis is no longer in control of Pashow. Overall really good collection of information on Thuvia though!

Thank you for the update! I look forward to eventually getting to Enmity Cycle.


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

One point of interest for me was the Rulers of Thuvia and the Water Lords. Since being introduced to Thuvia the rulers of the nations City-States have been fairly stable with the following leaders holding their positions for a minimum of 15-ish years, however we don’t know when each ruler came to power in their City-State.

Ilepodus, Patron of Merab
Kharane, Defender of Duwwor
Zamere, Queen of Lamasara
Guldis, Emir of Pashow
Prince Zinlo of Aspenthar
Tpannon, speaker for the Water Lords

We mostly see the five rulers of the City-States discussed, however, there is a sixth “ruler” with Tpannon being the representative of Thuvia’s Water Lords. While the Water Lords and Tpannon have less interest in international politics than Thuvia’s City-State rulers, Tpannon does play a very important role in Thuvia's national politics.

Water Lords
While we are on the topic of Water Lords, I saw two trends when the Water Lords were referenced in text. One trend generally looked at the Water Lords as semi-villainous individuals, controlling the water of the deep desert denying access to those who can’t afford the price. The other trend recognized the Water Lords as leaders of groups of migratory desert dwelling peoples, who have the responsibility of guarding the desert’s rare and precious water resources. Water Lords ensure that water resources are not overly utilized by outsiders, such as merchant caravans, and ensure the survival of the desert's native inhabitants. I personally favor the latter trend, but I see no reason why the former trend can’t also be true, with the occasional Water Lord being a greedy individual that is willing to charge exorbitant prices for water access.

For this topic, I also want to highlight that there are occasional references to the rulers of the City-States interacting with various Water Lords. For me, this goes a long way towards developing the intricate web of politics within Thuvia as there must be agreements and treaties, not only between the City-States, but between the Water Lords, and between the Water Lords and the City-States. Not to mention, Kerdreg, which is a Fire Giant nation located in the Thuvia’s southern mountain range, effectively making a sixth City-State, which we know from the text, does trade with the other City-States.


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Mark, you are amazing!!!!! And thank you so much for bringing all these connections to my attention!


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Under the Spoiler Tag is a very deep dive into all things Thuvia.

Randomly I decided to research all things Thuvia. Unfortunately, I have gotten busy and have yet to complete my review. Since I have been sitting on what I have found for awhile now, I decided it was best to share my research and not let perfection be the enemy of the good. Soon, I hope to highlight some talking points that captured my attention and made me realize just how exiciting Thuvia is!

Edit - Maya, if you have to read every word I apologize in advance. But hopefully it is enjoyable.

Thuvia - Spoilers Abound:

3.5 Into the Darklands
Page 33-34 - Thuvia has ties to Nemret Noktoria. Ghoul priests that wear masks, dark robes, and bags of strong smelling herbs meet with their Thuvian contacts on the outskirts of settlements and camps. Those people who prove themselves to be troublemakers are often “lost in the desert”. In reality, they have likely been relocated to Nemret Noktoria.
Page 41 - Unlike its neighboring nations, Thuvia is far less timid in seeking Nemret Noktoria as a trade partner. Thuvian traders are not an uncommon sight in Nemret Noktoria.

3.5 Pathfinder Chronicles: Dragon Revisited
Page 14 - The blue colored dragons of the Thuvian desert are less likely to be involved with skirmishes relating to water rights than their counterparts in neighboring nations.
Page 15 - Blue colored dragons are common in the Thuvian desert.
Page 17 - The Water Lords of Thuvia often attempt to befriend the friendly brass colored dragons that make their home in the desert.
Page 19 - The brass colored dragons of the Thuvian desert are willing to trade with caravans that pass near their homes.
Page 20 - Brass colored dragons are common in the Thuvian desert. Many brass colored dragons migrated to the deserts of Northern Garund, such as the Thuvian desert. This put the brass colored dragons at odds with the blue colored dragons that already occupied the region.
Page 20 - Thuvia holds one of the larger populations of brass colored dragons. The brass colored dragons frequently form partnerships with Thuvia’s Water Lords, ensuring that water is distributed to those in need throughout Thuvia.
Page 21 - The dragon Sarithil is one of the more prominent dragons in Thuvia. Sarithil and her jaathoom companion, Al-Akzaan have built a network of contacts across Northern Garund, and is actively involved in the public works projects in Manaket, Rahadoum.

3.5 Dungeon Denizens Revisited
Page 8 - The creatures known as “bulettes” are common in Thuvia. (Note: This is likely retconned due to the OGL to ORC transition.)

3.5 Gods and Magic
Page 18 - Gozreh is commonly worshipped in Thuvia.
Page 26 - Nethys is commonly worshipped in Thuvia.
Page 30 - Pharasma is commonly worshipped in Thuvia.
Page 34 - Sarenrae is commonly worshipped in Thuvia.

3.5 Guide to Absalom
Page 7 - House Ormuz serves as Thuvia’s primary political representation within the nation of Absalom. The head of House Ormuz is Scion Lord Yamtha, the Eternal Envoy.

3.5 Pathfinder Chronicles Gazetteer
Page 8 - In places like Thuvia a wider range of skin tones are present as a result of the mixing between Garundi, Avistani, and Keleshite peoples.
Page 11 - Druids can be found in Thuvia.
Page 11 - Some Mwangi peoples hold positions of leadership in Thuvia.
Page 19 - In -841 Osirion abandoned its control over Thuvia.
Page 23 - Thuvian culture, amongst many others, has influenced the culture of Absalom.
Page 47 - Ancient Osirion conquered Thuvia.
Page 48 - Ancient Osirion had banished the worship of Sarenrae to Thuvia, considering the religion to be politically dangerous.
Page 49 - After reaching Thuvia, the religion of Sarenrae continued to spread westward.
Page 54 - The Capital of Thuvia is Merab
Page 54 - Major settlements in Thuvia include Merab, Aspenthar, Duwwor, Lamasara, and Pashow.
Page 54 - Thuvia’s Government is primarily an association, backed by treaty, trade, and defense between the five major City States in Thuvia.
Page 54 - The rulers of the City States of Thuvia each hold a unique they are: Ilepodus, Patron of Merab; Prince Zinlo of Aspenthar, Zamere, Queen of Lamasara; Kharane, Defender of Duwwor; and Guldis, Emir of Pashow.
Page 54 - Common languages spoken in Thuvia include Osirian and Polyglot.
Page 54 - Deities commonly worshiped in Thuvia include Nethys, Sarenrae, Pharasma, Gozreh.
Page 55 - In 1140 AR, an alchemist named Artokus Kirran experimented with sun orchid flowers and created an elixir that temporarily halts the aging process. The elixir was named the Sun Orchid Elixir. By 1141 AR knowledge of and demand for the Sun Orchid Elixir had increased to the point that the first foreign warship arrived to besiege Merab, demanding the formula for the Sun Orchid Elixir. This prompted Merab to reach out to its neighboring City States for aid. By 1143 AR the major City States banded together reforming the nation of Thuvia.

3.5 Pathfinder Campaign Setting
Page 44 - The Sandstriders are Druid Circle active in Thuvia.
Page 116 - The Cult of the Dawnflower was banished from Osirion to Thuvia before the Cult returned to Osirion in 2253.
Page 124 - Razmir has contacted Thuvia in hopes of acquiring the Sun Orchid Elixir.
Page 138 - During the time of Ancient Osirion, the Osirions conquered the region that is now called Thuvia. The Osirions named the region Thuvia.
Page 138 - By -841 all but one of Osirion’s provincial governors had abandoned Thuvia. In -841 the remaining governor was murder and Osirion made no effort to reclaim the region.
Page 138 - During the first council of leaders of the newly established Thuvia, a Pharasmin priestess named Taladere convinced the council to embrace Pharasma’s cycle of birth and death and forgo use of the Sun Orchid Elixir. The council accepted the wisdom of Taladere’s arguments and agreed that the Sun Orchid Elixir would only be sold to foreigners. Use of the Sun Orchid Elixir was banned in Thuvia, with the exception of the elixir’s creator Artokus Kirran. Having united in purpose, the major cities of Thuvia worked together to build a fortress in the heart of Thuvia, providing Artokus the protection and stability needed to regularly produce vials of the Sun Orchid Elixir.
Page 139 - The fortress in which Artokus resides and crafts the sun orchid elixir is called the Citadel of the Alchemist.
Page 139 - The Flowering Market is a major market in Merab.
Page 139 - The Temple of the Redeeming Sun is the largest temple of Sarenrae in Thuvia and is located in Merab.
Page 139 - Duwwor houses a great temple of Gozreh.
Page 139 - Nethys is the primary deity worshiped in Pashow.
Page 139 - Emir Guldis of Pashow has lost two shipments of the sun orchid elixir due to failures of teleportation magic. Teleportation magic frequently fails or works unexpectedly in the heart of the Thuvian Desert, however, this phenomenon has yet to be explained.
Page 139 - As a result of Emir Guldis’ failures with the transportation of the sun orchid elixir, agitators seek to replace the Emir with Ziralia, the daughter of Prince Zinlo of Aspenthar.

1E Artifacts and Legends
Page 35 - The artifact called Song of the Dawning Star was one of the many treasures that Sheiheth Rafzammi passed on to her nephew, once she chose to forego taking sun orchid elixir for the seventh time. Sheiheth passed away in 4707 AR and she left instructions that the Song of the Dawning Star should be inherited by her nephew Raffiet Rafzammi. Raffiet is an ascetic of Nethys and decided the artifact would be better cared for by the dragon Mierusildas. Song of the Dawning Star was sent in a caravan from Pashow to the coast of Thuvia near Glasswall Isle. However, during the journey a sandstorm hit the caravan and the artifact was lost.

1E Book of the Damned Vol. 3
Page 45 - The House of Oblivion was built in the Thuvian desert as a bargain between the Pharaoh of Forgotten Plagues and Szuriel. A portal in the House of Oblivion links the Thuvian Desert to the plane of Abaddon. While the fiends called Divs control the portal, Szuriel intended to use the Divs as additional forces should she launch a direct assault against Golarion.

1E Classic Horrors Revisited
Page 32 - Kortash Khain, ruler of Nemret Noktoria maintains Thuvia as a trading partner.
Page 50 - The vampire Jhalhasef, also known as the Merchant of Life, is one of the primary trade brokers between the city of Merab and the Darklands nation of Nemret Noktoria.
Page 62 - Lycanthropy in Thuvia and Osirion is commonly expressed in the form of werecrocodiles, werejackals, and werehyenas.

1E Classic Treasures Revisited
Page 25 - Figurines of pairs of flightless golden manitcores are often imbued with magic and commonly found in Thuvia, Osirion, and Rahadoum.
Page 33 - During a diplomatic event that has come to be known as the Thuvian Affair, a junior clerk released the power of a magical helm, burning down the Qadiran embassy.

1E Concordance of Rivals
Page 41 - The Fettle Sects are an outgrowth of the Church of Pharasma that focuses on one of the Pscyhopomp Ushers. Some of the Fettle Sects are known to operate in Merab.

1E Darklands Revisited
Page 9 - Ilyxaria, is an Ayindilar elf born into a merchant family operating in Delvingulf in the Darklands. Ilyxaria began having vivid nightmares, causing her to flee from her home. Crossing Lake Nirthran, she eventually wandered out of the Darklands into Thuvia. In the deserts of Thuvia she was met by a hag coven that worshipped Mestama. Ilyxaria considered the coven her saviors and became a devotee of Mestama. Ilyxaria became a trafficker in people, using the moniker of The Surface Caller. She was known to remove an eye from every third person she trafficked, openly admitting that the collected eyes were in service to a greater scheme for Mestama.

1E Dragons Unleashed
Page 3 - Loaralis is a blue colored dragon that makes her home in the Thuvian desert. She is sometimes seen with the dragon Deyrubrujan.
Page 3 - Mierusildas is a copper colored dragon that lives on Glasswall Isle on Thuvia’s coast.
Page 12 - Deyrubrujan is a blue colored dragon with a lair in the Barrier Wall in Thuvia. Deyrubrujan was born 3369 AR in the Barrier Wall Mountains of Thuvia. In 4710 AR she destroyed towns in Isger, Molthune, and Druma to silence certain individuals. Deyrubrujan founded the Usij div-worshipping cult. One of her more recent schemes is to influence the auctions of the Sun Orchid Elixir. Deyrubrujan’s lair complex in Barrier Wall is called Hidden Nest. In Hidden Nest, Deyrubrujan maintains a cabal of alchemists and other servants who produce a wide variety of concoctions ranging from drugs and poisons to potions and alchemical wonders. Her network sells the concoctions across Thuvia and the Inner Sea region. A Zahhak Azi living near Hidden Nest is a regular annoyance to Deyrubrujan. Recently, Deyrubrujan was able to facilitate the theft of the artifact called Song of the Dawning Star, which she plans to use to gain power over the dragon Mierusildas.
Page 13 - This page provides detailed stats for Deyrubrujan.
Page 14 - Hidden Nest is located 100 miles south of the House of Oblivion, and is hidden with illusion magic.
Page 14 - A pairaka div named Sarvenaz oversees Hidden Nest and the Usij cult operating out of Hidden Nest. Sarvenaz reports directly to Deyrubrujan.
Page 14 - The fortress complex of Hidden Nest is mostly built inside the foothills of Barrier Wall and includes an outer yard, a grand hall with receiving rooms, a salon, dorms for workers and soldiers, dorms and labs for alchemists, shrines to Ahriman and Dahak, and a combat training room called the Chamber of Might.
Page 14 - The Chamber of Might is the name of the combat training room within Hidden Nest. The Chamber of Might is run by a sepid div named Vahid, who is the commander of the guards and div forces of Hidden Nest.
Page 14 - A powerful Keleshite alchemist named Peyvand is in charge of the alchemical labs of Hidden Nest. One of his primary projects is attempting to create a synthetic version of the sun orchid elixir. A Sruvara Azi named Kimiya also resides in Hidden nest, providing her natural poisons for use in the alchemist labs.
Page 14 - Dreamstone Mine has an access point in Hidden Nest. This mine holds deposits of the milky-blue crystal called Dreamstone. Dreamstones are a common ingredient used by the alchemists of Hidden Nest. These stones are also used in the creation of the drug Marhad. Marhad causes delusions of grandeur, leaving those who take the drug in a dreamlike state and overly confident in all their actions.
Page 15 - This page provides a detailed map of a portion of Hidden Nest, but does not include the entirety of Hidden Nest such as Deyrubrujan’s personal lair.

1E Dungeons of Golarion
Page 3 - In Thuvia’s interior desert lies the House of Oblivion. The towering structure was built over 7000 years ago and was designed to lure Ahriman to Golarion. While the House of Oblivion is primarily built above ground, its various wings do not rully reside in the Universe.

1E Faction Guide
Page 8-9 - The Aspis Consortium has a goal of stealing one of the vials of sun orchid elixir.

1E Fey Revisited
Page 32 - Nuckelavees are known to live in the Junira River. The Junira River flows along the border between Thuvia and Osirion.
Page 32 - There is a breach to the First World near Lamasara.
Page 37 - Nymphs can be found inhabiting desert oases such as those found in Thuvia.

1E Giants Revisited
Page 20 - Fire giant communities are common in the Barrier Wall Mountains. These fire giants build fortress communities focused on mining and trade. Their mines are often open-air pits that focus on stripping the land of resources with little concern for the impact of their aggressive mining. The fire giant kingdom of Kerdreg is located in southern Thuvia. Kerdreg is aggressive when it comes to trade and is known to take over caravans, forcing caravans to move their trade goods.

1E Heart of the Jungle
Page 12 - The Mauxi people can be found in larger populations in places like Thuvia.
Page 14 - Gnomes in Thuvia are mostly commonly found living near Mauxi communities.
Page 15 - The Barrier Peaks separate Thuvia from the Mwangi Expanse.
Page 56 - The city of Sele was once the capital of an ancient Mauxi culture that was located on the southern side of the Barrier Wall Mountains, nearly directly north of modern day Jaha. Sitting in a natural bowl within the mountains, Sele had an extensive dike system that eventually flooded, drowning out the city. The loss of Sele played a major role in the Mauxi diaspora, with many of the Mauxi people of Thuvia and Rahadoum considering Sele as a legendary homeland. Artifacts from Sele occasionally surface and fetch high prices in the markets of Thuvia and Rahadoum. While most of Sele rests 30 feet below water, a single red granite dome rises above the waters that cover Sele.

1E Heaven Unleashed
Page 21 - Before it fell to ruins, the city Dokeran was a major religious hub, attracting pilgrims from as far away as Thuvia.
Page 60 - During the formation of the Tekritanin League a small tribe of nomads that wandered southern Thuvia declined to join the League. The tribe was led by Sakhemsha and her companion, a jaathoom genie named Binebthus. In their wanderings the tribe discovered a hidden oasis near the Barrier Wall Mountains. Near the pool of the oasis was another strange shimmering pool. Binebthus was drawn to the energies of this strange pool and was suddenly afflicted upon touching the pool’s water. The corruption that infused Binebthus, slowly turning the genie into a div. With the transformation complete, Sakhemsha was forced to slay her companion to save the tribe. Sakhemsha and her tribe swore to protect others from the corrupting pool, and around it built Fort Binebthus.
Page 60 - After researching the strange pool Sakhemsha determined that the energies in the pool were a confluence of water from the Elemental Plane of Water and energy from Abbadon. As a result the water corrupted elementals into divs. Sakhemsha named the pool Basin of Elemental Corruption. Seeking aid from the celestial planes, Sakhemsha petitioned for a guardian that would aid her and her people in defending Fort Binebthus until they discovered a way to remove the danger of the Basin of Elemental Corruption. A divine jackal headed being named Uaphraet responded to Sakhemsha’ plea for a guardian. Uaphraet bound himself to Fort Binebthus vowing not to leave the site until the Basin of Elemental Corruption was neutralized.
Page 60-61 - After Sakhemsha passed away of old age her daughter Khaskhem, became leader of Fort Binebthus. During Khaskhem’s stewardship of Fort Binebthus, an aghash div named Myrza learned of the Basin of Elemental Corruption. Myrza and their forces attacked Fort Binebthus in an all out assault. The battle concluded with Myrza and all of their forces slain, and all the forces of Fort Binebthus slain, except for a few survivors who succumbed to their wounds shortly after the battle's conclusion. Uaphraet was the only survivor, bound to guard the Basin of Elemental Corruption until it was no longer a threat.
Page 61-62 - In modern times the ruins of Fort Binebthus remain undiscovered. When people do come near the ruins and the Basin of Elemental Corruption, Uaphraet does what he can to scare them off, or dispatch them if they have evil intent. While most of Fort Binebthus is little more than rubble, an archeologist or similarly trained professional could identify some of the features that made up the fort. These features include a main entrance, watchtower, stables, barracks, armory, courtyard, kitchen, mess, and private chambers. Additionally, a large room surrounded the Basin of Elemental Corruption. Extending from the fort were walls that enclosed the freshwater oasis; these walls are also little more than rubble.
Page 62 - A map of the ruins of Fort Binebthus can be found on this page.

1E Heaven Unleashed
Page 63 - The warlord Ninktaini ruled one of the city states of the Tekritanin League. The city was located in what is modern day Thuvia. During the time of the it often had Tekritanin League border wars with the Jistka Imperium and Ancient Osirion. In the late -1400s AR, Ninktaini betrayed his city state, opening the city gates to invading Osirion forces. Osirion razed the city, and Ninktaini was rewarded lavishly by Osirion. After his mortal life ended, Ninktaini found his soul imprisoned in Hell. Ninktaini attempts to barter his souls freed by claiming he knows of a hidden glade in the Barrier Wall Mountains where sun orchid flowers grow in large quantities.

1E Horror Realms
Page 52 - Nemret Noktoria is not above recruiting talented individuals from Thuvia and other nations by inflicting them with ghoul fever.
Page 53 - Some universities in Thuvia and other nations perform alchemical experiments that can cause promethean corruption, a type of degeneration of the body that requires body parts to need to be replaced with artificial parts.

1E Inner Sea Combat
Page 58 - The elixir known as Colossus Draught was originally created in the Citadel of the Alchemist in Thuvia.

1E Inner Sea Faiths
Page 35 - Dahak is commonly worshiped in Thuvia.
Page 36 - Dahak’s worshipers in Thuvia generally practice in secret, and can most often be found in Pashow.

1E Inner Sea Gods
Page 68 - Gozreh is commonly worshiped in Thuvia.
Page 100 - Nethys is commonly worshiped in Thuvia.
Page 103 - Nethys’ most well known temples are typically places known to have strong magics such as Thuvia and other nations.
Page 116 - Pharasma is commonly worshiped in Thuvia.
Page 132 - Sarenrae is commonly worshiped in Thuvia.
Page 134 - Some of the strongest temples to Sarenrae are in Thuvia and other nations.

1E Inner Sea Intrigue
Page 6 - Deyrubrujan is a blue colored dragon living in Thuvia with an interest in the sun orchid elixir.
Page 29 - Investigators are common in Thuvia.
Page 29 - Mounted vigilanties are known to operate in Thuvia and other nations.
Page 41 - In Thuvia the Guardians of Immortality are a group of highly trained investigators who are tasked with hunting down those who would attempt to steal the secret for the creation of sun orchid elixir. Additionally, they are tasked to prevent the theft of sun orchid elixir or to hunt down those who have managed to steal vials of sun orchid elixir. A Guardian of Immortality can receive special training in Duwwor, Lamasara, and Pashow to learn new techniques and abilities over the course of their career.

1E Inner Sea Magic
Page 4 - In 1140 AR Artokus Kirran created the sun orchid elixir. Since that time Thuvia has become a hub for alchemy within the Inner Sea region.
Page 4 - Some caravans in Thuvia utilize fire elementals in a manner similar to pack animals, harnessing fire elementals and using them to pull their caravans.
Page 5 - Artokus Kirran lives in the Citadel of the Alchemist.
Page 29 - Internal Alchemy is a practice that is studied in Thuvia. (Note: A person who practices Internal Alchemy is called an Internal Alchemist. The practice of Internal Alchemy utilizes a person’s body, their diet, medicines, and alchemy to attempt to achieve immortality. While the practice has shown to lead to some benefits, it is unclear if any of its practitioners have achieved immortality. See Ultimate Magic page 18)
Page 29 - Desert druids can be found in places like Thuvia and other nations.

1E Inner Sea Monster Codex
Page 37 - Girtablilu rangers, often called dune striders, are found in Thuvia and other nations.

1E Inner Sea NPC Codex
Page 59 - The Usij cult originated in Casmaron and they primarily worship Ahriman. The Usij cult first spread to Northern Garund with the invasion of the Kelesh Empire. Since their arrival in Northern Garund the Usij cult has become most prevalent in Thuvia.

1E Inner Sea Races
Page 27 - In Thuvia the Mauxi people and the Garundi people have heavily mixed.
Page 38 - The Mauxi people dispersed to places like Thuvia and Osirion. Some Mauxi people have a growing interest in understanding their origins and tracing their history back to the Mwangi Expanse.
Page 39 - Currently the Mauxi people are mostly found in Thuvia and the Barrier Wall Mountains.
Page 101 - Dromaar are fairly common in Thuvia.
Page 118 - Peri blooded nephilim can be found in Thuvia.
Page 131 - Geniekin often find greater acceptance in places like Thuvia.
Page 132 - In Thuvia, Geniekin are sought after for work in alchemist labs, the thought being that their elemental natures provide them natural protection against the everyday hazards of lab work.
Page 156 - Div blooded nephilim are more common in places like Thuvia and Katapesh.
Page 216 - Sulis are regarded highly in places like Thuvia for their natural skill as mediators.

1E Inner Sea World Guide
Page 14 - The Garundi people are common in Thuvia.
Page 17 - The Mauxi people are common in Thuvia.
Page 34 - In -841 Osirion’s remaining governor of Thuvia was assassinated and Osirion made no effort to replace the governor.
Page 37 - In 4710 AR a very large blue colored dragon was seen flying toward Avistan. Later that same year towns in Druma, Molthune, and Isger were destroyed with fire and lightning.
Page 38 - To populate the newly established city of Absalom, people came from Thuvia and other nations.
Page 42 - When the slave trade existed in the Inner Sea region, Andoran often sought to disrupt it in Thuvia and other nations.
Page 146 - Ancient Osirion had controlled Thuvia.
Page 147 - An Osirion Satrap banished the Cult of the Dawnflower from Osirion, however it was short lived, as his body was found with sunflower blooming from his mouth in 2253 AR.
Page 148 - The Great Atoqua was the name of the invasion fleet sent by Ancient Osirion to conquer Thuvia and other locations.
Page 155 - Relations between Rahadoum and Thuvia remain cool despite the time that has passed since Rahadoum’s expulsion of religions from their nation.
Page 159 - Razmir, ruler of Razmiran has secretly sent envoys to Thuvia to bid on the sun orchid elixir.
Page 186 - Merab is the capital of Thuvia.
Page 186 - Major cities in Thuvia include Merab, Lamasara, Duwwor, Pashow, and Aspenthar.
Page 186 - The rulers of the major cities and their titles include: Ilepodus, Patron of Merab; Kharane, Defender of Duwwor; Zamere, Queen of Lamasara; Guldis, Emir of Pashow; and Prince Zinlo of Aspenthar. Thuvia’s government is a loose association of city states.
Page 186 - Major religions in Thuvia include the churches of Pharasma, Nethys, Sarenrae, Gozreh, and the Usij cult that worships Ahriman.
Page 186 - The sale of the sun orchid elixir plays an important role in ensuring Thuvia’s prosperity. As a result, the creation of sun orchid elixir is considered a secret of the state.
Page 186 - In Thuvia’s ancient past, around the start of the Age of Creation, the peoples of Thuvia were primarily desert nomads. During the Age of Creation these desert nomads would come together to form the powerful Tekritanin League. During this time the House of Oblivion was built to attract Ahriman by the Pharaoh of Forgotten Plagues. Eventually, the Tekritanin League would be conquered by its neighbor, Ancient Osirion. However, in time, Ancient Osirion would eventually abandon Thuvia to its own fate. Modern Thuvia traces its history to 1140 AR when Artokus created the sun orchid elixir. The sale of sun orchid elixir has continued to shape and influence Thuvia ever since.
Page 188 - Prince Zinlo may be seeking an alliance with the Water Lords. Aspenthar requires all its citizens to undergo mandatory martial training.
Page 188 - The Citadel of the Alchemist is built into Bent Razor Mountain. Most of the Citadel is built into the mountain’s interior.
Page 188 - Duwwor houses a large temple of Gozreh.
Page 189 - The House of Oblivion has black stone walls that do not reflect light and tall towers that rise as high as 200 feet above the ground.
Pager 189 - Queen Zamere is usually the diplomatic representative for Thuvia when a representative is needed.
Page 189 - The Temple of the Redeeming Sun is the largest temple of Sarenrae in Thuvia and is located in Merab. The Flowering Market in Merab always offers a wide variety of potions.
Page 189 - Nethys is the patron deity of Pashow. Arcane magic has helped to sustain Pashow in the harsh environment of Thuvia.
Page 212 - Thuvia and other nations were once controlled by Ancient Osirion.
Page 212 - The Tekritanin League was an ancient confederation of the area that is now known as Thuvia. The Tekritanin League aided Ancient Osirion in defeating the Jistka Imperium, only to then be conquered by Ancient Osirion. Ancient Osirion’s takeover of the Tekritanin League occurred circa -1400 AR.
Page 221 - Gozreh is worshiped in Thuvia.
Page 223 - Nethys is worshiped in Thuvia.
Page 224 - Pharasma is worshiped in Thuvia.
Page 225 - Sarenrae is worshiped in Thuvia.
Page 274 - Alchemists are readily welcomed in Thuvia.
Page 301 - The sun orchid elixir, created in Thuvia, offers those who drink it a limited form of immortality.
Page 301 - Purchase of the sun orchid elixir is illegal for Thuvia’s citizens, with the exception of the elixir’s creator.
Page 301 - The formula for the sun orchid elixir is only known by the denizen of Alchemist’s Keep. (Note: “Alchemist’s Keep” may be another way of referring to the Citadel of the Alchemist, or it may be referring to a specific building within the compound of the Citadel of the Alchemist. The text leaves this unclear.)
Page 305 - The Xulgaths that live in the Darklands under Thuvia, Osirion, and Katapesh have lighter colorations than Xulgaths found elsewhere.

1E Isles of the Shackles
Page 39 - The possessions of the alchemist Voxong of Pashow were acquired by Captain Taypan Goodwater of the Shackles. Voxong’s possessions were buried in Taypan’s treasure chest. Voxong of Pashow holds some renown in Thuvia.

1E Lost Cities of Golarion
Page 47 - The lost city of Tumen in Osirion had a powerful trade network that stretched beyond Thuvia and Geb.

1E Lost Kingdoms of Golarion
Page 17-18 - During the time of Ancient Osirion, el-Amara was the provincial capital of Thuvia. High Theurgist Fentet-Pesu, Governor of Thuvia was assassinated in -841 AR. After this assassination el-Amara was abandoned and the city fell to ruin. The ruins of el-Amara are in modern day Osirion, but sit near the Osirion-Thuvia border.
Page 22 - Osirionologists, those who study Ancient Osirion, are common in Osirion and Thuvia.

1E Lost Treasures
Page 41 - The relic Master’s Name is a sacred treasure of the Iroran faith and is rarely found by those who seek it. The Iroran sect the Sightless Sisterhood has long sought this treasure and has identified that its current resting place is in Thuvia. However, the Sightless Sisterhood has been unable to determine a more exact location. A noble from Lamasara named Nimir Akh unknowingly is in possession of Master’s Name. Nimir has a fondness for Vudrani art and culture and spent time in Jalmeray. While in Jalmeray he purchased various artwork and curiosities, to include Master’s Name. Nimir wears Master’s Name as a good luck charm, oblivious to its true nature.
Page 47 - During the decline of Ancient Osirion, the researcher Jadis-Vel had an obsession for studying diseases, and especially the effects of diseases on individuals. Nearly by accident Jadis-Vel became a lich, and the Soul Cage of Jadis-Vel retained her soul. In her lichdom, Jadis-Vel spent her years infecting communities across the territories and former territories of Ancient Osirion, to include Thuvia. Eventually, the Soul Cage of Jadis-Vel was broken by the Cult of the Dawnflower, however, Jadis-Vel’s soul still lingers in the fragments of the Soul Cage of Jadis-Vel.
Page 60 - A Wayfinder of Many Paths can open gates to specific locations depending on the color of aeon stone placed within a Wayfinder of Many Paths. Some of these aeon stone and location combinations have been documented. Aeon stones with a dusty rose color open a gate to the Thuvian desert approximately 150 miles to the west of Lamasara.
Page 62 - The Xanthuum Tablets were created in Ghol-Gan by the cyclops Bagrilon. Bagrilon studied the sun, moon, stars, and the dark spaces in between these celestial bodies. Recently, the Xanthuum Tablets were discovered in the ruins of Ghol-Gan, and were purchased by Melkello Farglass. A court astronomer for Prince Zinlo in Thuvia, Melkello has an obsession with the Dark Tapestry and the beings of the Dominion of the Black.

1E Magnimar, City of Monuments
Page 45-46 - The sun orchid elixir is one of the most highly prized elixirs across much of Golarion. Not surprisingly, attempted thefts are common, and actual thefts, while far less common, do happen. Perhaps the most infamous thefts of the sun orchid elixir were done by Staunton Vhane. Staunton crafted a forgery of the sun orchid elixir that made the imbiber feel youthful while simultaneously cloaking them in an illusion that kept their appearance from aging. With the forgery perfected, Staunton targeted vials of sun orchid elixir that had already been purchased and delivered, swapping the real for the fakes. With real vials of sun orchid elixir, Staunton either drank the elixir himself, or used the vials as bargaining chips. Staunton successfully ran this con for several years, but eventually the imbibers of the fake elixir began dying, thus revealing they had been aging all along. The Thuvian government responded, tracking and pursuing Staunton. Staunton remains at large, but thus far Thuvia has prevented use of Staunton’s scheme.

1E Misfit Monsters Redeemed
Page 44 - Elementals with lava features are more common in Thuvia and other nations.

1E Mystery Monsters Revisited
Page 19 - Death Worms can be found in deserts of Thuvia, as well as other locations.

1E Mythic Realms
Page 55 - Kortash Khain, ruler of Nemret Noktoria, sends ambassadors to Thuvia and other nations.

1E Mythic Monsters Revisited
Page 31 - The druids of Duwwor have befriended several of the desert hydras found in Thuvia. There is discussion of training these hydras to serve as guardians of shipments of sun orchid elixir.
Page 50 - A phoenix in the Osirion desert named Firesong is rumored to be a purchaser of the sun orchid elixir. Why a phoenix would do this is unknown.
Page 55 - Sphinxes are found in places like Thuvia and other nations.
Page 57 - The sphinx named Akilep, Lady of Stone, located a hidden tomb in southeastern Thuvia. Akilep had been researching the riddles of Aucturn, and the hidden tomb held great promise for revealing the mysteries of Aucturn. Unfortunately, Akilep was unable to gain entrance to the tomb, so she turned herself to stone, awaiting a time when those with the knowledge and power to open the tomb arrived to assist her. Akilep has been waiting for approximately 300 years.
Page 62-63 - A bandit by the name of Jalari Zafikiri, convinced a group of thieves and bandits that they could infiltrate the Citadel of the Alchemist and acquire all the sun orchid elixir their hearts desired. When traveling to the Citadel, the bandits passed too close to the House of Oblivion and were attacked by divs. The attack went poorly for the bandits and those who escaped lost most of the provisions. In desperation Jalari killed his fellow bandits for sustenance. Going mad Jalari fled into the open desert, turning into a wendigo, known to the locals as Aridus, the Desert’s Howl. In the rural areas of the Thuvian desert where Aridus resides, the locals make regular sacrifices to the Desert’s Howl on altars, in hopes of not becoming victims of Aridus.

1E NPC Guide
Page 31 - The rulers of the Thuvia’s city states are commonly thought of as the rulers of Thuvia, however outside of the city states the deserts are ruled by the Water Lords. For approximately the past 200 years the greatest of the Water Lords, and the de facto ruler of the Water Lords has been Tpannon. Legends abound about how Tpannon has managed to live for so long. In actuality there have been several Tpannons as the image and persona of Tpannon is a magical disguise. When the current Water Lord Tpannon plans to retire, they choose their successor and pass on the Tpannon disguise. The new Tpannon then picks up where the old Tpannon left off. The current Tpannon is relatively new to the position.

1E occult Mysteries
Page 20 - In the Thuvian desert, a wrecked caravel located miles from water is thought to somehow be associated with the mysteries Conference Z.

1E Osirion, Legacy of Pharaohs
Page 6 - In -1452 the Four Pharaohs’ armies defeat the Tekritanin League and absorb the region as the province of Thuvia.
Page 6 - In -841 High Theurgist Fentet-Pesu governor of Thuvia is assassinated. Pharaoh Yafeha, fails to send a replacement effectively ceding control of lands west of the Junira River.
Page 20 - The border between the Osirion desert and Thuvian desert is the Junira River.
Page 21 - The geological feature named Desert’s Mouth is near Osirion’s border with Thuvia.
Page 22 - The Junira River demarks much of the border between Thuvia and Osirion. Unlike other rivers in the region, the Junira River does not have a flood cycle.
Page 23 - With the exception of Lamasara, there are no other major settlements on the Junira River. This is largely due to the lack of arable land.
Page 23 - Now known as the Lost Fortress of Mekshir, the Fortress of Mekshir guarded trade routes between Thuvia and Osirion. The Lost Fortress of Mekshir sits on the Osirion side of the Junira River.
Page 24 - The city el-Amara was once the capital of the Osirion province of Thuvia.
Page 25 - A caravan route that runs between Osirion and Thuvia passes the strange mountain named Xefon-Ra. The mountain Xefon-Ra is located in Osirion.
Page 43 - In Ancient Osirion, the push to annex Thuvia and Rahadoum was called the Great Atoqua.

1E Path of the Hellknight
Page 11 - The Order of the Chain’s Lictor Uro Adom is originally from Thuvia and began his career as a constable in Merab.

1E Qadira, Jewel of the East
Page 7 - In 2217 AR the Cult of the Dawnflower was banished to Thuvia.
Page 24 - In Qadira’s church of Sarenrae, High Priestess Samisalah laments in her writings that the state of the church in Qadira requires them to look to the church in Thuvia and other nations for advice.

1E Rival Guide
Page 22 - The adventuring group called Hands of Slaughter are active across much western Northern Garund, to include Thuvia.
Page 46 & 50 - Nuetetia Irsinoe was born in Thuvia with a rare sickness that was destroying her body. In desperation her father sought increasingly risky solutions. Eventually he was approached by the Whispering Way who proposed an unorthodox solution. Nuetetia’s father sent her to Nemret Noktoria. In a temple to Kabriri, Nuetetia was cured, turning into an undead ghoul. Her sickness was indeed cured, and unlike other ghouls her skin became clear, beautiful, and healthy looking. Nuetetia devoted herself to Kabriri and later joined the Night Harrows, a small group within the Whispering Way.

1E Sandpoint, Light of the Lost Coast
Page 55 - The Valdemar family in Sandpoint hired Jhalevia Stensin, a woman originating from Thuvia, to run the shipyards.

1E Seekers of Secrets
Page 15 - Thuvia has a long and storied history and the nation is dotted with ancient ruins. Some of the more truly ancient ruins include the Cathedral of Claws located at the base of Mount Elzehan and the Uldani Necropolis near Pashow.
Page 15 - Each of Thuvia’s city states are known to sponsor research and field expeditions to expand the knowledge about Thuvia’s past and to find new discoveries relating to Thuvia’s past.

1E Ships of the Inner Sea
Page 9 - The ship White Dawn was last seen sailing from Merab, the details of its fate are sketchy.

1E Taldor, The First Empire
Page 13 - Taldan noble families intermarried with nobles of Osirion and Thuvia to strengthen trade contracts.

1E The First World, Realm of the Fey
Page 7 - Hidden portals to the First World can be found in remote locations in Thuvia and other nations.

1E Tombs of Golarion
Page 60 - Mifutu was from a wealthy family of influential traders in Yamasa. Mifutu’s family’s trade contracts were held in the family crypt and lost with the creation of the Sodden Lands. These contract documents included contracts with Thuvians.

1E Undead Revisited
Page 44 - The blue colored dragon named Arantaros lairs in the Barrier Wall Mountains. A worshiper of Haagenti, Arantaros was turned into a ravener, a type of undead dragon, by Haagenti. It is rumored in Thuvia that Arantaros is researching the sun orchid elixir.

1E Undead Unleashed
Page 4 - The blue colored dragon named Arantaros lairs in the Barrier Wall Mountains of Thuvia. Arantaros had long been researching life extending magic, but the intensity changed after he dueled with a dragon named Keskasindrian. While Arantaros defeated Keskasindrian in 4173 AR, Arantaros sustained terrible wounds causing him to research immortality with new fervor. Eventually, Arantaros pledged himself to the Demon Lord Haagenti in exchange for immortality as an undead ravener. Arantaros continues to operate out of his lair in the Barrier Wall Mountains of Thuvia. He maintains an extensive network of contacts and operatives, with the Water Lord Ferun Korhim assisting in acquiring sun orchid flowers. An alchemist in Merab named Nincia also works for Arantaros, but doesn’t know the dragon’s true nature. Arantaros has plenty of enemies, but chief among them are the dragons Kekisuli and Herifax, both children of Keskasindrian, and the Qadiran champion of Sarenrae named Qalhata. Qalhata is on the search for the origin of an alchemical plague that likely originates from Arantaros. The dragon Deyrubrujan is perhaps Arantaros’ biggest rival as they have competing research relating to the sun orchid elixir.
Page 4-5 - Stats for Arantaros are provided on these pages.
Page 6 - A map of Arantaros’ lair is provided on this page.
Page 6-7 - Arantaros’ lair includes a disguised entrance, main rotunda, orchid balcony, laboratory, library, athenaeum, and planetarium.

1E Feast of Dust
Page 54 - Varlaikal is a poisoner from Thuvia. Figuring he would end up in Abaddon in the afterlife, Varlaikal is happy to work with divs.

1E Plunder and Peril
Page 55 - Yamtisy is dromaar originally from the city Merab in Thuvia. She is the bosun on the ship Magpie Princess.

1E Thornkeep
Page 68 - In the River Kingdoms under Brokenhelm Hill in the Halls Under the Hill, lies the Dark Menagerie. Within the Dark Menagerie the chamber Red Sky Desert is designed based on an actual oasis within Thuvia. Red Sky Desert oasis would have existed at the time of the Azlanti Empire, however, it is unclear if this oasis still exists in modern day Thuvia.

1E We Be Heroes
Page 6 - The Thuvian wizard, Jaeren Ophal, was experimenting with life extending alchemy and ran afoul of the Thuvian government. She fled to the border of Nirmathas and Lastwall. Her alchemy experiments affected her mind causing her to become a recluse. Jaeren has had a bit of bad luck, but has been aided by helpful and heroic goblin adventurers.

3.5 Fingerprints of the Fend
Page 5-6 - At its height, the Jistka Imperium controlled parts of Thuvia.

3.5 Our Lady of Silver
Page 5 - Thuvian lions were brought for the Qadiran Satrap’s menagerie

3.5 Osirion, Land of Pharaohs
Page 3 - The city Eto in Osirion is a central point for trade routes running between Thuvia and Osirion.
Page 4 - The Junira River marks the border between Thuvia and Osirion.
Page 5 - It is theorized that an ancient geological event shifted the rainfall patterns of Northern Garund much drier and desertous, shaping modern nations such as Thuvia and others.
Page 7-8 - The Lost Fortress of Mekshir once guarded trade routes between Ancient Osirion and Thuvia. The Lost Fortress of Mekshir is rumored to hold the treasures of Thuvia before Ancient Osirion failed to continue their claim on the territory in -841 AR.
Page 12 - The placement of the Black Sphinx by Ancient Osirions is a source of scholarly debate. One theory is that it was a boundary marker between the realms of Ancient Osirion and Thuvia.
Page 14 - Ancient Osirion captured slaves from the lands of modern day Thuvia and Rahadoum as part of the Great Atoqua.
Page 20 - The Cult of the Dawnflower was briefly exiled to Thuvia from Ancient Osirion.
Page 24 - The Cult of the Dawnflower helped the native Osirions overthrow the Keleshite satrapy, even though the Cult of the Dawnflower originated from the Kelesh Empire.
Page 30 - Khemet III, The Ruby Prince of Osirion is rumored to have bought the sun orchid elixir from Thuvia multiple times.

1E Advanced Class Origins
Page 11 - Hunters can be found across Northern Garund, to include places such as Thuvia. The Mauxi hunters in Thuvia typically form bonds with venomous desert creatures.
Pager 13 - Due to the sale of the sun orchid elixir, investigators in Thuvia are in high demand. Bidders higher investigators to keep tabs on the competition and to be kept aware of the most opportune times to enter a bidding war.
Page 15 - Some investigators in Thuvia and other nations focus on learning specific talents.

1E Alchemy Manual
Page 26-27 - In addition to the sun orchid elixir, Artokus Kieran and his disciples have created several astounding alchemical items, some even of mythic potency. Collectively, the alchemical marvels produced in Thuvia are known as Thuvian Wish Alchemy. Examples of Thuvian Wish Alchemy include Artokus’s fire, blanch bombs, incense of divinity, stormstones, suffocating powder, and surge syrup.

1E Arcane Anthology
Page 5 - The alchemist formulae book called Nyzam’s Remedies contains various Thuvian alchemical remedies.

1E Bastards of Golarion
Page 20 - Suli geniekin in Thuvia are often respected for their abilities to resolve tension between tribes.

1E Blood of Angels
Page 11 - The nephilim known as emberkin are one of the more common types of nephilim in Thuvia. The celestial beings called Peri are more commonly found in Thuvia as a result of the higher numbers of divs. The pairings of mortals and peri resulting in emberkin is often a topic of stories and ballads.

1E Blood of Fiends
Page 10 - Fiendish nephilim, and especially those with div lineages, can be found in Thuvia. Many div-blooded nephilim often find their way to the House of Oblivion to pledge fealty if they have been mistreated by Thuvia or the surrounding nations.

1E Blood of the Elements
Page 11 - The Suli geniekin of Thuvia are highly regarded for their natural connection to the elements of the elemental planes. Some people who undergo alchemical training and apprenticeships in Merab are able to learn how to construct alchemical formulae by simply tasting an alchemical item that uses elemental magics. Utilizing this technique is especially common by sulis.
Page 12 - In Thuvia and other nations once conquered by Ancient Osirion, Sylph geniekin are often met with greater distrust. Sylphs still bear the stigma of being secret agents of the Ancient Osirion infiltrating and conquering forces.
Page 15 - Undine geniekin are received more openly in Thuvia and Rahadoum where it is believed that the presence of undine bless oases and replenish the waters of an oasis.

1E Blood of the Moon
Page 14 - Werecrocodile beastkin, also called scalehearts, are more common in Thuvia and neighboring lands than in other locations.
Page 15 - Werecrocodiles in Thuvia and other nations are known to be territorial and very dangerous.

1E Champions of Balance
Page 7 - Thuvia and other nations are generally thought of as law abiding nations.

1E Chronicle of Legends
Page 3 - The tales told of the wanderers Amiriel and Pai Sy relate their many adventures. Among these tales is an adventure where the two wander into the Citadel of the Alchemist and accidentally make off with enough sun orchid elixir to continue their wandering journeys for centuries.

1E Demon Hunter’s Handbook
Page 12 - Beneath the border of Thuvia and Osirion is the Darklands nation of Nemret Noktoria.
Page 12 - People being trafficked from Thuvia and Osirion to Nemret Noktoria is not unheard of, but some people manage to escape.

1E Divine Anthology
Page 26 - The Empyreal Lord Lalaci is worshiped in Thuvia and is a patron of oases and refuges.
Page 26 - Some Water Lords can be cruel or exploitative and take advantage of those in need of access to water. Some Lalaci’s followers, as well as the Cult of the Dawnflower, may use more aggressive tactics to address Water Lords that behave in this manner. Although, these methods are considered apocryphal by the broader faith of Lalaci. This doctrine of retaliation and aggression towards those who deny water to the needy is detailed in the book For All to Drink.

1E Dragonslayer’s Handbook
Page 12 - The blue colored dragon named Deyrubrujan keeps a cabal of alchemists in her lair to experiment with ingredients, such as sun orchid flowers. To support this, Deyrubrujan hires sun orchid harvesters to scour the desert in search of the rare flowers. Deyrubrujan is generally considered troublesome by the Thuvian government.

1E Dungeoneer’s Handbook
Page 19 - The House of Oblivion is generally considered the source of Thuvia’s troubles with the fiends called divs.

1E Faiths of Balance
Page Inside Cover - Gozreh is worshiped in Thuvia.
Page Inside Cover - Nethys is worshiped in Thuvia.
Page Inside Cover - Pharasma is worshiped in Thuvia.
Page 15 - Some of Nethys best known temples are in Thuvia and other nations.

1E Faiths of Purity
Page Inside Cover - Sarenrae is worshiped in Thuvia.
Page 13 - The Church of Sarenrae is particularly robust in Thuvia and other nations.

1E Familiar Folio
Page 30 - The little constructs called Ioun Wyrds are used as familiars by all manner of practitioners of magic and alchemy. However, these little constructions are sometimes found in the wilds of Thuvia and Nex.

1E Giant Hunter’s Handbook
Page 12 - Giants are known to live in the deserts of Thuvia, however, these giants typically keep to themselves. This might include Desert Giants, Cliff Giants, and River Giants.
Page 13 - Giants of a more cruel disposition are known to live in the mountains of southern Thuvia. This might include Cave Giants, Fire Giants, Storm Giants, Slag Giants, and River Giants.

1E Healer’s Handbook
Page 2 - The sun orchid elixir is considered to be with the broader scope of the healing arts.
Page 6 - Worshipers of Pharasma are common in Thuvia and other nations.
Page 6 - Worshipers of Sarenrae are common in Thuvia and other nations.
Page 10 - Alchemist healers are common in Thuvia. Those who are formally trained in alchemical healing are sometimes referred to as educated druggists in Thuvia and other nations.

1E Heroes of Golarion
Page 3 - Thuvia is on the continent of Garund.
Page 22 - Shifters in Thuvia most often take the forms of hawks or bulls.

1E Heroes of the Wild
Page 14 - The Thuvian wastes can be both ally and enemy for those who live there.

1E Humans of Golarion
Page 6 - Modern lands, such as Thuvia, were once conquered by Ancient Osirion.
Page 8 - Ancient Osirion once included modern nations such as Thuva.
Page 12 - The Garundi people are common in Thuvia and other nations.
Page 15 - The Mauxi people are common in Thuvia and other nations.
Page 25 - The Rope Gauntlet is a common weapon in poorer communities found in Thuvia, Osirion, and Katapesh.

1E Inner Sea Primer
Page 16 - In its ancient past modern Osirion once controlled Thuvia and other nations.
Page 21 - Some of the nomads of Thuvia’s desert are more naturally inclined to withstand the desert's heat.
Page 21 - Some of Thuvia’s merchants follow the cycle of the sale of the sun orchid elixir, traveling from city to city to sell their wares.

1E Magic Tactics Toolbox
Page 15 - Magi that learn the Spell Trapper hybrid study are most commonly found in Thuvia, Geb, and Nex.

1E Magical Marketplace
Page 20-21 - Owned by Hesam Oulur, Oulur’s Alchemical Wares is an alchemy shop in Merab. Hesam Oulur is a self taught alchemist, and while his shop is a bit haphazard he generally carries the basics any alchemist might need. Hesam can teach some alchemist techniques such as directed bomb, elemental mutagen, and healing bomb. Some of the more interesting items for sale in the Oulur’s Alchemical Wares include copycat siphons, homunculus clay, rebounding armor runes, and fire snakes. Hesam is often willing to accept alternate forms of payment. Payments can come in the form of making deliveries to clients in Merab or even more distant locals, or by collecting rare plants needed for his alchemical creations.

1E Monster Hunter’s Handbook
Page 3 - Monster hunters can be found in Thuvia and other nations.

1E Monster Summoner’s Handbook
Page 11 - The House of Oblivion was built by the Pharaoh of Forgotten Plagues to attract Ahriman. While Ahriman left the House ofOblivion to return to Abaddon, Ahriman’s div still occupy the House of Oblivion and stalk the deserts of Thuvia. As a result Thuvian div hunters can be found in Thuvia’s deserts.

1E Occult Origins
Page 18 - In Thuvia and Osirion, the phantoms that a spiritualist communicates with are pitied as they believe the phantoms are souls who have been denied the afterlife until they have fulfilled some requirement.

1E People of the Sands
Page Inside Cover - The Tekritanin League was the name of the ancient civilization that ruled modern day Thuvia. The Tekritanin League began in -3250 AR and reached its height in -3000 AR. In -1452 AR the Tekritanin League came to an end when it was conquered by its former ally, Ancient Osirion. The Tekritanin League was defeated by the armies of the Four Pharaohs of Ascension who destroyed or absorbed the city-states of the League.
Page 4 - Thuvia, Osirion, and Rahadoum are three desert nations on Northern Garund. Thuvia is the most desolate, with the sale of sun orchid elixir bringing in much wealth to the nation.
Page 9 - In Thuvia alchemy is commonplace, and Thuvian grenadiers train to use alchemical splash weapons in ways to limit friendly fire against their allies.
Page 12 - The Pahmet dwarves can be found across the mountains wherever Ancient Osirion once held power to include Thuvia and other nations.
Page 14 - Aiuvarins are less common in Thuvia.
Page 14 - Geniekin are more common in Thuvia.
Page 22 - Esamn Eshefar is a merchant and known gossip in Merab.
Page 22 - Thuvia is the most arid nation in the Inner Sea region.
Page 23 - Sandstone solution is one of the many alchemical discoveries made in Thuvia.
Page 23 - Sorcerers with div bloodlines can be found in Thuvia.
Page 23 - Thuvia is known for its alchemical prodigies.
Page 23 - Lamasara is known for its skilled performers.
Page 24 - Living Monoliths may sometimes be found protecting ruins in Thuvia.
Page 26-27 - The herbalism and cultivation practices of modern Thuvia were inherited from the ancient traditions of the Tekritanin League. While much of the herbal-alchemical traditions of the League were lost, some practices were preserved in the wandering desert tribes of Thuvia. Since the discovery of the sun orchid elixir efforts to understand and more broadly teach these ancient methods have occurred. The specific techniques and practices of the Thuvian Alchemist are taught throughout Thuvia.

1E Potions and Poisons
Page Inside Cover - Alchemists in Thuvia often store their reagents in metal boxes etched with orchids as a sign of pride in their homeland.
Page 2 - The elixirs of Thuvia have impacted the world around that nation.
Page 3 - Alchemists from Thuvia are known to be particularly resourceful.

1E Spymaster’s Handbook
Page 15 - Queen Zamere of Lamasara is seeking an alliance with the Thuvia’s Water Lords.
Page 21 - Thuvia’s Guardians of Immortality are the nation's protectors and spies. An alchemical discovery credited to the Guardians of Immortality is the glimmering infusion.

1E The Harrow Handbook
Page 5 - Some scholars claim that harrow was taught to Ancient Osirions by Nethys. Regardless of its origins, there is a version of harrow that is practiced in Thuvia and Osirion.

3.5 Second Darkness Player’s Guide
Page 8 - The whirling masters are a form of martial arts native to Thuvia.

3.5 19. Howl of the Carrion King
Page 39 - Among the original goals of the Pactmasters was to move trade goods Thuvia, Rahadoum, and Osirion to markets in the distant east.
Page 68 - The leopards of Katapesh once had a natural range that extended as far as Thuvia and Nex.

1E 25. The Bastards of Erebus
Page 25 -Ermolos the Elder never returned for an adventure in Thuvia and his son, Ermolos, hopes to travel someday from Cheliax to Thuvia to seek his father.

1E 40. Vaults of Madness
Page 12 - Eando Kline once traveled to southern Thuvia to the Barrier Wall Mountains where he then traveled into the Darklands.

1E 57. Tempest Rising
Page 7 - Zarskia Galembar of Port Peril is an alchemist originally from Thuvia.
Page 57 - Tessa Fairwind, at the age of 15, captained a ship up the Junira River to run midnight raid on a Thuvian pleasure barge.

1E 60. From Hell's Heart
Page 7 - Ezaliah Thrune has attempted to purchase the sun orchid elixir from Thuvia on at least two occasions.

1E 61. Shards of Sin
Page 62 - Sheila Heidmarch is the daughter of a Thuvian merchant and a Chelish aristocrat. Sheila once traveled to Thuvia with the Pathfinder Society where she met an awakened mountain gorilla named Mandali. The two became fast friends.
Page 62 - Mandali is an awakened mountain gorilla who lived in the Barrier Wall Mountains of Thuvia. Mandali traveled with Sheila for some time.

1E 75. Demon’s Heresy
Page 74 - A Swarm that Walks composed of army ants is rumored to make its home in Thuvia.

1E Mummy’s Mask Player’s Guide
Page 5 - Any number of peoples from foreign nations such as Thuvia can be found visiting Osirion.

1E 79. The Half-Dead City
Page 20 - The adventuring group Daughters of the Desert includes a member who is originally from Thuvia.
Page 64 - Mahga Threefingers is an unofficial leader in Bargetown. She lost one hand and half of the other hand in a tomb in Thuvia.
Page 65 - Ahbehn Okhenti is the patriarch of a prominent family in the town of Wati. Ahbehn spent much of his youth adventuring in Thuvia and Absalom.
Page 86 - Sun falcons are magical falcons that live in the deserts of Northern Garund to include Thuvia.

1E 81. Shifting Sands
Page 69 - Mummification continues to be practiced in modern day Osirion and in some of Ancient Osirion’s former territories such as Thuvia.

1E 83. The Slave Trenches of Hakotep
Page 5 - Thuvia was once a territory of Ancient Osirion.
Page 68 - Opongwe was the smallest of the Shory’s flying cities. In -598 AR, while traveling over Thuvia, the city was attacked by an ancient blue colored dragon named Maufestalene. With limited defenses the city was torn apart. However, the Aeromantic Infandibulum remained aloft. For a time, the Shory of Opongwe built a shanty above the Barrier Wall Mountains connected to the aeromantic infandibulum. Unfortunately, the harsh environment prevented them from properly rebuilding.
Page 84 - Hanshepsus are construction originally created in Ancient Osirion from stolen Jistka Imperium technologies. Hanshepsus were deployed by Ancient Osirion in the lands of the Tekritanin League to fight the armies of the Jistka Imperium.

1E 84. Pyramid of the Sky Pharaoh
Page 63 - Hakotep hopes to take control of Osirion and reconquer the lands once ruled by Ancient Osirion such as modern day Thuvia.

1E 94. Tomb of the Giant Queen
Page 69 - The Fire Giants of Thuvia are willing to work with the Aspis Consortium.

1E 95. Anvil of Fire
Page 63 - Kerdreg is a mighty Fire Giant kingdom in southern Thuvia.

1E 96. Shadow of the Storm Tyrant
Page 72 - The divs of Thuvia have petitioned Ahriman to recruit Abaddon Gigas to aid them, however, even Ahriman gives pause to the use of Abaddon’s gigas.

1E 105. The Inferno Gate
Page 67 - The Ring of Frozen Sands is 40 miles southeast of Aspenthar. The skeleton of a giant beast marks the location where a large pit shaped like that of a massive ant lion’s pit, surrounds the hidden ring of black ice. Sliding down the pit, one can reach the Ring of Frozen Sands which is actually a gate that leads to Cocytus.

1E 107. Scourge of the Godclaw
Page 67 - The Bellflower Network is willing to expand its reach to places like Thuvia and other nations should they achieve success in Cheliax.

1E 125. Tower of the Drowned Dead
Page 72 - The House of Healer’s Wisdom was built by Azlanti followers of Aesocar. This particular sect of Aesocar held apocryphal beliefs that the healing arts could be improved by studying the quintessence of beings from the Outer Planes. To ensure their research was not disturbed they built the House of Healer’s Wisdom far from the centers of power of the Azlanti Empire, selecting a site in the Barrier Wall Mountains that lies in modern day Thuvia. With the House of Healer’s Wisdom complete they begin summoning and binding beings from the Outer Planes. When Earthfall occurred the sect disbanded in favor of going out into the world to offer aid and healing.
Page 72-73 - The House of Healer’s Wisdom includes a “stone shaped” entrance that is the only exterior portion, with the rest lying inside the mountain. The interior includes a main chamber, sleeping quarters, laboratories, storage rooms, laboratories, Shrine to Aesocar, incinerator, invocation chambers, outer ward, and circles for summoning and binding.
Page 72 - Jeneiha is a pairaka div that has been drawn to the power that she can sense still lies within the House of Healer’s Wisdom. However, Jeneiha has been unable to fully explore the interior.

1E War for the Crown Player’s Guide
Page 14 - Rumors of political instability in other lands, such as in Thuvia fueled the fervor of political unrest in Taldor prior to the War for the Crown.

1E 140. Eulogy for Roslars Coffer
Page 77 - Caspara Ghonshipour is a highly regarded professor at a prestigious university in Pashow. Originally from Thuvia, Caspara attended university at the Mortuarium in Yled, Geb. There she earned the title of Twilight Sage before returning to Thuvia to teach studies in life, death, and necromancy.

1E 144. Midwives to Death
Page 32 - The fortress of Fallowdeep, also called Hammer Rock depending on who is occupying the fortress, is located in the Gravelands. Moloum Cactoa is a powerful ghoul and one of several undead in occupancy. Moloum is originally from Thuvia where he was censured for research into alchemical reanimation. Moloum became a ghoul using his own alchemical research.
Page 37 - When he lived in Thuvia, Moloum Cactoa had ambitions to one day be selected to work at the Citadel of the Alchemist. When his alchemy did not receive the attention he thought it deserved he attempted increasing dangerous forms of alchemical research, particularly into reanimation of the dead. Eventually, Moloum left Thuvia after being censured for his experiments. He traveled to Ustalav where in an attempt to impress the Whispering Tyrant he alchemically turned himself into a powerful ghoul.
Page 40 - Moloum Cactoa has created other powerful undead since occupying Fallowdeep. Some of these undead were created using ingredients he brought from Thuvia.

1E Book of the Damned
Page 12 - The House of Oblivion in Thuvia is a center of worship of Ahriman.
Page 13 - Ahriman’s realm of Ahermanabad is connected to Golarion through the House of Oblivion in Thuvia.
Page 236 - Szuriel bargained with the Pharaoh of Forgotten Plagues to create the House of Oblivion, connecting the Ahermanabad, realm of the divs, to Golarion. The divs keep the portal hidden from the daemons, not knowing that Szuriel is aware of the portal's presence.

2E Kingmaker Companion Guide
Page 20 - Ekundayo makes his home in the River Kingdoms, however his parents were originally from Thuvia, before they moved to Absalom.

2E 153. Life’s Long Shadows
Page 6 - Claiming you wouldn’t “miss something”, “do something”, etc. “for all the sun orchids in Thuvia” is a way of putting emphasis on a response in the Swardlands.

2E 160. Assault on the Hunting Lodge Seven
Page 69 - Zuran Dar was a Thuvian elementalist and harrower. He discovered a way to bind an elemental to a harrow card. His journeys eventually took him to the Plane of Air where in his arrogance he attempted to bind a powerful genie and he was killed in the magical backlash.

2E 164. Hands of the Devil
Page 63 - Will-o’-wisps in Thuvia and Osirion are sometimes called dune candles. In Thuvia, will-o’-wisps are most often seen in the lands surrounding the House of Oblivion.

2E 173. Doorway to the Red Star
Page 18 - Traviner Aknima is the heir to a powerful and wealthy merchant family in Thuvia. He has been sent to the Magaambya for education as this has been the standard practice of his family for generations.

2E 185. A Taste of Ashes
Page 69 - Thuvia and particularly the markets of Merab lie on the South Tack trading route. All of the city-states of Thuvia send their wares to Merab to take advantage of its ports. Such goods include all types of alchemical goods, preservatives, rare plants, saps, incense, cumin, lavender, tamarinds, and more. Of particular note is a unique lacquer made in Thuvia that absorbs heat. This lacquer can be painted on ships to help extend the life of perishable goods.
Page 69 - Veaan Tuvanik is a salt mogul in Thuvia and her wares are known for their ability to greatly extend the perishability of grain goods.

2E 189. Dreamers of the Nameless Spires
Page 67-68 - The Cult of the Evermind is a new cult that has recently been formed in Thuvia. The cult is led by Avamendus and is particularly interested in recruits that have expressed or latent psychic abilities.

2E Seven Dooms for Sandpoint Player’s Guide
Page 27 - Jhalevia Stensin is originally from Thuvia, but currently is the harbormaster for the town of Sandpoint in Varisia.

2E Core Rule Book
Page 423 - Thuvia lies within the region more broadly known as the Golden Road.
Page 432 - Mwangi and Osiriani are languages commonly spoken in Thuvia.

2E Player Core
Page 33 - Thuvia is known for its alchemical and technological marvels.
Page 34 - Mwangi and Osiriani are languages commonly spoken in Thuvia.

2E Bestiary
Page 104 - Blue colored dragons are known to live in Thuvia and other nations.
Page 107 - The powerful blue colored dragon named Deyrubrujan lives in Thuvia in a lair named Hidden Nest. The dragon’s minions include Usij cultists.

2E Monster Core
Page 117 - The powerful empyreal dragon named Yssendri is mostly retired from active service in Heaven’s armies, but does still venture to the Universe to provide aid, such as when they recently defended a caravan traveling in Thuvia.
Page 260 - In the construct arenas of Thuvia, constructs such as paleohemoths perform for the audience's entertainment.

2E Book of the Dead
Page 53 - Mummies are common in Thuvia and other nations.
Page 81 - Combusted are an undead that are increasingly seen in Thuvia and the surrounding nations.
Page 87 - Death coaches in Thuvia and Osirion typically appear as a team of scorpions of camels pulling an empty chariot.

2E Howl of the Wild
Page 193 - Vibrant pup swarms can be encountered in desert regions such as Thuvia where they make migrations in search of food sources.

2E War of Immortals
Page 89 - A warshard of Gorum struck one of the towers of the House of Oblivion destroying the tower and spraying the stone shards of the tower across the surrounding sands. These shards of stone act as a beacon for the mysterious entity called the Blasphemy Herald. Fearing the actions of the Blasphemy Herald, Thuvia is now making efforts to do the extremely dangerous task of attempting to repair the shattered tower.
Page 166-167 - Samo and Nahoa traveled to Merab, Thuvia as part of their journey. They travel into the deep deserts of Thuvia where they encountered a powerful and monstrous entity.

2E Absalom City of Lost Omens
Page 12 - Scion Lord Yamathar of House Ormuz is one of the major power players in Absalom and he is very protective of his Thuvian business interests.
Page 26 - Absalom is a trade partner with Thuvia.
Page 62 - In addition to House Ormuz, House Nimz also has strong ties to Thuvia, however Scion Lord Winton has a struggling reputation.
Page 65-66 - House Ormuz was founded shortly after the creation of the sun orchid elixir. The head of House Ormuz is Yamathar and he is a cousin of Queen Zamere of Lamasara. Palace Ormuz is often considered neutral ground by other factions in Absalom. Yamathar has hopes of moving Thuvia beyond its reputation as the place where sun orchid elixir comes from, and has been recruiting alchemists, engineers, artificers and similar professions.
Page 85 - In Absalom the likely places to encounter Thuvians include Palace Ormuz and the House of Shade and Grace.
Page 156-157 - The House of Shade and Grace is an inn and performance hall. It offers dishes common in Thuvia and Thuvians, as well as other patrons, visit the establishment for its enjoyments and comforts.
Page 187-188 - Palace Ormuz is whitewashed in the Thuvian style and is a large sprawling complex.
Page 257 - A Thuvian ship was set alight by siege weapon under mysterious circumstances.
Page 271 - Alina Muraabe is originally from Thuvia and currently runs the Absalom Menagerie. Her grandfather, Rubani Muraabe had explored the Mwangi interior, bringing specimens to Merab and opening a menagerie. Eventually, Rubani moved the menagerie to Absalom. Alina often travels back to Thuvia and leaves her son, Chani, in the care of Lord Yamathar.
Page 296-297 - In his youth Dremdhet Salhar served in Osirion’s ambassador corps in Thuvia.
Page 314 - Lord Gulv of House Tevineg serves as an ambassador to Thuvia.
Page 328-329 - Kefilwe is a major investor in the House of Shade and Grace, which is also the center of Abaslom’s Thuvian social activities.
Page 317-372 - Lord Urkon of House Ormuz is the brother of Lord Yamathar. Lord Urkon has an obsession with mastering and riding unusual mounts. He has won some fame in Thuvia where he has ridden powerful mounts into battle.
Page 379 - Captain Winton of House Nimz includes various Thuvian themed stylish touches in his Sally Guard armor.
Page 382 - Yeena Quoros is a distant descendant of the lands of Thuvia. Although it has been many centuries since her family left, she still proudly claims the heritage.

2E Ancestry Guide
Page 9 - Humans and the angelic Peri work together to defeat the plans of divs.
Page 17 - The Shemtej catfolk can be found across the deserts of Northern Garund, to include Thuvia.
Page 53 - Ysoki are found in Thuvia, however, their populations in Thuvia are smaller than other locations.
Page 109 - Sulis can be found in Thuvia where they are valued for the connection to the elements.
Page 110 - Sulis can especially be found settling in Merab.

2E Character Guide
Page 7 - The Mauxi people are commonly found in Thuvia and Rahadoum.

2E Divine Mysteries
Page 98 -Shelyn appreciates all art, even the sand art of Thuvian children.
Page 128 - The Platinum Band is an organization of non-dragon worshipers of Apsu and they are most often found in Thuvia, Taldor, and Absalom.

2E Firebrands
Page 36 - Oasis Island is a small island off of Thuvia’s coast and is home to a silver colored dragon named Calthaxitakin. Calthaxitakin fled to the island after House Thrune won the Cheliax civil war. Calthaxitakin has since connected with the Bellflower Network and the Firebrands and is frequently away from her home working to advance the causes of those organizations.
Page 103 - The Vaunter’s Carnival was considering Merab, Thuvia as a possible location to host the carnival in 4723 AR.

2E Impossible Lands
Page 77 - The city of Alkenstar is always hungry for new trends such as breathing exercises or diets from Thuvia and Jalmeray.
Page 148 - The Ghoul nation of Nemret Noktoria lies under the border of Thuvia and Osirion.

2E Lost Omens Legends
Page 18-19 - Artokus Kirran’s familiar is a talking meerkat named Tukalo. Tukalo gives lectures in place of Artokus, and his favorite subject to lecture on is insect alchemy.
Page 18 - The Serene Spiral is the name of the temple of Pharasma in Lamasara.
Page 18-19 - Tosof is the name of the morrigna psychopomp that has been assigned to periodically check in on Artokus Kirran.
Page 19-20 - Artokus Kirran was born in Merab and is considered the Inner Seas most famous hermit. Artokus produces six vials of sun orchid elixir every year for auction. Each of the five city-states sends Artokus reports on the sale of sun orchid elixir and the civic projects that the sale of the elixir funds. While Artokus remains strictly neutral in political affairs, he has concerns about Aspenthar’s increasing militarism. General Azaersi request to send two of Oprok’s hobgoblins to study with Artokus was accepted. While Artokus is a known recluse, he is an avid letter writer and corresponds regularly with a wide array of people.
Page 20 - Kassi Aziril is a former student of Artokus and the two correspond often. Kassi has become a rising star in the field of alchemy.
Page 20 - Chancellor Irahai of Mendev and Artokus maintain regular correspondence. With Irahai, Artokus feels comfortable sharing his interests in Thuvian history and literature, as well as his hopes for the nation of Thuvia.
Page 20 - The process of creating sun orchid elixir leaves behind a thick paste. This paste is also a powerful alchemical substance called sun orchid poultice. The sale of sun orchid poultice is used to support Artokus’s alchemy students.
Page 21 - Before setting out into the desert to study sun orchids, Artokus ran an alchemy shop in Merab. Artokus was slowly dying of illness, but while studying sun orchids and their alchemical properties he began to realize his health had improved.
Page 28 - General Azaersi was surprised when Artokus accepted two of her hobgoblins as students at the Citadel of the Alchemist.
Page 54 - Chancellor Irahai of Mendev is of Thuvian descent, both of her parents having left Thuvia to join the Mendevian crusades. Irahai corresponds regularly with Artokus as she appreciates the insights he can provide, as well as insight into a homeland she has never known.
Page 76 - Kul-Inkit of Numeria has made inquiries about sun orchid elixir as well as other life extending options.
Page 93 - Razmir believes that his bids on the sun orchid elixir have been fraudulently rejected.
Page 108 - At age 15 Tessa Fairwind stole a Thuvian pleasure barge and after three days she pillaged then abandoned the barge.

2E Monsters of Myth
Page 18 - A diary found in the Thuvian desert recounts being stalked by the entity called the Desert’s Howl.
Page 18 - The Desert’s Howl has stalked the Thuvian desert for over 3000 years. Some belief the Desert’s Howl is a form of wendigo, however it is an entirely different creature.
Page 19 - Azeel had been a desert guide until he barely escaped the desert and the Desert’s Howl. Sadly his stories of escape are often mocked because they seem more a result of madness than an actual accounting of events.
Page 19 - An Osirion noblewoman named Sidrah is also disbelieved for her tale of madness and attack that occurred on the caravan that she was traveling in on the way to Pashow. Her husband did not survive, so others claim her story is just a cover for foul play.
Page 19-20 - Rumors claim that Desert’s Howl was originally a scoundrel by the name of Jalari Zafikiri. Jalari, single handedly or with his bandits, accomplished numerous raids on caravans. After making his most daring theft, the price on Jalari’s head became so great that he was constantly being pursued by bounty hunters, soldiers, and more. What Jalari stole changes depending on who is telling the story, but the result is always the same.
Page 20 - With the arrival of the Desert’s Howl, Thuvia’s desert changed. Those who traverse the deep desert are wary of the Desert’s Curse, a sickness that seeps into the creatures of the desert but only expresses itself in the minds of the peoples who come in contact with the sickness. This curse is especially dangerous to those whose minds are touched with psychic power.
Page 22 - The oral histories of those peoples who make the Thuvian desert their home, the Desert’s Howl initially much more closely resembled a person but over time their proportions have grown and stretched in frightening ways.
Page 23 - Similar but less powerful creatures called Stalker’s Spawn have also been seen haunting the desert. In appearance they look similar to Desert’s Howl but not as yet transformed to the same degree. As of yet, it is not entirely clear if the Stalker’s Spawn are related to the Desert’s Howl.
Page 60 - Hemra is the spouse of Surai. Hemra wrote to Surai, explaining the failed survey of the Tagas Labyrinth and their desire to leave Duwwor as they no longer felt the city was safe due to the proximity of the Tagas Labyrinth.
Page 60 - Surai is the spouse of Hemra, and they were living in Duwwor.
Page 60 - Khamar and Danti were part of the survey mission of the Tagas Labyrinth that included Hemra. Khamar and Danti were sprayed with a gas by the creature stalking the Tagas Labyrinth. Afterwards they become feverish and insisted they return to the Labyrinth, their fate is unknown.
Page 61 - The Society of Tekritanin History is an organization that focuses on learning and uncovering the history of the Tekritanin League.
Page 61 - Abira Uzil is the Coordinator of Surveys for the Society of Tekritanin History and operates out of Duwwor.
Page 61-62 Tagas was a small city in the Tekritanin League. Meteorites fell near the city and within the meteorites the people of Tagas found strange metals. The products of these rare metals were highly prized and the city prospered from their sale. Something else came with the metals and eventually the people of Tagas sacrificed themselves and their city to imprison the creature.
Page 61-62 - Forouz Ifranin’s family’s oral history tells how they were in the lands called Thuvia long before there was a Thuvia, and even before there was a Duwwor.
Page 62 - Iza is the granddaughter of Forouz Ifranin.
Page 62 - Khamar Ghonem kept notes about their time in the Tagas Labyrinth and the pull to return to the Labyrinth. Khamar’s fate is unknown.
Page 60-65 - The creature known as Kuworsys was trapped in the city of Tagas long ago by the people of that town. Kuworsys origins are not confirmed, but it wasn’t until after meteorites fell near the city of Tagas that Kuworsys was first seen.
Page 65 - Toy making was a prominent industry in Tagas, be it for games of strategy played by adults or toys for children. Some of these toys were also powerful magic items such as sandstorm tops or gamepiece chariots.
Pag 65 - During some of Tekritanin’s holidays children played with spinning tops to reenact famous battles between deities.
Page 121 - The automaton Ulistul has been seen roaming the deserts of both Rahadoum and Thuvia.
Page 122 - Ulistul actively monitors the institutions of engineering and artifice in Rahadoum and Thuvia to identify promising recruits to further her goals.

2E Pathfinder Society Guide
Page 11 - The Aspis Consortium is active in Thuvia and other nations.
Page 84 - Sheila Heidmarch is of both Chelaxian and Thuvian heritage.

2E The Mwangi Expanse
Page 18 - Thuvia was a trade partner with Rastel in the Mwangi Expanse.
Page 26-27 - The Mauxi peoples live mostly in the northern part of the Mwangi Expanse and they are influenced by their neighbors in Thuvia and Osirion. Younger Mauxi in Thuvia and Osirion have started to seek a stronger connection to Mwangi Expanse in an effort to better understand their people’s origins and ancient history.
Page 125 - While the Shisks are rarely encountered outside of the Mwangi Expanse, some Shisk communities live on the Thuvian side of the Barrier Wall Mountains. Rumors also claim that a Shisk has petitioned to be a student at the Citadel of the Alchemist.
Page 153 - The druid circle known as the Stonewardens is located in the central Barrier Wall Mountains and operates on both the Mwangi side and Thuvian side of the border between the nations. The Stonewarders begrudgingly move Thuvian caravans through their territory as they travel between Thuvia and the Mwangi Expanse. The Stonewarden druids also have a formal agreement with Thuvia to assist travelers that are seeking to reach the Citadel of the Alchemist. The Stonewardens operate out of a tower that was built by giants but has since been abandoned.

2E 6. Archaeology in Aspenthar
Page 3 - After Osirion closed access to exploration of ruins within Osirion, Prince Zinlo of Aspenthar allowed for permits to be issued for the exploration of ruins around Aspenthar. These permits are not cheap, but so far there has been no shortage of people willing to pay the fee. The Pathfinder Society has also been willing to pay the fee to gain access to of interest.
Page 3 - The Jistka Imperium once held strong influence over Thuvia. As a result some ruins within modern day Thuvia are of Jistkan origin.
Page 3 - The quick turn around from the closing of Osirion archaeology sites to the opening of archaeology site near Aspenthar, indicates that little is likely known about the dig sites that are being opened up.
Page 4 - Gol Amri is a representative for Prince Zinlo. One of her responsibilities includes connecting archaeologists who have paid the fee with their guide that will escort them to the ruin they are permitted to research.
Page 4 - Sefu Moyo is a Taralu dwarf from the Mwangi Expanse and is one the hired guides that escorts archaeologists to ruins.
Page 4-5 - A secret Jistkan Imperium laboratory is located on a seaside cliff about an hour's travel outside of Aspenthar. This lab was used to conduct research in secret, with constructs being a primary focus of the research conducted at the lab. This secret lab failed to produce any significant breakthroughs in the research being conducted and was eventually abandoned.
Page 5 - The Jistkan Imperium laboratory ruins include sentry outposts, construct workshops, and alchemical and mechanical experimentation chambers.
Page 5 - The design of Hellknight armor was inspired by Jistka Imperium armor.

2E 21. In Pursuit of Water (Review Incomplete)
Page 3 - Aspenthar is the second largest city-state in Thuvia.
Page 3 - Osirion’s Pharaoh of Forgotten Plagues lured Ahriman, Lord of Divs to Thuvia’s interior deserts and divs have remained a threat in the region ever since. Powerful divs have bases of operations throughout Thuvia’s deserts and are often aided by Usij cultists.
Page 3 - The Inspiriting Wellspring was a complex in Thuvia’s interior deserts that sat upon an underground waterway. In addition to offering desert travelers water and a place of rest, the complex also had places of worship, and a trading post. Approximately 300 years ago the Inspiriting Wellspring was attacked by div forces. While most of the divs were defeated, a powerful div was only trapped, sealed within the water chamber. Losing access to its source of water, the Inspiriting Wellspring was abandoned and the complex was reclaimed by the desert. Before abandoning the complex three of the most prominent families that oversaw the Inspiriting Wellspring, each took one of the keys to the wards that imprisoned the powerful div. Their descendents continue to guard the keys.
Page 3 - Recently Usij cultists have made contact with the div imprisoned in the ruins of Inspiriting Wellspring and are seeking a way to free the div.
Page 3 - Gol Amri is a representative for Aspenthar and reports to Prince Zinlo.
Page 3-4 - Diya Akan is a Pathfinder Venture-Captain that runs a Pathfinder Lodge in Merab.
Page 4 - Aspenthar’s public palace provides a space for public events, announcements, and government functions.
Page 4 - Kida Ameen is a descendant of one of the three families that received a ward key for the Inspiriting Wellspring. Usij cultists attacked Kida, and her husband was killed in the attack. Kida lives in Aspenthar and the authorities killed or captured some of the Usij attackers. The Pathfinder Society has been hired by Aspenthar to assist in eliminating the Usij threat to Kida and Aspenthar that lies outside of the city-states borders.
Page 4 - Husha was a descendant of one of the three families that received a ward key for the Inspiriting Wellspring. Husha’s and Kida’s families are acquaintances. Husha was killed by Usij cultists and his ward key was stolen.
Page 4 - Nana Surna is a Thuvian woman and grandmother of Kida Ameen.
Page 5 - Approximately 37 miles outside of Aspenthar is an oasis that serves as a waypoint for travelers traveling between Aspenthar and Pashow. From this oasis the Inspiriting Wellspring lies another 54 miles away out in the open desert.
Page 5-6 - Derashem is a doru div working with Usij cultists in Thuvia.
Page 8 - Seda is a tailor from Pashow where her parents continue to live. She has recently married Rasool Alame.
Page 8 - Rasool Alame is a merchant from Aspenthar and has recently married Seda.
Page 9 - The book, Parvad’s Calamities, is a history of the wars between Ancient Osirion and the Jistka Imperium.
Page 9 - Kida Ameen’s ancestors located the underground waterway that lies below the Inspiriting Wellspring, and were instrumental in building the settlement that began
Sezruth is a powerful aghash div working with Usij cultists in Thuvia. Sezruth led an assault on the Inspiriting Wellspring. While Sezruth’s assault failed to capture the Inspiriting Wellspring the complex was abandoned shortly thereafter.

2E 4. To Seek the Heart of Calamity
2E 8. Battle for Stars Fate
2E Travel Guide
2E World Guide
2E 17. Escorting a Mirage
2E 17. Trapping the Hags Claw
2E Mark of the Mantis Pregens
2E Troubles in Otari
2E. The Enmity Cycle


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

I wasn't sure where to include this but this seemed like a good spot.

I have been meaning to group all of the Pathfinder fiction together by associated stories for easy reference. I did not include the Flash Fiction, but I may go back and do that as well at somepoint.

Note a * indicates a Short Fiction story that has not been made available to purchase via epub/pdf.
Note the # in front of a Novel indicates the publication order.

If I have missed a connection for a short story or novel, please let me know.

Varian Jeggare & Radovan
1 Prince of Wolves (2010) [N] by Dave Gross
5 Master of Devils (2011) [N] by Dave Gross
11 Queen of Thorns (2012) [N] by Dave Gross
16 King of Chaos (2013) [N] by Dave Gross
27 Lord of Runes (2015) [N] by Dave Gross
The Lost Pathfinder (2010) [SF] by Dave Gross
Hell’s Pawns (2011) [SF] by Dave Gross
A Lesson in Taxonomy (2011) [SF] by Dave Gross
A Passage to Absalom (2013) [SF] by Dave Gross
Husks (2013) [SF] by Dave Gross
Killing Time (2013) [SF] by Dave Gross

Ellasif & Declan
2 Winter Witch (2010) [N] by Elaine Cunningham and Dave Gross

Elyana, Drelm, Lisette
3 Plague of Shadows (2011) [N] by Howard Andrew Jones
17 Stalking the Beast (2013) [N] by Howard Andrew Jones
The Walkers from the Crypt (2011) [SF] by Howard Andrew Jones
*Bells for the Dead (2013) [SF] by Howard Andrew Jones

Gad’s Crew
4 The Worldwound Gambit (2011) [N] by Robin D. Laws
The Ironroot Deception (2013) [SF] by Robin D. Laws

Salim
6 Death's Heretic (2011) [N] by James L. Sutter
20 The Redemption Engine (2014) [N] by James L. Sutter
Faithful Servants (2013) [SF] by James L. Sutter

Krunzle the Quick
7 Song of the Serpent (2012) [N] by Matthew Hughes [only as by Hugh Matthews]
Krunzle the Quick (2020) [SF] by Hugh Matthews

Alaeron, Jaya, Skiver
8 City of the Fallen Sky (2012) [N] by Tim Pratt
22 Reign of Stars (2014) [N] by Tim Pratt
A Tomb of Winter’s Plunder (2013) [SF] by Tim Pratt

Isiem
9 Nightglass (2012) [N] by Liane Merciel
23 Nightblade (2014) [N] by Liane Merciel
Misery’s Mirror (2013) [SF] by Liane Merciel

Luma
10 Blood of the City (2012) [N] by Robin D. Laws
In the Event of My Untimely Demise (2013) [SF] by Robin D. Laws

Kagur
12 Called to Darkness (2013) [N] by Richard Lee Byers
In Red Rune Canyon (2013) [SF] by Richard Lee Byers

Rodrick & Hrym
13 Liar's Blade (2013) [N] by Tim Pratt
28 Liar's Island (2015) [N] by Tim Pratt
33 Liar's Bargain (2016) [N] by Tim Pratt
Bastard, Sword (2021) [SF] by Tim Pratt

Captain Torius and Crew
14 Pirate's Honor (2013) [N] by Chris A. Jackson
24 Pirate's Promise (2015) [N] by Chris A. Jackson
31 Pirate's Prophecy (2016) [N] by Chris A. Jackson
*Stargazer (2013) [SF] by Chris A. Jackson

The Masked and Tantaerra
15 The Wizard's Mask (2013) [N] by Ed Greenwood
*A Matter of Knives (2013) [SF] by Ed Greenwood

Gideon Gull
18 The Dagger of Trust (2014) [N] by Chris Willrich
*The Cloak of Belonging (2013) [SF] by Chris Willrich

Jendara and Kran
19 Skinwalkers (2014) [N] by Wendy N. Wagner
34 Starspawn (2016) [N] by Wendy N. Wagner
Mother Bears (2013) [SF] by Wendy N. Wagner
*Winter's Wolves (2013) [SF] by Wendy N. Wagner

Tyressa Vishov
21 The Crusader Road (2014) [N] by Michael A. Stackpole

Jiri
25 Firesoul (2015) [N] by Gary Kloster
*The Gem (2013) [SF] by Gary Kloster

Akina and Ondorum
26 Forge of Ashes (2015) [N] by Josh Vogt
*The Price Paid (2013) [SF] by Josh Vogt

Mirian & Jekka
29 Beyond the Pool of Stars (2015) [N] by Howard Andrew Jones
37 Through the Gate in the Sea (2017) [N] by Howard Andrew Jones

Larsa and Jadain
30 Bloodbound (2015) [N] by F. Wesley Schneider

Jheraal
32 Hellknight (2016) [N] by Liane Merciel

Shaia Ratani
35 Shy Knives (2016) [N] by Sam Sykes

Daryus and Shiera
36 Reaper's Eye (2016) [N] by Richard A. Knaak

Keren and Zae
38 Gears of Faith (2017) [N] by Gabrielle Harbowy
*Inheritance (2013) [SF] by Gabrielle Harbowy

Godsrain
Godsrain (2024) [N] by Liane Merciel
The Godsrain Prophecies (2024) [SF] by Erin Roberts
Before the Godsrain (2024) [SF] edited by ???

Short Fiction Series
The Secret of the Rose and Glove (2011) [SF] by Kevin Andrew Murphy
The Perfumer’s Apprentice (2013) [SF] by Kevin Andrew Murphy
Thieves’ Vinegar (2013) [SF] by Kevin Andrew Murphy

Fingers of Death–No, Doom! (2013) [SF] by Lucien Soulban
*The Tides of Blood! (2013) [SF] by Lucien Soulban

Short Fiction General
Blood Crimes (2010) [SF] by J.C. Hay
Certainty (2010) [SF] by Liane Merciel
Noble Sacrifice (2010) [SF] by Richard Ford
The Swamp Warden (2010) [SF] by Amber E. Scott
Dark Tapestry (2010) [SF] by Elaine Cunningham
Lord of Penance (2011) [SF] by Richard Lee Byers
The Compass Stone (2011) [SF] edited by James L. Sutter
Prodigal Sons (2011) [SF] edited by James L. Sutter
Guns of Alkenstar (2011) [SF] by Ed Greenwood
Plague of Light (2011) [SF] by Robin D. Laws
The Ghosts of Broken Blades (2011) [SF] by Monte Cook
The Illusionist (2011) [SF] by Elaine Cunningham
Two Pieces of Tarnished Silver (2011) [SF] by
Blood and Money (2013) [SF] by Steven Savile
Guilty Blood (2013) [SF] by F. Wesley Schneider
Plow and Sword (2013) [SF] by Robert E. Vardeman
The Box (2013) [SF] by Bill Ward
The Seventh Execution (2013) [SF] by Amber E. Scott
Hell or High Water (2013) [SF] by Ari Marmell
Light of a Distant Star (2013) [SF] by Bill Ward
Proper Villains (2013) [SF] by Erik Scott de Bie
Shattered Steel (2013) [SF] by F. Wesley Schneider
The Fate of Falling Stars (2013) [SF] by Andrew Penn Romine
The Irregulars (2013) [SF] by Neal F. Litherland
The Treasure of Far Thallai (2013) [SF] by Robin D. Laws
The Twelve-Hour Statue (2013) [SF] by Michael Kortes
The Shroud of Four Silences (2021) [SF] by Liane Merciel
Tales of the Zoetrope (2025) [SF] by James Case & Simone D. Salle
*Armored (2013) [SF] by Stephanie Loree
*Best Served Cold (2013) [SF] by Ari Marmell
*Boar and Rabbit (2013) [SF] by James L. Sutter
*Crisis of Faith (2013) [SF] by Michael J. Martinez
*Diamond in the Rough (2013) [SF] by Evey Brett
*Dune Runner (2013) [SF] by Christopher Paul Carey
*The Fencing Master (2013) [SF] by Dave Gross
*Hunter's Folly (2013) [SF] by Josh Vogt
*A Knightly Mission (2013) [SF] by Dylan Birtolo
*The Patch Man (2013) [SF] by Adam Heine
*Queen Sacrifice (2013) [SF] by Steven Savile
*The Weeping Blade (2013) [SF] by Josh Vogt


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

This is a bit of a stretch but... Last year we got Death, this year we have War, should we be expecting Plague and Famine in 2026 and 2027 respectively?

This also makes for some fun conspiracy crafting!


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If I was a Dragon, I would want Maya in my horde, because Maya is an absolute treasure!


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It is possible both are true and operate on alternating 6 year cycles so that each event only comes around once every 12 years. The first sounds like a much more somber tradition requiring sacrifice for a blessing upon the nation, and results in a new ruler. While the second event sounds like a fun festival! Or they could happen on the same 12 year cycle, with the opening ceremony seeing the departure of the soon to be new monarch, followed by the festival like Princess Processions.

As for the Intercessor, that could be a formal position, and the Intercessor might travel with the new Monarch up Iron Mountain. The Intercessor is probably responsible for performing the ritual that calls the celestial dragon.

This is all just interpretation of the text that allows all statements to be true. But maybe it will be helpful.


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I happily point out that there are already four intelligent ooze peoples in Golarion, all of which could be adapted to their own Ancestry.

Apallie, Thorgothrel, Doppeldrek (Awakened), Mezlan

If you are not familiar with the above, I recommend checking them out on Archives of Nethys.


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Since it is very Casmaron related I wanted to call out Ginevers. For context in 1E Ginevers were listed as monstrous humanoids, opening the possibility for them to be a humanoid Ancestry in 2E. In 1E we learn that Ginevers originate from Casmaron and were created by/are the children of a Fermentation God. As a result they have a close association with alcohol and alcohol is an important part of their biology. Ginevers tend to live in urban areas and can generally blend in as humans if not given too much scrutiny.
I desperately need to know more about this Fermentation God. I desperately need to know more about the origin and history of Ginevers.


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I personally love Rare Ancestries and I especially enjoy getting to explore any Ancestry in terms of both mechanics and lore/history within the Golarion. So with that in mind, I decided to see if there were any potential Ancestries unique or mostly unique to the Shining Kingdoms. My results are below. While I suspect it is far too late to see these explored in the Shining Kingdoms book, maybe we will get a Shining Kingdoms Adventurer's Guide.

Ginever:

Sources: Taldor, the First Empire pg. 58
Feats, Traits & Abilities: Medium Size, Darkvision, Low-Light Vision, Immune Poison, Resist Acid, Resist Cold, Bite Attack, Drunken Defense, Fortifying Gaze, Inebriate, Vicious Sobriety
Note: In 1E Ginevers were listed as Monstrous Humanoids.
History & Society: Originating from Casmaron, Ginever’s claim to be the children of a God of fermentation. In Qadira, Ginever’s have a reputation for being vagabonds and bandits. Qadirans claim that Ginever’s are a people cursed for their gluttony. Ginever’s are fairly new to Avistan and are primarily found in large urban areas. Ginever’s have an appearance similar to humans and are generally able to blend in when living in primarily human cities. Ginever cuisine consists of all types of alcohol and they saturate their food in alcohol, letting it soak and absorb the alcohol. Food that has soaked for months in alcohol is considered the most delectable.
Ancestry Thoughts: Using alcohol as the starting point for an Ancestry is quite a fun idea. Ginevers already have a great set of abilities that can be worked into Ancestry Feats. Doubling down on Ginevers abilities to use their innate alcohol abilities for both social and combat encounters could be a lot of fun. I would greatly enjoy seeing Heritages based on beer, wine, liquor, and spirits. Also, there was a missed opportunity in the Ginever’s Stats. As presented the Ginever is resistant to Acid and Cold, but they should absolutely be resistant to Cold and vulnerable to Fire. I would definitely want that as part of the base Ancestry Stats. I am also intensely curious about their origin and the Fermentation God from which they originate. Since Ginevers originated in Casmaron, I could see Paizo waiting until we go to Casmaron before exploring Ginevers as an Ancestry. Also worth noting, while alcohol is a normal and intrinsic part of Ginever biology, any presentation of this Ancestry would need to steer away from tropes about alcoholism. There would likely need to be a sidebar discussion about playing this Ancestry responsibly. The sidebar should also detail the importance of discussing with players beforehand if they wish to explore sensitive topics such as addiction and alcoholism at the table. While Ginevers are absolutely not the “alcoholic ancestry” there will be some players that will want to take their characters in that direction. With Ginevers being fairly new to Avistan, I could see Cayden Cailean having an interest in this Ancestry, and in turn Ginevers being curious about Cayden Cailean.

Onyvolan:

Sources: Pathfinder #127: Crownfall pg. 86
Feats, Traits & Abilities: Medium Size, Darkvision, Speed 40 ft., Slam Attacks, Cowardly, Creepy Cackle, Easily Hampered, Nimble Charge
Note: In 1E Onyvolans were listed as Monstrous Humanoids.
History & Society: So far the Onyvolan have not been presented with any real background within the setting with regards to their origin or history. We know that they are almost exclusively found in large urban areas, and tend to live in small groups that do not appear to be particularly concerned about traditional family units. We did receive quite a bit of information on Onyvolans with regard to their culture. While not explicitly stated, Onyvolans appear to rarely engage in crafting or manufacturing. This is indicated by the preference of Onyvolans to avoid anything new or in regular use. Instead, Onyvolans seekout clothing and items that have been discarded or abandoned. They take pleasure in finding garments that are out of fashion or worn out and thrown away. Also, the more garish the garments the better. This behavior very likely extends to things like armor and items. Onyvolans are likely to prefer armor found in a dungeon over buying something newly crafted by a smith. The exception is hats and headwear. Onyvolans universally seek out the most fantastic and eye-catching headwear they can find or buy. In keeping with the Onyvolan desire for things worn out, discarded, or abandoned, their homes are typically found in the rundown parts of a city. Generally considered harmless but creepy, or at worst pests, Onyvolans appear to largely go ignored by most other Ancestries. There are known populations in the urban areas of Taldor, and presumably throughout the Shining Kingdoms. Additionally, the city of Absalom is known to have a population of Onyvolan. Although not explicitly stated (and this may just be a me thing), Onyvolan communities appear to have social behaviors that are reminiscent of feral cats, with a touch of the punk rock culture.
Ancestry Thoughts: I think Onyvolans are very interesting Ancestry, but I struggle mightily with understanding how to play them with them having wheels for hands. However, there are certainly several options available to overcome this limitation. Perhaps their hands shapeshift between wheel and hand, maybe they naturally have “Telekinetic Hand” as a spell-like ability, or maybe the hard keratin of their wheels are actually hiding hands that take an “Action” to unwind or reform as a wheel. While Onyvolans certainly have a lot of limitations with regard to holding items, wearing gloves, etc, they have two interesting advantages in the form of speed and weapon. Having wheels for hands and feet mean Onyvolans are fast, possibly one of the fastest Ancestries. However, their speed is offset by their weakness to difficult terrain. Additionally, the hands/forearms and feet/calves of Onyvolans are covered in hard keratin making them powerful natural weapons. I could easily see Onyvolans being able to grow this keratin so that the edges have sharp blades or spikes. And this keratin could likely be carved with weapon and armor ruins. I think with their speed and keratin there is likely a fair amount of design space to flesh out Onyvolan Heritages and Ancestry Feats. However, there is one other aspect of the Onyvolans that could be played up in interesting ways. Onyvolans make other humanoids feel creeped out. Onyvolans’ mouths are filled with pointed teeth and at rest their faces relax into overly wide grins. (I now need an Ancestry Feat called Grim Grin) Pairing this with the Onyvolans’ Creepy Cackle, we start to see an Ancestry that could lean into being super creepy. This should play differently from being scary, they don’t inspire a fear response, instead they make other Ancestries feel unsettled and wary. Perhaps this draws the attention and focus of other Ancestries when there are more dangerous threats around. If their creepiness does get played up, I would set an exposure limitation so that their fellow party members are not constantly in a creeped out/wary state of mind.


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Oh, this is exciting!!!


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The Shifty Mongoose wrote:

...Has anyone else wondered aloud if Cobyslarni was ever in a relationship with the Oliphaunt of Jandelay?

It probably couldn't last, if it happened.

Well, I have now shipped them as Olislarni. Someone needs to start writing the fanfic!


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

I am personally kind of excited for the Five Kings Mountains. We haven't gotten much regarding the Five Kings Mountains as a Nation and it will be interesting to see it explored as a Nation.


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Andoran is also due for a slight refocus now that the slave trade has largely collapsed across the Inner Sea Region. A big part of Andoran's identity was as anti-slavers. I am curious to see where they place their focus now.


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Swarm that Walks and Hivemind Swarm

The Swarm that Walks Template showed up in 1E Bestiary 2 (see Worm that Walks) and the Hivemind Swarm Template showed up in 1E Bestiary 6. I am not entirely sure this is a Mythic Destiny, but a Hivemind Swarm Archetype would definitely set up a Mythic Swarm that Walks Archetype.


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Animal Lord

The Animal Lord Template showed up in 1E Bestiary 3. I recommend checking it out on Archives of Nethys. This Template is already set up perfectly to be a Mythic Destiny.
Also, the Awakened Animal, Beastkin, Werecreature Archetype,and Wild Mimic Archetype, do a great job of setting up a character to take on the Animal Lord Mythic Destiny. It's actually a little surprising this isn't a Mythic Destiny we got in War of Immortals.


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Evan Tarlton wrote:
The Raven Black wrote:
Brinebeast wrote:
CorvusMask wrote:
Brinebeast wrote:

The Front Matter and Back Matter of The Resurrection Flood has related lore, especially in regards to the Orc Pantheon.

I really wanna knooooow Orc Pantheon lore x'D
I will say this much... my beloved Dretha, it is still unclear what your fate may be.
I can very easily see Dretha fit and fare much better in the new pantheon than she did in the old one.
** spoiler omitted **

Oh my goodness, yes, I saw the back matter... but... but... it's still ambiguous right... right?

I may be in a little bit of denial. Divine Mysteries cannot come soon enough.


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CorvusMask wrote:
Brinebeast wrote:

The Front Matter and Back Matter of The Resurrection Flood has related lore, especially in regards to the Orc Pantheon.

I really wanna knooooow Orc Pantheon lore x'D

I will say this much... my beloved Dretha, it is still unclear what your fate may be.


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For those who might be looking for it, this is the first Quest Adventure published with the ORC License. I believe all Pathfinder lines are now under the ORC, Yay!!!


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The Front Matter and Back Matter of The Resurrection Flood has related lore, especially in regards to the Orc Pantheon.


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CorvusMask wrote:
Isn't there minotaur warspawn going around in Isle of Kortos claiming to be Voradni Voon and recruiting harpies, minotaurs and etc?

Yes! I didn't mention it because I didn't want to spoiler to much.

My personal hope is that a new minotaur is claiming the mantle of Voradni Voon, but is an animist so it's legit. And that a remorseful Voon spirit is providing guidance to lead the minotaurs, centaurs, and harpies back through the Brazen Gate to establish their lost homeland on Casmaron.


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Agreed! All the developments in Arcadia are super exciting!!! I can't help but feel that an Arcadia book is on the 2-3 year horizon.


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Ohhhhhhhhhh!

"Nightmares riddled with Star-Worm bile," - War of Immortals pg. 136

They mentioned the Star-Worm!!!! Oh snap, that is some cosmic horror goodness!!!!!!!


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War of Immortals - Casmaron Recap

Keyword Searches: Casmaron

Divine beings supply their blood to Bloodragers in Casmaron for wars involving hidden threats. - War of Immortals page 60
Warriors of Legend have become more common across Golarion to include places like Casmaron. - War of Immortals pg. 66
Page 96-98 Casmaron subsection (So many goodies here!)
Outside of the Inner Sea, no place was as deeply affected by the Godsrain as Casmaron. - War of Immortals pg. 96
Without getting into much detail other major subsections include: Chaos in Kelesh, The Bride of Ydersius, Thunder on the Plains, Echoes of the Ancient Past, and Numbering the Anointed. - War of Immortals pg. 98-98. I will highlight one thing from each section.
Chaos in Kelesh - The rains of the Godsrain hit Kelesh on the eve of the Padishah Emperor’s centenary. (This gives us a pretty good idea of when the current Padishah Emperor took charge of the Empire).
The Bride of Ydersius - Hidden for 59 centuries, an ancient Aishmayar city was revealed when the Daszij Damworks broke causing devastation. But with the unusually preserved city revealed, the goddess Etaris, Bride of Ydersius was resurrected. (I need to know a lot more about Etaris and the city that was flooded).
Thunder on the Plains - The hilt of Gorum’s Sundered Sword fell on the Grass Sea and landed at the base of Conqueror’s Stand, an ancient crumbling statue of Voradni Voon. (Is a reborn Voradni Voon going to return to central Casmaron and establish a new minotaur kingdom? Yes please!)
Echoes of the Ancient Past - Lamentations is the name given to a phenomenon that occurs where thousands of spirits return to a site on the anniversary of the site's destruction. The astrologers of the city Na-Gursir see the increase and unpredictability of the Lamentations as a sign that the Pit of Gormuz will soon birth a new Spawn. (Wait, will we see another Spawn besides Verex That Was?)
Numbering the Anointed - Yaril, Prince of the Padishah Empire has been collecting individuals blessed with power by the Godsrain for “training”. (That doesn’t sound healthy.)
Namzaruum is prophesied to awaken and lead a new Azlanti Empire. - War of Immortals pg. 134


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I am hoping for a Vassal Archetype to replace the 1E Samurai. Basically a Vassal Archetype would start similarly to the Cavalier Archetype, where you can be dedicated to an organization. Unlike the Cavalier Archetype, a Vassal Archetype would assume a character is on foot instead of mounted. Additionally, a Vassal Archetype would have feats that replaced the 1E Samurai’s Resolve abilities, Challenge abilities, and Last Stand ability. A Vassal Archetype would have access to the Cavalier’s Banner Archetype Feat, and the Cavalier could select any feats that replaced the 1E Challenge abilities.


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Here is my list of every potential ancestry that I found in 1E sources. Please note that I pulled list together awhile ago and there are several things that have been updated in 2E. I have made annotations for some of them, but I have not kept up with it. I will inevitably give the list a deeper review at somepoint and make updates. Oh, and Giants are for the most part not on this list as I had assumed that large ancetries were mostly off the table, but that is not the case! If you want to learn about any of these, I recommend searching on Archives of Nethys in the 1E section. Some of these are really interesting peoples.

Aasimar, Aballonian, Adaro, Adherer, Adlet, Amurruns [Catfolk], Android, Animate Dream, Apallie, Aphorite, Aquatic Elf, Astomoi, Atomie, Automaton, Azarketi [Gillman], Azer

Beastkin [Skinwalker], Being of Ib, Boggard, Bugbear (Wikkawak), Buggane, Bog Strider,

Caliban, Caligni [Dark Folk], Calikang, Caulborn, Cecaelia, Ceratioidi, Changeling, Charda, Charau-ka [Apefolk], Centaur, Contemplative (Enlightened), Cyclops

Deep One (Elder), Deep One Hybrid, Denizen of Leng, Derhii, Derro, Dhampir, Dire Corby, Doppeldrek (Awakened), Doppelganger, Dragonkin, Drow (Drow Noble), Duergar, Duskwalker, Dwarf

Elf, Enlightened Construct,

Faun, Fetchling, Fleshwarp, Firbolg, Formian,

Ganzi, Gargoyle, Gathlain, Ghoran, Ginever, Girtablilu, Gnoll, Gnome, Goblin (Monkey Goblin, Kijimuna), Graeae, Gray, Green Martian, Grindylow, Grioth, Grippli

Half-Elf, Halfling, Half-Orc, Harpy, Herne, Hobgoblin, Human

Ichthyocentaur, Ifrit, Iruxi [Lizardfolk](Scion),

Kappa, Karkinoi, Kasatha, Kaava [Kech], Kerakinsi, Khaei, Kitsune, Kobold, Kuru,

Lashunta, Lava Child, Leng Ghoul, Leshy (Vine+), Locathah,

Maftet, Magmin, Mannequin Robot, Medusa (Euryale, Eygreas), Mephit, Mercane, Merfolk (Deep Merfolk), Merlucent, Mezlan, Minotaur, Mongrelmen, Morlock, Mortic (Angheuvore, Jitterbone, Gurgist, Lifeleecher, Etioling, Relictner), Muckdweller, Mudlord, Munavri, Murajau (Paguroida), Myceloid

Nagaji, Naiad, Nephilim, Nephlei, Nightgaunt, Ningyo

Ogrekin (Half-Ogre), Oneirogen, Onyvolan, Orang-pendak, Orc, Oread

Panotti, Pech, Petitioner, Poppet, Primitive Human,

Reptoid, Rougarou

Sabosan, Saguaroi, Sahuagin, Salamander, Samsaran (Reborn), Sandman, Sasquatch (Fen Mauler), Saumen Kar, Saurian, Selkie, Sekmin [Serpentfolk], Shabti, Shae, Shobhad, Shulsaga, Siyokoy, Skeleton, Skulk, Skum, Soulbound (Doll, Mannequin, Shell), Spriggan, Sprite+, Strix, Stygira, Suli, Svirfneblin [Deep Gnome], Sylph, Syrinx,

Tanuki, Tengu (Daitengu), Tenome, Thorgothrel, Thremindyr, Thriae, Tiefling, Tikbalang, Triaxian, Triton, Trox

Udaeus, Umasi, Unfettered Phantom, Undine, Urdefhan

Vanara, Vegepygmy (Thorny), Vishkanya, Vodyanoi

Wayang, Witchwyrd, Wooden Protector, Wyrwood, Wyvaran

Xill, Xulgath [Troglodyte]

Yaddithian, Yeti, Ysoki [Ratfolk],

Zhyen

1E Monstrous Humanoids

Anunnaki, Basavan, Buggane, Gargoyle (2E = Beast), Gegenees, Ghole, Graeae, Grendel, Hag (2E = Humanoid), Humbaba, Jorogumo (2E = Humanoid), Kappa (2E = Beast), Krampus (2E = Unique Humanoid), Lamia (Matriarch) (2E = Beast), Maenad, Mothman (Elder) (2E = Aberration), Nependis, Ningen, Popobala (2E = Humanoid), Psoglav, Pukwudgie (2E = Fey), Qallupilluk, Rawhead, Rokurokubi (2E = Humanoid), Stormghost, Svathurim, Vouivre

1E Ooze
Apallie, Thorgothrel, Doppeldrek (Awakened), Mezlan

1E Aberration
Yaddithian, Grindylow, Merlucent, Siyokoy,

1E Plant
Ghoran, Myceloid, Saguaroi, Vegepygmy (Thorny), Wooden Protector, Leshy+,

1E Construct
Aballonian, Poppet (Tiny), Soulbound (Doll, Mannequin, Shell), Wyrwood, Enlightened Construct, Automaton, Mannequin Robot,

1E Dragon
Dragonkin, Wyvaran,

1E Fey
Atomie, Faun, Gathlain, Sprite+, Pech, Naiad,

1E Outsider Native
Aasimar, Aphorite, Duskwalker, Fetchling, Ganzi, Ifrit, Nephilim, Oneirogen, Oread, Shabti, Suli, Sylph, Tiefling, Undine, Urdefhan, Daitengu, Triton, Unfettered Phantom,

Outsider Other
Mephit, Zhyen, Thremindyr, Denizen of Leng, Nephlei, Sandman, Mudlord, Magmin, Xill, Caulborn, Mercane, Petitioner, Shae, Shulsaga, Salamander, Azer,


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

Hmm... Thinking in terms of building blocks, this one is tricky. There are schools from 5 meta regions and the First World, so that doesn't seem to provide many clues.

Maybe the building block is the focus on different magical traditions.

Regardless this is a very exciting book!


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

Happy Pride Everyone!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Cori Marie wrote:
I don't think they're live yet, because they can't be sold digitally for another 3 weeks or so

Thank you!


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

Is this OGL or ORC? I am uncertain when the Quests line will make the transition.


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

I am having trouble locating the product pages for these two. Are they not live yet? Just making sure I am not overlooking them.


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

So, with the new standard that stand alone adventures will be larger hardback adventures, that bodes well for the eventual release of this adventure. Just food for thought.


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

This might be a silly question, but will this be part of the old Pathfinder Tales subscriptions? Or do we need to order it as a standalone product?

I am cool with either, but want to make sure that if I need to pre-order that I do so.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Veltharis wrote:
I read it more akin to Razmir taking an extraplanar spa day and, by sheer bad luck, not only missing the Godsrain itself, but missing out on his chance to grab a chunk of godflesh while one might have been easily accessible.

Sorry, yes this how I read it as well, but then my mind jumped to what happens next when Razmir learns he missed out. I could have made that clearer.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Michael Sayre wrote:
Sanityfaerie wrote:
Brinebeast wrote:
Also, just putting out there, Razmir is going to definitely want to get his hands on the sweet, sweet, deity making, god stuff.
You know? That's fair. We don't really know what Razmir is going to do in response to this whole thing, but it isn't going to be "nothing".

Razmir: Hears loud sound of rain and battle from outside while brushing teeth.

Razmir: Refuses the indignity of being rushed and takes his time to don his robes and mask.

Still Razmir: Walks outside to see a group of newly formed exemplars reveling in their divine power. "Hey guys, what was that sound earlier? Are those rain puddles red?"

Now, I know you didn't just say that Razmir will be sending out his agents to kidnap exemplars so that he can run experiments on them to extract their God stuff and transfer it into him. But, it does kind of sound like that's what you said...


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

This may be a bit odd, but if we get an Inner Sea war, my money is on the Broken Lands. Brevoy has been on the edge of a civil war for a while. Mendev and the Sarkoris Scar are still dealing with remnants of the forces from World Wound invasion, not to mention the death of impending eidolon deity. Razmiran and any number River Kingdoms always have an eye out to expand territory. That leaves Numeria, which doesn't seem to be very war focused, except there has been simmering conflict between those who reject tech and want it eradicated and those who embrace it. If the temperature was turned up on that conflict that could easily grow into a civil war.

Also, just putting out there, Razmir is going to definitely want to get his hands on the sweet, sweet, deity making, god stuff.


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

So, Paizo has often mentioned that they see their books as building blocks, with each new book helping to build towards a future release.

So with that in mind, did I hear correctly during the stream that we will be following the two new iconics as they travel to Southern Garund in the War of Immortals book? Now, if I heard that correctly, I understand that is not an announcement of a Southern Garund book, but oh the implications…


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Aenigma wrote:
Not sure if I understood correctly. So qlippoth is purely the creation of Paizo, but shoggti, nyogoth, chernobue, and Shiggarreb cannot be used in Pathfinder Remaster? I didn't know they were created by Green Ronin because they appeared in First Edition Bestiary 2 and Book of the Damned. But if they were created for Pathfinder in the first place instead of D&D, perhaps they are still usable in Pathfinder Remaster?

Qlippoth is a real world term in the public domain and is therefore save to use by any publishing company.

The first appearance of shoggti, nyogoth, and chernobue was in a book produced by a gaming company called Green Ronin. Green Ronin published using the OGL License. Because Green Ronin used the OGL License, this allowed Paizo to use those 3 qlippoth in there books that were also published with the OGL License.

With Paizo moving to the ORC License, they are prohibited from using material from other companies that published using the OGL License. Which means Paizo is prohibited from using shoggti, nyogoth, and chernobue.

There is additional nuance, but hopefully this helps with understanding.