Steve Geddes wrote:
If I recall from reading variable sources the gap had erased thousands of years worth of knowledge about Golarion history. The elder races that were effected by this won't remember the places they were born. Better description " you have a a sense of longing for a place you cannot remember. Those attachments have become vague and hazy in memory. Photographs have become blurred beyond recognition. Books about said place have become blank. Every tangible experience of said place has been whipped from memory but the feeling of those places are still there. The strong sense of that something is missing." My theories strongly point to Nethyis lmao. At some point in time a mad god will loose it eventually. he probably saw Drift Technology as a great means to achieve his higher ambitions. Like any mad genius. Your experiments would have irreversible effects.
Here's my theories on the gap. Golarion at some point in time would have developed the means to travel through space. But if I'm not mistaken this event would have likely taken place roughly 300-400 years after the war of immortals. Here's why I think this. Reason one the rate of technological advancement. Especially humans would have been the pioneers of these achievements. They would be introducing the technology in the Inner Sea regions. Triune hasn't come into being yet. Let's keep in mind that Golarion is behind when it comes to technology compared to Androfia and Earth. Being a high magic world would definitely influence Golarion's ability to produce technology. Like computers and smart phones lol. Reason two space technology isn't even a thought because of the Elves who already established ancient gates to thousands of worlds. May I remind you that elves are most likely going to be the ones reluctant to adopt technology being that they have well established beliefs in preservation of nature. They're going to be a little bit more fearful at first. Humans who already adapted to life around magic would have to adjust to the changes. As for the next 200 years or so humans in Urban environments would have already fully embrace technology. As for the dwarves. They're probably going to look at technology as a great asset because they love mining and anything that could improve their work culture is a huge plus for them. Elves would later adapt seeing their younger kin start dabbling in tech and see it as a major benefit to better improve the ecosystems. I think Absolom is probably going to be the first nation to embrace technology for the betterment of it's security and society. Before I got off topic I think that The gap occured right around the year 5020 AR.sh
As a player and gamemaster I've come to the conclusion that nephilim are another long lived heritage. Because of their supernatural abilities. There's no way that they just die at their base ancestry lifespan. I know this to be fact because those characters are almost always struggling to find a community to call home and the fact that their human kin would die between the ages of 70-90 years, unless they're lucky to live past 100 years. As for the duskwalkers. Those are probably the most unique creatures I've ever read. Reincarnated immortal beings to get a second chance at life and do the grave mother's work is just awesome story flavor. Another interesting one I use often is the Dhampir heritage. I REALLY enjoy that gothic feel and being able to transform into creatures of the night and slay other beings. Also another long lived heritage. As for the elemental heritage. I would assume that based on how powerful you become the best chances you would remain alive. Tapped in deep into primal energies in my mind would enhance your physical abilities and strengthen your fortitude. One might assume that you wouldn't live long the elemental planes. I'm looking at creating my very own unique versatile heritage this year and I am looking at adding some REALLY good feats to show some interesting ideas.
I thought this to be a note worthy discussion. I really enjoy the mechanics of the Pathfinder 2e gameplay and RPG approach. I was in the middle of designing a few homebrew items for my campaign setting and I would like to have some pointers. A homebrew class I have in mind involves mixing martial and occult casting. With some divine elements. I know myself to go a bit extreme. However I am interested in Gothic and Cosmic horror, With some Dark Souls themed settings. I am currently thinking about an occult martial combatant. As far as I can see is that the planning process is a bit chaotic and I would like some pointers on where to begin. |