So after having recently read through the Impossible Lands stuff again, I noted that we've yet to receive another AP in probably one of the biggest hotspots in the Impossible Lands, Numeria. Thus, what would you like to see in a potential 2e Numeria AP? Personally, I would like to see a conspiracy involving alien infiltration, culminating in a proper ""alien invasion"" type plot. Bonus points if the supplemental material gives us far reaching campaign material like that issue of Dragon magazine detailing a githyanki invasion. Of course, there's always a chance to do a three part AP instead of a full AP like the one above. This version could possibly involve uniting the barbarian tribes of Numeria against a leftover holdout of the forces within Numeria's ruins. All your helpful input is welcomed!
Darth Grall wrote:
Fwiw that's less the ""developmental history of Golarion"" than it is the bungling of firearms rules in 1e (the touch AC thing was awful). Having said that I agree overall on what you think we are likely going to actually get.
Pieces-Kai wrote: I will say never felt like Alkenstar gave off Arcane vibes but do feel the mechanics of the game (Gunslinger, Inventor and Fire arms stuff like that) don't really back up what it is trying to go for that well Yeah for me I forget that Pf2e already has a lot of pulp stuff in it lol. Having said that, I really, truly think the worst part of the dissonance is the flintlock stuff. For something like a simple mechanical revolver to be excluded when the Inventor exists is nonsensical. Heck, just make up some kind of alchemical cartridge thing for more exotic stuff and the whole problem is solved.
Eldritch Yodel wrote: snip Yeah tbh I think the latter view is much better than what we actually got. To note, a great deal of the reason I began this thread (beyond my own observations) was because literally every player who read the player's guide asked me ""so this is gonna be like Arcane, right?"" lol Having said that, I agree that the tone of Alkenstar is different from that. And having said that, I'm still getting rid of the flintlock junk and putting in things like revolvers and rules for clockwork prosthetics.
WWHsmackdown wrote: Just off of my memory of book 1 of the adventure path I remember a barhop with robo tinkerer hands, robot bank guards, a crashed blimp with a literal machine spirit (40k style), a diesel looking crane in a junkyard fool of scrapped steampunk inventions) and a mass production style brewery with magitech refrigeration units. Outlaws of alkenstar checked all the steampunk boxes in my eyes. All of that being couched in wild West chiq is what gives it a unique identity instead of being a derivative, posh, vaguely British steampunk like you see in many renditions (not Arcane though). To be honest, it’s precisely because all those things are included that the default setting (especially the flintlock obsession*) feels awkward and disjointed. The design requirements of a simple mechanical revolver a la the Colt SAA or Nagant M1895 pale when compared to what would be necessary for literally any of those examples (at least, the non-mystical ones). Everything looking drab and dusty is a flavor complaint on top of that. To talk about a potentially more story relevant point, there’s still the fact that pyronite is hyped up a bunch in the story yet utterly ceases to be a relevant point after OoA concludes. *I may as well note that irl there were two whole stages of firearms development (the matchlock and the wheellock) before the flintlock even existed that Paizo seems to have forgotten about
Finoan wrote:
It's mostly a flavor complaint about the flintlock stuff at this point. Having said that I don't think using the idea of anything ""outshining"" or ""obsoleting"" anything really matters in a setting like Golarion, especially not with the more Wild West stuff.
Finoan wrote:
Point being, it would be really easy to introduce revolvers and the whole Red Dead armory now already. Complaints about ""deadliness"" really hold no water considering how high pulp fantasy Golarion already is. nephandys wrote:
Honestly that's literally only one trope. Ustalav's ""mad science"" bit is greatly outshadowed by the ""undead everywhere"" bit. That trope fits Alkenstar more tbh.
Ravingdork wrote:
Yeah lol I guess most of it is just a case of ""something amazing compared to something ok"". I mostly just brought it up since I've seen some players I know be disappointed about this. Having said that, I still really wish that the weird flintlocks-only thing gets discarded, and that the theming gets changed a bit. Ruzza wrote:
I would argue that the LoL world is no less ""living and shared"" than the Paizo world is. Automatons have this weird baggage to a really obscure part of Golarion lore that I feel ultimately makes them even less accessible than the actual literal androids on the world. Tying them more to Alkenstar would give it something that makes it stand out; in fact I recall a great deal of 3.X Eberron material had small tips on how to include Warforged in other settings. Oh sure. Again, I'm not saying that all Alkenstar stuff is bad. I just wish that, what with the Inventor class and Alchemist class and other pulp stuff being a thing, that at the very least the weird ""flintlock-only"" stuff gets discarded.
An AP I came up with after discussing interworld adventures. Swords against the Worlds (working title-- all titles are working rn tbh) Themes: Sword and Planet, War, Technological Advancement, Magic, Interworld Travel, Politics, Location(s): Technically the entire solar system, but with a heavy focus on all the parts of Golarion, with Castrovel and Akiton being second (and other places not to feature much until book 4-- tentatively speaking) Book 1 : A Powder Keg, Ignited (Levels 1-3) The PCs are a group of world travelers (of varying composition) representing various exploratory societies (possible source of campaign traits) on a mission in Qadira, hoping to follow up on leads of an incredible discovery. While in the city of Katheer, however, an act occurs which rapidly plunges the city-- and soon the world-- into chaos: the assassination of a major political figure from Kelesh. The PCs must contend with the consequences of already fraught international relations exploding into open tumult, from outraged civilians to government patrols seeking to apprehend any they suspect of the crime. In making their way out of the country, however, the PCs may have to deal with the remnants of the forces behind the unrest as well. Book 2: The Burning Red World (Levels 4-6) Having escaped the unrest in Qadira in the previous book, the characters find themselves transported to the world of Akiton via an ancient portal located in a Thassilonian temple since converted into the headquarters of a cell of the Cult of the New Eon, the anarchistic group responsible for the assassination in Qadira. There, the PCs join a passing trade caravan between the city-states of the Akitonian continents. Upon their arrival in Seldo, a major trade hub of the region, the PCs find themselves embroiled in the intrigue of the city-state's changing relations with other places on Akiton, culminating in a daring battle with Casmoran Empire soldiers on board an experimental skyship over the burning ruins of Seldo. Book 3: Storming the Gates (Levels 7-11) The PCs are back on Golarion, after miraculously surviving the Ardent Sirocco 's first (and only) in-action usage of its experimental crystalline wind drive. The PCs are rapidly extracted from their crash site in the Inner Sea region by Taldan soldiers of the United Avistan Alliance (or the Allies for short), and brought before a local Taldan military governor, who inducts them into a special unit of the Taldan military as a result of the UAA declaring their exploratory societies military assets. They are promptly sent out to aid and assist in securing potential magical gates and portals to other worlds, against Casmoran occupation, taking them one end of the war front to the other, where they must confront the war and its aftermath up close. Book 4: Shooting Over the Moon (Levels 12-14) With the final Casmoran-threatened gate secured, the PCs are called back from the world of Castrovel to the Allied command in the famous city of Absalom, where the salvaged parts of the wreck of the Ardent Sirocco have contributed to the creation of new ships to traverse space and travel to different worlds on the Material Plane. The PCs are given the honor of being on the first to travel offworld with these first generation ships. Their first mission? Travel to the Moonscar and recover vital intel on the suppliers of Casmaron's new war material. Book 5: A Wartime Tour (15-18) The battle between demon residents, Casmoran forces, and Cult of the New Eon agents on and over the desolate landscape of Somal has concluded, in the UAA's favor. However, the Casmoran empire has found other allies in secretive alliances with the Bone Sages of Eox. In the face of this assembled fleet, the UAA scrambles to build up industry and alliances throughout the other worlds of the system. The PCs are sent to attend major diplomatic missions on Castrovel and Akiton, investigate and counter New Epoch plans throughout Triaxus and Verces, and ultimately lead a major battle in space for the safety of all the system. Book 6: Having Done All, Stand (19-20) With the ultimate deception of the Cult of the New Eon revealed, and their forces shattered, the PCs must ally with one-time enemies and old allies alike to prevent the Cult's plans for the awakening of Aucturn. Traveling past the Diaspora, the PCs must battle the remnants of ancient and modern foes alike to make a final stand against the plots of the New Eon in the depths of Aucturn, with the knowledge that their universe might change-- for better or worse, is up to them.
So since I’ve recently come off of watching Arcane and reading through Outlaws of Alkenstar (still holding out for a Numeria based campaign in 2e), I’d like to discuss the Alkenstar of 2e, since Outlaws of Alkenstar was our first firsthand view of the place in this edition since like one module in 1e. To be honest, it’s really disappointing to see that they decided to emphasize the “”Bronze Dead Redemption/cowboys with flintlocks”” thing, instead of really focusing on the steampunk/ pulp-weird tech elements. Maybe this is just a case of a tremendously good portrayal of something being compared to a merely ok portrayal of something, but every time I look at the worldbuilding and ambience of Piltover/Zaun in Arcane and compare it to Skyside/Smokeside of Alkenstar the latter winds up looking like a poor imitation. Having said that, I believe a great deal of things could be fixed by giving up the weird obsession with flintlock muzzle-loaders that Pathfinder seems to have and replacing them with simple mechanical revolvers and rifles, and more exotic things like maybe the Golarion/Mana Wastes version of thasteron-powered guns (would add subplots for mining that stuff as well). A new dedicated clockwork automaton ancestry like Golarion’s version of the warforged would help the flavor as well. Lean into the mad science subplot opportunities (possible interplanetary/interplanar adventures might happen here). And depending on personal preference, maybe replace some of the dusty streets with neon lights? What are your thoughts on this? ps: the fact that the main plot character of OoA seems to disappear after book 1 and how the overarching plot about “”pyronite”” simply doesn’t seem to be enough of a high stakes enough plot (and that any mention of the stuff vanishes completely after the AP ends) doesn’t help anything
MMCJawa wrote:
Frankly I wouldn't mind if Monster Core took a totally DnD 4e view of Angels/Celestials and made them the Any Alignment servitors of the Gods, considering the Paizo cosmology already shares similarities to that cosmology anyways.
Joynt Jezebel wrote:
On the topic of ""hardness"" of scifi, I would argue that that whole thing is basically meaningless (in fact a great deal of so called ""hard scifi"" is actually ""gaseous"" as you put it), and that simply categorizing scifi as "high", or "medium" or "low", etc. makes much more sense. Having said that, I've been working on making a setting that is in the sub genre of "Sword and Stars" which is basically a classification I use to describe a setting that incorporates medium/high scifi stuff with medium/high fantasy elements. I am also working on writing campaigns and adventures for this setting.
WWHsmackdown wrote: Whatever tech book gives mechanic and SRO I'm pretty sure mechanic is gonna still be a core book class. The base android write up in the latest play test seems to imply to a certain degree that there will be a lot more non-humanoid androids (with, incidentally, some acknowledgement of the lore of PF-era androids, which further shows how its meant to be compatible with PF2e to me). Whether android ancestry feats will replace the SRO niche is uncertain however, though I personally want that to happen.
So as SF2e is being made, and seems it will be compatible with PF2e (at least more so than it used to be with SF1e to PF1e), I would like to ask you all what you would like to see in terms of the toolkit books for the series; ie books like the galaxy exploration manual, or Galactic magic, Tech revolution, etc. I'll be frank: I don't like Starfinder's setting, or its mechanics. Having said that, even I have to admit that reading through the galaxy exploration manuals adventure/story prompts was entertaining and thought provoking (ironically whatever setting those prompts seem to be set in is far more interesting to me than the default one). So, overall, what would you like to see from SF2e in terms of toolkit books? Personally, one that I would really like would be a dedicated tech levels/alternate time periods support book, sort of like the exploration manual but more focused on societies and such and less on the minutia of planetary structure, etc.
So as SF2e is being made, and seems it will be compatible with PF2e, I would like to ask you all what you would like to see in terms of the toolkit books for the series; ie books like the Galaxy exploration manual, or Galactic magic, Tech revolution, etc. I'll be frank: I don't like Starfinder's setting, or its mechanics. Having said that, even I have to admit that reading through the galaxy exploration manuals adventure/story prompts was entertaining and thought provoking (ironically whatever setting those prompts seem to be set in is far more interesting to me than the default one). So, overall, what would you like to see from SF2e in terms of toolkit books? Personally, one that I would really like would be a dedicated tech levels/alternate time periods support book, sort of like the exploration manual but more focused on societies and such and less on the minutia of planetary structure, etc.
So as SF2e is being made, and seems it will be compatible with PF2e, I would like to ask you all what you would like to see in terms of the toolkit books for the series; ie books like the Galaxy exploration manual, or Galactic magic, Tech revolution, etc. I'll be frank: I don't like Starfinder's setting, or its mechanics. Having said that, even I have to admit that reading through the galaxy exploration manuals adventure/story prompts was entertaining and thought provoking (ironically whatever setting those prompts seem to be set in is far more interesting to me than the default one). So, overall, what would you like to see from SF2e in terms of toolkit books? Personally, one that I would really like would be a dedicated tech levels/alternate time periods support book, sort of like the exploration manual but more focused on societies and such and less on the minutia of planetary structure, etc.
OceanshieldwolPF 2.5 wrote:
Seeing as that first one is probably gonna be the thing that represents the ""Tech Guide/Distant Worlds book of 2e"" I hope that whatever they release remasters that setting as well. Or at the very least, we get a bunch of toolkit books (ie I recall discussion about wanting an alternate time periods/tech levels support book). Also, seconding your other point.
Andostre wrote:
To note, I've heard of Legendary Planet by Legendary Games, but personally that crosses the thin line between ""sword and planet"" and ""basically bog standard fantasy with a slight palette swap"" too much. Ironically my intro into Sword and Planet was this obscure article in the back of Dragon magazine 102 (or 101) called ""Iron Lords of Jupiter"" (?) which basically was ""John Carter of Mars but on Jupiter and also Jupiter just has really thick cloud cover over its rocky surface in the same way Venus is the steamy stone age jungle planet"". I do like Scifi x fantasy, which is basically what the old pulp stuff is, but I feel sometimes stupid stuff goes unexplained. Dragonstar for DnD 3.0 is a setting that I also feel is sort of like Starfinder before Starfinder, but it has it's own problems. ps: I also dislike ""planetary teleport"" since it's a really awkward stealth retcon of spell mechanics/lore that I feel is rather underhanded/needlessly confusing.
Dragonchess Player wrote:
A mix of this and the fact that the Starfinder setting just really doesn't work for me. I guess it just feels to me like a somehow less coherent Shadowrun lol. Although I would argue that Starfinder's problem is that it IS ""high science fantasy"" but in a really awkward mishmashy way with no discernible themes or tone. It's in terms of this point basically that I'm planning to homebrew.
Finoan wrote:
Oh sure. I understand this. I just wanted to get some insight on the situation as it is. On a related topic, besides classes, how do you think races and such will be handled in Starfinder? I remember there were complaints from Starfinder 1e that a majority of the races weren't very distinctive or detailed, and Pathfinder 2e has given them much more detail. One thing I think might happen, considering rnaged attacks and such, is that races with innate fly speeds (and other ""exotic"" movements) will be much more common at level 1 in starfinder.
AnimatedPaper wrote:
Well this was a product of reading another thread talking about this issue on this same forum. I’ve also read the play test stuff and all signs point to there being at the very least a common set of rules between the two. Incidentally, saying that you aren’t being condescending, and then implying that a question intended to provoke discussion is a dumb question to ask at all honestly comes off as disingenuous.
So as it seems that Starfinder 2e is going to be fully compatible with Pathfinder 2e (our wishes for a 2e tech guide/distant worlds book seem to have been granted in a way), I wanted to discuss how the combination of classes will work. For example, the Starfinder 1e Soldier and Operative classes were basically ""fighter and rogue in space"". How would you handle the differences, if any, in your home games? To put up a somewhat more complex example, the Mechanic and Biohacker classes of Starfinder 1e greatly parallel the Inventor and Alchemist classes of Pathfinder 2e. Do you feel these overlap too much in terms of their niches? Finally, on the spellcasting/magic classes, how would you handle PF2e Cleric and Wizard and other such caster classes in with Starfinder Mystic, Technomancer, etc.? Lorewise, how do you justify any differences in casting and spells? All helpful and insightful discussion is encouraged.
keftiu wrote: Can I ask what you think PF2 is missing to execute on this idea? It feels like you've got nearly every piece already. I'm not expecting PF2 itself to fill in anything since it's overall meant to be a ""standard"" fantasy setting. I think Starfinder (the 2e of which seems to be compatible with PF2) is what's problematic, which is why I accepted the advice given by some posters here, and plan to homebrew my own stuff.
The Raven Black wrote:
Yeah I suppose I'll homebrew in my own stuff, since Starfinder has left me disappointed.
keftiu wrote:
A link to the source pls?
Evan Tarlton wrote:
Still holding out for the PF 2e tech guide/distant worlds analogues.
NerdOver9000 wrote:
I recall there was a push for, if we get a ""tech guide"", for it to be a multiple time periods support thing instead of just a gear list basically.
AestheticDialectic wrote: In my opinion Starfinder isn't science fiction at all, it's space fantasy I agree, but I also think it just really doesn't work for me, having read through several of its books and adventures. I suppose, to me, it's a combo of just feeling really unfinished and being really restrictive and confusing. steelhead wrote:
Could not say anything about Age of Ashes, unless someone else wants to clarify this specific point. I would argue that it's basically space fantasy, and that your example describes a different setting much better (ie something like W40k lol, which I'm incidentally also working on working into my setting), but it's because of feeling really undeveloped and restricting at the same time that really causes me to dislike it. Finoan wrote:
I think this is a pretty decent answer considering what we have and can expect from Paizo. I'm personally planning to take advantage of your second point to incorporate a bunch of stuff from my own scifi media collection for worldbuilding.
Sibelius Eos Owm wrote:
It's not really that; more a dislike of the execution of it in Starfinder. Having said that, any opinions/ideas about the main topic of the post?
So recently I've been paging through the Legendary Planet 3pp AP, as well as the 1e Distant Worlds book, everything about Numeria and its AP, and 2e's Doorway to the Red Star adventure, and I was wondering about writing up adventures and settings for ""sword and planet/sword and stars""-type adventures in Pathfinder. I have always been very intrigued by the idea of interplanetary adventures in Pathfinder, and have always liked the inclusion of elements from scifi in the fantasy world of Golarion (and in fact in fantasy in general). For example, I've always been fascinated by the idea of ""naturalized"" alien races in fantasy worlds, and elves in Pathfinder are literally aliens from another planet! You can play a space alien right out of the corebook! This isn't even counting the plethora of ""construct"" ancestries in 2e. In addition, the fact that Golarion is greatly post-apocalyptic helps as well, since there is the idea of fledgling societies forming around the ruins of the past in Golarion which I feel is conducive to the inclusion of weird and otherworldly pulp elements. Also, more specifically, Golarion has the status of being the Cage for Rovagug, which I feel is a great plot point for ""sword and planet"" type campaigns. In these ways, I've been working on worldbuilding setting elements for such adventures. Currently, I'm working on a city set on a fantasy world in my personal setting that will be a major port for interworld adventure and such. I'm very curious to hear what you all think about this. What are your general thoughts on the topic? Have you tried to include these aspects in your game? edit: to note, I know Starfinder exists, but a. I personally dislike it since it simply doesn't work for me and b. it doesn't really fit the tone of the original scifi stuff in Pathfinder that I'm discussing in the post.
So recently I've been paging through the Legendary Planet 3pp AP, as well as the 1e Distant Worlds book, everything about Numeria and its AP, and 2e's Doorway to the Red Star adventure, and I was wondering about writing up adventures and settings for ""sword and planet/sword and stars""-type adventures in Pathfinder. I have always been very intrigued by the idea of interplanetary adventures in Pathfinder, and have always liked the inclusion of elements from scifi in the fantasy world of Golarion (and in fact in fantasy in general). For example, I've always been fascinated by the idea of ""naturalized"" alien races in fantasy worlds, and elves in Pathfinder are literally aliens from another planet! You can play a space alien right out of the corebook! This isn't even counting the plethora of ""construct"" ancestries in 2e. In addition, the fact that Golarion is greatly post-apocalyptic helps as well, since there is the idea of fledgling societies forming around the ruins of the past in Golarion which I feel is conducive to the inclusion of weird and otherworldly pulp elements. Also, more specifically, Golarion has the status of being the Cage for Rovagug, which I feel is a great plot point for ""sword and planet"" type campaigns. In these ways, I've been working on worldbuilding setting elements for such adventures. Currently, I'm working on a city set on a fantasy world in my personal setting that will be a major port for interworld adventure and such. I'm very curious to hear what you all think about this. What are your general thoughts on the topic? Have you tried to include these aspects in your game? edit: to note, I know Starfinder exists, but a. I personally dislike it since it simply doesn't work for me and b. it doesn't really fit the tone of the original scifi stuff in Pathfinder that I'm discussing in the post.
I grok do u wrote:
Frankly this seems rather counter to the game's in world lore. In fact the very idea that all deities ought to be omnipotent beings of plot device (at least in terms of how you seem to emphasize here, that ""time is menaingless"", ""ieffable or whatever whatever"") is pretty heavily contradicted by game's own lore. The DnD 3.5/4e take on it is probably more accurate to what the op wants to represent, to give a actual answer.
James Jacobs wrote: snip Oh ok. I'm genuinely still confused about why it would be set so far in the past when every other AP was set around a decade of each other, especially since it all seems very isolated in a single small area, but it seems I'll have to wait until all the books are released so I can buy them to make any sense of that.
So excuse me if there's some big twist in a later book that clears up all my issues, but what is the deal with the game's date (is it a different calendar form the Inner Sea one?) and the time period being 100 years before even the 1e APs? The latter especially confuses me. What is the point of this? This is a four parter that takes place in an isolated region of the world that seems to have nothing to do with the other APs. Why could it not be set in the game's ""present date""? (minor art confusion as well-- how could Yoon, a child in the time of 1e, be portrayed as a PC in Season of Ghosts as an adult?)
Boomerang Nebula wrote: I just checked: page 70 of Planar Adventures states that demigods have stat blocks and deities are “beyond the concept of rules”. Maybe it's my experience with Exlated, Scion rpg, DnD 4e and comics like Marvel and DC talking, but frankly I rather dislike the portrayal of deities as limitless and omnipotent creatures of plot device-- ""beyond the concept of rules"" honestly just sounds really awkward and edgy/confrontational, almost like a middle finger to people who do want to use deities more directly in their games. ps: as a side note, it especially rankles me to see the likes of Cayden Cailean, a low-mid level fighting man, become orders of magnitude more powerful than the strongest Empyreal Lords and Archdevils by accident.
To get back on this topic, when I talked about the ""stone age milieu"" I didn't actually mean needing to make up a ""distant past Golarion"" (most fantasy settings are pretty wonky with this sort of thing anyways). I was more meaning making up a ""mini-setting"" of a sorts so to speak, maybe in a demiplane or something. I think Starfinder is a very bad rpg and would not really want to use it for anything, tbh. In terms of what I think is likely (which coincidentally is something I actually would want) is more stuff on Casmaron, since its a big part of the world's setting that has received practically no support.
Evan Tarlton wrote: If we do go to Casmaron, which region would we want to visit first? If we get 2e Mythic, a visit to Ibyldos is suddenly very possible. Qadira is the obvious choice, since we already have a setting book for that place. But actually doing something in the Padishah areas would be really cool.
keftiu wrote:
Well this is just an example but Frozen Flame takes place in a ice age milieu, which sort of limits things. Like maybe some kind of "Lost/Savage World" setting might be cool, with Neolithic/Bronze Age themes. However, a specific big want is a Casmaron AP, since afaik we have gotten approximately zero adventures in this area, and the place seems too important to ignore.
keftiu wrote: Wrong thread? Oof, misread the title. Then, I really want to see more APs that emphasize different time periods (ie the stone age one, and thus maybe a more "high scifi" one), or "interworld adventures". That is, the AP doesn't need them to be the topic of the whole AP, but just including them.
Most of my base problems come from the system itself, but I suppose that is a different topic. Specifically, I want to see more guns and tech (including magitech) outside of the "theme park zones" (ie not just "more Numeria" or "more Alkenstar"). I would want to see guns being "core handbook weapons" Also, implementing at least a late 19th/early 20th century level of guns and such would not be a problem for me, considering it would clear up a lot of problems with needing to compensate for a inherently bad weapon (like in 1e) and allow for more options and possibilities. And on the topic of "more tech" I don't necessarily mean "more Numeria," I mean maybe more "Golarion setting" tech as well (and not just "steampunk" which is overused at this point).
GM_3826 wrote:
I actually have read that, and actually kind of mentioned some of what I saw in that book in this post (even if I was reticent to actually explicitly say it). Btw I have do not have access to Gatewalkers. Maybe I will get that. Note that this post is meant not only to be a more agnostic take on the place (considering we still have very little info it) but also to expand it.
So this is my first attempt at writing up alternate/more comprehensive takes on the different worlds in the "Golarion solar system". Specifically, this is my take on Akiton, in which I hopefully retain the thematic elements that made the place fun while also expanding the possibilities available in the place. Basic Overview
In terms of technology as well as general aesthetic, as noted in the most recent published piece of info about Akiton, the conditions of Akiton have contributed to the increase in development of machinery (as well as firearms) but have resulted in the planet having notably less comforts and luxuries even compared to more ""primitive"" civilizations. Combined with the fact that much of Akitonian life seems based on city-states, I think Akiton would generally have a highly industrial aesthetic, while also having an air of austerity (that is broken up by the vibrant marketplaces, the elegant retreats and abodes of the affluent and famous, and the city-state sponsored festivals). One large aspect I would like to add to Akiton, however, would be the introduction of canals. Canals around the planet would allow for larger communities to spring up around the major canals, and give focus to the contrast between civilization and barbarity on this relatively desolate planet. Also, many timespans have been reduced in this version, since some of them are just too long. Akitonian Races
Akitonian Equipment
Vehicles and some weapons on Akiton are powered by thasteron, a mineral fuel that can assume the form of a liquid or a solid depending on how it is refined. Thasteron is most commonly used to fuel vehicles, ranging from one-person sand racers to civilian vehicles to skyships. These vehicles integrate technomagical engines and have translucent crystal plates where wheels would be on a mundane car or carriage, which, combined with the energy of thasteron, allows them to hover above the ground. This same "hover" technology is also being experimented in being incorporated into both smaller and larger objects, such as smaller constructs and buildings. Less common, though still just as important as the previously mentioned are innovations in construct creation. The origin of construct creation on Akiton can most easily be traced to the arrival of the Azlanti on the planet, and their knowledge of clockwork constructs. Since then, innovations have contributed to a new breed of construct called "robots." These robots are often clunky in construction, but have the capability to follow commands more efficiently, as well as hold more potential for upgrade (think Silver age/Golden age comics for what they look like generally). While out of the reach of common citizens of Akiton, robots can be found guarding the residences of the affluent in most city-states of Akiton, not counting the ones produced by enterprising independent scientists. Finally, the numerous gadgets, gizmos, potions and other such sundry devices hammered together by the scientists/wizards/assorted intellegentia of Akiton find their ways into its markets as well, resulting in situations in which a set of experimental "power armor" could possibly share shelf space with a "shrink ray" and a crate of healing potions.
Note that this version of Akiton still generally strives to be "agnostic" insofar as it relates to current published "Golarion setting" works. Feel free to expand on it or adapt it to your personal setting (I certainly have).
Sibelius Eos Owm wrote:
Hey I have no problem with either interpretation, considering I've already done a lot of revisions to "the gods" anyways. Aristophanes wrote: The fact that Golarion Elves are aliens puts me to mind of one of my favorite fantasy comics series "Elfquest". Fwiw I feel the "fantasy" part of the "Golarion" setting is important too.
keftiu wrote:
Speaking of that, I think the recent portrayal of Akiton in a certain AP is pretty neat, and conducive to "scifi themes." I personally would retune some things around the portrayal and implementation of certain elements (although tbh this is all more a flaw of the base system than anything else) as well as the setting itself, but things like the new vehicles and weapons are real neat despite the aforementioned problems. Also, I have guns (including "advanced" guns, so to speak) and the like be common on Akiton. Ps: Also, gazetteer of Castrovel? Could you tell me where, please?
Aristophanes wrote:
Tbh that's more of a reason to have humans in a lot of communities, and less "humanocentrism --even the most cosmopolitan areas are 80+% human". If anything there is more reason to have mixed, cosmopolitan places.
Archpaladin Zousha wrote:
Fwiw I've heard some serious takes that Desna is some kind of "benevolent Outer God". Between the domains and the non-humanoid "standard appearance" so to speak that theory actually holds some water.
keftiu wrote:
Apart from already published stuff, what specific ideas would you want to pitch? They don't necessarily need to "fit" in the "Golarion canon". For example, one idea for an interdimensional adventure might be the PCs are contracted by a mysterious patron for work, only to discover the patron is a demon operating out of a metropolis in the Abyss, and they have to work for him, simultaneously acclimating to their surroundings as well as finding a way to conclude their contract.
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