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Wei Ji the Learner wrote:


That gets EXCEPTIONALLY problematic because of the racist connotations IRL.

It is why they stepped to Aiuvarin (mixed elf ancestry) and Dromarr (mixed orc ancestry)

Putting 'Half' on something implies 'lesser' rather than 'better', and there's a whole section of society that leans into it.

I'm just using the same naming style that's traditional in fantasy. We historically have half-orcs, half-elves, and many other similar things that exist in different settings without original names. They are good, but far from necessary. So such naming is an established tradition, and not a political statement.

But Arodeni is good.


zimmerwald1915 wrote:


As it turns out, a massive privatization program (embracing both common land and state industries; textiles are explicitly mentioned) has gone through, and the whole country has been made a low-tax Special Economic Zone. Predictably this has led to massive appropriation of extensive assets by a few, including a nintey-nine year free-of-charge lease of large tracts of land around Baifen to Hao Jin.

I heard about the planned changes to Bachuan before release, and I had low expectations for this chapter from the very beginning. If this is indeed the case, as they say here, then Bachuan will likely become the region of the world that our active table will refuse to recognize as existing in the form in which the Paizo created it.

For us it will be a territory under the rule of the Yellow Turban Rebellion or the Red Turban Rebellion, without any connection with communism.


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I note that in such a situation, Rahadoum can safely remind neighboring nations of the problems that following the will of the gods has led them to. And they could abandon this stupid practice, like the residents of Rahadoum. Because the gods can give orders to their priests, however, the nations of Golarion do not yet have the ability to call the gods to court so that they answer for all their crimes,


I think I would like to see half-human heritage.

From main folks of setting... Maybe some type of half-giants or other similar conception?


Another idea that came to me as I was thinking about how I could tell a story about Mwangi's jungle while changing it significantly and having significant effects on the setting. Such an AP would be more suitable for the end of the edition, and was created with the goal of changing the region, somewhat similar to Tyrant Grasp.

Topic: Mwangi, demons

Location: Mwangi Expanse

Background: The death of the current Gorilla King led to the opportunity to strike a major blow against the cultists in the region, capturing the altar, which was necessary for the ascension of a new leader. This was done through the joint work of the Kalijae elves and the Mualije orcs, thereby supporting the region's main opponents in chaos and discord. However, this was not enough, and a desire arose to destroy this artifact forever, eliminating the risk of the emergence of a new Gorilla King.

Book 1: We are a group of mercenaries who will have to accompany a small caravan with cargo from a small elven village to an elven settlement. As the adventure progresses, we eliminate several weak opponents and reach a settlement where we are told a revelation - our caravan was actually transporting an altar, using small numbers and the unknown for secret transportation. At the same time, a large detachment of orcs and elves distracted the charau-ka's attention, falling victim to their large-scale attack, and this detachment is moving after us. We need to get to Nine Walls as soon as possible, where we will have protection.

Book 2: Nine Walls have become a reliable defense, but an army of cultists besiege the settlement, while the orcs manage to hold back their onslaught. We are temporarily mobilized to help defend the settlement, to monitor the walls, and repel minor attacks. Eventually, the cultists will attempt a large-scale attack, which we will need to repel and defeat the leader of the attack, forcing them to retreat from the walls of the settlement.

Book 3: Unfortunately, due to the secrecy regime, Nine Walls never knows for what purpose the altar was supposed to be transported, so our next path lies in the main settlement of Kalijae. Unfortunately, along the way we learn that one of the elves themselves informed the cultists about the route of movement of the true detachment with the altar, and our task at the destination will be to search for a spy who is connected with demons and cultists.

Book 4: Now that we have managed to solve the problem of espionage in our ranks, we are informed about the true purpose for which the altar movement was started. The Alijae elves in the city of Nagisa report that they may have a way to permanently disable the totem. They want to use the crystal in the center of one of the complexes, which is connected to another Demon Lord, to destroy this altar with the forces of a warring deity. Our task is to descend into the depths of the temple of Gogunta to extract the necessary ingredients from there. However, due to our absence, we miss the attack on the city, and the altar disappears.

Book 5: A surprise attack on the city by the Bloodcove people allowed them to steal the altar, since the location of the altar in the city was a secret even to most of the elves, and this allowed the attackers to take it with little blood. However, we now need to go to Bloodcove and the Aspis Consortium headquarters in the region to find out the reasons for their involvement in this attack.

Book 6: Shosenbe used the Bloodcove mercenaries to acquire the totem for himself, offering them in exchange the huge amount of Mwangi relics he managed to obtain. Now the totem has been transported to Usaro, and preparations are being made there for the formation of a new chosen one of Angazhan. However, few people know Shosenbe's true plans to become the new demon lord. Luckily, the heroes are given advice on how they can try to prevent a full-fledged Demon Lord from appearing on the material plane. It is necessary to destroy the totem, which is the cornerstone of the ritual, using the previously obtained crystal.

Consequences: The consequences of destroying a totem are horrific in many ways. Since the stone was split right during the transfer of energy from the demon lord to the challenger, the huge amount of energy transferred from one plane of the universe to another created a stable hole. Usaro became the site of a stable rift leading to Outer Rifts, a new Worldwound in the center of this region. Moreover, Shosenbe survives despite the partial success of his plans to become a deity. He becomes a weak Demon Lord, attracting more cultists and demons to invade the region. On the other hand, Angazhan himself survived the ritual, although he was significantly weakened, and is now eager to destroy his enemy. And of course, Nantambu, Kalijae, Ekujae and Mualije must unite to contain the massive demon invasion.


I know that certain seasons of this game have led to significant changes in the world. The story arcs of the Elemental Lords and the Ruby Phoenix, as far as I know, originate there. However, I have never found any information about what many seasons have changed.

Can anyone help and give me a complete list of the changes each season has had in Golarion?


I would really like to see a hobgoblin as a iconic character. I'm actually a fan of hobgoblins, liking them much more than orcs. So a character like that would be a great addition for me.


Strictly speaking, you have never been a province. Restov has recognized you as an independent kingdom, but they are not the source of your power. In the River Kingdoms, states arise by right of the strong, which seizes some territory by defeating its previous owner, be it another kingdom, bandits, monsters or something else. You do not and never have needed to gain independence this way.

Also, if you think about it, even with this approach to the plot, you might still need to use the part of Chapter 9 that deals with Nyrissa and Briar.


I have some doubts that becoming the rulers of such a large state is a good idea. This will greatly shift the focus, and in some ways make early state creation insignificant, since it will only be a small part compared to the new territories.

My idea, which I can immediately propose in this situation, is to introduce Mivon into this conflict. Their troops will intend to help Restov, but the only way for them to the north runs through your territory. So you need to either agree to Restov's demands and let them pass, or enter into conflict with them at the request of the crown.


Unicore wrote:
The first of the Godsrain APs is going to start before it, but be heavily affected by it:Curtain call, an AP set in Kintargo, involving a lot of diplomacy. I think Cheliax is going to war with Nidal.

My guess is that the very end of this AP is connected with the murder of Gorum, so we will directly observe these events with our own eyes. So it doesn't exactly precede this event.

I also doubt that these two particular states will go to war with each other.


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My guess at the moment. Gorum's murder is the result of a conspiracy. It definitely involves Szuriel, Norgorber, Razmir, and possibly Moloch.

In Prey for Death we kill Razmir and learn about the existence of a conspiracy, but without any details. I'm guessing that Razmir was somehow planning to gain godhood through this ritual, we have hints that Razmir has been planning to make himself a full-fledged god for a long time, and the level range is suitable for fighting him.

In Curtain Call, I suspect our opera will turn out to be connected to Norgorber's ritual to weaken and secretly kill Gorum. We fail to disrupt most of the preparations, but we manage to notify Gorum of the impending attack, and he will take the battle over Golarion, during which he will be killed in an unequal battle, although Gorum will be able to show himself quite well.

These are my suspicions about the development of the plot at the moment. I won't put money on it, but I don't have any better options yet.


Yes, I would really like rules for this ship.


ornathopter wrote:
So there'd be a First World destiny, or an elemental planes one, or Bindyard? Sounds fun!

This is just my guess, and we have not yet been told any confirmation of this.

But I would like it to be so.


Grankless wrote:
Kavlor wrote:
James Jacobs wrote:

Yes; Triumph of the Tusk is a 3rd to 11th level Adventure Path, with the PCs ending at 12th level.

Will mythic rules be used? And is there even any intention of making an adventure that requires mythic rules?
As was stated on stream and reiterated effectively by posts in the very thread you're in: no, and yes, respectively.

Thank you. I apologize for the clarifying question, it’s just that English is not my native language, and I got confused in the discussion, so I decided to ask a clarifying question.


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Well, I was initially very skeptical about this book, considering it a simple remaster, but if the volume has grown so much, then I think I will watch it much more carefully.


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I will make the assumption that the concept of mythic destinies will be similar to the OwlCat game, and different mythic destinies will correspond to different planar forces that are involved in this process. Thus the apocalyptic rider is associated with Abaddon. And the undying legend is an analogue of the power of mortals, as was the Legend in the computer game. The remaining seven types of mythical leveling can also be associated with other main planes.


James Jacobs wrote:

Yes; Triumph of the Tusk is a 3rd to 11th level Adventure Path, with the PCs ending at 12th level.

Will mythic rules be used? And is there even any intention of making an adventure that requires mythic rules?


Perpdepog wrote:
Make it a high-level four-parter, with each part dealing with minions of one of the Riders, or a five-parter where we get a glimpse of what's left of the Bound Prince.

In this case, it is easier to make a six-part story, where at the very beginning we will confront the human puppets.

Perpdepog wrote:
For example, we know that the Prismatic Ray will be changing in some way... who could say with certainty this isn't because one of the members is losing Core 20 status despite being supremely popular and relevant deities each?

Is Sarenrae disappearing from Core 20 because she is significantly more popular as a deity in Casmaron? I can believe that.


Jonathan Morgantini wrote:


And I guess you can call it a rework? It'll show the new status of the pantheon following the death and shake ups to come. More will be discussed tomorrow.

I understand. And I'll be happy to be wrong about the changes, I'm just judging from the position that the new book should be a replacement for Gods and Magic for remaster players. And most of the pantheon remains in its original place. So I'm just not expecting much change in this book, which is why AP sounds more interesting to me for now.


PossibleCabbage wrote:

I think job 1 if you're reprinting some of the Gods and Magic material to make it compatible with the remaster is to include enough stuff not in Gods and Magic that the book is exciting for people who already own all the books.

Like if all you're printing Divine Mysteries for is "updated edicts/anathema" and "a chart for which deities allow which kinds of champions" then that's like 4 pages, you have the rest for new material.

I agree that this is, to a certain extent, absolutely necessary material. It just doesn't sound like something that would be intriguing yet. I'll be happy to change my mind if there's something else.


Grankless wrote:


Check out Lost Omens Divine Mysteries!

So... Gods and Magic rework? Well... Sounds boring.


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I decided to think about what adventures we had without changes, and where, on the contrary, these changes were present. Here's what I picked up.

Age of Ashes - from my point of view, this is a story with quite significant changes, since our ruling regime in one of the nations collapsed.
Extinction Curse, Agents of Edgewatch and Abomination Vaults are adventures on the main island of the setting, and the first two have extremely significant stakes. But I don't remember any of them having long lasting effects.
Fists of the Ruby Phoenix is also far from the most important. We saved the tournament, but we hardly changed the world.
Strength of Thousands - Quite important in my opinion, considering the person who returned to Golarion at the end of this story. This changes the entire balance of power in the region.
Quest for the Frozen Flame - I honestly don't see how this will change the fate of the region.
Outlaws of Alkenstar - The very purpose of the adventure here is to maintain the status quo.
Blood Lords - this could potentially make a huge difference. Geb is more of a reactive person than a proactive one, and a change in chancellor would make a huge difference. But he is replaced by players, and the story avoids specifying the personalities of the players. So I don't think there will be much change here.
Gatewalkers and Stolen Fate are extremely high stakes, but again the same problem. We maintain the status quo rather than change the world. More precisely, in the case of the second AP, serious changes can be made, but they are too invisible.
Sky King's Tomb - yes, definitely an extremely significant change in dwarven culture
Season of Ghosts and Seven Dooms for Sandpoint are, unfortunately, still stories of individual small settlements. In both cases there is a huge threat, but little change in the world.


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The main thing that interests me is what type of Lost Omens material will be released.

We already know what the rulebook will be - mythic rules, two new classes, and a deity remaster.

I can roughly imagine what type of AP there will be - I expect at least one AP there, designed to use mythic rules. Possibly a six-parts, but from my point of view I can expect it to be up to level 20.

The main thing I'm interested in is what kind of Lost Omens material we'll get. A guide to the Outer Sphere? This is my easiest guess so far, but I would be glad to hear other options.


James Jacobs wrote:
While we certainly did err on the side of stories that don't do much to change the setting for a bit... that's not always the case, and I can confirm that the three high-level Adventure Paths I'm working on now (one going into print, one being developed, and one being outlined) very much do all change the setting. And there's more in the works. We're not as timid about changes going forward. Won't be ALL the time, but I think that by this time next year, this complaint won't be as applicable (and I suspect folks might complain that too many Adventure Paths are changing things... but that's a thing for Future James to navigate!).

I understand, and I will certainly be glad to change my mind in this regard. War of the Immortals is guaranteed to change my opinion in this regard to some extent. But I would really like more changes. For me, this is, to some extent, a way of feeling the importance of my own actions as a hero. That is, the feeling that my actions literally have an impact on the world.


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Another thing I think we're missing in the current era of AP is that stories no longer actively try to change the setting. APs of the first edition very often had a fundamental influence on the setting in their consequences. The emergence of several new nations, a change of rulers, the Fifth Crusade, the emergence of new gods, and several others.

Compared to this, the second edition stories, and especially the three-part stories, are less likely to me to look like things that can change the setting. Yes, they regularly have big stakes, but this is no longer a change from the status quo. Perhaps it would be better if three-part APs influenced subnational units? Changes in the individual city of Varsia. Or in one of the River Kingdoms?


The Raven Black wrote:


Sarenrae : one third of the Prismatic Ray = unlikely

To be fair, I can imagine Sarenrae dying. Her death may actually bring about some change. Now, for example, the Padishah Empire is in a state of some prosperity and calm, which is why creating products based on it can be somewhat boring. Of course, it's always nice to live in an era of prosperity and peace. But, in my opinion, times of devastation and chaos are most suitable for adventure. And what better way to wreak havoc on an empire than the death of their main deity?


Kvantum wrote:

Got my PDF, but is there a reason it's 350MB in size?

Also curious numbering for the book, being PZO13001. Are we getting a revised Campaign Core book as PZO13000?

Does this book have Tian Xia Darklands guide or only surface nations? How many pages for each nation in medium? Do we have description of local culturs of core races, like we have in Mwangi with Matanji or Mualijae?


Unicore wrote:
While for Golarion game development reasons I still want it to be Saranrae (let's give adventurers a reason to go to Padishah Empire of Kelesh!), the fact that we haven't gotten a character campaign guide to wardens of wildwood yet and the live stream comming up so soon does make me wonder if it wont be Gozreh. You'd think their footprint would be all over the Wardens of Wildwood AP if they were going to be sticking around, but I haven't seen or heard anything like that.

If I'm not wrong, Gozreh not really needed for Wildwood. It's more like Elemental Plane of Wood AP, and I think that Green Faith is better then Gozreh.


I've been wondering what the canon position is on this issue and would be glad to hear the official opinion if there is one.

Half-elves and half-orcs definitely exist, so elves and orcs can mix with humans, and very likely with each other, but is there any direct evidence of such a thing? In Avistan, historically relations between elves and orcs are bad. However, in Garund we have the Matanji orcs and the Kalijae elves, who seem to have very friendly relations. I would not be surprised if there are quite a large number of offspring from such marriages in Garunda.

But what if there are official indications of this in the canon?


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Golarion is the prison for Rovagug. Almost all the forces in the universe are not interested in Rovagug being freed and starting the destruction of all things. So they reserve their strength and attention to supervise this dungeon, as well as the others who are watching. In addition, there are still some forces who want his release, and they are trying to resist them. So Golarion is a keg of gunpowder in divine politics, where the interests of almost every divine being in the setting are tied.


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I'll support this discussion with the fact that removing Drow actually have lot of sense. The Warhammer analogy in this case is incorrect and cannot be used as a justification for keeping drow in the Pathfinder canon.

Dark elves in DnD are a people with purple skin and white hair who live underground. This is a consequence of divine intervention. They are divided into several city-states, ruled by noble aristocratic houses. The government is matriarchal. The main objects of worship goodess that connected with demons.

The Dark Elves in Warhammer are a people of pale-skinned, dark-haired elves who live on the surface. Power in it belongs to a relatively standard feudal formation, where the monarch is at the top of power. Their separation from the rest of the elves is not biological, but cultural. They worship a cruel pantheon of gods, who, however, are in no way connected with demons.

I think it's obvious which trope the drow in Pathfinder is closer to.


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Perpdepog wrote:
William Vaughn wrote:

My favorite part of this is they say its one of the skymetal dragons. That just makes me wonder what an abysium dragon would be like.

I'm personally curious about what a djezet dragon would be like, the only dragon naturally liquid at room temperature!

Dragon slime.


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Now I hope to see a much more dangerous opponent - horacalcum dragon.


I decided to add another concept that popped into my head. In my opinion, such an AP would be a great addition to a book dedicated to the Hellknights, presenting their order as non-evil protagonists. In addition, this would be a good starting point to give more information about Rahadoum, since at the moment we know very little about this country.

Themes: Rahadoum, Hell Knights, lawful vs lawful.

Location: Khari

Background: After the end of the Glorius Reclamation conflict, Khari found itself under the control of the Rahadoum army. Nevertheless, the government was in no hurry to officially incorporate the city into the country. They were cautious due to the possible attack of Cheliax and concerns about a rebellion among the believers. Therefore, they decided to give the city temporary self-government under their patronage, retaining the possibility of worshiping deities, but under strict control.

To manage the city, they decided to turn to the Order of the Scourge, who are known for their impartiality and desire to find the true culprits. The Hellknights ruthlessly set about maintaining the city's fragile order, but gained respect through their neutrality among the followers of the city's two largest deities, Iomedae and Asmodeus.

A year ago, Malduoni decided to end the temporary position of the city of Khari, for which he sent a Pure Legion officer to study the situation in the city to make a final verdict. What he did not know, however, was the fact that his officer, as an active patriot of his country, decided to falsify reports and independently provoke a religious war in the city in order to prove the inability of believers to live according to the laws of the country.

Book 1 (levels 1-4): The PCs are a group of dottari led by Hellknights who are sent to investigate a murder. One of the veterans of the war against Glorius Reclamation was killed by a group posing as followers of the Iomedae seeking vengeance for their fallen comrades. It is necessary to investigate the circumstances of the murder, while two groups of believers are ready to start urban battles. Players need to act not only as detectives, but also as diplomats to communicate with the priests of Iomedae and Asmodeus, who don’t trust each others. Their final discovery is that a third party orchestrated the murder, although its motives are still unknown.

Book 2 (levels 5-7): The main culprit of what happened is faced with the failure of his plan to organize an uprising in the city, and decides to create conflict in a different way. One of the prohibitions on the part of Rahadoum was the ban on calling outsiders serving the gods. To this end, he attracts a group of arcanists who bind angels and devils to begin a battle between them on the streets of the city. The PCs must continue to search for the culprits, and when the outsiders find themselves on the streets of the city, their new task is to find those who carried out this, making their way through the battle-torn streets.

Book 3 (levels 8-10): A Pure Legion officer left Khari to build a case against the city's authorities when his true identity was revealed through the PC's efforts. The Hellknights command fears that this will be followed by an attack on Khari by the Pure Legion. Therefore, they ask the PC to go to the Legion military base where this officer is located in order to obtain guaranteed evidence of his machinations and deceit.

Conclusion: Through the efforts of Order of the Scourge and the PC, they manage to stop the conflict and prevent an attack on the city. Proof of the machinations of a Pure Legion officer is presented as proof that being too ideological can violate the Laws of Mortality much more reliably than worshiping a deity. This is the reason for Malduoni to declare Khari not part of Rahadoum, but an allied free city where worship of the gods will be allowed. In addition, the Hellknights are gaining popularity in the country itself for the success of the investigation, and the authorities of Rahadoum are now thinking about creating a new Order within the country.


keftiu wrote:
My point is that I think Arcadia deserves Arcadian heroes, the way Avistan has had Avistani heroes in dozens of AP volumes. There's no need to repeat Jade Regent's story beats of faux-Europeans from the far side of the world showing up to save the day by killing a bunch of locals.

I understand your logic. I still feel like the Inner Sea is still the core of the setting, but I understand your logic.

But one way or another, I would be glad to see your concepts in more detail.


Um... I probably wrote something wrong when I translated the text into English, since my meaning was completely different. I tried to write a concept where the goal is to prevent war. And I am firmly of the opinion that both sides can have bad guys. Most of the history here is generally devoted not to the unification of the colonists, but to the alliance with the indigenous inhabitants of Arcadia.


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At one time, I saw a thread on this forum where they suggested creating their own AP ideas that various people have in their heads. I propose to try to revive such a section.

I'll try to start with my own example.

Topic: Arcadia, daemons.

Location: Arcadia

Background: The ancient empire of Razatlan had lost much of its former power, but things began to change for the better when a new ruler came to power eighty years ago. Throughout most of his reign, he proved himself to be a great and wise sovereign, but he had one fear - the fear of death. In an attempt to cheat death, he tried to seek deals with many creatures, and one creature answered him - Charon. The Horseman agreed to keep his body alive in exchange for increasing sacrifices from among his enemies, forcing the Emperor of Razatlan to either sacrifice his political opponents or start wars to kill the people there. Due to the policy adopted in the city of Segada to limit the penetration of the inhabitants of Avistan deep into Arcadia, little was known about this, but a couple of weeks before the start of the AP, one of the Razatlan regiments captured Segada.

Book 1: The PCs are a group of natives of Arcadia from Elesomare hinterlands, recent arrivals from Avistan, and longtime residents of the Elesomare colony who have been sent to negotiate with the Cheliax Anchor's End colony. However, upon arrival at the colony, it turns out that the settlement was seriously damaged when a detachment from Segada arrived, plundered the colony and captured many of the inhabitants of the colony. Local residents have already sent a message to the metropolis about what happened. Players will have to help cope with the destruction in the colony itself, and then go to the city of Segada in order to understand the situation. Although they fail to rescue the captured colonists, they drive the empire's troops out of the city and learn general information about the empire.

Book 2: Even together, the forces of Segada, Elesomare and Anchor's End are unable to do anything against a large state, and therefore it is decided to send the PCs to search for a possible ally - the Ulfens from Port Valen. Fortunately, there is Sveinn Blood-Eagle in this settlement, who can become a worthy ally, but he has no plans to leave the settlement. The local colonists have poor relations with the locals, and the PCs must resolve the conflict either by making peace between them or by force.

Book 3: Andoran decided not to send an army to Arcadia, but Cheliax took advantage of the violation of the Segada Protocol to expand its influence. Meanwhile, Segada hears rumors that there is still active fighting against Razatlan on the other side of Arcadia, in Deadshot Lands. The PCs must cross enemy territory as a small group, helping the remaining pockets of resistance along the way.

Book 4: The PCs arrive in Deadshot Lands, where they must help the local inhabitants, as well as find a powerful relic that would indicate the PCs' role as protectors of Arcadia. How fortunate that rumors have recently spread about one such artifact - a Star Gun located in a tomb from ancient times. Players need to get inside the tomb, fighting both its defenders and competitors for possession of this artifact.

Book 5: The PCs have proven themselves worthy defenders of Arcadia and were able to unite various groups of Arcadia inhabitants and colonists against a common enemy. There is another bastion that could join their fight - the nation of Xopatl, which has been regaining its former prosperity over the past few years, where many of the clerics and champions of Kazutal, who are expelled from Razatlan, have also flocked. The PCs must earn their trust and learn of Charon's true plans.

Book 6: Charon's true intention was not to gain souls, but to force a talented ruler to spark numerous wars. Ultimately, Charon wishes to use the resulting destruction to open a semblance of Worldwound leading to Abaddon. With such a path leading to Golarion, the Horsemen of the Apocalypse would have a chance to break the prison of Rovagug and destroy the entire multiverse. To make matters worse, a suitable conflict threatens to begin very soon. The Cheliax fleet, transporting an entire army, has arrived at Anchor's End. Therefore, the PCs must prevent a large-scale war by infiltrating the capital of Razatlan and defeating the ruler before the war breaks out.

Conclusion: Although a major war was almost miraculously avoided, and the restoration of the Razatlan Empire would be dissolved after only a few years of existence, much has changed on the continent. Now the inhabitants of Arcadia learned much more about Avistan, as well as vice versa. International trade increases when Segada no longer has the ability to comply with the Protocol. However, the tension also increases. Cheliax begins building several forts for his forces on the new continent and creates a new order of Hellknights. Andoran rushes to join the race with Cheliax, securing his presence with military forces. Many other city-states and nations of Avistan open their trade missions.

In my opinion, this book would be a great addition to Lost Omens Arcadia, being a good journey through various parts of the continent, as well as breaking up one part of the canon that in my opinion prevents further delving into the continent. Namely, the low awareness of Avistan and Arcadia regarding each other and the restrictions imposed by Segada. It would also be the first adventure to feature daemons as the centerpiece of the story.


Claxon wrote:

I'm not sure it's true that clerics and paladins of Aroden all lost their powers. I think there were statements that Iomedae is providing power to some.

They all seemed to have lost their powers. It is precisely this that is connected with the fact that now the majority of representatives of the still existing Church of Aroden do not revere Aroden himself. After all, if their god is dead and he cannot deny them access to divine magic, then they can simply pose as a devout cleric and take his place.


I understand that Aroden himself is much more morally dubious than he seems to be. However, I still propose to think about the topic of his paladins, who should embody the best that the faith of Aroden offers.

At the same time, I can thank you for the idea that faith in Aroden should value self-improvement.

I'll be honest though, I can imagine Aroden having Tyrant anti-paladins. In such a case, their code would focus on the worst aspects of imperialism and exploitation, as well as promoting the position of humanity to the detriment of all other races.


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I have a question regarding the code for the paladins of Aroden, as well as what the anathema and edicts of this religion are. I know that at the moment Aroden is dead and therefore these issues were never raised in official materials, because the priests and paladins of Aroden no longer have powers, even if some of them are still alive. I am interested in this question in a historical context, since Aroden's death occurred relatively recently, and information about his faith should be readily available.

My opinion is that Aroden's code should contain some information regarding civilization and progress.

For example: I will never allow the bastion of civilization to be destroyed, just as Aroden preserved the remnants of humanity after Earthfall.

Or something like this: I pledge to help spread civilization and knowledge by spreading knowledge to all living people.

Is there anyone on this form who would like to help with this topic?


That's what I hope.

1. For the Lost Omens line. My personal dreams would be material about Iobaria or Kelesh. However, I think the more popular and more likely counterpart to Lost Omens: Saga Lands. As far as I know, material about New Thassilon has not been published yet. In addition, in all the years we have not had material about Jandehoff. Otherwise I don’t even know what to say. The rest of the books dedicated to the line seem about equally likely to me.

2. For rule books. Two main bets. Firstly, a book dedicated to advanced technologies from Numeria. Without new classes, but with new options for other classes, based on high technology. Secondly, a book dedicated to arcane magic. Possibly a rework of the arcanist class. A set of additional options for all classes related to arcane magic, for example, magus.

3. For AP. It is difficult to predict in which direction the incredible fantasy of Paizo's authors may go. War of the Immortals should have been announced by then, at least. Otherwise, I hope that the new AP will be dedicated to solving some old problem that threatened Golarion, and not a new enemy that was invented specifically for this campaign. Someone like Treerazer.