So, uh, yeah, those people who thought it was too petty are right - the IFCC is planning on metaphysical revenge. Honestly, it's a really good thing what set them off was anger at the Evil Gods, because I can see several deities from Pathfinder alone who'd be into this. Urgathoa would probably be actively working on some of the designs, and she would not need to lie about her ideal Evil Paradise.
Sibelius Eos Owm wrote:
And, as far as I can recall - a dirge is also a poem. Which leads to someone who can be technically skilled, but is also of the "it was a dark and stormy night" persuasion. BRB, making my Dead Poets Society Reject Nercomancer.
Elfteiroh wrote:
So, I'm reading, and... Is it saying something about me that a complete backstory for a Tianjinese mad scientist came into being? One who started as a benign abbot but upon experiencing the horror of the qlippoth directly was traumatized into this line of logic: "Qlippoth are the worst thing in the world. When demons were created by polluting the Outer Rifts with sin, they turned the qlippoth from a cosmic-scale threat to dire one fighting for their own existence. Demons are better than qlippoth by default, ergo their creation was the benign will of the universe, and mortal sin can more easily fight alien evil directly. The seals are failing, and the idiots in charge refuse to notice. Ergo, learn to summon demons and engineer the creation of an army of demonblood cambions into being to serve as the ultimate line of defense for Tianjing and the world." Had it that he's still an extremely pleasant, spiritual individual who is very empathetic and forgiving of darker emotions...he just sees more purpose in weaponizing those emotions, and what care he has for his "children" also comes with the suffocating expectation that they are his super soldiers - not his children. Hell, he could even have found some Valashai tech caches earlier in his life to grow some clones and do Fun Things With Genetics, it's not incredibly far away.
Sibelius Eos Owm wrote:
I'd be fine too - I'm just focusing on the operative word of "some." I'd prefer the majority just going "BLOOD FOR GORUM! VENGEANCE FOR THE FALLEN GOD!" and simply charge in the direction of his murderers, probably with new deific backing, because while Gorum was a jerk he was their jerk. And...actually, brainwave. Having lost everything it was possible to lose and then some, suddenly finding yourself lost utterly, knowing someone specifically took something you loved from you... I think I know why Arazni suddenly has a lot more prominence.
VerBeeker wrote:
Given how their AP is called Triumph of the Tusk, I don't think they'll be that plussed by the aftereffects. They probably think whoever killed Gorum was a badass they can't wait to repay.
Cole Deschain wrote:
Calistra's there for "repay hurt to those who hurt you" in war, and Arazni is newly minted as "dig in and drag the other guy to the Boneyard with you" types as a Core Deity.
So, best guess for Arazni; she gets enough Gorum-aid to cast raise dead on herself and decides that his seat rightfully belongs to her. Nobody really contests this, and the Gorumites figure hey, they have plenty of reasons to want to feel dignified and avenge themselves on Gorum's murderer, so they start changing out their (un)holy symbols. Two weeks later, a frantic Red Queen shows up on Iomedae's doorstep, clearly not having slept that entire period, asking how the Abaddon she deals with having a major religion all praying to her at once.
The Thing From Another World wrote:
The issue is...I can't tell you what to DISLIKE either. He is a rather...generic-ass deity. Thankfully, I won't have to scratch my head for reasons to remember him anymore. Gorum's the one who bites it, and the entire Prismatic Ray is safe... ...and really throws the "no no no, deicide is always a bad idea!" theme of the prophecies into sharp relief. "I'm gonna kill War! This is the best idea ever!" [Ducking god-slaying weapons] "THAT WAS THE WORST IDEA EVER!"
Calliope5431 wrote:
I continue to feel the author of these prophecies is also warning the gods to caretake their domains and not succumb to pettiness. So it's a "hey sun lady? You hate the big evil bug, and I get it, but it's best to remember why you looked at Gormuz and declared 'never again', 'kay?"
Huh. So, was honestly expecting Rovagug to bite it, but thinking on it...not surprised. He's the Ultimate Evil. You don't beat that easily without wondering "oh BLEEP, maybe it wasn't worth it". Still, yeah, I'm wondering if this is an indication it's Abadar after all - because as Yivali notes, the big theme is change. Abadar falling is going to be an Alea Iacta Est moment; as shown here, killing Rovagug didn't stop the concept of disaster at all. (Also, yeah, Shelyn deserves to live.)
Nintendogeek01 wrote:
Honestly, I think a future adventure path kind of tipped their hand: Shelyn dying will result in a loss of creative spirit across the board. Curtain Call is all about producing an opera. One of these things does not sound like something that can easily be done in light of the other.
James Jacobs wrote:
...Ah. I'll magnanimously consider that a draw, and grade it on its own merits.
Sanityfaerie wrote:
This increasingly looks like something that's just who she is, and art becoming hackneyed and/or angsty is a symptom of her being in a dour mod. "Lamashtu take me, Shelyn's having a bad year again. Hold on to your butts, fellow critics, we're about to face some pretension for a bit."
As Yivali pointed out, a big theme in the Prophecies is mortality; she doesn't think it's about divine fears, so I don't think the sakhils are involved, as cool as that would be, but I am wondering if it is about change. A reminder that the world isn't fixed and something drastic and apocalyptic can happen, especially if they play on the internal flaws of how deities act with their own portfolios that make them unworthy of their role; Desna growing slack and incurious, Pharasma losing faith in her judgement, Asmodeus failing to realize that not all dangers are a product of scheming and forgetting to clean his wound. My thought is that the Godsrain will happen because the dead deity betrayed their nature in some way, and that rendered them vulnerable. (Which is why I've come around on Rovagug, because each of his spawn are an act of creation by the Destroyer, and that'd get rid of the Tarrasque as an OGL remnant.)
Kittyburger wrote:
Because arrogance, callousness, selfish ambition, and distance aren't flaws, apparently. Seriously? This showed a flaw in the story and not in Irori? The temptation to decide the world does not matter to your enlightenment and to become something alien, cosmic, and fearful out of lack of concern and sheer bullheaded arrogance? If anything, this actually showed why in pre-Remaster, he had Lawful Evil worshipers; enlightenment is a morally neutral concept. I don't disagree he's too introspective for his own good as a figure, but really, this does show Irori can be interesting if he wants to be. He's a xianxia protagonist. Anyone who is familiar with xianxia can tell you this makes him terrifying when he wants to be.
Perpdepog wrote:
All that is left is a very confused immigrant from Exalted, as the Bishop of the Chalcedony Thurible was sure that was his job and is busy trying to figure out how his schedule interfaces with Dark Irori's.
I can just imagine Irori reading this, and then furiously writing down new koans. Because this was inspired, and it's definitely something he and his faith would promptly look at each other, nod, and get ready to debate over. (First on the list: Why is this a bad thing, though we accept it starts with 'kinda dickish to everyone else'?)
For stirges, you could go older and make them vampiric owls: https://en.wikipedia.org/wiki/Strix_(mythology) Could do what Delicious in Dungeon does with Mimics, and make them hermit crabs that hide in actual treasure chests and other valuable-looking containers rather than oozes (and appropriately slimy if still algothullu creations), and in place of cloakers, one could have an ecology of beings similar to Lurking Rays; they are simply the largest mobile form of entities that like to imitate architectural dungeon features.
Sibelius Eos Owm wrote: To head off a possible technical tangent, I don't feel like poisoning food in and of itself is deceptive--its the act of presenting poisoned food as if it were not poisoned that is deceptive. Now, poisoning food and just leaving it around for somebody to eat might make a prospective paladin fall anyway if they're being especially negligent about who could be harmed by their action, but that's a third story I can't help but see this as presenting a plate of fugu, with a helpful note stating "one of these is tainted! But surely, a great villain like you wouldn't be scared of misjudgement. :D" (And then every fugu is poisoned, as "one of these" is of a set that includes "all of these", and the note was open about it being poisoned; that someone was dumb enough to eat the poisoned plate knowingly is on them, not the Glorious Solar Chef.)
First: Ha! I was right! The Godsrain Prophecies are fables, or at least, warnings! At least, our narrator thinks so, which makes sense. Second, yeah, I'm pretty sure the Prismatic Ray are safe; this pretty much showed the end of one is going to leave the others in need of some major help in the key of "might end the world." Iomedae: *sweating nervously*
The Raven Black wrote:
Honestly, like I've said, the Godsrain Prophecies come off as equal parts blistering satire and moral fable about the ways gods fall. So if this is a warning of "Don't be Aroden", it's hardly a stretch to invoke a pandemic of Arodenitis.
Okay, that's a brilliant spin, because Shelyn does it, only to discover she can't just undo millennia of self-inflicted suffering - Dou-Bral is still the god of despair, just of a different kind than Zon-Kuthon. This comes off as the writer going up to her and shouting in her face to stop living in the past - let go, and begin again. Though Arzani is likely most pleased to have someone join the Divine PTSD club to trauma dump at each other.
Captain Morgan wrote:
Hey, you got Exalted in my Pathfinder! (Joking, of course, but that's surprisingly similar to how the Unconquered Sun declares beings he feels - usually correctly - are bad for Creation as a whole to be Creatures of Darkness, and so makes them vulnerable to Holy sunfire energy. It's an interesting bit of nuance.)
Ha! Called it - Nethys doesn't do much, but he's way too unique and interesting a deity, plus his split nature actually makes more sense with Holy and Unholy - he is both selfless and selfish, giving and taking, and so he is also neither, understanding the two sides without being of them. Again, it comes off like a fable about him being unable to be his nature, and it destroys him - he tries to prove that the Essences can be dual and stronger for it like himself, and he ends up not only proving otherwise, he actually ends up negating all four with each other. My theory only grows. Which makes me think the actual death is going to be someone who willingly does so to face their own fears...likely Iomedae, in that case. EDIT: And of course, given who Nethys is, he's going to read this and promptly start experimenting with essence negation to see if he can control it.
UnArcaneElection wrote:
That sound you heard was Abadar screaming as he woke up in a cold sweat.
The Raven Black wrote:
And that's kind of why I'm going back to the "this is a series of stories about what the gods fear or being unable to be their natures" theory; Erastil, the ultimate hunter and community protector, is overcome by a predator that goes on to slaughter a significant portion of his community, the other gods. Quite simply, in this story, he failed his nature and task, and in Golarion's actual continuity, it's a warning for him to not get overconfident.
And now I'm back to the theory that says the general theme of the Godsrain is that the "dead" gods are overcome by what they most fear. In the case of Urgathoa, it's someone she incidentally helped hurt coming back to haunt her, and her death stopping the party forever. Which is leading me to believe the writer might be deeply linked to Zon-Kuthon and is teaching the gods to embrace the supposed negative emotion of fear to learn from it, or a calculated taunt ("See? You've got your own angsts too").
Ravien999 wrote:
Given what they are an updated version of? "BECAUSE...[shapeshift] We are quite proud of them, and that is what we wish to be called due to it. Now, I heard you have a lovely library I wish to relocate for safekeeping."
Deadmanwalking wrote:
...I think I just got my first Evil Character idea. Behold, the patron demigoddess of "All right. Okay. I get it. I'm the bad guy."
A bit linked to the Inner Sea, but I wouldn't mind Fantasy Metal Gear set in the Mwangi Expanse after a group of Andoran Eagle Knights turn mercenary and flee to Bloodcove, supposedly to assist Cheliax in reclaiming its lost colony as counterinsurgency specialists but in reality raising tensions by playing Taldor, Cheliax, and Andoran against each other by controlling the flow of resources and careful hiring of mercenaries until the three powers erupt erupt into a massive war. Then they will step into and quell the chaos, from which they will forge a nation that lives up to the ideals Andoran hawks and is free from the growing corruption within it. Of course, most to all of the Path takes place in the Expanse, as the rogue Knights are very much keeping their real plans quiet and manipulating things from afar. Each adventure ends with a boss fight against one of the rogue Knights. With lots of sneaking in the jungle.
First: I might be posting this in the wrong forum, since it's a pitch that relies on Bestiary fluff, and I'm not sure if it goes here or in Homebrew. I'm getting into 2E, and I have an idea for an all-tiefling game-specifically Beastbrood, the rakshasa-blooded. Namely, that by RAW, it's impossible for a Beastbrood to be genetically descended from a rakshasa, the child of one of the animal-headed megalomaniacs is automatically a reincarnation of, and thus a full fledged rakshasa herself. So, I had the idea that Beastbroods are the reincarnations of rakshasas who have grown jaded and disillusioned with their own lifestyle and reincarnate back into the normal karmic wheel as tieflings who will move onto the Boneyard after they die, like any other mortal. The idea being that the players are a group of Beastbroods who recognize each other from past life memories as fellows who also got sick of the whole thing and then also that there's a conspiracy they once helped run afoot. Focuses partly on intrigue, partly on coming to terms with having been a real jerk for a really long time. I'm wondering how I would represent that with Ancestries before the Advanced Player's Guide comes out, and more pertinently, how to represent the effects of their past lives on them. Obviously the primary antagonists are earthbound evils whose regrets are limited at most to what they had for breakfast, but I'm thinking some of them were actually friends and allies of the PCs previous selves, and naturally there's still a lot of bad blood from victims. I wonder how that would manifest, and if the PCs should define who their rakshasa selves were before starting the game.
First of all, I don't have the 2E book, so I don't know if it's explicitly forbidden. But given how there's an NG paladin (or more accurately, a paladin is the Lawful iteration of a Good class of holy knights in big armor), but I love off-beat characters, and given how Old Two-Face still has NG as an allowed alignment going by his Archives, I was wondering if he might have some decidedly more martial goody-two-shoes followers. And if so, how they'd function in daily life going by how his personal tenets are "if magic, then use."
zimmerwald1915 wrote:
I'm sure the people in that tiny, backwards, unimportant corner of the world are perfectly fine with being dismissed as not worth saving from the crazy lich. Truly, the fact he'll only depopulate countries in his initial rampage makes his release less of a nightmare for anyone connected even tangentially to those nations. Also, keep in mind he's the Whisperer in the Whispering Way - you know, the same organization who believes the end of all life is a good thing? Even if he's kept in check, a Tar-Baphon who isn't sealed away is an unliving nexus of information and organization. His freedom would cause the Way, a more-or-less global cult, would have another Golden Age and rampage across the planet, scarring it even worse than the first time he took Ustalav for a joyride. Hundreds of new liches to menace the world even if he is stopped. So no, he's kind of second only to Rovagug.
It's fair to say the Starstone is now even more of a centepiece given how it's become a great Drift lighthouse. Of course, given how it's at the heart of a space station, I wonder; is it still possible to use it and become a god? And if so, is there still a gauntlet of security to get past before hitting the Divine Power Now Please Button? And more importantly, does anyone remember?
Essentially, I want my first character or major friendly NPC to be an LG AbadarCorp merchant who's secretly rather radical on the whole "slavery is not good for business" thing. As in, financial backer of the AAF levels of radical, because he thinks the self-destruct of any society that depneds on slavery is really increasing levels of civilization in the universe, such is his contempt for the whole institution. Which is why he's Good, but it's still somewhat heretical to say anarchy in certain contexts is good, and he knows it. So, I was wondering-what are some ways he could use his sway to make the life of slavers miserable and their enemies a manadtory vacation week?
Actually, before I move on-here's Destiny's accidental evil kasatha counterparts. Also off the top of my head, hopefully better balanced (because there's less to screw up-they're essentially smarter, meaner, and less healthy kasatha): The Fallen/Eliksni Eliksni are Medium humanoids of the Fallen subtype. +4 Dexterity, +2 Intelligence, +2 Wisdom, -2 Strength, -2 Constitution, -2 Charisma: The Fallen are extremely nimble, taught by brutal experience how to plan and make repairs quickly, and even in their degraded state have a rich spiritual life and deep intuition. Their constant ether shortages take a toll on their health and their desperate, opportunistic personalities rub everyone (including themselves) the wrong way. Ether Dependency: Without the Light of the Traveler, the eliksni have had to come up with a substitute to keep themselves alive. All Fallen biologically require a gaseous substance called "ether", produced by converting organic material through sentient drones called Servitors (though really, it's the eliksni who serve-the Servitors are regarded as living gods) or portable devices produced by the same. In game terms, this means a Fallen character must consume twice the normal amount of food per day (half being converted to ether), but do not need to breathe or suffer the ill-effects of vacumn, as the ether store serves as oxygen to them and provides a bare minimum of what the Traveler once did. Four Arms: Like the kasatha they resemble and bitterly envy, eliksni have four functional arms. This trait is identical to the kasatha trait of the same name, though eliksni can regrow theirs (in fact, it's traditional to dock the arms until a young Dreg has proven himself as more than a waste of resources). Clinging On: When one's existence revolves around the concept of stealing and surviving to the point of it being a religion, one tends to get good at it. Eliksni have a +2 racial bonus to Survival and Stealth checks. Chasers of the Great Machine: Fallen literally worship technology, and while Splicers are the true engineers of their society, eliksni learn how to care for their gods and repurpose them as a matter of survival on their ramshackle scavenged ships, and many eliksni pick up a thing or two about driving their homes. Chose two of Computers, Engineering, Profession (Salvaging), or Profession (Spacer). These Skills receive a +2 racial bonus.
Not Your Air Ambiguity: The result of not having my corebook open to the disease chapter. I forgot there needs to be penalties that aren't implied by the "physical" portion. The big thing is that normal air will kill them and even in an enviro-suit it takes time to recover. Reckless Intelligence: This is all Destiny lore though. The Cabal are the only organic species that can decipher Vex technology (the Vex are, it should be noted, a hive-minded race of cyborgs so advanced with temporal physics that nobody's sure when they come from or how they screw over time paradoxes so hard their basic guns shoot them as ammo) and have designed weapons that can destroy planets as basic military operations. They are not stupid when it comes to the hard sciences and strategy, it's their complete lack of ability to admit when it's time to change their opinions or understand emotional states that's the problem (hell, a major plot development in Destiny 2, spoilers, relies on their self-destructive bloody-mindedness). That seems like a deficient Wisdom score to me, not Intelligence. Think of them as very large, very mean, very serious Tinker Gnomes. The core idea with them was to write a race that's good at both technology and fighting, but can't use magic worth a damn (Maybe a Charisma penalty? Cabal characters we read about are aloof or often mean-spirited). Also, they're meant to be a monster race, like Contemplatives; not always playable and heavily limited in some ways (see toxic air). Good advice though.
First of all-I have no idea what I'm doing, so expect imbalance. Cabal 6 HP The Cabal are Large humanoids with the Cabal subtype. +2 Strength, +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Dexterity: The Cabal is both highly intelligent and physically powerful, but they are almost completely incapable of introspection or changing their minds and their frames make them somewhat slower than smaller races (not helped by their need for enviro-suits). Not Your Air: The Cabal's homeworld, and the ones they have terraformed, has air components most races would find toxic but is necessary for the Cabal to breathe easily. They must make a Fortitude save for every full hour of breathing oxygen without a filter or become sick, contracting a disease with physical symptoms that they may only save against in an environ with their natural air (which can be inside of an enviro-suit). Strategic Masterminds: Cabal spend much of their time analyzing potential plans, contingencies, and stratagems for any battlefield situation. They have a +2 racial bonus to all Skill rolls made to construct or adjust a battle plan or analyze and exploit strengths and weaknesses in enemies they have encountered before or have had the opportunity to study (about a day's research on valid intelligence). No Word for Retreat: It's not realistically true (the Cabal language does have words for "cut losses" and "losing more than we gain"), but that should tell you how bloody-minded and determined the Cabal are. They have a +2 racial bonus to resist fear.
Nox Aeterna wrote: 64. The "gods" kept receiving complains that magic was too powerful, so they decided to change the rules by hiding golarion and all its power away, which in turn reduced magic in the universe so the weaklings who couldnt access it didnt feel so bad. 77. Nethys got fed up with his followers' constant power trips and left in a huff. The other gods agreed with prejudice, and got a bit overeager.
Atzlant Star Imperial: Covemen/Atavists (seeing as how the Pact is much less racist and younger than they are, this compares them to primitive and outdated tribal beliefs, mocking them and their home at the same time). EDIT: The other slur I made up, I just remembered, is an actual slur against transgender individuals. Yeah. I am removing it until a mod gives the OK (suffice to say it's hard to play racism against lashunta without dipping into transphobia).
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