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Why should someone choose heavy armor or even medium armor over light? Dex is a stat most fighting PCs will try to raise to at least 14 from the get go in PF2 and it's rather easy to do so and getting to dex 16 by level 5 is trivial. Once you do that there's no reason for your PC to wear medium or heavy armor. The item bonus to AC you can gain from a studded leather armor is +2 and the Dex cap is +3 So you get to 15. No medium armor can give you a better aggregated bonus to AC than a +5 yet their check penalty is -2 (against the -1 from studded leather), they all reduce speed by 5ft (light armor never does that and it's a huge drawback as you can't hit what you can't reach), bulk is heavier (2 for all medium armors vs 1 for light armors), medium armor generally costs more than light armor. All things considered it's rather clear how you'll be better off investing (less) in light armor than in medium armor. Heavy armor is comparatively even worse. Yes Full plate gives you +6 to AC but you can't get any Dex bonus, it's consioderably costier, it's rarer it penalizes you more and it makes you even slower. Plate can reduce some slashing damage but again the benefits of light armor considerably outweigh those offered by its heavy counterpart. So, unless there's something I'm not seeing I think there's really no inherent mechanical reason to favor heavy armor or medium armor over light (or, even better, no armor at all if you are a monk). If that's the case I think this was not the right choice. I agree with the concept of heavy armor being costier, bulkier and slowing you down but I think those disadvantage should be be lessened by some sort of payoff, chiefly more AC. As things stand now in PF2 heavy (and medium) armor is presented as being more prestigious than light armor (costing more, being rarer, requiring training to wear) yet mechanically it appears to be worse. This is a discrepancy between the rules and the game's background that I think need to be rectified somehow.
MAP
Please give me the following information: Character Name:
Keep in mind this is a tier 8-9 game
MAP
The massive bulk of the above ground fortifications protecting the dwarven Sky-citadel known as Janderhoff loom large above your heads. As you approach and wait for the dwarves guarding the place to make themselves known and allow you to enter the fortress city you once again consider the urgent missive from Venture-Captain Sheila Heidmarch that directed you here... Pathfinders, the Society seeks your assistance in a matter most urgent. Recent engineering works uncovered a series of lost chambers beneath Janderhoff, but the company that began exploration and refurbishment of this space soon encountered trap-related difficulties. I quickly assembled a group of nearby agents to explore the lost corridors in exchange for a brief window of time in which to study anything found within. I have not heard back from those agents, and a contact has informed me that the team has been missing for two days, prompting the Mithral Mallet Mining Company to send a team of its own specialists to find out what became of them. Nobody has heard from either group since. It is rare that we have an opportunity to document the interior of a Sky Citadel, so your task is twofold. First, find out what happened to the first team of Pathfinders. Second, explore the recently reopened chambers, and recover or document any historical treasures found within. I doubt that representatives of the Mithral Mallet will be pleased to see additional Pathfinders, so contact Rukha Borthwick, the sister-in-law of one of our agents in the first team. She is a resourceful dwarf and likely knows what steps to take to get you into those ruins. Luck be yours, Pathfinders. Please present yourselves to each other
MAP
Welcome everyone! This is our discussion thread for The Lion's Justice's game. Please post the following information here, then you can post in the gameplay thread. Player's Name:
MAP
You've recently been summoned to the Taldan capital city of Oppara, where you arrived at Venture-Captain Muesello’s lodge. The lodge has the appearance of a simple bait and tackle shop, and Muesello has one of his assistants handling the front counter—the store remains open due to the increased profits from the festivities surrounding the Grand Day of Exaltation.
Venture-Captain Muesello straddles a turned-around wooden chair, resting his arms atop the back. He looks around with a wide smile on his face, nodding with satisfaction at the group assembled before him.
Muesello’s overview is suddenly interrupted by the forceful slamming of the tackle shop’s front door. A bellowing string of foreign words resonates through the shop, followed by tramping footsteps. Skald or DC15 Linguistics check:
You recognize the shout as a curse invoking the wrath of Gorum. Muesello begins to stand when he hears the shopkeeper utter warnings to the unseen visitor about the back room being off-limits. The door to the back room swings open, knocked partially off its hinges by the force of the slam. A bear of an Ulfen man stands in the open doorway, silhouetted by the sunshine from the storefront. A greataxe is strapped along his back, and animal furs cover a set of tanned hide armor. He looks around the back room, a sense of barely restrained fury in his eyes.
The venture-capatin looks at the Ulfen, apparenly shocked by his arrival and words, yet he shakes the surprise off quickly enough:"Well... I was just going to ask you to find this man here... seems like he found us first!". Muesello raises to his feet and opens the door, letting the huge armored man in. "Bjarte my friend... you bring dire tidings with you! Dire indeed... this information, changes the scope of the mission, we need to find a way to prevent Stavian’s planned massacre!" So saying you start discussing the situation. You need to find a way to stop Taldor's Grand Prince from executing most if not all of the opposition to his rule, and to do that you need a reliable plan, which means you need information first! Feel free to ask questions now
MAP
Venture-Captain Bjersig Torrsen leans over a large desk and studies several aged pages, and the dog Mahki eagerly weaves among the visitors to give each a sniff. “I trust your travels were pleasant,” begins Bjersig as he looks up to weigh the new faces, punctuating certain words or phrases with hand signs. “I am Bjersig Torrsen, head of this lodge. You know Lirall, and Mahki is already introducing himself.”
MAP
Here's the discussion thread for "The Jarlsblood Witch Saga" scenario. We are going to start 8/13 with the rest of Gameday VII games. In the meantime, please post the following information here. Player's Name:
MAP
The letter that arrives bears Venture-Captain Heidmarch’s seal, and seems to contain an enclosure. “Greetings, Pathfinders! I have new information for you about our agents’ discoveries regarding the cult of Lissala. When the Ten learned of the cult’s active existence, they sent a team to infiltrate a cell in the industrial town of Palin’s Cove. During that mission we learned that the cult intends to bring back the ancient Thassilonian Runelord Krune to rule Varisia. Pathfinder agents next encountered Lissalans here in the City of Strangers and discovered that the cultists aim to return the runelord by using refuge tokens that he created for his followers to reach his hidden location. Our Pathfinders also uncovered the location of an ancient Lissalan shrine, documented to hold a cache of these refuge tokens. The enclosed map shows the location where the shrine is said to be—the fastest way there is from Kaer Maga west into the Wyvern Mountains”.
For now just post here once and then delete it please.
MAP
Here we go. I'm waiting for Warpac and Jing to answer the PMs I sent them. Once I'm sure of the number of avaiable seats I'll open recruitment. In the meantime, please write down the following information and feel free to chat as you see fit. Player's Name:
MAP
Here we go! The usual information is required here. In short: Player's Name:
MAP
The recovery of Jormurdun is at hand! All that stands between the Pathfinder's Society and the forgotten Sky Citadel is the small matter of an army of demons and their lowly mortal servants... but a third party is trying to beat the Pathfinders and stole their glory: the traitorous dwarf Thurl, once a venture-captain now turned traitor and the demon-worshiping criminal, Tancred Desimire.
Those selected for the game dot here please
As expected the recent blog about the PF2 paladin stirred up quite the debate.
Here's my take on the 9 alignment "aspects" then: LG → The Paladin → This is basically the guy we all know and love. He fights evil, defends law, respects authority, and generally speaking he tries to lead by example.
NG → The Benefactor → This guy aims to do good above all. Whenever he encounters evil he fights it. He may not be as obvious or as bold in his actions as the Paladin is, he may even choose stealth in order to accomplish evil's defeat because making good is the most important thing. He doesn't have strong feelings towards law or authority. If they are good he follows them, if not he opposes them but the system holds a limited appeal for him, obviously evil laws need to go but having good people are more important than having good laws.
CG → The Liberator → To the Liberator Freedom is Good and Good is Freedom. This aspect fights against evil but he's suspicious of the system, doesn't care about laws and does not respect authority even if those in power are good people, because power corrupts and absolute power corrupts absolutely. He may trust people who shared his battles but this has to be earned with actions he will never put faith in someone because of his title or social position.
LN → The Enforcer → Law is absolute and must be obeyed without question says the Enforcer. He doesn't care for good or evil, just for following the law to the letter because for him that's its own reward. The Enforcer will work for the system and violently oppose those who threaten it. Morality is an alien concept for the Enforcer unless the act of following the rules and authority figures could be considered moral, which he probably does.
N → The Equalizer → Excesses of any kind are bad, moderation in all things is the way to go. The Equalizer sees himself as something of a necessity, someone tasked with stopping extremist alignments to unbalance creation. If good or evil, law of chaos rule the land he will oppose them and try to establish balance between opposing forces by whatever means necessary. Once the scales are balanced he will try to keep them that way even if this could very well be a futile endeavor and his work never truly done.
CN → The Anarchist → The Anarchist embodies absolute freedom of the self and resents those who would try to impose rules on others. The Anarchist is not malevolent, he does not go out of his way to hurt people in order to get what he wants but he does not feel compelled to help others as well. The Anarchist believes governments, laws, authority figures are wrong by themselves, that they are dangerous and need to be erased, so he will violently oppose them whenever possible.
LE → The Tyrant → Laws are needed and authority must be respected. A working, functional system is something precious that should be cherished... and exploited for personal gain by those that can master it. Superiors should be respected... until you can prove yourself better than them and take their place within the system. Subjects are inferior because they deserve it, their lot is unquestioning obedience. They should be grateful for being allowed to be a cog in the Machine you keep well oiled and functional. Rebellion and defiance must be stomped out and punished severely. The Tyrant will make use of other people in order to increase his personal power with little regard for their safety. To him they exist to serve but as long as they know their place he will not act against them although he Tyrant will feel the need to put them in their place. He will also prove a relentless foe to those who threaten the system he works within.
NE → The Malefactor → The Malefactor will go out of his way not only for personal gain but also to make sure other people suffer and the conditions are right for evil to triumph. This aspect actually worships evil and wants its malevolent rule to spread. In order to do so he tries to cause people to suffer and to work against each other rewarding the most heinous and depraved of acts. To further this agenda rules and laws may be useful but ultimately the system is not important by itself. What counts is that people do evil onto each other. Fortunately the Malefactor is there to ensure this will happen. The Malefactor can be subtle or flashy with his actions, he's a pragmatist and will do things the way he thinks is best to get to his goals.
CE → The Antipaladin → To the Antipaladin life is simple. The strong shall do as they please and the weak shall suffer the consequences. Law and order are just lies, chains forged to keep the strong to rule and therefore they need to be destroyed. A true sociopath, the Antipaladin doesn't care for anyone else but himself and proves no remorse for his actions, no matter how heinous. The Antipaladin may solemnly give his word to an ally and then betray him an hour later because he thinks he will gain something by doing so. The Antipaladin rules and leads others because of his personal strength and the fear he inspires. He knows and enjoys this and may resort to torture and murder just to remind everyone why he's boss.
This is what I think these "aspects" should be thematically. It goes without saying everyone of them should have different mechanics and different ways to "fall".
This is a great series imo. Not only it manages to bring back memories and has that nostalgic 80s feeling but what makes the series enjoyable is how the past meets the present and a tight interesting plot, and the credible develpoments all characters undergo throughout the events of the series. First 2 episodes are free on YouTube, from there you need a subscription but first month is free as well.
These are things I find myself forced to tell my players are not allowed in my games every time I start a new campaign despite being legal by raw. -Wish machines (and attempts at wish abuse in general) -Scry & Fry tactics -"Ultimate spell combos" the wizard's player saves up for the BBEG fight in order to autowin it (i.e. Limited Wish -> Geas) I believe the reason I'd like PF2 not to allow the aforementioned exploits to be self explanatory but let's go in detail anyway. The problem (Wish Machines): If allowed, wish machines force the DM to go to extreme measures to preserve game ballance (which implies a lot of work more on top of the amount required with high level play) or see the game crash. These "contraptions" usually exploit stuff like mass cloning of extraplanar beings (usually Efreets) and/or ways to get lots of diamonds without paying for them. I don't think they were even intended to work as they do, but by RAW PF1 allows them, giving unscrupulous players a powerful argument against their GM.
The Problem (Scry & Fry): This exploit works once the players get access to teleport and powerful divination magic. They buff up as wella s they can, the wizard scries the location of the BBEG and then teleports himself and the rest of the party into the final encounter avoiding all story progression and inevitable attrition. Obviously a GM has ways against this, chief among them stating that every dungeon/castle/cavern/war-camp/what-have-you is magically protected against scry and teleport magic (or just have the BBEG use said tactic himself... which usually ends in a TPK). This is an inelegant solution that often breaks suspension of disbelief and causes players who want to employ such tactics to "win" to feel cheated out of their "just reward" for their "cleverness".
The problem (Spell comboes): Put together a couple of spells that are mostly fine by themselves and break the game. The most egregious example of this I can think of is the aforementioned Limited Wish+Geas. Geas takes a long time to cast but allows no save check. It's meant for situations where the target is somehow incapacitated and unable to disrupt the casting. Use limited wish to duplicate it and by raw you can cast this no save spell with a standard action and then gain control over the target, instantly ending most encounters with a snap of your fingers.
We've learned how ability boosts will work for dwarves, elves, goblins, halflings and gnomes. Basically they get their old ability boosts and single flaw while also getting a floating boost to another ability of their choice. This leaves the question open of how the new system will work for humans and "mixed heritages". Previously they got a single stat boost to whatever ability they wished (and the ability to choose what to boost was really powerful because it let you customize your character to have an advantage to basically any class you chose). What will happen with PF2? Personally I think the most likely outcome to be for humans to get 2 different floating ability boosts without the flaw. While I think this will cause humans to end up as being "the best race" again I also think PF2 will give Paizo the chance to differentiate humans and mixed heritages more. Here's my suggestion: -Humans should get 2 floating boosts while half orcs and half elves get 2 as well but with ALSO a fixed boost and a fixed flaw. Say, half orcs get a +2 to str and a -2 to int along with 2 floating bonuses while half elves get a +2 to dex and a -2 to con and the other 2 bonuses as well. -Humans should get their boosts to one mental and one physical ability. In all likelyhood they'll end up getting a free general feat again at creation. 2 ability boosts on top of that with no flaws and no limitations risk turning them into the "best race for any class you choose" all over again.
MAP
Here we go. Please provide me with the following information: Chronicle #:
Note: We'll probably start a few days later than expected because people need to complete their current games. I hope to be able to start soon though.
MAP
Mendev’s Pathfinder lodge in the capital city of Nerosyan is housed within Starrise Spire, a defensive tower in the outer wall whose pinnacle glows with celestial light that shines out like a beacon, simultaneously giving comfort to Nerosyan’s defenders and acting as a warning to any who might wish the city harm.
MAP
Hi everyone. The actual game will start by january the 5th, but there's no harm in spending a couple of minutes providing me with your PFS info, and of course discussing the upcoming game or asking questions. Player's Name:
MAP
Your voyage from Absalom to Oppara on a ship provided by Lady Morilla herself is thankfully uneventful, despite the huge, black clouds ammassing to the east. Once in Oppara a light drizzle welcomes you, making even the paved roads treacherous and muddy. In the end you convene at the clandestine lodge of Venture-Captain Muesello, who maintains his operation in the back rooms of a bait and tackle shop. His pockmarked face creases with concern as he nods in greeting, checks outside, closes the door, and posts a “Gone Fishing” sign out front. From there, he ushers you into a
“I appreciate your answering my call,” Venture-Captain Muesello says with a subdued smile as he closes the room’s curtains and clears away an unfinished wayfinder to make space. “Some of you may already know Lady Gloriana Morilla, and I shall explain why she’s joined us momentarily. First, let us remember that General Arnisant, hero of the Shining Crusade, is one of the most highly regarded figures in Taldor’s history. Arnisant’s hometown of Ridonport has always been especially proud of him, and nearly nine centuries since his death, his home’s still preserved as a museum. The Society regularly submits requests to the museum to examine the historical artifacts there. Usually we get a polite and curt ‘no.’ Most recently, though?” Muesello tilts his head from side to side as if considering his words. “This time the curator, Cincia Reviamo, wrote that she cannot help because the local lord, Earl Calhadion Vernisant, has been taking undue liberties with the museum and its collection—apparently taking whatever he wants from it, claiming he has the right because he’s a direct descendant of General Arnisant. Taking priceless relics is one thing, but there’s another angle that Lady Morilla can explain better.”
MAP
Please post the following information here: Chronicle #:
MAP
After you foiled Hjort Fastaxe and Runa White's plan to destroy the Pathfinder's Society reputation in Trollheim you spent very little time inside the ulfen city.
A biting wind blows from the north and snow blows in blinding drifts amid numbing fog. The bone-white walls of Whitethrone, capital of Irrisen and home of Baba Yaga’s white witch daughters, rises into the frigid northern night. Somewhere within is the Shadow Lodge headquarters hinted at in Trollheim where the poor historian Rognvald Skagni is being held. Reaching this point was a difficult challenge, but gaining entry into the city itself presents the greatest obstacle yet. Please dot here and then erase it, thank you
MAP
Please post the following information here: Chronicle #:
While building some non canonical adventures for my players I came up with the idea of statting a few dragons I want to use as "last bosses" in my home games. While doing this isn't too difficult I worry about the CR since I'm unsure about applying it correctly. I have 3 dragons who are mythic and also have character levels. They are: -A Gold Great Wyrm, Alchemist (vivisectionist) 20, Archmage 7.
What would the suggested CR for these NPC villains be?
My human un-rogue is almost lvl 5.
Strength 10
It's also worth nothing this PC can use vanish and is pretty good at moving into position for flanking with the party's main melee character. It did well thus far but I fear after level 5 things will change dramatically. So... what to do next? As I see things my options are: -Keep it as an un-rogue. It will get gloom magic and greater gloom magic at level 6 and 8, which will help getting even more sneak attack damage in. And of course sneak attack will improve up to 6d6, which isn't half bad for a kukri wielding un-rogue adding its dex to damage. Yet I don't know how to deal with the lack of flight, and I fear huge monsters will hit the character far too easily. -Get a level of wizard (transmuter or illusionist or diviner) and then become an arcane trickster. The character will be able to flyfrom lvl 10 and will have several spells to boost itself. Losing all favoured class bonuses though and sneak attack only gets up to 5d6. Wizard also helps with will save. -Become a Shadowdancer. The PC won't be able to fly but it will be able to teleport from shadow to shadow. It will also get the ability to summon shadow minions and to hide in plain sight, poor man's invisibility maybe but almost always useful. No boost to sneak attack and weak defenses though. What option should I choose?
MAP
Please post the following information here: Chronicle #:
MAP
The courtyard outside of Sorrina Westyr’s office is a tribute to the element of earth. Large, dark boulders jut from a carpet of smooth pebbles. Wildflowers and moss spring from the cracks between the stones. The Master of Spells’ slategray skin seems to blend into the rock she lounges on in the sun-dappled courtyard, her face upturned to the cloudless sky. Sorrina stretches luxuriously before turning to smile.
MAP
Please post the following information here: Chronicle #:
MAP
The meeting in Absalom with Drandle Dreng nearly a month ago was brief, as always. “I have a routine mission for you, though a dangerous routine mission,” the old man whispered in the great hall in the Grand Lodge. Suffering from a cold and weak from lack of food and rest, the old venture-captain looked quite possibly the worst you’d ever seen him. Through wracking coughs he explained, “An ally of ours in the Land of the Linnorm Kings—Rognvald Skagni—is writing a lengthy report on the state of government in the northern countries of Avistan. I received a letter from him just yesterday requesting several key documents from the vaults here to help him finish the report.”
Welcome! For the moment dot here (or even better post once and then delete your post)
MAP
Here we go, please post the relevant information here. Thanks! Chronicle #: The number of chronicles the character's got (can't be more than 2)
MAP
The River Kingdoms is a tumultuous land of bloodthirsty bandits, treasure laden ruins, and self-proclaimed kings, and for years it has been the subject of study for Ulisha, a curious and capable half-orc explorer. Shortly after performing a heist that enraged the local nobility, she came across a collapsing stone circle and discovered Silverhex, an enchanted sickle used by druids millennia before. She did not have long to admire her find, though, for the nobles had posted a bounty to end her meddling for good. Unable to deal with her pursuers on her own, she has contacted the you, who she's heard about from common acquantainces from Taldor. If you can raise enough money, she’s willing to sell you Silverhex at a steep discount and then pay off her bounty. By the time you arrive at Ulisha’s meeting place, she is nowhere to be found. However, she left behind her journal full of profitable leads as a sign of good faith. Using her journal as a guide, the PCs can explore the region, seek their fortune, and earn enough gold to buy the ancient relic. Welcome back. Dot here for now
How is that Isis' members are hardline sunnis, are (or at least were) finaced by Saudi Arabia, the same State that financed and trained members of Al Quaida and the 9/11 terrorists yet the U.S. never say a word against Saudi Arabia and just closed a deal for 110 billions in weapons to be sold to them?
A month ago Theresa May and her Tories seemed to have the election in their pockets already.
MAP
Those recruited should provide the following information. Chronicle #: The number of chronicles the character's got (can't be more than 2)
Hello there! Searching for 4 to 6 pathfinders willing to brave unknown dangers and travel the world in order to restore a taldan commoner his family's legacy as nobles of the land. This will be a game of the Pathfinder's Quest: Honor's Echo. As such you can only play this scenario with Lvl 1 PFS pregen characters, avaiable at the provided link.
As with most online games I expect players to be able to post at least once a day and to respect general rules and conventions for PbP games.
As in the title.
Thanks for the help!
If possible I'd like to ask about the reasoning behid some stuff that got banned in PFS in previous books, especially concerning martial stuff. Weapon Master's Handbook: -The Liberating weapon ability (which would help martials a great deal to snap put of paralysis effects and the like IF the PC can pass his check) -Cailean fighting tankard (for 10,301 gp doesn't seem that OP at all, far from it actually. Maybe there's something I'm missing here?) -Aldori Caution trait (is a +1 to dodge AC that much? You have to fight defensively or be in total defense to profit from it...) -Most of the banned feats. The dwarven hatred style and orc fury style bans are especially puzzling to me. While powerful they'd need considerable feat investment (3 feats to get the full benefit), have drawbacks (for dwarven hatred style you need to be wounded before it starts working) and generally don't seem to compare with some of the stuff non martials have at their disposal even in PFS. Also Smash from the air being banned seems to continue the trend of anything even remotely working against spells being removed from martial hands. Armor Master's Handbook: -Advanced Armor Training - Armor Specialization (Again, this gives the PC a nice increase to AC but it's not that huge, especially considering how at high levels most monsters will hit you anyway with very little chance for missing). Magic Tactics Toolbox: -All advanced weapon training options being illegal for play seems a bit of an overkill to me. If possible I'd like to know people's opinions on these bans and possibly the reasoning behind them all. Thanks!
... I need a few clarifications first. I've never GMed PFS before and I don't have many chances to play it live. So I'd like to try doing it online but I'd like to ask a few questions first: -I already have a PFS Id card, do I need a GM code or do I use my player Id? If I need a GM code how do I get it? -Event should be "PFS Online PbP" Right? What about event number? If the game is not played during an event like a gameday, who assigns this number? -How do I report the chronicle cheets once the game is done? Thanks in advance to anyone willing to help me!
When I picked up Heaven Unleashed I was disappointed. The problem was not the quality of the material but the actual rules for some of the beings the book presents.
So here's my challenge: take an empyreal lord (Chronicle of the righteous has a list if you need it) and give him or her stats. Ragathiel, Pulura, Smiad... there's many of them and they should not feel like second class demi goods to their evil counterparts!
One of the things that irked me the most about Taldor is how stereotypical it seems. An old fantasy empire in decadence, populated with fops and wannabe nobles and not much more. The premise was interesting enough: a once mighty empire in decline, dreaming of its lost glories. Unfortunately the execution left a lot to be desired. Taldans were mostly represented as ineffectual fops, obsessing around the latest fashions. The Taldan empire has been shown to be on the verge of collapse with very few redeemable qualities (the only one I can think of is they proved to be more respectful than Andorens towards the Verduran Forest).
All this to say in my opinion Taldor needs a huge restyling, and since it seems the game developers are working on other projects I believe the community should try to do it instead, or at least to come up with interesting ideas that can be further develped in time. That said I don't think the decadence angle should go away. Quite the contrary. What it needs is to be made interesting and appealing, giving people resons to want to play a taldan character. So I'd like to throw out some areas of interest that can use some work. Taldor and religion: Taldor is one of the oldest empires around. It was once the seat of the faith of Aroden (and interesting enough Aroden's last cathedral is located in Oppara), then that faith migrated towards Cheliax. How did this affect Taldor and Taldans?
Taldor and society: What is the taldan society like? We know they have nobles, peasants and a small class of rich people who can aspire to buy their way into the nobility. They have a gigantic (and very costy) military. But this is only the surface. What about slaves? Does Taldor allow slavery? Or does it have something different, like serfdom (which it should be noted could be even worse than slavery... no person owns you, but the land does, meaning you can't leave the place where you were born and need to obey the ones who hold power over the land). What about the gentry? Do they want to just become nobles or to do as the Andorens did? What do the peasant think when tales of Galt reach them? How does a Taldan born in a city differ from one born in the countryside? Taldor and nobility: In my mind Taldor should be Golarion's "land of intrigue". But in order to have that you need factions and since the land is run by nobles you need noble factions opposing each other.
Taldor and magic: Taldor was the biggest empire Avistan had ever seen. It managed to defeat and imprison the Whispering Tyrant. How is it it doesn't seem to have any notable arcane institution or individual? In other words, how do taldans see magic? How do they use it? Taldor and the demihuman races: Taldor is still pretty huge. It encompasses different environments and even holds a sky citadel of the dwarfs inside its borders. So what is the relationship Taldans have with members of the non human races? What about the fey? And the elegant elves of the north? Taldor and the other nations: This has actually received some thought but it just barely scratched the surface of what can be done. Do all Taldans hate Quadira and despise Cheliax? Do all of them fear Galt? What about Andoran and organizations like the Lumber Consortium? What about the Aspis Consortium? Taldor and secret organizations: Taldor has the Lion Blades... and then what? Are there no other secret organizations hiding among the land? What about thieves guilds, mercenary companies, secret cults?
Any opinions on this? Apple claims it did everything by the law and will appeal. It also sent thinly veiled threats towards the EU claiming enforcing this ruling would mean a huge loss in terms of jobs. Ireland defends its own deal with Apple claiming it will support their appeal. It says the company paid the taxes it was supposed to (even if that amounts to 50 euros for every million of profits generated in Europe in 2014 for example). The EU claims Ireland gave Apple a "sweetheart deal" allowing it to gain an unfair market advantage and paying much less than it had to. So... in your opinion, who's right and who's wrong here?
Seems like Isis is concentrating more and more on propaganda hoping to show they are still active and winning (when in truth they are losing ground in Syria and Iraq) but this is a clear "jump in quality" as the man killed was an elderly chatolic priest officiating mass. The point here is probably Isis using these events as a sort of bloody "recruitment ads" and propaganda tools, but also as means to exacerbate the relations between religious communities, thus gaining more followers after the backlash they expect to happen.
So, if this is the problem, the question stays the same: how do you counter this kind of strategy and avoid western people choosing right wingers who would do exactly what Isis expects? Organized Play Characters
Alias
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