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The Dragon Reborn wrote:
Jim Butler wrote:

Store Launch Update : We are delaying the launch of the new store due to two issues we’ve found. We expect this work will take 2-3 days to resolve and test, so that means we will be going dark at 8 a.m. on Monday, November 10th. We will update the blog with this latest information.

-Jim

It is better to be late and bug free than on time and buggy. Do what you need to with our support.

This also dodge doing a big update right before street release date, something that didn't go well in the past.


2 days before street release date.

Not this [bleep] again!

Coffee, energy drinks, meds, etc for the tech team better be on the house.


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Claxon wrote:

Honestly, I've always thought that war as we think of it/historical know it wouldn't exist in a world with D&D and Pathfinder style magic.

I would honestly expect a lot of magic fueled assassination attempts and sabotage taking place via a small number high level agents. The logistic of moving hundreds of men is challenging...why bother when you can send 5 through a magic portal to cripple a city's infrastructure and stop them from producing things to continue the war.

While Golarion has high magic, that high magic is very "concentrated" in a small number of people. I don't think there is any kind of widespread magical transportation system getting large quantities of people between places similar to a railway system.

the Magic thing is concentrated, thus "rare", but it is usually well known and countermeasures do exist, and Magic doesn't come with infinite uses.

But maybe we should avoid derailing the thread further.


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Come to think of it, does PF2/PF2R have rules for buying/renting properties, cost of living, building/maintaining infrastructures, etc?


Sibelius Eos Owm wrote:
I'm actually very fond of the lore explanation given for Awakened Animals - the process of awakening and gaining entirely new mental faculties sometimes scrambles old instincts that you never had to think about before, particularly for flying creatures who used to rely on a lot of unconscious factors to control their flight. They can still fly, but it takes some work to regain full control.

But that kind of things wouldn't apply well to Were-Bats, Were-raptor, and many ancestries with flight... and it get harder to justify when a race has other balancing factors.


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glass wrote:
Yes, but publishing them over 3 or 6 months does not force them to spread the writing over 3 or 6 months. They could theoretically write it in exactly the same way they will be going forward, and then just hold onto the later parts for longer.

Books 5 and 6 were often still being written when book 1 was sent to the printers, so...

Mathmuse wrote:

One other possibility is that multiple authors could better divide their areas of expertise.

-snip-

And page count would be easier, too. Currently, all three modules in an adventure path have the same length. But with all three in a single book, the length could vary. If the middle 2nd-module section needs to run long to tell its story well, cuts could come out of the 1st module or 3rd module rather than the 2nd module to fit the page count.

Two pretty good points, and they can be combined too.


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Christopher#2411504 wrote:

Flying ancestries in PF2 are tricky mechanically, as permanent flight is a rather high level ability. The 1/5/9 Featline is a elegant solution from the mechanical point of view.

However, a recent discussion about the flight feats made me realize it does cause a disconnect between NPC and PC of the same ancestries:
- A Level 2 Strix NPC can fly.
- A Level 2 Strix PC can barely "jump good".
PC's can't fly, when seemingly everyone else can.

There is the whole thing about "game balance", then the "NPCs use different rules than the PCs" thing, Howl of the Wild also has that kind of thing, and not just for flight.

I agree that having lore reasons could be nice.


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It should also translate to better internal communications to make sure everyone is on the same page, and better continuity.

Should also help (more) when crap happen, like someone having to leave the project, an author having severe Blank Page Syndrome, etc.


Phantom Genius wrote:
Souls At War wrote:
It's worse for Hell's Vengeance than other APs.
Why is that? Because the PCs are evil?

Mainly that, yes.


Shadow Dragon wrote:
Souls At War wrote:
Phantom Genius wrote:
Three weeks without a peep. Is this not an interesting AP?
Almost everyone want to play in it, but unfortunately, pretty much no one wants to run it.
That's going to be the case for any AP.

It's worse for Hell's Vengeance than other APs.


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QuidEst wrote:
Apart from some early growing pains as the AP writers adjusted to PF2, the biggest issues I've run into with APs seem to have stemmed from the limitations of the monthly format- bases and locations getting discarded because they weren't ready for the next author, abrupt shifts in tone or theme, important details not getting to the GM until it's too late, that sort of thing. APs are still going to frequently be multi-author, so I don't expect all the wrinkles to be ironed out, but I'll be happy to see the shift in action eventually.

Some of us already pointed out it should help with internal consistency, and hopefully avoid what happened in Council of Thieves, Serpent's Skull and a few others.


Phantom Genius wrote:
Three weeks without a peep. Is this not an interesting AP?

Almost everyone want to play in it, but unfortunately, pretty much no one wants to run it.


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TriOmegaZero wrote:
We calling them Adventure Modules now?

Many already referred the regular Adventures as "Modules".


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Might also help with future changes to the site, store and subscriptions.


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vyshan wrote:

So at this month's paizo live on twitch, paizo announced that they are changing from monthly releases to quarterly releases. and instead of 3, 4, or 6 books for an AP they will be 1 single volume together.

I honestly quite like this change.

Which technically could mean that books might switch from 3, 4, 5 or 6 parts "more easily".

lotrotk wrote:

Ah, that the coherence of APs will now be easier to manage, it should also be easier to release pawns once more for each AP :)

Internal coherence/consistency (writers) and

willfromamerica wrote:
I think this is purely a positive change! It’s not like anyone realistically should have been starting an AP before the whole thing was released anyway. The only downside I can think of is that there’s now more of a wait in between APs, but the logistical problems this solves as well as the cohesion it allows across an entire AP more than makes up for that.

external coherence/consistency (Game Masters, Players)


vyshan wrote:
In the stream today they mentioned we are getting a hardcover complimation next year!

This?


The Raven Black wrote:
PossibleCabbage wrote:

Like a normal AP does not really delve into the sheer amount of murder (or manslaughter), breaking and entering, assault, theft, etc. committed by the PCs. So I'm not sure we're going to dwell overmuch on war crimes.

Like there's not a significant difference between "kill all the bandits and take their stuff" and "kill all the enemy combatants and take their stuff" except for the fact that a state military might have better stuff to take.

Well, bandits IME ambush PCs and attack first. Which then makes it self-defense on the PCs part.

But what about the cases where the bandits simply have something the PCs need? PCs are still encouraged to simply slaughter them, because "bandits". Now, if what is needed is the base/headquarter...


Castilliano wrote:

1) How resistant are the Hellknights to this power grab/consolidation? I imagine they're too useful a narrative tool to disband, but they might lose some zing if they're merely government enforcers. Splitting them into...good & bad?...traditional vs. subverted? Well, splitting them would enable some PC interplay with them re: internal tensions, but that could be semi-literally bargaining with (against?) the devil, choosing the lesser evil.

2) How will Golarion's religions align in this? Can't imagine Druids happy with any sort of warfare tearing through their land whatever the cause. And will all this warfare (trauma/blood/anger/etc.) spark a new religion or birth/return/augmentation/transformation of a deity?

3) Also seems there will be a lot of odd bedfellows with PCs working alongside enemy countries from former APs/PFS scenarios. It might be interesting if neither good/Holy nor evil/Unholy won, rather some lesser evil factions reach compromises (with perhaps seeds of purer evil spawned by the war's physical and metaphysical aftermath.) Hmm.

1) a point that got brought up a lot in the past ~20 years, wonder if this will get answered.

2) good question about Deities old and new alike, in Hell's Vengeance, even Cayden decided not to touch it with a proverbial ten feet pole.

3) Very good question, and pretty much the (original) subject of the thread.


PossibleCabbage wrote:

Like a normal AP does not really delve into the sheer amount of murder (or manslaughter), breaking and entering, assault, theft, etc. committed by the PCs. So I'm not sure we're going to dwell overmuch on war crimes.

Like there's not a significant difference between "kill all the bandits and take their stuff" and "kill all the enemy combatants and take their stuff" except for the fact that a state military might have better stuff to take.

That's more or less my mantra on the subject too.

or:

The Raven Black wrote:
Given all we heard about PCs and war recently, I am pretty sure there will be no war crimes (as we define it IRL) on the PCs' side, no matter how unrealistic this is.

Might simply be the case.


cavernshark wrote:
Perfnord wrote:

Question about the Keeper of Ancorato:

it has the ability Bond with Mortal, is the intention that it does this with the whole party if they pass the test?

"After making this promise, the Keeper establishes a special bond with the entire party and grants them the gift as noted below."

Is the special bond here the BwM? Or do they only get the listed boons in the Reward section?

If they get the BwM the ability says it only works with one person. So one PC?

Or none?

I just gave them the special bond (boons in the reward section w/ edicts and anathema), not the whole Bond with Mortal from the stat block. Granting a +2 status bonus to attack and damage and 20 extra hit points to any one party member is already really unbalanced and doing it to the whole party will definitely adjust a lot of the CR math. The text notes that the Keeper is weak, so I assumed the intent was for the whole party to get the special bond as a lesser form of connection. Using Bond with Mortal would also make the Keeper more vulnerable. We know it wants to end the Shadow and needs help to do it, but probably wouldn't place itself in a compromised position especially when they don't even know yet what's causing the problem.

The AP like putting the PCs on a timer often enough that the boon is kind of a mercy.


Castilliano wrote:

Yes, but what narrative gain is there in the AP itself encouraging the removal of those moral restrictions? There are already many amoral/gray-moral APs where GMs can allow this at the table level w/o disrupting the story. I think Paizo would lose more tables than it gained were they to require removing moral restrictions in a storyline.

By asking for an explicitly Evil AP, do you want to see PC-cannibalism featured as per your example? What evil deeds should Paizo showcase if Blood Lords and the current evil adventures are too tame? How palatable could that even be?

This is probably part of why they picked Cheliax for an Evil AP, to use/keep the leash of Law.

And it does seem like we are more or less talking about the same thing, disrupting the story's flow/pace vs potentially disrupting the story's direction, the latter being subjected to loose goals/objectives vs strict goals/objectives.


Castilliano wrote:
Souls At War wrote:
Castilliano wrote:

And why couldn't you have? (Especially unwittingly.)

What would (expected) cannibalism add to an AP?

For II, would help with resources.

And part of the point being that not all Evil acts are selfish and/or destructive.

Those answers don't seem to match my questions.

snip

The initial point was about why Evil PCs are frowned upon, someone mentioned destructive/disruptive "chaotic evil" types, then I mentioned that from a writer/dev PoV, Evil PCs might not be hampered by moral restrictions like Good and Neutral ones should.


Castilliano wrote:

And why couldn't you have? (Especially unwittingly.)

What would (expected) cannibalism add to an AP?

For II, would help with resources.

And part of the point being that not all Evil acts are selfish and/or destructive.

The Raven Black wrote:
Walkena got stronger because of the Godsrain and used it to strengthen his army according to War of Immortals.

And his problems could be similarly empowered.

Granted, maybe he is meant to somewhat become an equivalent of the Whispering Tyrant in Garund.


Castilliano wrote:

What kind of evil things do you want your PCs to do? (or get away with)

And why can't your PCs do those in the morally gray APs?

Not that I think an evil AP has enough market value, and may even lose Paizo more subscribers than it gains. And to be Evil-Evil Paizo would have to break its PG-13 standards which I don't foresee given how much they have to finesse hard topics already.
A hard-R module might be more reasonable, or optional path/alliance w/ evil faction within an AP w/ sidebars guiding GMs. They've done that in PF1 APs & PFS1 one-shots.

Potential example: in Ironfang Invasion, convert the other refugees to cannibalism, wittingly or not, it's evil but can still increase the chances of survival.


Castilliano wrote:
Souls At War wrote:

Problem with Evil PCs would be that they are unbothered by moral choices.

Now, the issues with the players of Evil PCs on the other hand.

That's a succinct way to sum up how difficult it can be to write for evil PCs; if there's no moral compass, what's guiding them? Any "free to be evil" AP might actually be more limiting because the party would need a different overriding reason to risk their lives or even bond together (and with such dubious folk at that!). If they're all greedy, power-hungry backstabbers or in a literally cutthroat community, that's self-destructive.

Freedom of choices isn't freedom of consequences from said choices, and Evil doesn't need to be self-destructive either.

Arkat wrote:
Souls At War wrote:

Problem with Evil PCs would be that they are unbothered by moral choices.

No.

You're describing Chaotic/Neutral Evil to put it in a D&D/PF1E perspective.

Lawful Evil definitely is not that way. They have rules. Sticking to the rules IS a moral choice for them.

A Merciless Meritocracy definitely makes moral choices even if it's mostly at the expense of chaos.

Ethic vs Moral.

LG, LN and LE also worry about another definition of Moral.


Castilliano wrote:
Trouble with playing evil PCs is that a lot of evil actions require punching down, navigating real world trauma, or harming good people that the players (hopefully) empathize with. Even by working for an evil organization, the PCs would be empowering that. That's all awkward for an immersive game. It's one thing to read about/watch American Psycho or Hannibal, but such roles are taxing on actors (and many in the audience). How many tables want to gamble that all of their players will be comfortable with whatever evil deeds the scenarios require? And that's not counting those (of which I've GMed a few) that see such license as excuse to indulge in atrocious behavior beyond the story's parameters. (There's a reason PFS had to remove Torture as a profession for one's day job.)

Problem with Evil PCs would be that they are unbothered by moral choices.

Now, the issues with the players of Evil PCs on the other hand.


Set wrote:

Yeah, Gorum seems to be about 'war to feel alive!' and Szuriel is all about 'war to make people dead!'

Totally diff vibes, IMO.

(Weirdly, Urgathoa had War in PF1, and her whole schtick seemed to be 'leave me alone to eat and party and be a complete hedonist,' and even read like she found Pharasma hating her to be not really terribly interesting enough to 'hate her back.' Just too darn selfish and self-centered to take seriously or give serious thought to gods who thought they were her nemeses! Seems to be a theme for the necro clique. Geb was kind of same way, at times. "The Knights of Ozem? Never heard of them. But they attacked me, I guess I will punish them *spectacularly,* and then, never give them another thought...")

I could definitely see Lamashtu taking that ball and running with it. She's already got gnolls, minotaurs and hobgoblins (as well as goblins and bugbears) among her more fighty followers, and probably a fair number of ogres as well.

And then there's Moloch. He's totally ripe for being a guiding principle behind legions of soldiers in places like Molthune, Isger, Cheliax and even Oprak or Druma! Sort of a 'god of the army man' like Anhur was in Egypt, or Mithras in Rome, super-popular with the military, with priests marching with the troops, practically unknown to the urban civilian who doesn't have military experience or close kin in the army.

More a god of professional soldiers than screaming bloodthirsty barbarians, tho.

Kinda reminds me we could use a bit more deities of battles/combats/fights than conflicts/wars


As long as paizo is careful about which it favour and how much.

Philo Pharynx wrote:
I do think that Paizo should probably keep it on a separate forum. Or at least require "paid" in the post title. I've read a few games and started getting interested to find the buried lede that it was a paid game.

Society Play had a similar issue around the time things shifted from many people thinking Society Play was unwelcome in PbP/online campaign to many people thinking PbP/OC was exclusively for Society Play.

Ira kroll wrote:

I want to look at the economics of this.

-snip-

This is similar to a trend I am seeing in my LFGS (Local Friendly Game Store). Several stores in my area are now charging a per-table fee for RPG gamers. Not all are. As opposed to card-flippers, which tend to bring in lots of income to a store, dice-rollers tend to have their costs outside the store (dice, minis, paid online character systems like Pathbuilder). They don't really make up the lost opportunity cost through selling sodas and candybars. So, it is understandable they want to charge for taking up space in their store. While I personally do not attend at a paid table store, it is understandable and reasonable that such exist. And, this may be the way things will move in the future.

You do bring a good point about the availability of physical space for offline games.

There is also some people who might turn a hobby into a secondary or even main source of incomes.


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Kinda glad if optimization become more optional than mandatory.

for Easy vs Hard, a few things/variations to think about:

- Level of optimization and synergy or lack thereof.
- Number of PCs (already mentioned).
- Relation to the Random Numbers God.


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How are area D and area E connected? text doesn't say much, and the map for area D doesn't show any.


Archpaladin Zousha wrote:
Perpdepog wrote:
Archpaladin Zousha wrote:
Stepping into the Doylist perspective for a moment, it WOULD be kind of cool if Paizo decided to shake up not just their status quo, but the fantasy RPG status quo in general by having Asmodeus dethroned in their version of Hell as a way of making it more distinct from its predecessor (which is so entrenched in the RPG-playing public's consciousness that people STILL call it "the Nine Hells" when playing Pathfinder even though that hasn't been the case in the actual text for YEARS)!
You're referring specifically to the name "The Nine Hells," right? Not the actual number of distinct zones? Just double checking that I didn't miss some shakeup to the layout of Hell in PF's cosmology, somehow.
Yeah, just the name. It just bugs me when I'm playing Pathfinder and a player character says "Hells!" or "What in the Hells?" due to this cultural inertia. This isn't Forgotten Realms! Similar to how it annoys me when someone says they'll stay behind to "hold down the fort." The fort is not a bouncy castle filled with helium! It's just "hold the fort!" It's a military metaphor!

"Holding down the fort" sounds like a mix of "hold the fort" and "holding the enemies down" which tend to be used instead of "holding off".


As a side note, the "get latest adventure path" button still point to Spore War.


Veltharis wrote:
Souls At War wrote:
Arkat wrote:
Souls At War wrote:


You are looking at this from Asmodeus' perspective, not House Thrune's...

Asmodeus is a god, so his perspective is the most important one.
Remember that mortals tend to be full of themselves.

*Channeling Red of Overly Sarcastic Productions*

"Hubris: It's okay when the gods do it."

More realistically, it depends on what House Thrune has to offer. Asmodeus certainly wouldn't be willing to renegotiate the terms of the contract with House Thrune for "less" than what he gets out of it currently, but that's only if House Thrune is offering "less".

If House Thrune can get their hands on something that Asmodeus values more than what he currently gets out of their contract, then they may have a viable bargaining position.

Or House Thrune simply doesn't want to risk the contract going to someone else.


Arkat wrote:
Souls At War wrote:


You are looking at this from Asmodeus' perspective, not House Thrune's...

Asmodeus is a god, so his perspective is the most important one.

Remember that mortals tend to be full of themselves.


Arkat wrote:
Souls At War wrote:


Could be less "overthrowing" and more about renegotiations.

So you think there's a possibility Asmodeus would settle for something LESS than the Thrunes' souls?

I'm assuming, of course, that those were the only things (besides the "Soul of Cheliax," whatever the heck that is :eyeroll: ) that were promised to Hell.

You are looking at this from Asmodeus' perspective, not House Thrune's...


PossibleCabbage wrote:
There are probably powers in Hell who wouldn't mind a change in leadership (like Erecura's whole deal is "she's up to something, but you won't find out until too late to do anything about it") but I would be surprised if any of them figure this is the right time to make their move.

It's probably faster to list who is loyal to Asmodeus by this point, so that.

Arkat wrote:
The Raven Black wrote:

And now I wonder if Abby wants to use the warshards AGAINST Hell.

Or maybe to attempt a coup there.

You'd think her two minders would catch wind of that and steer her away from such plots.

Planning to overthrow and takeover Isger or Andoran is one thing, overthrowing Asmodeus is a whole different ballgame.

Abrogail II isn't even Mythic. How the heck is she going to takeover Hell?

Those Warshards had better be VERY powerful!

Could be less "overthrowing" and more about renegotiations.


Arkat wrote:
Veltharis wrote:


I mean, that's assuming Asmodeus wasn't using Moloch as a backchannel to leak the information to Szuriel in the first place.

This is possible. I guess, if Abrogail the First was smart, she could have insisted on an NDA for the contract. Whether she did or not remains to be seen.

Veltharis wrote:
Whether Asmodeus actually wants House Thrune to default or simply wants to put some extra pressure on them, I think it's safe to assume the contract is set up in a way where Asmodeus benefits either way.

This is also a good point. But it sure seems like the Thrunes did such a masterful job with the contract that I don't expect there to be any "gotcha" clauses in it. The contract has been in effect for 85 years and neither side has complained about its terms for that period as far as I know. If something was a problem in it, I expect it would have surfaced before now.

Sure, Asmodeus makes out either way. He makes out if both parties keep their bargains and he makes out if the Thrunes default.

The only way Asmodeus doesn't make out if he doesn't keep HIS end of the bargain.

If I were Asmodeus, for sure I'd keep my promises. That way, I'd always win.

The whole Kintargo thing was Abrogail the first doing, and barely anyone knew about it, so there could be other hidden (read, forgotten) gotcha like it.

And like I said earlier, that House Thrune goes out of its way to get rid of potential rivals suggest there are also some gotcha known only to them and Hell.


Arkat wrote:
Archpaladin Zousha wrote:
The book doesn't elaborate, but given the language used (namely, "default") it seems what this Rider (Owyn Darkoath by name, now that I can reference the book again) hopes that the war will force Abrogail II into a position where she can no longer hold up her end of the bargain, which I imagine would mean helping steer things so Cheliax loses BADLY. Given that at that stage, Cheliax would basically no longer be able to prosecute any war, the goal is for the victors of the conflict to be immediately forced into battle with basically a Hellish invasion of Golarion while they're battered and tired from fighting Cheliax. The whys of the war aren't important to Owyn. Just the eventual scale of it.

Ok, sure Owyn Darkoath is riding around along the Cheliax/Andoran border hoping to stir up trouble. Fine.

That still doesn't explain HOW he's going to force Thrune to default on the contract.

AFAIK, only one condition of the contract has ever been disclosed by Paizo - that is it has to be renewed yearly in the Barrowood. (See Paizo #106 starting on page 41)

As I said earlier, unless there's some other undisclosed part of the contract that can also be disrupted, I just don't see Paizo getting Mr. Darkoath to disrupt the yearly ritual to renew the Thrunes' contract with Hell. BTW, the Barrowood isn't anywhere near Andoran, so that's even more reason the rider is going to try something else.

THAT's what I'm curious about. What other provision is there in the contract he thinks he can mess up on Thrune's part? Even more importantly, how did he find out about this provision? It isn't like he could just fill out a FOIA request and get a copy of the contract he could then peruse.

Guess we will have to wait and see what Paizo has planned then.


Arkat wrote:
Souls At War wrote:

Both Hell's Rebels and Hell's Vengeance gave at least one way to break/null the contract.

And my question is more about Hell needing the contract with House Thrune.

It's clear that House Thrune won't break the Kintargo Contract. If they were going to, they would have done it long before now.

Regarding the Hell's Vengeance AP, I suppose an outsider could interfere with renewing the Thrune contract with Hell, but I doubt Paizo would try to go that route again. Re-using a plot like that just smacks of poor storytelling and/or laziness.

You do raise a decent point about Hell needing House Thrune but, again, Thrune has a contract. Unless Thrune explicitly breaks it, I guarantee you Hell will comply with it regardless.

Is it possible that some devil gets a third party to cause House Thrune to break their contract with Asmodeus? Sure. But, again, Paizo already tried that particular plot. I doubt they'd do it again.

It's indirectly implied that Asmodeus can transfer the contract to someone else, and that there might be a bypass to needing Thrune's consent, but there might also be some extra clauses regarding the souls of House Thrune that make this a potential loss for Hell.


Arkat wrote:
Souls At War wrote:

So there is a possibility Hell has less and less need for House Thrune.

Maybe. But Abrogail II has a contract.

Hell has to figure out a way to get her to break the contract because they sure as heck aren't going to.

And there isn't going to be any weaselly unknown loopholes in the contract that Hell is going to be able to exploit to get out of their bargain, either.

No, Abrogail will have to affirmatively and unquestionably BREAK it.

Good luck with that.

Both Hell's Rebels and Hell's Vengeance gave at least one way to break/null the contract.

And my question is more about Hell needing the contract with House Thrune.


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The Raven Black wrote:

From the Hellfire Crisis page : "prevent the diabolic forces of Hell from overtaking the world."

Maybe Hell is getting tired of Cheliax keeping on losing. So the devils arrange behind the scenes for an excuse to take a far more active hand in the setting.

Kinda goes with what I asked in the revious page:

Can House Thrune exist/survive without Infernal Cheliax?
and
Can Infernal Cheliax exist without House Thrune?

So there is a possibility Hell has less and less need for House Thrune.


Evan Tarlton wrote:
From a meta standpoint, it makes perfect sense. Cheliax isn't quite in a position to throw its weight around if it doesn't have to, and if it was the aggressor Andoran would gain a lot of support because everyone would want this over quickly and nobody wants the devils to get a win. Andoran being the aggressor changes the dynamic, because a lot of countries aren't too sure about its political system and because it already has few qualms about asserting itself. Oh yeah, and there's a super lich who is going to be a huge headache soon, so starting something unnecessary now will not be well received.

and the Glorious Reclamation fiasco is still relatively recent, it could weight in many people decisions/indecisions.

PossibleCabbage wrote:

I mean, "getting Isger out from under the thumb of Cheliax" is itself a noble goal. Like Isger is literally "not part of Cheliax" so it's reasonable to think that they shouldn't be as beholden to Thrune as they have been of late.

Probably if I was to anticipate an endgame here it's less that Thrune is deposed or Cheliax is under the control of Hell itself or alternatively good people, but that Isger becomes an independent state/satellite state of Andoran.

Among other things, that can bring two questions/scenarios to mind:

Can House Thrune exist/survive without Infernal Cheliax?
and
Can Infernal Cheliax exist without House Thrune?


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Torrent and Nail are based out of Cheliax, so it kinda make senses they would say no.

Still curious about Scourge, who should oppose this, but maybe not publicly, and Gate who is usually the other "screw politic" order.

and maybe Crux, dilemma between hating other Hellknights and liking the idea of being a death-squad again?


Veltharis wrote:

Watching the PaizoCon Keynote and Hellfire Crisis panels.

Seems Abrogail's response to Eagle Knights kicking the Order of the Rack out of Breachill is to officially nationalize the Hellknight orders as agents of the Chelaxian state.

Not sure how I feel about that...

EDIT: They mention a bit later that some of the orders refuse to submit to the crown, so there are still some independent Hellknights out there. They specifically called out the Orders of the Torrent and Nail as such.

Odd, the Order of the Scourge should also have issues with all of that.


Seeing similarities with the Glorious Reclamation thing.

PossibleCabbage wrote:
keftiu wrote:
Andoren troops in Isger feels like quite the escalation to one Andoren citizen's execution - by Hellknights, not even Chelish troops!

The reason this is a good Casus belli is that Hellknights are not de jure agents of the Chellish state, but it's easy to see many contexts of them being seen as de facto agents of Thrune.

Like there has to be a compelling reason for the two sides not to prefer to deescalate. Cheliax is justified in saying that they are not responsible for Hellknights, and cannot tolerate Andoran troops that close to their border, after all.

and the Order of the Rack is more "loyal" to Thrune than most if I remember correctly.


PossibleCabbage wrote:
Souls At War wrote:
PossibleCabbage wrote:
It genuinely feels unlikely that Cheliax is going to prevail here, since the Pathfinder Society is throwing its weight against Cheliax (what with Thrune closing the lodges in her country) and we know how much weight they carry in the metaplot.
While Cheliax is one of the few that outright kicked them out, many nations would like the Pathfinder Society to be more careful, then there is the Aspis thing.

The observation that "whichever side the Pathfinder Society ends up on is likely to prevail" is less about actual geopolitics and more that the actions of the Pathfinder Society in the metaplot will he modeled in PFS scenarios and you don't really want to just tell your dedicated organized play people that everything they did was pointless due to editorial fiat.

Like when PFS sets out to do something over the course of a season, that thing usually happens.

Maybe we shouldn't conflate Pathfinder Society the faction with Society Play here.


Question could also be asked about a dedicated Campaign Setting board/sub-forum.


Almost sound like a thread about Space Amish. Curse you TV Tropes!

For the gods stuff, it is useful to remember Pathfinder and Starfinder don't have "Over-Deities"


PossibleCabbage wrote:
It genuinely feels unlikely that Cheliax is going to prevail here, since the Pathfinder Society is throwing its weight against Cheliax (what with Thrune closing the lodges in her country) and we know how much weight they carry in the metaplot.

While Cheliax is one of the few that outright kicked them out, many nations would like the Pathfinder Society to be more careful, then there is the Aspis thing.


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And the mess with the Glorious Reclamation is still recent, so even some of Thrune's detractors might tell Andoran the shove it, especially if they know about the Lumber Consortium BS.

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