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![]() There's some mishmashes about Tar-Baphon's original imprisonment. Early in 1st edition it was indicated that his body was destroyed by the Shield of Aroden embedding itself in his hand, that it was still there when he reformed, and that the crusaders sealed him away because they knew he'd reform inside of Gallowspire's dungeon, which implies his Soul-Cage was known to be down there. Later supplements have indicated that his Soul-Cage was hidden away by Urgathoa and could be anywhere in the cosmos, which--if that were the case--would kinda throw a wrench in the idea that he reformed in the dungeon. I don't expect an answer as to what his soul-cage is, of course. Or where it is. I've chalked most of these differentials up to the kinda unreliable-narrator nature of mythic history, but the inconsistencies make my brain itch a lil bit. ![]()
![]() Y'know it would be interesting to have a campaign in Cheliax proper explore (at least as a side-plot) the tension in the arts between the different factions who are using the arts to push the Thrune doctrine and those who are attempting to use those same arts to be subtly subversive. Great fuel for any bardic character. ![]()
![]() Also from this description of Vellumis (I'm drawing on the wiki admittedly but I don't think there's been more written on the city in 2e so far): "Vellumis is a scenic port, with many buildings marble-clad, domed, and colonnaded in the once-popular Chelish Old White style (characterized by whitewashed walls, ornately decorated eaves, and massive arched windows)." So this implies pretty strongly that there have been multiple different Chelish architectural styles through the ages, and that the way the city was built is presumably no longer in-vogue in Cheliax. Maybe this is because of the Thrune influence or maybe something else, but either way, I imagine there have been periods over the country's history where Azlanti style stuff was more or less common. ![]()
![]() I think whether or not that "Azlantism" is objectively good or evil is less salient to the discussion than whether or not the various offshoots of Cheliax, or Cheliax itself, care about emulating it. Given what's been established in canon (which for 2e looks ambiguous at best), it seems like your best bet is probably to just decide what works best for your game, I think. ![]()
![]() The following is all personal headcanon stuff: Cheliax in 2e has just weathered two revolutionary movements. One (the Glorious Reclamation) failed, the other (Ravounel) succeeded. I'd say this represents a pretty solid blow to the Chelish sense of superiority, and when arrogant, fascist nations have that sort of thing happen to them they tend to wrap themselves even tighter in their sense of national identity. So if you DO have their sense of legitimacy tied to their perception as being the heirs to Azlanti culture and power, it's not beyond possibility that they're pushing that hard-line even harder. But again, this is just one view. It's also possible that the Thrune Stance has moved the country away from it. I don't tend to lean into this much because ethnonationalism is such an integral part of fascist ideology, so I keep the idea that Cheliax not only sees themselves as the heirs to Azlant, but as the ONLY legitimate heirs to Azlant. ![]()
![]() Back in 1e Chelaxians were their own ethnicity descended from Azlanti ancestors mixed with Ulfen ancestors and they had a whole thing about believing themselves to be the true heirs of Azlant. Now that Cheliax's dominant group are technically ethnic Taldans in 2e I'm not sure if there's been anything confirming that they feel the same, but I also haven't seen anything implying that they DON'T still feel this way either. I'd say go with what works for your game. ![]()
![]() Kobold Catgirl wrote: Yeah, I think it's a symptom of Golarion (and D&D/PF in general) lowkey turning demons into kind of just the "kill kill kill" monsters. Demons are much more frightening and interesting if they're subtle and corruptive, with only some of them being interested in killing you. Yeah I'd much prefer to see some demons engaging in subtle manipulations of people/groups/cities/nations with their core goal being corruption and destabilization. It's even more terrifying if when found out and confronted demanding to know why they did it, the cold and frightening answer is "... do I need a reason?" ![]()
![]() My Knights of Lastwall are more similar to the old Knights of Ozem than the new book portrays. I don't have them split into two factions, They're still largely an Iomedean organization. I didn't straight up cut out the new material so much as reorganized it. Part of the reason for this is I prefer the actual knightly order to be narrower in scope, largely martial, largely LG. I keep a lot of the KOL book material as being representative of the general tide of support that's flooded to Lastwall's cause in the wake of the country's destruction rather than being entirely under the umbrella of the knighthood. This is entirely a preference thing, not a judgement of the book at all, which is great. I just like the old Knights of Ozem and didn't want to see their structure so thoroughly discarded for my own Golarion. ![]()
![]() From my big Eye of Dread campaign, this is a bit of fluff from my own writeup of Vellumis. Again, not so much a break with canon as just me coloring in between the lines: Spoilers for Tyrant's Grasp that Everyone Knows About but that I still feel the need to spoiler tag because reasons: "The Fountain: Occupying the Champion’s Square, this marble fountain dominates the vision of all who see it. At it’s center, a simple white obelisk rises into the sky. It’s surface appears perfectly pale, unblemished, until night falls, and moonlight and torchlight alike reveals that every inch of its surface is inscribed with thousands of the names of the first crusaders who died securing the beachhead that became the city.
In what some have come to consider either a miracle or a painful reminder, a shimmering light engulfed the Fountain two weeks after Vigil’s destruction, and locals realized as it faded that the names of all nine-thousand of the city’s dead had appeared upon the pale stone, joining the rolls of those who preceded them in the battle against the Tyrant. At the base of the Obelisk, visible at all times, are the following words: "Remember Us." ![]()
![]() D3stro 2119 wrote:
Oh it would definitely be something that you could only pursue with total buy-in from your table, but I like it as a way to examine those issues in a fantastical context. ![]()
![]() The Raven Black wrote:
Yeah I have no beef with this interpretation. It's not necessarily mine, and I think him being the way he is in canon is pretty internally consistent. This just worked better for the stories I want to tell. ![]()
![]() Oh another Orc change: Ardax White Hair is Neutral, not Neutral Evil. This lets me treat him as a ruler who will go to almost any lengths to protect his people, and who is a cunning, unpredictable leader without him having to be actively cruel and evil. He's balancing a lot of plates between a lot of different factions in my games, and I feel like a N alignment better reflects his ability to maneuver them successfully than a NE one. ![]()
![]() keftiu wrote:
Thank you! I just love the idea of a deity like Erastil looking at what they're trying to do as a people, and especially their defiance of Tar-Baphon and saying "You're ready. I'm here, and as long as you stand thus, I stand behind you." ![]()
![]() I dunno if I'd call it a change, since we haven't gotten a ton on this part of the setting and it's internal dynamics yet so I think of it more as me coloring in the lines and empty spaces, but: I've had the efforts of the Orcs to build sustainable and thriving community attract Erastil's attention. He has a number of clerics in Urgir that are starting to shift the culture away from its historical roots in violence and vendetta, reorienting Orcish honor-culture into things like the hunt and the concept of providing for family and less fortunate. These orcs are redefining what honor means for their people. These clerics, and their flock, are coming into conflict with more hardline orcs who remember the old ways and don't want to forsake them. This cultural conflict is forming the primary boundaries of the hurdles orcs are going to have to overcome as they try to build a nation. Bottom line, he's seen what they're trying to do, and is trying to help them. ![]()
![]() The Eye of Dread region--though I suspect Knights of Lastwall is gonna give us some of that. I'm especially curious about the relationship between the Knights and the Magaambayan Philanthropists who've showed up in Vellumis. Hell, give me a writeup of Vellumis and that'll be more than enough to fuel my current campaign for a hot minute. ![]()
![]() So something occurred to me that doesn't seem to be covered in extant Lore. It's mentioned in Arazni's writeups that she simultaneously resents Iomedae for having achieved divinity so easily, but also is proud of her for succeeding as much as she has, and recognizes that nobody should be subjected to her ordeals. But. Spoilers for Tyrant's Grasp:
We know that Iomedae was the leader of the knights of Ozem (or at least A leader among them) at the time that Arazni was summoned. This would seem to imply to me that Iomedae either was involved in summoning Arazni and binding her, or at least that she knew about it and didn't do anything to stop it. If that were true, I would imagine Arazni would view her with seething hatred. Given that she doesn't appear to, I'm not sure how to reconcile these two things. Anyone have any ideas on how to do so? Or do the devs have any way to untie this particular knot? ![]()
![]() thenobledrake wrote:
As a player, I don't want to know if the GM fudged the dice. I did not sign on to know everything they do or why. I do not need to know that. Doing so is not a violation of my trust. ![]()
![]() Verdyn wrote:
It definitely sounds like this game isn't for you, as it's designed to place balance in a place of primacy. This is a good thing, but it's also clearly not something you want. That's fine. 3.x is still there, afterall. ![]()
![]() Phillip Gastone wrote:
Can't comment on the former, but as Calistria is CN, something like that isn't utterly beyond her church's bounds, I wouldn't think. ![]()
![]() I just wanna briefly pipe up (almost never post here) and add to the discussion of competition for spotlight and say that in my various groups, I have not had this problem at all. In fact, a primary motive of every player at the table has been to ensure that everyone **else** is getting their moment in the sun. Literally people are yielding up left and right and acting in a way that elevates their teammates. It's really positive. The idea of everyone jockying for their shot isn't universal by any means. I would argue that PD2E's design both encourages this and makes it easier to do. ![]()
![]() Claxon wrote: From what I know, striking an enemy with your pommel was not uncommon when a knight faced another armored knight. The blade of their sword could not easily pierce the armor, not could it be as easily maneuvered around the joints to pierce them. But you could use it as a improvised mace to knock someone's skull in after you had bashed them enough with the sword to knock them down. Yup--HEMA teacher here. Pommel strikes are a big part of Harnisfechten (armored fighting). As is grabbing the blade midway up and using it like a short spear to get at the gaps and weak points in the armor. Also just grabbing the blade and swinging the hilt at them like a poleaxe. ![]()
![]() Okay, so, I've been going through my anniversary edition, and I'm a little curious, because it hasn't showed up yet in-text that I can find: is there a default time of year when the events of the first few adventures are assumed to take place? This is mostly just an atmosphere thing for me as I think about how to run it. ![]()
![]() Lloyd Jackson wrote:
This is an awesome metaphor for why someone might worship Rovagug and why Rovagug might accept worshippers who aren't initially motivated to bring on the apocalypse. ![]()
![]() Mikaze wrote: The Ihys/Asmodeus conflict in a nutshell ;) Now my personal headcannon for what Asmodeus sounds like when he's angry enough to lose his cool. ![]()
![]() Deadmanwalking wrote:
This is actually the heart of the disagreement, I think. Naeryn is approaching the subject from a Narrativist viewpoint, and most of of those of us who disagree are coming at it from a Simulationist angle. Note here, that there's nothing actually WRONG with this, but it both viewpoints have different emphases on what's important and it explains why there's a degree of "talking-past-each-other" going on here. ![]()
![]() I'm getting the sense that this to a very real degree comes down to that old "Only if you run it that way" argument. Which isn't a problem, it's just that it also falls into "I just disagree" territory. I think it's not unwise - from a design perspective - to design a setting the way they did, accounting for a certain type of jerkish behavior some players are known for rather than making one particularly vulnerable to it. It is, afterall, a lot easier to redesign lower level versions of NPC's than it is to tack on a whole bunch of levels. ![]()
![]() Nearyn wrote:
Results are a lot easier to get when you have levels. It's a lot easier for Ulthun II to hold power at level 6 (which isn't exactly chump-levels) when he's not dealing with a deadly, decadent court in Castle Overwatch. Lastwall is fairly united in that way. Cheliax on the other hand is a hotbed of intrigue and assassination. Look at the list of Monarchs that have preceded Abrogail II. Many of them have met bloody ends, and while the House of Thrune holds power in Cheliax, we know they've got plenty of rivals. Hell, she probably has rivals within her own family. Giving her a nice cluster of levels makes her not being a puppet or about-to-be-toppled-by-an-opportunistic-cousin a lot easier to sell to the players. ![]()
![]() Gorbacz wrote: tl;dr - this isn't a novel or a story. This is a game. It needs to take into the account game mechanics into world building and story telling. A murder mystery set in the medieval times where the victim is stabbed in his/her chest and dies looking into the eyes of the murderer is a fascinating story, but in the D&D environment it falls flat because a simple spell allows you to ask the dead body the question 'who killed you?' and render the whole mystery moot. This, pretty much. The assumptions listed above about literary figures assume that the game is intended to emulate those sorts of stories and those sorts of story outcomes.
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