Seven Quahs


Lost Omens Campaign Setting General Discussion

Paizo Employee Director of Brand Strategy

Is it just me or is the fact that there are seven quahs significant? Given the Shoanti's ancient history as the enslaved workers of the Thassilonians, and the seven sins, it doesn't seem like too much of a stretch to see them as related. Are they? Or am I just reaching here?


Or the quahs are descendants of the enslaved from the seven different Runelord kingdoms? It's possible. :)


Good eye. I hadn't noticed that.
I'd be surprised if this wasn't a conscious decision on the part of the designers.
Since I have a player who's playing a Sklar Quah barbarian in ROTRL, i'm gonna make it so the Sklar Quah were part of Karzoug's personal guard. When he gets to Xin -Shalast he's gonna see portraits of one of his ancestors (who of course looks exactly like his PC) repeated in friezes and mosaics throughout the city.
That should be kinda cool and creepy.

Paizo Employee Director of Brand Strategy

They do, however, say that there were supposedly nine tribes, two of which are now dead. So this doesn't fit perfectly with the theory, but it could also just be a legend among their people that isn't based in real historical fact.

Dark Archive

when i started skimming my pdf i noticed there were seven too then i tried to match them to sins and i think i only got a few to fit

i cant remember which ones fit where now though

Paizo Employee Creative Director

For all things Runelords, we generally stuck with groups of seven whenever we could as part of that adventure's theme. Groups of seven carry on here and there into other Varisia adventures as well here and there, but for the most part it's just a theme that we kept using (along with sins and giants and some other stuff) to give the adventure path more subtle ties to bind it together.

That there are seven quahs and there were seven runelords and there are seven sins is absolutely not a coincidence; it's very much by design, in other words.

Grand Lodge

Where did you find this info on quahs? Im just curious
I dont think im reading all the stuff I could be.

Jamie

James Jacobs wrote:

For all things Runelords, we generally stuck with groups of seven whenever we could as part of that adventure's theme. Groups of seven carry on here and there into other Varisia adventures as well here and there, but for the most part it's just a theme that we kept using (along with sins and giants and some other stuff) to give the adventure path more subtle ties to bind it together.

That there are seven quahs and there were seven runelords and there are seven sins is absolutely not a coincidence; it's very much by design, in other words.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
JavertCMH wrote:

Where did you find this info on quahs? Im just curious

I dont think im reading all the stuff I could be.

Jamie

A History of Ashes. Curse of the Crimson Throne vol 4 AKA Pathfinder #10.

Dark Archive

Wasn't there mention (maybe in the RotRL Players Guide?) that additional Shoanti tribes used to exist, but have been wiped out? That would seem to indicate either a) the tribes don't line up exactly 1-to-1 with the sins/Runelords, or b) continuity s@#@e happens.

Sovereign Court RPG Superstar 2009 Top 32

As for many "fated numbers", the seven can easily be maintained: If one of the tribes goes extinct, the next one recognized "takes up the mantle", and after a generation or two just always was part of the seven. If one rises but there is no "slot", well... they then have to wait as a minor clan until the next one falls.

As for a runelord mapping... the Skull Clan carries a strong necromancy vibe to me, and i think the spire might have been allied with the runelord of enchantment, but i have not yet really laid it all out.

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