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Paizo Employee Creative Director

Rune wrote:
Regarding that Arueshalae question, could I bother you for any other suggestions? I'd like to offer some to my group so we can decide on it.

I actually try to avoid doing design work here, mostly as a time-management thing, but also because it starts to open a door to me doing free work that doesn't sit well with me... sorry!

Paizo Employee Creative Director

I'm Hiding In Your Closet wrote:
There are other kinds of Lovecraftian deity worshippers though - weirdo magicians, Randolph Carter-types, misanthropes who see more value in that part of nature which is not human-hearted (to paraphrase Lao Tzu), non-Evil lunatics, etc. (as I've heard it said, you don't find religion, religion finds you).

Most of which don't mix that well with the teamwork-goals of a PC party and/or the Pathfinders, which is my point.


James Jacobs wrote:
I actually try to avoid doing design work here, mostly as a time-management thing, but also because it starts to open a door to me doing free work that doesn't sit well with me... sorry!

Not a problem, thank you for the quick response and for an awesome adventure!

Owner - Gator Games & Hobby

I recently dropped Ayavah into my ongoing Wrath of the Righteous campaign and I love her as an NPC! A Song of Silver was worth the buy just for the bonus NPCs even if I don't get to run Hell's Rebels.

I do have a question about her integration into Wrath though:

Wrath of the Righteous Spoilers:
I think there's a reasonable chance that my group will either invite her along to the Midnight Isle, or that she'll stow away when they head over there anyways.

One of my favorite parts of her design is how she and Arueshalae are such an unwittingly bad influence on each other, and I was wondering if you had any thoughts on how she'd react to meeting Nocticula?

Scarab Sages

My game has a town with a very Patriachal society that is also evil. I planned on having them worship a Male version of Lamashtu to reflect their mysogynistic viewpoint. Would Lamashtu still answer their evil clerical prayers and grant spells or would this gender swapping of her piss her off.


Would it be fair to say that Lamashtu might actually be a misogynist deity? In the sense of "all you're good for is breeding stock."

(Though perhaps that's just her attitude towards non-worshipers.)

Dark Archive

Pathfinder Adventure Path Subscriber
James Jacobs wrote:
I'm Hiding In Your Closet wrote:
No, I mean, given that the Mythos pantheon is illegal in Society play, what Society-legal deities would, in your judgment, make the best substitutes for characters who might otherwise have gravitated to Mythos deities were they legal?
I don't really keep track of which ones are legal and which ones aren't, so I dunno. Groetus maybe? Frankly... PFS players shouldn't play their "destruction entropy Lovecraftan deity worshiper" characters for PFS anyway. Cheating that by building a character who worships a replacement is kinda lame. Save that character build for home games I say.

I came to the same conclusion with my PFS summoner with an eldritch abomination eidolon, James. Groetus is the closest legal option I could find. :)

Paizo Employee Creative Director

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Cwethan wrote:

I recently dropped Ayavah into my ongoing Wrath of the Righteous campaign and I love her as an NPC! A Song of Silver was worth the buy just for the bonus NPCs even if I don't get to run Hell's Rebels.

I do have a question about her integration into Wrath though:

Spoiler:
I think there's a reasonable chance that my group will either invite her along to the Midnight Isle, or that she'll stow away when they head over there anyways.
One of my favorite parts of her design is how she and Arueshalae are such an unwittingly bad influence on each other, and I was wondering if you had any thoughts on how she'd react to meeting Nocticula?

At this point...

Spoiler:
Her meeting Nocticula would probably be bad for her faith; she'd realize the true majesty and power and demonic strength of Nocticula and would probably abandon her heresy and become chaotic evil. If she's on her own, that is. If she's with the PCs, I'd leave it in THEIR hands to help her stand her ground, and perhaps that might even reverse things—that in this case, Nocticula meeting the PCs and Ayavah and noting their support may be the final straw to push Nocticula over toward transitioning to chaotic neutral.

OR! If I were writing a novel about Ayavah and Nocticula, she'd do it on her own. But since you're talking about it being a game... you don't want to steal agency or the spotlight from the PCs. Make them the ones who make a difference.

Paizo Employee Creative Director

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Kelban Alenark wrote:
My game has a town with a very Patriachal society that is also evil. I planned on having them worship a Male version of Lamashtu to reflect their mysogynistic viewpoint. Would Lamashtu still answer their evil clerical prayers and grant spells or would this gender swapping of her piss her off.

That's up to you. I have NEVER been a fan of deities pretending to be something other than they are and "tricking" their worshipers. If I wanted to run or write this adventure, the evil patriarchs would likely worship Socothbenoth. Or ... you know... Asmodeus, who's ALREADY the custom-made deity for this type of thing.

Paizo Employee Creative Director

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Zhangar wrote:

Would it be fair to say that Lamashtu might actually be a misogynist deity? In the sense of "all you're good for is breeding stock."

(Though perhaps that's just her attitude towards non-worshipers.)

Absolutely not.

Paizo Employee Creative Director

Misroi wrote:
James Jacobs wrote:
I'm Hiding In Your Closet wrote:
No, I mean, given that the Mythos pantheon is illegal in Society play, what Society-legal deities would, in your judgment, make the best substitutes for characters who might otherwise have gravitated to Mythos deities were they legal?
I don't really keep track of which ones are legal and which ones aren't, so I dunno. Groetus maybe? Frankly... PFS players shouldn't play their "destruction entropy Lovecraftan deity worshiper" characters for PFS anyway. Cheating that by building a character who worships a replacement is kinda lame. Save that character build for home games I say.
I came to the same conclusion with my PFS summoner with an eldritch abomination eidolon, James. Groetus is the closest legal option I could find. :)

And frankly? I think Groetus is knid of a terrible choice for a PC worshiper anyway. Some deities are better "saved for the GM" I think.

Silver Crusade

James Jacobs wrote:
Cwethan wrote:

I recently dropped Ayavah into my ongoing Wrath of the Righteous campaign and I love her as an NPC! A Song of Silver was worth the buy just for the bonus NPCs even if I don't get to run Hell's Rebels.

I do have a question about her integration into Wrath though:

** spoiler omitted **

At this point... ** spoiler omitted **

That OR...


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

What are your thoughts about "PCs are supposed to lose" encounters? Like you are supposed to all fail your save to that you can be captured as a plot device kind of thing. Obviously these need to be few and far between, but that being said, have you used them in your design work or your home games? If you have used them, how do you structure it? Do you run it as a full encounter, just with some PC futility, or is it more of a "cut scene" or only a round or two before switching to more of a narrative for the encounter?

Have you had a chance to play the Obsidian Pathfinder Card Game? Any thoughts?

Paizo Employee Creative Director

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j b 200 wrote:

What are your thoughts about "PCs are supposed to lose" encounters? Like you are supposed to all fail your save to that you can be captured as a plot device kind of thing. Obviously these need to be few and far between, but that being said, have you used them in your design work or your home games? If you have used them, how do you structure it? Do you run it as a full encounter, just with some PC futility, or is it more of a "cut scene" or only a round or two before switching to more of a narrative for the encounter?

Have you had a chance to play the Obsidian Pathfinder Card Game? Any thoughts?

I think encounters designed with the "PCs are supposed to lose" are lame, unworkable, and bad design. PCs don't KNOW they're supposed to lose, and will (rightfully, given lack of information about the plot) do their best to survive and win, and that means that most encounters built in this way will either result in TPKs or, if the PCs DO lose and are captured, will engender frustration and mistrust in the GM and the adventure. The concept that the PCs never had any agency and are being forced along into a plot is bad design however it's built, be it an encounter "where they're supposed to lose" or simply read-aloud text that informs them of their actions and doesn't let them choose what to do.

When I have a situation where I need to set up a loss, I ALWAYS engineer it so that situation occurs before the campaign begins. Be it "you were shipwrecked on an island and now must survive" (see Serpent's Skull) or "your city was attacked and you and four NPCs have fallen into a hole in the ground and must now navigate your way out to safety" (see Wrath of the Righteous) or "you've been captured an pressed into service aboard a pirate ship" (see Skull & Shackles), setting such events BEFORE the players get control of their characters allows you to set up an entire campaign based on this loss without forcing the players to feel loss of agency.

I've not yet played with the Obsidian card game, but I've watched it played and am eager to try it out myself. We DID all have the opportunity to playtest it here, but I opted out, because sometimes I want to experience things as fun and not as work.


While I'm here, a few questions for you about the Midnight Isles.

So, we all know *how* Nocticula gets new islands, but do demon lords need to be slain in the Midnight Isles to become one? Or would it be possible for a demon lord killed elsewhere to turn into one if its body was brought back and offered to Nocticula?

Similarly, how big are the Isles? Taken as a whole, how many are there, and the size of the 'capital' Alushinyrra? From what I gather, a Demon Lord's realm is typically planetary in scale at a minimum, so how much of Nocticula's realm is occupied as opposed to just being Abyssal sea?

Paizo Employee Creative Director

Desril wrote:

While I'm here, a few questions for you about the Midnight Isles.

So, we all know *how* Nocticula gets new islands, but do demon lords need to be slain in the Midnight Isles to become one? Or would it be possible for a demon lord killed elsewhere to turn into one if its body was brought back and offered to Nocticula?

Similarly, how big are the Isles? Taken as a whole, how many are there, and the size of the 'capital' Alushinyrra? From what I gather, a Demon Lord's realm is typically planetary in scale at a minimum, so how much of Nocticula's realm is occupied as opposed to just being Abyssal sea?

They just need to be slain by Nocticula. Doesn't matter where they are when she kills them.

The article on her city and realm in "The Midnight Isles" provides a map of her realm. There are a lot of islands.

The size of a demon lord's realm varies greatly, and its size is not always a direct indication of that demon lord's power. For example, Alaska is the largest US state, but it's far from the most powerful one.


Ah, so they must be slain by Nocticula personally? A loyal servant/devout following can't do the killing and then just gate the body over to Nocticula?

....actually, on that note, how does one travel through the Abyss? Do you need to use Plane Shift/Gate to go from one Demon Lord's realm to another, or are all the layers of the Abyss the same plane for the purposes of those spells and you need Greater/Interplanetary Teleport to get around?

Paizo Employee Creative Director

Desril wrote:

Ah, so they must be slain by Nocticula personally? A loyal servant/devout following can't do the killing and then just gate the body over to Nocticula?

....actually, on that note, how does one travel through the Abyss? Do you need to use Plane Shift/Gate to go from one Demon Lord's realm to another, or are all the layers of the Abyss the same plane for the purposes of those spells and you need Greater/Interplanetary Teleport to get around?

Correct. Nocticula must kill them. If one of her underlings does, the demon lord just goes to the Rift of Repose.

Plane shift or gate is normally the way you travel from one Abyssal realm to the next, yes, but some are small enough or adjacent enough or are linked by portals that you could walk/fly/swim/whatever.

The Exchange

Hey there, I'm a huge fan of Iron Gods, and of Androffa, personally. I've always adored a bit of Sci-Fi in my fantasy, and the Adventure Path as a whole has quickly become one of my favorites.

I am curious though.

I'm playing an android character in a custom game, one who crashed into Modern Day Golarion while attempting to scout out the planet. I was under the assumption that Androffa was still this highly technological, no magic type place.

However, I did notice that Androffa recently suffered at the hands of certain gods, getting all smitten and "reset", as it was.

Would a Modern Day version of Androffa be similar to the one that existed during the time of the Divinity crash? I was imagining that they'd be even /more/ technologically advanced.

Am I mistaken?

Paizo Employee Creative Director

Bohz Karah't wrote:

Hey there, I'm a huge fan of Iron Gods, and of Androffa, personally. I've always adored a bit of Sci-Fi in my fantasy, and the Adventure Path as a whole has quickly become one of my favorites.

I am curious though.

I'm playing an android character in a custom game, one who crashed into Modern Day Golarion while attempting to scout out the planet. I was under the assumption that Androffa was still this highly technological, no magic type place.

However, I did notice that Androffa recently suffered at the hands of certain gods, getting all smitten and "reset", as it was.

Would a Modern Day version of Androffa be similar to the one that existed during the time of the Divinity crash? I was imagining that they'd be even /more/ technologically advanced.

Am I mistaken?

Recently? No. Androffa lost its technology and went into a dark age of its own about 9,000 or so years ago, and has since developed into a world VERY much like Golarion. It had magic back in the day, but today, there's ironically more technology on Golarion than remains on Androffa. "Modern" Androffa (contemporary with Golarion in 4716 AR) would be the same type of world as Golarion, with elves and dragons and worshipers of Urgathoa and Desna and Sarenrae and clerics and wizards and all that.


James Jacobs wrote:
Bohz Karah't wrote:

Hey there, I'm a huge fan of Iron Gods, and of Androffa, personally. I've always adored a bit of Sci-Fi in my fantasy, and the Adventure Path as a whole has quickly become one of my favorites.

I am curious though.

I'm playing an android character in a custom game, one who crashed into Modern Day Golarion while attempting to scout out the planet. I was under the assumption that Androffa was still this highly technological, no magic type place.

However, I did notice that Androffa recently suffered at the hands of certain gods, getting all smitten and "reset", as it was.

Would a Modern Day version of Androffa be similar to the one that existed during the time of the Divinity crash? I was imagining that they'd be even /more/ technologically advanced.

Am I mistaken?

Recently? No. Androffa lost its technology and went into a dark age of its own about 9,000 or so years ago, and has since developed into a world VERY much like Golarion. It had magic back in the day, but today, there's ironically more technology on Golarion than remains on Androffa. "Modern" Androffa (contemporary with Golarion in 4716 AR) would be the same type of world as Golarion, with elves and dragons and worshipers of Urgathoa and Desna and Sarenrae and clerics and wizards and all that.

So in other words, compared to Golarion, Androffa is now more "primitive" in BOTH magic and technology? Was it's holocaust due to the same forces that Destiny was trying to flee?

Paizo Employee Creative Director

1 person marked this as a favorite.
Drahliana Moonrunner wrote:
James Jacobs wrote:
Bohz Karah't wrote:

Hey there, I'm a huge fan of Iron Gods, and of Androffa, personally. I've always adored a bit of Sci-Fi in my fantasy, and the Adventure Path as a whole has quickly become one of my favorites.

I am curious though.

I'm playing an android character in a custom game, one who crashed into Modern Day Golarion while attempting to scout out the planet. I was under the assumption that Androffa was still this highly technological, no magic type place.

However, I did notice that Androffa recently suffered at the hands of certain gods, getting all smitten and "reset", as it was.

Would a Modern Day version of Androffa be similar to the one that existed during the time of the Divinity crash? I was imagining that they'd be even /more/ technologically advanced.

Am I mistaken?

Recently? No. Androffa lost its technology and went into a dark age of its own about 9,000 or so years ago, and has since developed into a world VERY much like Golarion. It had magic back in the day, but today, there's ironically more technology on Golarion than remains on Androffa. "Modern" Androffa (contemporary with Golarion in 4716 AR) would be the same type of world as Golarion, with elves and dragons and worshipers of Urgathoa and Desna and Sarenrae and clerics and wizards and all that.
So in other words, compared to Golarion, Androffa is now more "primitive" in BOTH magic and technology? Was it's holocaust due to the same forces that Destiny was trying to flee?

Nope. Compared to Golarion, Androffa is equal to Golarion in magic and technology—the technology on Androffa is just more tightly controlled (it's mostly locked away inside a demiplane accessible via an island near the north pole). Androffa is, in fact, my homebrew setting, and a LOT of what first got designed for it is now part of Golarion.

It's apocalypse was something entirely unrelated to Divinity's fate.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

WotR Spoilers:
I've previously asked you about the Azverindus Rite detailed in Demon's Heresy, and you confirmed that it's one way a tiefling could come into existence without being BORN as such (the idea being that the Rite was interrupted before the victim's transformation into a demon is complete, which is the essence of the Stolen Fury character background). My question now is an elaboration on that and its effect on Demon's Heresy's narrative: how "transformed" might such a character be without "giving away" the nature of the Azverindus Rite? Part of the narrative arc for players who take the Stolen Fury trait is that they have no clue as to what the rite they were subjected to as a child actually DID, and stopping it in Demon's Heresy causes them to finally understand what happened to them, and how close they came to becoming a monster. I wonder if an Azverindus-transformed tiefling who had obvious marks of Abyssal heritage he/she didn't have before the Rite, like a deformed arm or even the basic horns and a tail might be a dead giveaway as to the purpose of the Azverindus Rite, or at least clue the player in enough that they can figure it out on their own before the big reveal in Demon's Heresy. What are your thoughts, both as a GM and as one of the masterminds behind WotR in general?

Grand Lodge

James Jacobs wrote:
Drahliana Moonrunner wrote:
James Jacobs wrote:
Bohz Karah't wrote:

Hey there, I'm a huge fan of Iron Gods, and of Androffa, personally. I've always adored a bit of Sci-Fi in my fantasy, and the Adventure Path as a whole has quickly become one of my favorites.

I am curious though.

I'm playing an android character in a custom game, one who crashed into Modern Day Golarion while attempting to scout out the planet. I was under the assumption that Androffa was still this highly technological, no magic type place.

However, I did notice that Androffa recently suffered at the hands of certain gods, getting all smitten and "reset", as it was.

Would a Modern Day version of Androffa be similar to the one that existed during the time of the Divinity crash? I was imagining that they'd be even /more/ technologically advanced.

Am I mistaken?

Recently? No. Androffa lost its technology and went into a dark age of its own about 9,000 or so years ago, and has since developed into a world VERY much like Golarion. It had magic back in the day, but today, there's ironically more technology on Golarion than remains on Androffa. "Modern" Androffa (contemporary with Golarion in 4716 AR) would be the same type of world as Golarion, with elves and dragons and worshipers of Urgathoa and Desna and Sarenrae and clerics and wizards and all that.
So in other words, compared to Golarion, Androffa is now more "primitive" in BOTH magic and technology? Was it's holocaust due to the same forces that Destiny was trying to flee?

Nope. Compared to Golarion, Androffa is equal to Golarion in magic and technology—the technology on Androffa is just more tightly controlled (it's mostly locked away inside a demiplane accessible via an island near the north pole). Androffa is, in fact, my homebrew setting, and a LOT of what first got designed for it is now part of Golarion.

It's apocalypse was something entirely unrelated to Divinity's fate.

Why was their technology locked inside a demiplane? Was it considered to dangerous or something?

Paizo Employee Creative Director

Archpaladin Zousha wrote:

Spoiler:
I've previously asked you about the Azverindus Rite detailed in Demon's Heresy, and you confirmed that it's one way a tiefling could come into existence without being BORN as such (the idea being that the Rite was interrupted before the victim's transformation into a demon is complete, which is the essence of the Stolen Fury character background). My question now is an elaboration on that and its effect on Demon's Heresy's narrative: how "transformed" might such a character be without "giving away" the nature of the Azverindus Rite? Part of the narrative arc for players who take the Stolen Fury trait is that they have no clue as to what the rite they were subjected to as a child actually DID, and stopping it in Demon's Heresy causes them to finally understand what happened to them, and how close they came to becoming a monster. I wonder if an Azverindus-transformed tiefling who had obvious marks of Abyssal heritage he/she didn't have before the Rite, like a deformed arm or even the basic horns and a tail might be a dead giveaway as to the purpose of the Azverindus Rite, or at least clue the player in enough that they can figure it out on their own before the big reveal in Demon's Heresy. What are your thoughts, both as a GM and as one of the masterminds behind WotR in general?

It's been years since I've had my mind in Wrath of the Righteous, so I don't really have much in the way of detailed thoughts at this point without going back and re-reading significant portions, but it's flexible so that the GM should be able to adjust things either direction to fit the story as needed.

Paizo Employee Creative Director

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Therrux wrote:

Why was their technology locked inside a demiplane? Was it considered to dangerous or something?

It was a combination of time distortion and other potent magical effects that essentially sort of preserved a portion of the technological world the instant before the apocalypse devastated things—a sort of "snapshot" that scooped the center of a city up and protected it from the passage of time as a sort of side effect of the powerful magical effects that caused the apocalypse. The demiplane remained forgotten until it was eventually discovered by some daemon-releated bad guys who also got trapped in there, and for many eons thereafter continued trying to escape but to no avail. Adventurers and monsters kept periodically getting "sucked into" this demiplane only to stay there, and the adventure I ran as a climax for a campaign involved the PCs having to go in there to stop the daemonic forces from escaping.


1 person marked this as a favorite.
James Jacobs wrote:
Therrux wrote:

Why was their technology locked inside a demiplane? Was it considered to dangerous or something?

It was a combination of time distortion and other potent magical effects that essentially sort of preserved a portion of the technological world the instant before the apocalypse devastated things—a sort of "snapshot" that scooped the center of a city up and protected it from the passage of time as a sort of side effect of the powerful magical effects that caused the apocalypse. The demiplane remained forgotten until it was eventually discovered by some daemon-releated bad guys who also got trapped in there, and for many eons thereafter continued trying to escape but to no avail. Adventurers and monsters kept periodically getting "sucked into" this demiplane only to stay there, and the adventure I ran as a climax for a campaign involved the PCs having to go in there to stop the daemonic forces from escaping.

That's pretty bad-ass. Was it a one-way trip for the PCs?


Do half-orcs grow facial hair and/or can they?

Paizo Employee Creative Director

Zhangar wrote:
James Jacobs wrote:
Therrux wrote:

Why was their technology locked inside a demiplane? Was it considered to dangerous or something?

It was a combination of time distortion and other potent magical effects that essentially sort of preserved a portion of the technological world the instant before the apocalypse devastated things—a sort of "snapshot" that scooped the center of a city up and protected it from the passage of time as a sort of side effect of the powerful magical effects that caused the apocalypse. The demiplane remained forgotten until it was eventually discovered by some daemon-releated bad guys who also got trapped in there, and for many eons thereafter continued trying to escape but to no avail. Adventurers and monsters kept periodically getting "sucked into" this demiplane only to stay there, and the adventure I ran as a climax for a campaign involved the PCs having to go in there to stop the daemonic forces from escaping.
That's pretty bad-ass. Was it a one-way trip for the PCs?

Nope. It was the climax of the second of a series of three significant story arcs I ran for them. The campaign involved every PC being a member of a different Shoanti tribe. The first story arc was basically just a 1st to 5th level or thereabouts set of "get to know each other" adventures meant to introduce the players to the Shoanti and their frozen realm (in my world, the Shoanti lived on an immense glacier and used ships with skates to sail the ice). The second arc involved the PCs having to unite the Shoanti tribes by rebuilding an ancient artifact that showed that the gods of the Shoanti once worked together, and therefore the Shoanti Quahs should work together to fight against the colonization efforts of black-powder armed lawful neutral expansionists from New Drolair. The climax of that whole AP involved going to that demiplane; the PCs were about 12th or 13th level at the time, and they made it through!

Paizo Employee Creative Director

cannen144 wrote:
Do half-orcs grow facial hair and/or can they?

They can.


James, I know you've expressed annoyance with those who want to play a character siding with the Old Ones in Strange Aeons (I happen to agree), but would a dual-cursed Oracle with the Shattered Psyche and Tongues (Aklo) Curses with the Dark Tapestry Mystery who was kidnapped by Old Cultists, had his mind unwillingly opened to the void, escaped, and is terrified by the alien powers awakening within him be an appropriate character? Given such a background with the Old Cults, would the Defy Madness trait be acceptable in your opinion?

Paizo Employee Creative Director

Gulthor wrote:
James, I know you've expressed annoyance with those who want to play a character siding with the Old Ones in Strange Aeons (I happen to agree), but would a dual-cursed Oracle with the Shattered Psyche and Tongues (Aklo) Curses with the Dark Tapestry Mystery who was kidnapped by Old Cultists, had his mind unwillingly opened to the void, escaped, and is terrified by the alien powers awakening within him be an appropriate character? Given such a background with the Old Cults, would the Defy Madness trait be acceptable in your opinion?

Depends on the GM. And when said GM sees what's going on in the adventure path and in the player's guide and some other stuff that I'm not really ready to talk about until the AP is out, those decisions may well change.


James Jacobs wrote:
Gulthor wrote:
James, I know you've expressed annoyance with those who want to play a character siding with the Old Ones in Strange Aeons (I happen to agree), but would a dual-cursed Oracle with the Shattered Psyche and Tongues (Aklo) Curses with the Dark Tapestry Mystery who was kidnapped by Old Cultists, had his mind unwillingly opened to the void, escaped, and is terrified by the alien powers awakening within him be an appropriate character? Given such a background with the Old Cults, would the Defy Madness trait be acceptable in your opinion?
Depends on the GM. And when said GM sees what's going on in the adventure path and in the player's guide and some other stuff that I'm not really ready to talk about until the AP is out, those decisions may well change.

Lol, I'm just going to read between the lines and take that as a no ;)

Thank you for the quick response! I thought it might be a bit too... ambitious?


I was bummed to read this:

James Jacobs wrote:
NenkotaMoon wrote:
Galt AP? Maybe too much since Hell's Rebels and Vengeance.
There won't be a Galt AP anytime soon. The rebellion angle is something we chose to set in Cheliax instead.

But then maybe kind of heartened to read this:

James Jacobs wrote:
IQuarent wrote:
James Jacobs wrote:
IQuarent wrote:
Are we ever going to get a Player Companion for Galt?

Galt kinda strikes me as a better place to go adventure and thus would be better served with a 64 page Campaign Setting book than by a 32 page player companion.

In any event, there's no plans at this point to do much with Galt.

Wow, really? The fact that there are no plans for Galt at all surprises me. It's been very difficult because I've been trying to flesh out a characters back story and her childhood in Galt for quite some time but there is very little material to work with. I just assumed Paizo would make a Player Companion for Galt eventually, so I've been waiting for it to happen. It seemed like a natural progression to do different countries in some form of sequential order, considering how many countries have already been used(Varisia, Taldor Cheliax, People of the North, Qadira, Adoran, etc). I would also assume that I am not the only player with this prospect but we can all see where my previous assumption got me so hands tied I suppose.

Besides the Inner Sea World Guide and information directly derived from it(like the wiki), where would be the best place or product to get more information on Galt, if there is one? A PFS module, maybe?

The Inner Sea is a big place. There's a LOT still to cover. That, plus the fact that we're very deliberate about what regions we DO cover means that the rate at which we explore new regions is pretty slow, especially considering that we do value returning to established regions now and then to flesh them out more fully.

Eventaully, and in time, we likely WILL make books to support play or whatever of all the regions. It'll take years, though.

At this point, info on Galt is spread all over. There's some in PFS scenarios. There's a bit here and there in books like Paths of Prestige. There's not a lot overall though at this point.

We'll get there some day.

Because a Campaign Setting book would be, in some ways, better than an AP. Some day. But no time soon still, I guess.

Since a Galt AP is unlikely, does that mean a full (64-page) book is equally unlikely? Would that kinda be the case for any region? Do those necessarily tend to follow AP's, as it seems, for the obvious reasons?

How about a module? Just generally speaking, are modules a good tool to explore less-visited areas? Seems like they would be, but if one said they require more support (from Campaign Settings, AP's, etc.) and thus stray toward the already-developed areas.


James Jacobs wrote:
Cwethan wrote:

I recently dropped Ayavah into my ongoing Wrath of the Righteous campaign and I love her as an NPC! A Song of Silver was worth the buy just for the bonus NPCs even if I don't get to run Hell's Rebels.

I do have a question about her integration into Wrath though:

** spoiler omitted **

At this point... ** spoiler omitted **

As a related question to this with respect to changing:

Spoiler:
Would it actually be possible for Nocticula to shift from Chaotic Evil over to Chaotic Neutral and still remain a Demon Lord and ruler of the Midnight Isles? Or would such a change by Nocticula be a catalyst pushing her over the line into full godhood, or would she find herself transformed into something more suited to the Maelstrom/Azata realms/whatever? Since as a demon lord she still has a role to play in the AP past the initial meetings with her during Midnight Isles.

Paizo Employee Creative Director

Marvin Ghey wrote:

Since a Galt AP is unlikely, does that mean a full (64-page) book is equally unlikely? Would that kinda be the case for any region? Do those necessarily tend to follow AP's, as it seems, for the obvious reasons?

How about a module? Just generally speaking, are modules a good tool to explore less-visited areas? Seems like they would be, but if one said they require more support (from Campaign Settings, AP's, etc.) and thus stray toward the already-developed areas.

Nope; we've done plenty of regional books on areas that aren't stars of an AP, like Belkzen or Andoran for example. We may do a Galt book some day, but there's not really anyone on staff that's super into Galt so that helps to diminish it's position in the "let's do this next" list as much as anything else.

Modules ARE used to explore less-visited areas, but we only do 4 of those a year, and 1 of those is a RPG superstar adventure and that's not a good place to go somewhere new; it's better for an RPG superstar adventure to be set somewhere we HAVE said more about, since the RPG Superstar, being a new writer, isn't as ready to expand on a place that doesn't yet have a lot of canon established.

That leaves 3 modules a year, of which one is generally going to be a lower level one, and a Galt adventure should probably be at the very least mid-level since we'd want to involve the final blades, likely. Which leaves 2 slots open a year. Which often goes down to 1, since the module line, for better or worse, is the sin-eater that generally takes the bullet when our schedule is too frantic and something has to give.

Paizo Employee Creative Director

Alleran wrote:


As a related question to this with respect to changing:
[spoler]Would it actually be possible for Nocticula to shift from Chaotic Evil over to Chaotic Neutral and still remain a Demon Lord and ruler of the Midnight Isles? Or would such a change by Nocticula be a catalyst pushing her over the line into full godhood, or would she find herself transformed into something more suited to the Maelstrom/Azata realms/whatever? Since as a demon lord she still has a role to play in the AP past the initial meetings with her during Midnight Isles.[/spoiler]

Nope.

Spoiler:
One of the most fundamental parts of being a demon lord is that you're chaotic evil. If that changes, you're not a demon lord anymore. If Nocticula did shift from chaotic evil to a chaotic neutral character, she'd be a demigod, not a demon lord. She'd still rule the Midnight Isles, but they'd change drastically in nature (less evil) and in time (maybe in very SHORT time) she'd shift to another lair elsewhere.


Hey tyrannosaur man, thanks for taking the time to answer inquiries like this. Don't see this kind of thing too often.


Dear James,

You mention that should Nocticula shift from CE to CN, she'd become a Demigod. Any hints as to what she'd become the patron off, is there any rules one could use to represent this kind of creature stats-wise? I mean since she's not a demon lord any longer, she must becomes something new and exciting? And possibly would this be something you'd ever explore in books or later releases? Non-subtyped Demigod creatures, and the shift of Nocticula entirely.

And on another note, I've always wondered about Hermea and its ruler.
Is there any statistics one could use to represent a hermean native? And what would Mengkare be classified as? A simple golde dragon, well simple as can be, or is there more to him?

If these a questions you've previously answered, I am very sorry for restating, but I didn't quite have the time to go over 1222 pages worth of content. :/

Paizo Employee Creative Director

Shadeworld wrote:

Dear James,

You mention that should Nocticula shift from CE to CN, she'd become a Demigod. Any hints as to what she'd become the patron off, is there any rules one could use to represent this kind of creature stats-wise? I mean since she's not a demon lord any longer, she must becomes something new and exciting? And possibly would this be something you'd ever explore in books or later releases? Non-subtyped Demigod creatures, and the shift of Nocticula entirely.

And on another note, I've always wondered about Hermea and its ruler.
Is there any statistics one could use to represent a hermean native? And what would Mengkare be classified as? A simple golde dragon, well simple as can be, or is there more to him?

If these a questions you've previously answered, I am very sorry for restating, but I didn't quite have the time to go over 1222 pages worth of content. :/

She's already a demigod. All demon lords are demigods, but not all demigods are demon lords. As for hits as to what she'd become the patron of... that's more or less spelled out in the Magnimar book (and maybe one or two other places... can't remember for sure) where it talks about Ayavah; if she does ascend to CN, she becomes a demigoddess of outcasts and artists and midnight. I originally was going to explore this in Ayavah's entry in Pathfinder #100, but it apparently got cut for space, so maybe some other time.

No stats for Hermea or its minions, and no plans to ever do so.


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Are there any other races like the lamia who are god-cursed?

Would there be a way a character might risk being affected by such a curse after it's initial impact?

I've been spitballing a lamia plot to abate the curse which is far more likely to spread it around to innocents nearby, creating a countdown for characters and NPCs to seek a way to abate Pharasma's wrath before their minds and fates are overtaken and they become more of the beasts themselves.

Would something like this be setting-appropriate for golarion?


Hey James, if the demon lord Zura was ever to be statted out, would she be an actual undead/vampire with demon (lord) traits, or would she be a living demon lord with vampire/undead traits?


Hello Mr. Jacobs,

I like the Aeons, and hope to see more of them in future products. Might we see Aeons in Strange Aeons?


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So James when are they announcing the Curse of the Crimson Throne Deluxe Edition? Justin Franklin wants to know :P

Silver Crusade

Pathfinder Adventure Path Subscriber
"James Jacobs wrote:


Nope; we've done plenty of regional books on areas that aren't stars of an AP, like Belkzen or Andoran for example. We may do a Galt book some day, but there's not really anyone on staff that's super into Galt so that helps to diminish it's position in the "let's do this next" list as much as anything else.

This begs a queston - who was the initial Galt person and how come it got into the setting anyway?

Paizo Employee Creative Director

BreakinStuff wrote:

Are there any other races like the lamia who are god-cursed?

Would there be a way a character might risk being affected by such a curse after it's initial impact?

I've been spitballing a lamia plot to abate the curse which is far more likely to spread it around to innocents nearby, creating a countdown for characters and NPCs to seek a way to abate Pharasma's wrath before their minds and fates are overtaken and they become more of the beasts themselves.

Would something like this be setting-appropriate for golarion?

None immediatley come to mind but I'm sure there are.

Seeking to undo a god curse like that sounds like an interesting long-term campaign goal; even a mythic adventure. It's certainly possible but shouldn't be something that gets solved easily and quickly.

Paizo Employee Creative Director

Starsunder wrote:
Hey James, if the demon lord Zura was ever to be statted out, would she be an actual undead/vampire with demon (lord) traits, or would she be a living demon lord with vampire/undead traits?

She would be a living demon lord with vampire-like themes.

Paizo Employee Creative Director

The Goat Lord wrote:

Hello Mr. Jacobs,

I like the Aeons, and hope to see more of them in future products. Might we see Aeons in Strange Aeons?

We might do more with aeons now and then; I believe we just statted up a new one or two in either Bestiary 5 or Occult Bestiary...

Strange Aeons is named what it is because it's named after one of Lovecraft's most famous quotes; "That which is dead may eternal lie/And with strange aeons even death may die." The quote (and the AP inspired by it in title) has nothing to do with Pathfinder's aeons at all other than sharing the same spelling. There'll be no significant aeon presence in the AP as a result.

Paizo Employee Creative Director

The Minis Maniac wrote:
So James when are they announcing the Curse of the Crimson Throne Deluxe Edition? Justin Franklin wants to know :P

There are no announced plans at this time for a deluxe edition of Curse of the Crimson Throne.

Paizo Employee Creative Director

Gorbacz wrote:
"James Jacobs wrote:


Nope; we've done plenty of regional books on areas that aren't stars of an AP, like Belkzen or Andoran for example. We may do a Galt book some day, but there's not really anyone on staff that's super into Galt so that helps to diminish it's position in the "let's do this next" list as much as anything else.

This begs a queston - who was the initial Galt person and how come it got into the setting anyway?

I believe that it came from Erik. I in fact tried (unsuccessfully) to get the nation renamed, since to me, "Galt" is a small town in central California near where my grandparents lived.

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