"Monster" orphanages and sanctuaries (Golarion)


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Liberty's Edge

Is anyone working on Ogres/Ogrekin?


I think they were done earlier in the thread.


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Just wanted to bump this thread for awesomeness. Our pathfinder games have had a "rehabilitation of monsters" theme from the get-go. Our PCs creatd the "Coins of Golarion," a burgeoning trade group that uses any extra money we can garner from excess loot and trade to create Monestaries in each city we've visited in the campaign.

It all started with Gogmurt, he made a really compelling and interesting npc, so we made him a cohort.

We're defending Sandpoint for the second time now, trying to figure out how to make honest men of the hill giants. Hrrm.

Pathfinder sure is fun.


"Monster" orphanages and sanctuaries

Sheech the next thing you know they'll have a Mharmony monster dateing service.


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Sir, the Kobolds are filing for an injunction.

Why's that?

It seems a fair number of monsters were using your dating site to get takeout.


Bwah ha ha ha ha

Takeout

Liberty's Edge

Abraham spalding wrote:
I think they were done earlier in the thread.

I checked. Ogres were brought up in the discussion, but no one has yet wrote an "Ogre Orphange" entry.

I'd love to see someone's take on how Ogres could possibly be raised to be productive and good-aligned (or at least neutral-aligned) members of a civilized society.


Louis Lyons wrote:
Abraham spalding wrote:
I think they were done earlier in the thread.

I checked. Ogres were brought up in the discussion, but no one has yet wrote an "Ogre Orphange" entry.

I'd love to see someone's take on how Ogres could possibly be raised to be productive and good-aligned (or at least neutral-aligned) members of a civilized society.

So you are right -- well... when are you going to write it?

Silver Crusade

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Abraham spalding wrote:
Louis Lyons wrote:
Abraham spalding wrote:
I think they were done earlier in the thread.

I checked. Ogres were brought up in the discussion, but no one has yet wrote an "Ogre Orphange" entry.

I'd love to see someone's take on how Ogres could possibly be raised to be productive and good-aligned (or at least neutral-aligned) members of a civilized society.

So you are right -- well... when are you going to write it?

Yup! We don't have anything at all for ogrekin either, AFAIK.

Abraham spalding wrote:
dryads upcoming.
Icyshadow wrote:
I might be able to give the Minotaur a shot.

DO EET

lemeres wrote:
Also, as another note: Mikaze, I simply love the entry on drow. I have gained a somewhat bizarre taste of dark, hinted truths delivered through an objective, clinical like tone. I guess I have just read too much of the SCP archives for my own good. It made me love addendums (which might be the greatest horror that site provides: making proper office work interesting)

Oh wow, thanks! That comparison means a lot to me. :D

Silver Crusade

Swashbucklersdc wrote:

Mikaze, I love the forlarren as well!

In Reign of WInter, i used their dual nature a lot for the encounter with Mierul, and adopted Sarenrae as her patron:

http://paizo.com/threads/rzs2ph8x&page=6?The-Snows-of-Summer#264

I like the song idea, would like to use it in my campaign. I made Mierul a little different, adding more background to her and the song fits in perfectly.

My version of Mierul plays off the dual nature of the race. In her background, she is from Varisia. Being raised by her mother, she finally came under the apprenticeship of a Dervish Dancer dedicated to Sarenrae (the Dervish Dancer, with Sarenrae being about redemption, saw it as a trial of faith to redeem this wayward forlarren).

Mierul has a split personality and the Dervish Dancer archetype, as well as the Dervish Dance Feat. When her fey nature takes over, she is actually a NG worshipper of Sarenrae; during her fiendish moments, she is her typical NE alignment, still looking for redemption. Her ranks in Perform (Dance) and Perform (Sing) swap depending on which personality is manifesting, as does her spell set. She is the classic tragic character; during one of her more hateful moments she accepted the ice sliver and now regrets it, feeling it has doomed her and perhaps has shattered all hopes of redemption.

I think the song idea is a perfect match for her!

Check out the post about the song above my post also, it is a great idea for the encounter, =)

Thanks for your work, I love it!

Oh God those two posts were heartbreaking. ;_;

But yeah, forlarren really get to you. And really dig that conflicted Sarenraen take. :)

One thing I wish I had added was the usefulness of calm emotions. Surely there's a number of items that could be made for forlarren that use that spell in its construction. I woulnd't want it to be an instafix cure-all, but such a thing could definitely help.

moophe wrote:

Just wanted to bump this thread for awesomeness. Our pathfinder games have had a "rehabilitation of monsters" theme from the get-go. Our PCs creatd the "Coins of Golarion," a burgeoning trade group that uses any extra money we can garner from excess loot and trade to create Monestaries in each city we've visited in the campaign.

It all started with Gogmurt, he made a really compelling and interesting npc, so we made him a cohort.

We're defending Sandpoint for the second time now, trying to figure out how to make honest men of the hill giants. Hrrm.

Pathfinder sure is fun.

Just as an aside, but neaby Windsong Abbey might be a valuable ally in such endeavors, especially since they're already inclined toward civility and understanding between disparate faiths(except Rovagug of course)!


I'm glad this thread is back up. I first read it last year, and thought it was amazing. Today I thought I'd re-read it for s**** and giggles,and lo and behold, it lives again! I really love what you guys did here, as a GM and as a Half-orc Redeemer Paladin with 3 baby goblins in his nursery-shed!


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Dotting. I'm planning on writing an adventure called "The Monsters of Sarenrae" or somesuch where all of the PCs are "monstrous" races. Not all of the PCs would necessarily be affiliated with Sarenrae, but they would travel as an adventuring group sponsored by Sarenrae and (more specifically) a half-orc or half-drow (haven't decided) adept that would be played by the GM.

The adept could drive the wagon through town and otherwise help the party do things that would get them lynched in the town, as well as back-up healing and not being totally useless in a fight (if he were forced into one), without overshadowing PCs. Eventually, the PCs would have to leap out of their covered wagon to help put out a fire or something similar and have to deal with the consequences.

The group being sponsored by Sarenrae gives a great opportunity for the party to have their own unique backgrounds but still have a very good and sensible reason to be travelling together. It would also help them get quests, supplies, etc. without being in danger.

I haven't thought super far into it, but I think it might end with the party discovering a corrupt branch of the church that's been operating in the city, preying on the downtrodden and people trying to redeem themselves. Depending on how lawful good they treat the situation, they may defeat the conspirators, bring them to justice, and finally be truly accepted into the proud community.

This "orphanage" thing may not necessarily be very helpful for this, but on the other hand it could be a great backstory for one of the PCs. While a lot of people like the characters who ran away from their own society to become great heroes, I do think the whole "being raised from the beginning by loving adoptive parents" has an appeal all its own that can really sell a character, and is more realistic (at least IMO).

Keep up the good work!

Silver Crusade

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Quick addendum for the Forlarren entry!

While getting geared up for Wrath of the Righteous, I came across this item from the Advanced Race Guide:

ARG's Tiefling entry wrote:

Halo of Inner Calm

Aura strong abjuration; CL 15th
Slot head; Price 16,000 gp; Weight 1 lb.

Description
This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws.

Construction
Requirements Craft Wondrous Item, creator must be a tiefling of good alignment, holy aura; Cost 8,000 gp

Seems like there's enough crossover between tieflings and forlarren for that to be of help. :)


Mikaze wrote:

Quick addendum for the Forlarren entry!

While getting geared up for Wrath of the Righteous, I came across this item from the Advanced Race Guide:

ARG's Tiefling entry wrote:
Halo of Inner Calm

Aura strong abjuration; CL 15th
Slot head; Price 16,000 gp; Weight 1 lb.

Description
This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws.

Construction
Requirements Craft Wondrous Item, creator must be a tiefling of good alignment, holy aura; Cost 8,000 gp

Seems like there's enough crossover between tieflings and forlarren for that to be of help. :)

Totally awesome find! Reskinning for Forlarrens also!


I love that! I can't believe I didn't think of it before! Thanks, Mikaze!


I like this thread. Goblin whaler ship is especially amusing and Kobolds can be reasoned with, as long as they have supervision of someone stronger.

As for trolls, I wouldn't really want to rehabilitate them, just turn them into an army. The first part is rounding them up and either intimidating them with walls of fire and hold monster, repeatedly giving them the beating of their life, or mind control.

No matter the method, they must be transported to a secure boot camp and it must be made clear that the consequence for escape is death (keep some of their skin for scrying on escapees, then make an example of them), while the consequence for disobedience is severe punishment. Assign them sergeants from some previous batch of Trolls who went through just enough pain to take it out on their subordinates, but not enough to mentally break down.

Once the recruits are beaten into submission, begin their training to give them a level of barbarian, fighter or warrior, feed them well so they get advanced template, then equip them with steel armour and weapons. Two handed swords, greataxes, polearms and oversized ranged weapons would all be good.

In parallel to their training, brainwash them with some suggestions, For example:
* They are better off now that they no longer need to worry about their food.
* Their army is unbeatable now that they have better tactics and weapons and it makes them better trolls than the wild ones.
* Absolute obedience to their superiors is the only option.
Also include a punishment for harming their support staff, while directing their destructive urges towards the enemy.

In addition to the staff needed to control and train them, assign some casters with wands of resist elements and other buffs to cast just before battle.

The cost is considerable and so is the difficulty for everyone involved, but once it succeeds, you get a very good heavy infantry and they can even be used to round up more trolls, so as an added bonus eventually almost all the trolls inside your kingdom will either be converted, killed or flee.

But then this way of subjugating and enslaving a race is lawful evil and goes against everything in this thread.

Can someone do Boggarts (frog people)? There are some in Kingmaker.


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Better late than never!

Minotaur
Reccomended Deities: Cayden Cailean, Chadali, Desna, Kurgess, Rowdrosh, Sarenrae
Reccomended Environment: Urban, Rural

The size, strength and generally aggressive temperament of a minotaur makes raising one an increasingly dangerous endeavor which may require multiple caretakers and a lot of preparations, all of which will pay off if all goes as planned. As they tend to form communities with a clear pecking order, it is highly advised that a given caretaker takes the top rank in the eyes of a minotaur before a situation can turn violent. Once the hierarchy has been set, the minotaur should be raised to slowly shed away this world-view of "the strong and the weak" in favor of a more egalitarian one as well as one less focused on the use of brute force.

Making use of the minotaur's fascination with complexity is highly reccomended, as a more intellectually inclined individual could spend quite a lot of time debating the nature of a riddle or solving a difficult puzzle. However, one should always have some healthy outlets for aggression nearby due to the general temper of the beings. Failing to solve a problem can lead to frustration, a feeling that a minotaur is likely to vent out with violence if the issue is not addressed early.

As many minotaurs have shown sympathy to beasts of burden, giving an individual the responsibility over a herd of cattle or sheep has been used as a way to give the minotaur both a way to spend time productively as well as teach it about coming to the defense of those in need. Where a normal shepherd would stand little chance shielding his sheep from a hungry wolf pack, a minotaur would have a much easier time doing so. These links to livestock also make both Rowdrosh and Erastil attractive options as deities for a minotaur, even more so if the individual has been raised in a more rural environment where their worship is common.

Since minotaurs are known for their great strength as well as a nearly supernatural degree of cunning, raising one to be an artisan of some sort is an easy way to giving one a chance to be accepted in a given society. Anything from carpentry to locksmithing can put both the brawn and the brain of a minotaur to good use, which in turn gives people all the more reason to receive them well. Those not content with staying in one place for extended periods of time work well as guides, bodyguards or even couriers, as it is more or less impossible for a minotaur to get lost. This trait all but ensures that they find themselves in the right place sooner than later.

When it comes to religion, Chadali is one of the best choices for a minotaur to venerate, as her followers are free to ponder over the complex maze that is life while setting themselves on the path of good. The fact that her favored servants include half-celestial minotaurs reinforces this link the race has to her. Another good option is Sarenrae, as her faith is generally suited well to giving the "monsters" a second chance and the passion of her followers translates well to a minotaur's mindset. Kurgess is a great replacement for Erastil or Rowdrosh in more urban settings, as his followers are taught to compete in a healthy manner and to use their power to protect others instead of using it to rule over them. Those who believe strongly in freedom but have been taught not to misuse their talents sometimes turn to the worship of Cayden Cailean or Desna instead, the choice mostly depending on individual tastes. Mentions of Lamashtu and Baphomet are to be avoided except in the most exceptional situations.

Silver Crusade

Icyshadow wrote:

Better late than never!

Minotaur
Reccomended Deities: Cayden Cailean, Chadali, Desna, Kurgess, Rowdrosh, Sarenrae
Reccomended Environment: Urban, Rural

NICE

Good catch with Chadali's established theme and followers. She's practically a canon endorsement. :) Kurgess is a very fitting choice as well.

Liberty's Edge

You are the worlds most awesome person ever mikaze. Better than the big norse wolf. I want to see as many races done as possible. Maybe you could talk to a staff member to get this stuff added into a game master guide? I would shell out SO much money for it! I would say Daemeons/devils/demons but then I look dumb. I think dhampirs would be a nice one to just lightly touch. Just because. Same with deugars and the evil gnomes that have a name I cannot spell at all.

Liberty's Edge

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snickersimba wrote:
You are the worlds most awesome person ever mikaze. Better than the big norse wolf. I want to see as many races done as possible. Maybe you could talk to a staff member to get this stuff added into a game master guide? I would shell out SO much money for it! I would say Daemeons/devils/demons but then I look dumb. I think dhampirs would be a nice one to just lightly touch. Just because. Same with deugars and the evil gnomes that have a name I cannot spell at all.

Most Dhampirs are human-raised, and not considered particularly monstrous. So I'm not sure this sort of thing is any more necessary for them than, say, Tieflings or Ifrit.

Duergar are a decent thought, but just raising them as normal dwarves would almost certainly work, as their evil is almost entirely societal.

And svirfneblin (the unpronouncable deep gnomes) aren't Evil. Were you thinking of spriggans? That's actually a good thought...

Liberty's Edge

I had the spriggans and svirfneblin confused. My bad, well actually someone just put a plate of pizza in front of me. So that can be an issue. How about changelings? Just the general upbringing. Or half orcs and half elves. Just touch apon stuff like that. Not fully describe rasing them as deadman mentioned. Maybe even dragons. Though draconic things are rather hard to raise. I have a half orc (two half orc chars lol). Planned out. He was pretty much kidnapped and forced into arena life. Then he escaped by freeing all of the other slaves. He repented for all of his murders at a nearby church, becoming a cleric of milani who refuses to fight and perfers to talk his way out of combat rather than fight


Storm Giants. Storrrrrrrrrrrrrrrrrrrrrrrrrrm Giaaaaaaaaaaaaants.


snickersimba wrote:
I had the spriggans and svirfneblin confused. My bad, well actually someone just put a plate of pizza in front of me. So that can be an issue. How about changelings? Just the general upbringing. Or half orcs and half elves. Just touch apon stuff like that. Not fully describe rasing them as deadman mentioned. Maybe even dragons. Though draconic things are rather hard to raise. I have a half orc (two half orc chars lol). Planned out. He was pretty much kidnapped and forced into arena life. Then he escaped by freeing all of the other slaves. He repented for all of his murders at a nearby church, becoming a cleric of milani who refuses to fight and perfers to talk his way out of combat rather than fight

1) Changelings are just people (usually they believe themselves the daughters of someone "normal") unless they follow the psychic call (that they don't understand) of their true mother (a hag) and are captured and transformed into an evil hag by an evil ritual. Otherwise, they're just pretty little girls with a few unusual tendencies - just raise them like normal people and help them avoid succumbing to the Call at puberty.

2) By "dragons" I presume you mean chromatic dragons. I kind of thought that was covered somewhere in this thread. If not, the short version is: you raise them from egg-hood, and have a few generations of long-lived races handy willing and dedicated to the cause. This actually occurred in Forgotten Realms, as I recall, with some elves.

3) Spriggans... I don't know. Good question. Someone might want to think about that. :)

Was there anything else?

Vamptastic wrote:
Storm Giants. Storrrrrrrrrrrrrrrrrrrrrrrrrrm Giaaaaaaaaaaaaants.

... aren't Storm Giants good creatures anyway?


That doesn't make them any easier to raise in an orphanage.

Liberty's Edge

Vamptastic wrote:
That doesn't make them any easier to raise in an orphanage.

It means they have their own, plus adoptions of their own. You can just leave them with some other Storm Giants.


Deadmanwalking wrote:
Vamptastic wrote:
That doesn't make them any easier to raise in an orphanage.
It means they have their own, plus adoptions of their own. You can just leave them with some other Storm Giants.

Yeah sure, just put them on a plane or drive them over to the nearest Storm Giant mountain.

Liberty's Edge

Vamptastic wrote:
Deadmanwalking wrote:
Vamptastic wrote:
That doesn't make them any easier to raise in an orphanage.
It means they have their own, plus adoptions of their own. You can just leave them with some other Storm Giants.
Yeah sure, just put them on a plane or drive them over to the nearest Storm Giant mountain.

Uh...yes? By the time the PCs run into anyone who can kill several Storm Giants, they have, what, 5th or 6th level spells? Yeah, that's doable.

And even if the poor Storm Giant orphan is found by 1st level Commoners, raising him is as simple as having enough generations (which is probably, actually, only two or three, even for Humans), and getting enough food. No behavioral modification required.


What if all the Storm Giants in that area were wiped out? Plot can make anything possible.

Liberty's Edge

Vamptastic wrote:
What if all the Storm Giants in that area were wiped out? Plot can make anything possible.

I, uh, answered that. Second paragraph, last post I made.


No, I mean, the entire area.

In this case, the planet is an area.

Liberty's Edge

Vamptastic wrote:

No, I mean, the entire area.

In this case, the planet is an area.

Uh...my second paragraph in the above referenced post is on how Human Commoners can easily raise them. So...still not really a problem. I mean, it is (since someone has killed all adult storm giants and left orphans), but not really the kind this thread is intended to deal with.


No, I mean, eliminated so that they can't be raised and you have to build an orphanage for the kids because there's no other option and any other option you try doesn't work because there's no other option at all ever.

Sorry, I was being vague before.


Overly specific scenario is overly specific...


Icyshadow wrote:

Better late than never!

Minotaur
Reccomended Deities: Cayden Cailean, Chadali, Desna, Kurgess, Rowdrosh, Sarenrae
Reccomended Environment: Urban, Rural

The size, strength and generally aggressive temperament of a minotaur makes raising one an increasingly dangerous endeavor which may require multiple caretakers and a lot of preparations, all of which will pay off if all goes as planned. As they tend to form communities with a clear pecking order, it is highly advised that a given caretaker takes the top rank in the eyes of a minotaur before a situation can turn violent. Once the hierarchy has been set, the minotaur should be raised to slowly shed away this world-view of "the strong and the weak" in favor of a more egalitarian one as well as one less focused on the use of brute force.

Making use of the minotaur's fascination with complexity is highly reccomended, as a more intellectually inclined individual could spend quite a lot of time debating the nature of a riddle or solving a difficult puzzle. However, one should always have some healthy outlets for aggression nearby due to the general temper of the beings. Failing to solve a problem can lead to frustration, a feeling that a minotaur is likely to vent out with violence if the issue is not addressed early.

As many minotaurs have shown sympathy to beasts of burden, giving an individual the responsibility over a herd of cattle or sheep has been used as a way to give the minotaur both a way to spend time productively as well as teach it about coming to the defense of those in need. Where a normal shepherd would stand little chance shielding his sheep from a hungry wolf pack, a minotaur would have a much easier time doing so. These links to livestock also make both Rowdrosh and Erastil attractive options as deities for a minotaur, even more so if the individual has been raised in a more rural environment where their worship is common.

Since minotaurs are known for their great strength as well as a nearly...

The one thing I'm missing here is Torag. It may be somewhat stereotypical but minotaurs would make great smiths of any kind and could do with the structure provided by Torag. He also is a god of strength, combat and respect, working on their nature but giving it a positive twist.

I also think a reformed minotaur would make a fantastic fit to be caretaker at an orphanage housing orcs, bugbears or other more physically inclined species.

Liberty's Edge

uhhhmmm, do ettins!


Cuàn wrote:
Icyshadow wrote:

Better late than never!

Minotaur
Reccomended Deities: Cayden Cailean, Chadali, Desna, Kurgess, Rowdrosh, Sarenrae
Reccomended Environment: Urban, Rural

The size, strength and generally aggressive temperament of a minotaur makes raising one an increasingly dangerous endeavor which may require multiple caretakers and a lot of preparations, all of which will pay off if all goes as planned. As they tend to form communities with a clear pecking order, it is highly advised that a given caretaker takes the top rank in the eyes of a minotaur before a situation can turn violent. Once the hierarchy has been set, the minotaur should be raised to slowly shed away this world-view of "the strong and the weak" in favor of a more egalitarian one as well as one less focused on the use of brute force.

Making use of the minotaur's fascination with complexity is highly reccomended, as a more intellectually inclined individual could spend quite a lot of time debating the nature of a riddle or solving a difficult puzzle. However, one should always have some healthy outlets for aggression nearby due to the general temper of the beings. Failing to solve a problem can lead to frustration, a feeling that a minotaur is likely to vent out with violence if the issue is not addressed early.

As many minotaurs have shown sympathy to beasts of burden, giving an individual the responsibility over a herd of cattle or sheep has been used as a way to give the minotaur both a way to spend time productively as well as teach it about coming to the defense of those in need. Where a normal shepherd would stand little chance shielding his sheep from a hungry wolf pack, a minotaur would have a much easier time doing so. These links to livestock also make both Rowdrosh and Erastil attractive options as deities for a minotaur, even more so if the individual has been raised in a more rural environment where their worship is common...

The one thing I'm missing here is Torag. It may be somewhat stereotypical but minotaurs would make great smiths of any kind and could do with the structure provided by Torag. He also is a god of strength, combat and respect, working on their nature but giving it a positive twist.

I also think a reformed minotaur would make a fantastic fit to be caretaker at an orphanage housing orcs, bugbears or other more physically inclined species.

While I thought of including Torag there, I felt that the strong association with dwarves and the strict adherence to tradition wouldn't click well with the minotaur, since their alignment and behaviour seems to lean rather heavily towards chaotic, both in the good and the bad. As for the part about a minotaur caretaker (great idea for an NPC if you ask me), I agree whole-heartedly.


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Bump.


Anyone been considering doing the Ogre or the Thawn?


Kobold Cleaver wrote:
Bump.

Bump.


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I'm just going to bump this real quick.


Shub-Niggurath's cousin Al wrote:
I'm just going to bump this real quick.

And I'm glad you did, because now I can flex my creative muscle in dealing with lycanthrope orphans. There's a lot of variant factors, so I'll likely do it in chunks by base animal (wererat, werebear, werewolf, etc.) with sub-divisions of natural vs. afflicted.

After that, does the Tiefling still need doing? They were the first race I obsessed over when I was introduced to Pathfinder. I might do them next if they still don't have an entry.


Also, I'll need to mention my newest Hellknight Order at some point: the Order of the Sewer. But not now.


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Werebat
God(s): Erastil

A werebat tends to display a communal nature, meaning that raising orphans afflicted by werebat lycanthropy is the best bet. Their transformed shape allows them to fly, so this should be considered in any building. Housing lacking in windows would be ideal.

Consumption of blood and even red meats should be discouraged to keep the children from developing a disruptive craving for it, and any orphanage for such creatures should be far away from any place that has issues with vampires, lest the children catch the ire of locals seeking the destructions of another blood-drinking creature of the night.

With his focus on family, Erastil tends to be favored among werebats.*

With a nature that tends to hierarchy, having a clear leader in the orphanage will make the process much easier in raising werebat children.

Given the familial nature of werebats, natural werebats are far more likely of being encountered, but the conditions of how the children are obtained may make things difficult. The children may very well resent their parents having been killed, and then having themselves shipped off to an orphanage. Natural lycanthropes however will have a greater handle controlling themselves, so the difficulty of raising such children balances out somewhat.

Afflicted lycanthrope orphans are either unlikely or occurring in large number. Given the large groups that go out to hunt, a child is unlikely to escape a hungry werebat with only a bite. Werebats do however convert entire towns to expand their number sometimes, and children may be included in such cases.

* = Erastil as a nature deity is a good candidate for almost any lycanthrope orphan, as they can identify with the bestial aspects, but upon closer study gain the benefits of his good teachings, especially on not hunting for sport.


This is the best thread I've ever read, I'm so happy it was bumped.

It gave me an idea that first made me curious if someone did it, then inspired to do it myself. So the heroes have slain the evil chromatic dragon that has been terrorizing the town, but they discover it's nest contains an egg. A metallic parent would probably be unhealthy and finding a chromatic one is just not a good idea.

I'm going to sleep now, but I should have something written up in day or two. I might make it specifically for a red dragon if anyone else is interested in taking a shot at another color.


Tacticslion wrote:
Also, I'll need to mention my newest Hellknight Order at some point: the Order of the Sewer. But not now.

The poorly-explained entry for the three Hellknight Orders.


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Werebear
God(s): Erastil, Sarenrae, Iomedae, Irori

Werebears are inclined towards isolation and guarding the wilderness from those who would exploit and abuse it. Being solitary creatures it is recommended that children be raised individually, possibly by a ranger or druid as possible.

Erastil makes for an excellent deity for most werebears, but Sarenrae and Iomedae's teachings of mercy and redemption, particularly when such messages are understood in the context of those committing perceived slights against nature, are also useful. Werebears who struggle with the furious impulses and changes may find Irori's teachings of self-perfection appealing.

Housing should, depending on circumstances, try to keep them from civilization to prevent altercation, though outright binding may not be necessary after a while. Fishing for salmon may be a good activity that both teaches patience and feels familiar to the seasonal salmon hunts of bears.

Natural werebears and afflicted werebears may have some kin who views them as family in the event of their parents death, and so finding such individuals to care for the child may very well be the best first option.

Wereboar
God(s): Irori, Shelyn, Abadar

Prone to fits of anger, teaching a wereboar child the consequences of their actions must be balanced with the safety of their caretakers. Individual discretion should be considered on whether a stone or wooden shelter that they themselves have to repair if they damage it. The best of both worlds may be keeping a stone room with wooden furniture for personal usage.

Irori's teachings to control mind, body and spirit instills good values in wereboar children and regularly makes them far more capable of adapting to society. For wereboars that will be in civilization extensively, worship to Shelyn can provide guidance to channel their energies into expressive forms of art, while followers of Abadar will have hopefully incline themselves to putting their efforts into their professions, and take pride with the skill gained through it.

When raising multiple wereboar children, caregivers should keep an eye out for domineering behaviour and bullying.


MMCJawa wrote:

Although Lizardfolk are neutral, correct? So I don't see why you couldn't have lizardfolk being raised by other lizardfolk.

There Xenophobia is a bit justified, given that they have mostly been pushed off into swamps, deserts, and other environments that the other races are less interested in. Raising up Lizardfolk with human-focused gods and trying to "civilize" them strikes me a bit too much as what happened to Aboriginal peoples in Australia and the new world.

Although that COULD make an interesting adventure hook right there...

Something I didn't bring up back when this point was first raised: If you have to wipe out a whole tribe of murderous lizardfolk and find yourself with a bunch of eggs without homes, you better believe you're not gonna leave the eggs with the survivors intent on getting revenge. That's just not gonna end well.

Also, an addendum to the guide to rearing lizardfolk: Do not give the eggs to a black dragon named Ilthane.


Pathfinder Adventure Path, Rulebook Subscriber
Kobold Cleaver wrote:
MMCJawa wrote:

Although Lizardfolk are neutral, correct? So I don't see why you couldn't have lizardfolk being raised by other lizardfolk.

There Xenophobia is a bit justified, given that they have mostly been pushed off into swamps, deserts, and other environments that the other races are less interested in. Raising up Lizardfolk with human-focused gods and trying to "civilize" them strikes me a bit too much as what happened to Aboriginal peoples in Australia and the new world.

Although that COULD make an interesting adventure hook right there...

Something I didn't bring up back when this point was first raised: If you have to wipe out a whole tribe of murderous lizardfolk and find yourself with a bunch of eggs without homes, you better believe you're not gonna leave the eggs with the survivors intent on getting revenge. That's just not gonna end well.

Also, an addendum to the guide to rearing lizardfolk: Do not give the eggs to a black dragon named Ilthane.

I'd still argue that it would probably be better to find another tribe of Lizardfolk to give the eggs to.

I'd actually argue the same for Werebears...they are LG, and it probably would be for the best for them to be raised by other werebears.


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Putting them with a friendly tribe of lizardfolk is one potential solution, but not many lizardfolk are friendly to begin with.


Yeah, I included the concept of checking around for next-of-kin in the case of werebears in my post. But I figured for the sake of completeness I'd include them as I covered the various lycanthropes. Next up, the werecrocodiles and wererats!

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