
Cthulhudrew |

The closest I can think of offhand to alchemy-like traditions would be herbalistic practices in various cultures, such as the use of peyote and tobacco among various North American tribes.
Druids and shamanism seem to go hand in hand, although there is the new shaman class coming with the Advanced Class Guide that might be a better traditional shaman than the current druid (which seems more a mix of Celtic tradition and western druidic myths).
Also, I could potentially see totemistic summoner types among the Arcadians.
EDIT: The more I think of it, the more I think the alchemy/smoking/psychotropic link is appropriate.

![]() |

I was generally leaning toward the monstrous humanoid or goblinoid spectrum. Mostly because I would rather we get new creatures/races for Arcadia, than refluffing existing races. Duergar (and traditional D&D Dwarves) are just to tied into European-based settings. Also not sure how well it would tie into Golarion fluff to make them a duergar offshoot, since Duergar are specifically dwarves that stayed behind in the Darklands during the Quest for Sky. And these guys are monsters that have always dwelt in the wilderness since before the coming of humanity.
There are actually some creatures from NA folklore that could be refluffed as halfings or dwarves, but I would prefer these guys to be unique.
I don't know on the one hand I agree with the need for unique races appearing but on the other I am also one of those people who really don't like how many subtype offshoots we keep getting and how annoying that gets to certain class types like ranger when trying to build. Maybe the compromise would be that they have the dwarf subtype and be some other offshoot, maybe a group of dwarves that came up in arcadia rather then avistan and has more in common with the duergar or something to that effect.
Also though I love goblins we already have 4 races of them and 3 of which we very rarely see fleshed out culturally. I would like to see one of those get fleshed out before we decide to add another to that specific line. Ohh maybe they could be a certain breed of bugbear and all those abilities are cultural abilities they have created over the ages.

![]() |

I think the Silver John stories by Manly Wade Wellman would make for an interesting template for a hero/setting for the Andoren colony.

MMCJawa |

MMCJawa wrote:I was generally leaning toward the monstrous humanoid or goblinoid spectrum. Mostly because I would rather we get new creatures/races for Arcadia, than refluffing existing races. Duergar (and traditional D&D Dwarves) are just to tied into European-based settings. Also not sure how well it would tie into Golarion fluff to make them a duergar offshoot, since Duergar are specifically dwarves that stayed behind in the Darklands during the Quest for Sky. And these guys are monsters that have always dwelt in the wilderness since before the coming of humanity.
There are actually some creatures from NA folklore that could be refluffed as halfings or dwarves, but I would prefer these guys to be unique.
I don't know on the one hand I agree with the need for unique races appearing but on the other I am also one of those people who really don't like how many subtype offshoots we keep getting and how annoying that gets to certain class types like ranger when trying to build. Maybe the compromise would be that they have the dwarf subtype and be some other offshoot, maybe a group of dwarves that came up in arcadia rather then avistan and has more in common with the duergar or something to that effect.
Also though I love goblins we already have 4 races of them and 3 of which we very rarely see fleshed out culturally. I would like to see one of those get fleshed out before we decide to add another to that specific line. Ohh maybe they could be a certain breed of bugbear and all those abilities are cultural abilities they have created over the ages.
To be honest I wasn't thinking of making them a O hd race. If even a few of their powers were kept (like reanimation, or the heart thing), they would be far too powerful.

MMCJawa |
1 person marked this as a favorite. |

The closest I can think of offhand to alchemy-like traditions would be herbalistic practices in various cultures, such as the use of peyote and tobacco among various North American tribes.
Druids and shamanism seem to go hand in hand, although there is the new shaman class coming with the Advanced Class Guide that might be a better traditional shaman than the current druid (which seems more a mix of Celtic tradition and western druidic myths).
Also, I could potentially see totemistic summoner types among the Arcadians.
EDIT: The more I think of it, the more I think the alchemy/smoking/psychotropic link is appropriate.
I like this idea...having alchemist be part of some sort of sacred medicine society perhaps, who use extracts to "open" their minds. Could provide all sort of new takes and story/mechanic ideas.

Cthulhudrew |
1 person marked this as a favorite. |

Yes- the Arcadian alchemists would be mostly along the lines of mindchemists; using cognatogens of various sorts, as opposed to the more Avistani "common" mutagens. Their cognatogens would provide a wider variety of effects than standard varieties.
I'd probably replace their bomb feature with something else, as well. Perhaps something related to spirits- maybe something like "spirit assault". Either summoning spirits to directly attack their enemies, or maybe something sort of illusion-like, inducing psychosomatic damage in their enemies.

![]() |

doc the grey wrote:To be honest I wasn't thinking of making them a O hd race. If even a few of their powers were kept (like reanimation, or the heart thing), they would be far too powerful.MMCJawa wrote:I was generally leaning toward the monstrous humanoid or goblinoid spectrum. Mostly because I would rather we get new creatures/races for Arcadia, than refluffing existing races. Duergar (and traditional D&D Dwarves) are just to tied into European-based settings. Also not sure how well it would tie into Golarion fluff to make them a duergar offshoot, since Duergar are specifically dwarves that stayed behind in the Darklands during the Quest for Sky. And these guys are monsters that have always dwelt in the wilderness since before the coming of humanity.
There are actually some creatures from NA folklore that could be refluffed as halfings or dwarves, but I would prefer these guys to be unique.
I don't know on the one hand I agree with the need for unique races appearing but on the other I am also one of those people who really don't like how many subtype offshoots we keep getting and how annoying that gets to certain class types like ranger when trying to build. Maybe the compromise would be that they have the dwarf subtype and be some other offshoot, maybe a group of dwarves that came up in arcadia rather then avistan and has more in common with the duergar or something to that effect.
Also though I love goblins we already have 4 races of them and 3 of which we very rarely see fleshed out culturally. I would like to see one of those get fleshed out before we decide to add another to that specific line. Ohh maybe they could be a certain breed of bugbear and all those abilities are cultural abilities they have created over the ages.
I wasn't think of them as 0 HD necessarily, they could just as easily be like bugbears with racial HD.

B.A. Ironskull |
1 person marked this as a favorite. |

I posted this over there, but thought it might also inspire discussion here: other thread.
I'd like to see exactly the opposite of what seems typical-
A land of high magic, mythic monsters, unchecked power claimed by tyrants and heroes both. Something epic and inspiring, not a rehash of Euro-USA history.
That's too easy- survive a raucous ocean voyage (ok, that part is difficult) and land ashore to discover...
A race of hobgoblins the size of giants.
Forests filled with werebears.
Floating cities.
Deserted villages.
Minotaur high society.
Brutal centaur marauders.
Cabals of medusae witches.
Humans cowering in lost Azlanti cities.
Legions of all the strange humanoids ranging about.
A mongrelman civilization, tending a lost Azlant city containing a portal to another plane.
Nex. Just sayin'.
New societies of humans, elves, halflings and dwarves that draw from Mayan and Aztec culture, as well as those of the lost tribes of Brazil.
Let's throw in a pile of rakshasas, why not? Make 'em vampires to boot.
Conquer that! Heck, try to find food that won't kill you, or that you aren't too proud to consume. The setting must account for the reality that returning home is not an option.
In short, a place where anything is possible, a place where every bestiary entry can exist, where the PCs are totally uncomfortable until they can truly explore the region. So many obstacles and barriers. The idea that PCs can roll up to a village and smallpox the population is timid. Another post mentioned magic- of course the natives would have access to it, too, great observation.
Like Avistan and Garund but raw- more savage and feral, disconnected from 99% of the current source material. A few Denizens of Leng, a thin veil to the First World, a hidden portal to Aballon, and undiscovered entrances to the Darklands and you've got yourself a campaign setting.

MMCJawa |
1 person marked this as a favorite. |

So some of you may have heard of Gavin Menzies
He's basically a historian that has written a fair amount of books detailing a pre Columbus discovery of North America by a massive fleet led by Zhang he. Historians are...skeptical at best of a lot of his claims
That said...something that might be neat for Arcadia is to actually have a Tien colony on the west coast, which could be a lost colony which has otherwise been forgotten about in Tien Xia. Even better, the colony could have formed from being stranded. There are some cool story possibilities in a Lung Wa colony carrying out traditions and goal set by an empire that doesn't even exist anymore.

FrankManic |
Two ideas
1 - Ceramic armor
Arcadians don't have ironworking technology and make very limited use of other metals. That said - the quilted cotton armor worn in the middle of the continent works very well. Other parts of the continent have very effective wood or hide armors.
The not!Aztec and not!Maya groups augment their quilted cotton armor with a ceramic strike plate taken directly from modern real-world body armor. It's a plate of fired, tempered ceramic that fits into a pouch on the front of their armor. It provides them DR5- bludgeoning until they get hit with a blunt weapon 5 damage or get hit with any other weapon for more than five damage, at which point it shatters and stops providing DR. the purpose is to give a flavourful, highly protective alternative to metal armor
2 - Alchemically tempered glass or stone replaces the role of metals
Arcadians don't work hard metals. For applications which require very hard, durable cutting or striking surfaces they treat volcanic glass, stone, or ceramic blades with an alchemical process that makes them far more durable and less brittle than they would otherwise be. The result is similar to metal for game purposes.
I would like to see basic tropes of the Americas retained - No riding animals, for instance. It was a huge deal that shaped the way American cultures worked and they had their own adaptations for dealing with it. Or the lack of a wheel - Americans knew how to make wheels, but the Inca at least didn't because the terrain was so extreme that wheels were counterproductive. They also lacked horses and heavily built oxen to pull carts around - Llamas are tough and nimble but kind of skinny.

FrankManic |
2 people marked this as a favorite. |
It is. But after five thousand years it's inconceivable that there's any point in using tropes and memes relating to the Americas at all. Frankly the idea that a tiny little Viking village has been there for 5,000 years is utterly absurd - No culture on earth has lasted that long unless you take a very, very liberal definition of 'culture' and apply it to the Ancient Egyptians.
http://tvtropes.org/pmwiki/pmwiki.php/Main/ScifiWritersHaveNoSenseOfScale
We barely know anything about cultures that existed 5,000 years ago. We, us. With dating techniques that rely on electron spin resonance and radioisotope frequencies the most we can say about the majority of cultures five thousand years ago is "Well... they existed".
If Arcadia has had ironworking and horses for 5,000 years then it is not in any way relateable to the Americas. There would be no similarities, at all, what so ever. And this entire exercise becomes rather silly.
Or we could ignore "Ancient Canadian Valhalla" and actually extrapolate from a mash up of 10th-18th century Earth like the rest of Golarion.
If you want to talk about some of the key cultural and economic dynamics pre-contact America that make it distinct from pre-contact Europe you're talking almost entirely about different paths of technological development - Americans had far fewer domestic animals, Americans did not work metal for agriculture or military purposes. You can also argue that Americans didn't build wheeled carts because the terrain in most areas with major population centers was extremely ill suited for wheeled transport.
Note that this does not imply that Americans were technologically inferior. They built very large, very complex, very orderly societies with intensive agriculture, strong central administrations, post systems, and standing armies. Those standing armies were extremely effective in battle against the Spanish, especially after the shock value wore off. Frankly - the Spanish didn't Conquer the Americas. The Americas conquered themselves and the Spaniards managed to manipulate their way into a superior position among the victors. Cortez' troops certainly did a lot of fighting but it was his army of American allies that did most of the heavy lifting in beating up the Aztecs. If the Aztec empire hadn't been on the brink of massive civil war to begin with they would have thrown the Spaniards into the sea, even with disease, and the history of the Americas would be very different.
From what I can remember the Americans were equal or better than the Europeans in textiles and chemistry, notably in the use and application of rubber. They had much more productive food crops available. Flaked stone weapons were quite capable of killing armored Spaniards.
The point is - They don't NEED iron or horses. It doesn't do anything except remove most of the reasons why Arcadian culture would be different from Avistani culture. A human runner can outpace a mounted rider after four days assuming no remounts and a stone weapon will kill you just as dead as a steel one.
So here's the deal
- Arcadia is going to be based on America because Golarion is a fuzzy xerox of Earth.
- There are going to be cultures that are closely based on Aztec, Maya, Inca, Iroqouis, Hopi, and probably Tlingit or Haida.
- They won't use metal because this is Pathfinder and Pathfinder cleaves strongly to cultural stereotypes (see: Varisians/Gypsies, Oisirons/Egyptians, Galtans/French, Andorans/Muricans, Ulfen/Scandanavians, Vuldra/India, etc)
- They won't ride horses because ditto. They might end up riding dinosaurs, but they won't be riding horses
Bow to the inevitable. Golarion is not a setting where you can extrapolate 5,000 years of technical and cultural advancement, unless you expect Arcadia to be a dieselpunk setting. ,

![]() |
3 people marked this as a favorite. |

So here's the deal
- Arcadia is going to be based on America because Golarion is a fuzzy xerox of Earth.
- There are going to be cultures that are closely based on Aztec, Maya, Inca, Iroqouis, Hopi, and probably Tlingit or Haida.
- They won't use metal because this is Pathfinder and Pathfinder cleaves strongly to cultural stereotypes (see: Varisians/Gypsies, Oisirons/Egyptians, Galtans/French, Andorans/Muricans, Ulfen/Scandanavians, Vuldra/India, etc)
- They won't ride horses because ditto. They might end up riding dinosaurs, but they won't be riding horses
Bow to the inevitable. Golarion is not a setting where you can extrapolate 5,000 years of technical and cultural advancement, unless you expect Arcadia to be a dieselpunk setting.
I wouldn't be too sure about some of those definitive-sounding statements you made. I actually see reason why a nation in the northern part of the continent might be well-suited to using the skymetals that made massive crater lakes across the top part of the continent. Also, since Azlant was so influential in Avistan and Garund, what's stopping them from having a strong influence on the continent to the west of them? Since we never said where horses originated on Golarion, you wouldn't necessarily have the same restrictions on them. Actually, geographically speaking, Arcadia is very isolated (as in it doesn't have any sort of land bridge like the other continents).
As the person on staff the most interested in exploring Arcadia, I'm not super interested in having a direct analog of American cultures, but I would like to use them for inspiration. At the end of the day, nothing is currently planned for Arcadia, so no one can definitively say what will go into a book about it (until we get to it).

FrankManic |
Gotcha.
I'd like to see you guys take on pre-Colombian America, though. I think there's a lot of potential in that time and place as a setting for adventures, both the murder-hobo kind and more nuanced political and social stuff. And no one has ever done it well! Maztica was a mess and few other settings have even tried. Paizo has a good track record of shaking up old, tired stereotypes in gaming, I'd like to see you take a crack at the New World and do it some justice.
Re: Horses and Steel - I'm opposed to it for the same reason a lot of people dislike guns in their swords and sorcery games. The Americas having no riding animals or ironmongery is a key aspect of the popular conception of the region.
Eitherway, I'd really just like to see a representation of the pre-contact American empires at the height of their culture and power. It's just not something you see in media very often, but these are amazing, sophisticated cultures with a lot of cool practices that translate pretty well to RPGs.

MMCJawa |
4 people marked this as a favorite. |

As I have said before...I think you can make authentic fantasy nations and realms which owe inspiration to New World cultures/beliefs/history, while doing them in a fantastic way that puts them on equal footing with the Avistani.
On a personal level:
I actually would like to see horses in at least a plains/steppe setting. Because to me, horses are iconic for many Native American groups (Sioux for instance), and it doesn't feel right to have them absent. Yes they are a post columbian import, but the absence of much in the way of domesticated mammals in NA might probably is an artifact of NA megafaunal extinctions, which in turn were a result of having a fauna that evolved without people. Something that might not be the case for Arcadia.
I am indifferent to iron or not. I like the idea of skymetals being important. To me absence or not of iron just isn't a deal breaker.It's not the first thing that registers to me as authentic.

![]() |

As I have said before...I think you can make authentic fantasy nations and realms which owe inspiration to New World cultures/beliefs/history, while doing them in a fantastic way that puts them on equal footing with the Avistani.
On a personal level:
I actually would like to see horses in at least a plains/steppe setting. Because to me, horses are iconic for many Native American groups (Sioux for instance), and it doesn't feel right to have them absent. Yes they are a post columbian import, but the absence of much in the way of domesticated mammals in NA might probably is an artifact of NA megafaunal extinctions, which in turn were a result of having a fauna that evolved without people. Something that might not be the case for Arcadia.
I am indifferent to iron or not. I like the idea of skymetals being important. To me absence or not of iron just isn't a deal breaker.It's not the first thing that registers to me as authentic.
I'm with you on having horses somewhere but I like the idea of no iron/iron light options as it could lead to some truly interesting ideas to come to light. Like I would love to see them be forced to use obsidian, blood crystal, or even viridium as well as a slew of newly invented options for players and gms to build off of.

Odraude |
1 person marked this as a favorite. |

MMCJawa wrote:I'm with you on having horses somewhere but I like the idea of no iron/iron light options as it could lead to some truly interesting ideas to come to light. Like I would love to see them be forced to use obsidian, blood crystal, or even viridium as well as a slew of newly invented options for players and gms to build off of.As I have said before...I think you can make authentic fantasy nations and realms which owe inspiration to New World cultures/beliefs/history, while doing them in a fantastic way that puts them on equal footing with the Avistani.
On a personal level:
I actually would like to see horses in at least a plains/steppe setting. Because to me, horses are iconic for many Native American groups (Sioux for instance), and it doesn't feel right to have them absent. Yes they are a post columbian import, but the absence of much in the way of domesticated mammals in NA might probably is an artifact of NA megafaunal extinctions, which in turn were a result of having a fauna that evolved without people. Something that might not be the case for Arcadia.
I am indifferent to iron or not. I like the idea of skymetals being important. To me absence or not of iron just isn't a deal breaker.It's not the first thing that registers to me as authentic.
Probably more bronze weapons too. Many of the tribes did have bronze working, so it's not farfetched to say that tribes with magic could go beyond that.
I definitely do like the idea of alternate, fantastic metals being used. Especially the sky metals. Definitely want to see that for the Sky Captains of Machu Pichu!!!
I need to make that a campaign setting... :)

Cthulhudrew |

As Odraude said, there was bronze and other metalworking among the various Native American empires (notably the Aztec and Inca), and copper work among many North American NA tribal groups.
I think it would be interesting to see some kind of alternative alloys, likely using something else in conjunction with copper (and iron, which might well have found some eventual usage in Native American cultures absent the arrival of Old Worlders).
Whether they have some large skymetal deposits, or whether they developed ironworking, perhaps blending it with something other than carbon to make a steel-like alternative (either a fantasy element or even an existing one).
I'm no chemist, and it's been a long time since I took any chemistry, but I'm wondering if all that obsidian that was in wide use in many Native American cultures might have been put to some use in metalwork? Or maybe magically strengthening obsidian, so that it isn't as fragile? You'd have some seriously sharp blades- Arcadian "katanas" anyone?

Odraude |

A bit of a bump and some thoughts. I was recently trying to think up some ideas of titanic creatures from Native American folklore. Was compiling it for an idea of a mythic campaign. Wanted to crowdsource this idea. The two I have so far are
Gaasyendietha, the meteor dragon from Seneca folklore. Sounds awesome.
Cipactli, a primeval caiman beast with jaws on its joints from Aztec folklore. I love it!.
Cherufe, a magma snake of Mapuche folklore that created earthquakes and volcanoes and ate of human flesh. It's also a reptilian humanoid in cryptozoology. I'm sure we could combine the two in some way.
I'd definitely like more. Funnily enough, the first three kind of have an elemental theme to them (Gaasyendietha = Air; Cipactli = Water; Cherufe = fire or earth). Could always use a fourth one to finish the team :)

![]() |

A bit of a bump and some thoughts. I was recently trying to think up some ideas of titanic creatures from Native American folklore. Was compiling it for an idea of a mythic campaign. Wanted to crowdsource this idea. The two I have so far are
Gaasyendietha, the meteor dragon from Seneca folklore. Sounds awesome.
Cipactli, a primeval caiman beast with jaws on its joints from Aztec folklore. I love it!.
Cherufe, a magma snake of Mapuche folklore that created earthquakes and volcanoes and ate of human flesh. It's also a reptilian humanoid in cryptozoology. I'm sure we could combine the two in some way.
I'd definitely like more. Funnily enough, the first three kind of have an elemental theme to them (Gaasyendietha = Air; Cipactli = Water; Cherufe = fire or earth). Could always use a fourth one to finish the team :)
Some NA groups use four and others use five elements; in the cases I am aware of the number matches the number of directions they use (for example, the Navaho use 4 and the Tanoan Pueblo 5 (N, S, E, W, 'here') - there are groups that use 6 directions - N, S, E, W, Up, and Down. These could have resonances with the planes, since the kachinas among the Pueblo are affiliated with directions, and the directions are associated with seasons and weather.

![]() |

I find it odd that nobody picks up on the continet's name for inspiration.
I can't here it without being reminded of this.
Throughout the western, classical tradition the notion of 'arcadia' has been of a pastoral utopia full of peaceful shepherds and gentle dryads.
I really hope that 'arcadia' has an influence on Arcadia, otherwise it will be a jarring misnomer.

Odraude |

Odraude wrote:Idk, peaceful tends to equal boring. If everyone is at peace, then what are the adventurers going to fight? :)but don't heroes need something to fight for?
Yeah, but if there's already peace, there's no need to fight.
A utopia would feel very boring and uninteresting because there's nothing to fight for, or fight off. If all the problems are solved, then there's no need for adventurers. I'd prefer there to be conflicts and flaws and bad guys for adventuring. Conflict always brings plot hooks. Utopias, not so much...
...now a dystopia, I'm down for :)

![]() |

GeraintElberion wrote:Odraude wrote:Idk, peaceful tends to equal boring. If everyone is at peace, then what are the adventurers going to fight? :)but don't heroes need something to fight for?Yeah, but if there's already peace, there's no need to fight.
A utopia would feel very boring and uninteresting because there's nothing to fight for, or fight off. If all the problems are solved, then there's no need for adventurers. I'd prefer there to be conflicts and flaws and bad guys for adventuring. Conflict always brings plot hooks. Utopias, not so much...
...now a dystopia, I'm down for :)
Well, it's a whole continent. I think you could have idyllic stretches.
A utopia would feel very boring and uninteresting because there's nothing to fight for...
Really, surely you'd be fighting to defend the society, people and way of life?
Dystopia is where you don't have anything to defend, surely?

Odraude |

Well yes, it could have idyllic stretches. But so do the other continents on Golarion. While not every nation should be at war, or corrupt and run by villains, there should still be conflict. For every Cheliax, there should be an Andoran. I find it hard to believe that there's an area with humans and all kinds of other races living together on one continent and they all get along harmoniously. It doesn't happen on Avistan, Garund, Tian Xia, or Casmaron. Why would Arcadia be the special case?
Besides, Arcadia is just a name. That doesn't mean that it has to be a peace-and-love paradise, any more than Tian Xia (from the word tianxia, meaning "under heaven" in Chinese) being a bastion of holiness and law, like Heaven.

MarkusTay |

I'd love to see less humanish influence and vibe and give it more of a 'Mongo' vibe (lionmen, etc). We need at least one continent where humans do not dominate everyone else.
But of course, we should still have a nod to the cultures of the Americas (just don't feel the need to apply them directly to 'native humans'). Also, don't make the HUGE mistake FR did (several actually) - that the tech/magic level was so disproportionate that the 'European' (analogues) walked all over them. They should be just as strong and competent... but VERY different. In fact, their magic should confound Inner Sea Mages. Lots of primal/totemic magic, plus bonuses for proximity to geographic features (basically drawing power from the land itself).
In a nutshell: Don't over-do the derivations, and remember that this is FANTASY, and not humans-plus-other-guys. That gets old, fast.

![]() |

I'd love to see less humanish influence and vibe and give it more of a 'Mongo' vibe (lionmen, etc). We need at least one continent where humans do not dominate everyone else.
The owl-dudes have a ton of promise. (Syrinx?)
The notion that cliff-dwellers and mound-builders might construct their homes as they do *to ward off flying raiders* is ripe with possibilities.
Also, don't make the HUGE mistake FR did (several actually) - that the tech/magic level was so disproportionate that the 'European' (analogues) walked all over them. They should be just as strong and competent... but VERY different. In fact, their magic should confound Inner Sea Mages. Lots of primal/totemic magic, plus bonuses for proximity to geographic features (basically drawing power from the land itself).
I like this part, particularly, since it would serve to explain why their magic doesn't 'travel well' and why they haven't necessarily come over the ocean and started colonizing the Inner Sea region.
It is odd that the FR felt the need to so strongly mirror the Spanish conquistador vibe, when they did such a better job not having Kara-Tur be all about fantasy 'westerners' shelling their cities to keep the heroin trade open, or having Al-Qadim be all about an endless series of crusades over control of one specific 'holy city.'
If Arcadia does mirror the Americas more strongly than Golarion mirrors Europe, and there's a more organized and advanced Inca/Aztec analogue, it might be intriguing to have them establishing a presence in Southern Garund (below the map, where Holomog and whatever lie), so that, as Avistani folk sprinkle into northern Arcadia, southern Arcadians are establishing a foothold in lower Garund (perhaps with less violence and more of a mutual trade thing going on with one of the coastal Garundi nations).
That way, if there *is* some sort of imbalance (which there already seems to be, as the Ulfen have a presence in Arcadia, while the northern Arcadians don't seem to have any presence at all in Avistan), it could 'balance out' a bit if southern Arcadians are reversing that trend south of the equator, and expanding into Garund.
Obviously an Inca/Mayan/Toltec/Aztec analogue that had advanced ship building technology and the capability to settle across the ocean would be a fair step away from a perfect analogy, but it's not like Numeria or Nidal or the Realm of the Mammoth Lords are perfect analogies for anywhere in Europe, either. :)

![]() |
1 person marked this as a favorite. |

I know I keep saying this, but:
FIVE. THOUSAND. YEARS. THIS IS NOT A PRE-COLUMBIAN SOCIETY BY THE FAINTEST POSSIBLE STRETCH OF THE IMAGINATION.
It is almost inconceivable that the Arcadians still lack iron and horses.
*Valenhall* has been in Arcadia for 5,000 years. Valenhall is basically magical viking heaven on earth, guarded by Norns and Valkyries and every other Norse thing you can think of, and populated entirely by possibly undying Ulfen kings and their retainers. They do *not* have anything like normal relations with the natives, and sure as hell aren't trading horses and iron to them.
It's unclear how long the other colonies have been in Arcadia, but it's been explicitly stated that no settlement other than Valenhall has lasted more than 100 years. They are *extremely* isolated, because Arcadia is farther away from Avistan than North America is from Europe, and there are crazy magical and monstrous navigational hazards in the way.
In short, I think it would be entirely believeable for people in most of Arcadia to not have been affected by Avistani discovery of their continent in the slightest.
Other than that, I would point out that weapons made from fragile materials are really quite competative with metal weapons in Pathfinder. Masterwork obsidian weapons don't even have the fragile quality. That doesn't really make any sense; real obsidian and flint tools and weapons are good for one use only, unless there's enough material there to make something new when they break or go dull; but it does mean that a masterwork obsidian weapon is actually slightly better than a corresponding masterwork steel weapon, since it weighs less.
I, for one, would love to have an in-setting excuse to use "stone age" weapons; the related feats are pretty cool!

MarkusTay |
1 person marked this as a favorite. |

Cannibal halfling pinheads... a MUST in any jungle campaign. :D
Perhaps some Shadow Over Innsmouth-type stuff along the coast (given the history with the Aboleths). Instead of victorian-era new England, you could use the local tribes (or even some corrupted Vik... err... Ulfens).
Obviously there should be some sort of 'lost colony' a'la Roanoke. That could tie-into the Cthulhuesque elements.
'Elder Evils' could make a great replacement for some Meso-american gods, and explain large scale temple sacrifices, etc.
Feathered dragons, raptors and other small (but deadly) dinos, etc. Maybe some prehistoric version of a fantasy race (like primitive, shaggy cave-centaurs with the top half of gorillas).
Perhaps more advanced versions of goblinoids, like horse-riding Orc tribes (or some fantasy/prehisitoric versions of a horse). Maybe a desert kobold Empire that keeps the vicious, primitive Waste goblins at bay. Connect Kenkus/Dire corbies to 'The Raven' - a trickster deity from that region.
Dark Elves who aren't drow. No dwarves or gnomes though, unless someone comes up with something really special for them.
We could even give the southern-most areas a Polynesian/Oceania/Aussie vibe (ostensibly due to an admixture from ancient Tian colonies there). I am picturing massive war-outriggers that cross the Ocean (helps explain the Garundi colonies from Arcadia others here have recommended). They could even have some form of magical (Greek) fire projectors to help balance them against the technologically superior Avistan ships. In fact, that area can be similar to the old (and excellent) Pirates of Darkwater cartoon - ecomancers and all.

![]() |
1 person marked this as a favorite. |

'Elder Evils' could make a great replacement for some Meso-american gods, and explain large scale temple sacrifices, etc.
This reminds me of the original Deities and Demigods back cover, with that Erol Otus art of a vaguely Aztec looking dude summoning up a Cthulhu-like outsider or god...
I'm not sure I totally love the idea of an Aztec analogue that worships the Great Old Ones, but it sure does sound evocative and kind of on-theme for a people so caught up in massive bloody sacrifice, and being also a bit obsessed with bloodletting-based-divinations and human sacrifice and massive skull-rack displays of all their victims.
As I mentioned earlier, toss a half-mummified heart-ripping priest after a party, allowing it to teleport around by folding space, freeze people with paralyzing fear-roars, seize control of their minds and infect them with bloodlust to attack their allies, and tear their hearts out of their chest with a special grapple attack that takes a couple rounds, and you've essentially got a thematically appropriate beastie that can use the 3.5 Mind Flayer stats right out of the box.

Odraude |

MarkusTay wrote:'Elder Evils' could make a great replacement for some Meso-american gods, and explain large scale temple sacrifices, etc.
This reminds me of the original Deities and Demigods back cover, with that Erol Otus art of a vaguely Aztec looking dude summoning up a Cthulhu-like outsider or god...
I'm not sure I totally love the idea of an Aztec analogue that worships the Great Old Ones, but it sure does sound evocative and kind of on-theme for a people so caught up in massive bloody sacrifice, and being also a bit obsessed with bloodletting-based-divinations and human sacrifice and massive skull-rack displays of all their victims.
As I mentioned earlier, toss a half-mummified heart-ripping priest after a party, allowing it to teleport around by folding space, freeze people with paralyzing fear-roars, seize control of their minds and infect them with bloodlust to attack their allies, and tear their hearts out of their chest with a special grapple attack that takes a couple rounds, and you've essentially got a thematically appropriate beastie that can use the 3.5 Mind Flayer stats right out of the box.
Man, that sounds horrifying. I'm going to have to use that if I ever decide to run ever again.
I like the idea of Nurgal being a patron Sun God for some tribes or even a nation, demanding sacrifice. Would be cool.

Cthulhudrew |

Just learned about these cryptids- the shunka warakin- earlier tonight while investigating some other cryptids. These could be an interesting addition to Arcadia, especially if the Paizo spin was put on them. Maybe some kind of spin on why it "carries off dogs." Could it really be a natural werewolf hunter? (Not dogs, admittedly, but canids still.)
Another possible Arcadian beast based on a cryptid- the waheela.