#Pathfinder Forgotten Gods
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ritunn · 2 years ago
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Pathfinder's Forgotten Gods: Lady Taramyth, the Singing Flame
Last week we covered Uskyeria, the Saintly Slumberer, an Empyreal Lord with a bit of info that was focused on the protection of animals and dreams, so this week I updated another Empyreal Lord, this time the vulpinal, Lady Taramyth. In Pathfinder 1e we know Lady Taramyth is a vulpinal agathion Empyreal Lord who has a demiplane named the River of Nine Fires... and that's it! She was pretty much just mentioned in passing in Chronicles of the Righteous. So, let's see how we can take that and make something more!
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Vulpinal Agathion from Pathfinder 2e by Paizo
So, what became of Lady Taramyth with this conversion? I decided to take the Singing Flame aspect and with some inspiration from a friend, casted her as a patron of campfire songs and operatic singers. I decided to combine this by aiming for a rising star story. Lady Taramyth was just a simple vulpinal who taught others song around campfire and sang tunes as she traveled Nirvana until she sang a song so beautiful while in Shelyn's realm of Bloomeadow that Shelyn essentially "sponsored" her to rise to full divinity as an Empyreal Lord.
This is where we took the one thing we know about Lady Taramyth: she has a demiplane named the River of Nine Fires. Here I expanded on this by essentially making it an opera house, one where Lady Taramyth hosts an operatic play called the Ballad of Flaming Virtue performed by the celestial realm's best performers, including herself! She then invites upcoming artists and others who've earned her favor to inspire in a magical dream-like viewing of the ballad.
Despite this, she still visits the Material Plane regularly between the yearly performance and watches over campers who gave her her start. Making her the patron of campfire song and campfires in general! If you ever see a fiery red fox or a dashing kitsune woman with a sword cane in hand, perhaps Lady Taramyth has decided to pay you a visit.
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Lady Taramyth makes for a great deity choice for Bards (especially as a Maestro muse), but also Flame Order Druids, Rangers, Flames Mystery Oracles, or for entertainers and Kitsune in general. Clerics and Champions of Lady Taramyth are likely performers themselves and wear opera dresses and suits when not donned in armor, though they're certainly all aspiring vocalists and can be found anywhere singers are in demand. Followers of Lady Taramyth often choose the Celebrity or Dandy archetypes, each allowing them to impress crowds or get to the main event where they'll always shine. Folklorist is also a popular choice for those inclined to tell cultural stories with song. Lastly, the Bard multiclass archetype isn't uncommon among them, though they almost always specialize in vocal performances with instrumentation mixed in with a preference towards those that can make use of their powerful lungs.
Next week we'll likely continue our conversion of other agathion Empyreal Lords like Lady Taramyth and Uskyeria. Until then, may the Singing Flame inspire you too!
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aesfocus · 2 years ago
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Dami Neath;  Angel of Salvation - Knight Commander - Amnesiac
(x)(x)(x)
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angela-maps · 3 months ago
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Dead God
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Where do gods go when they die? A complex question with deep philosophical and theological implications, but in your setting of choice, perhaps one with a very simple answer. It could be a place, out of time and space, where decaying deific forms wither and rot, forgotten by all and no longer sustained by the power of belief. What manner of treasure, knowledge, or power might be found within such a long dead husk, and what bizarre and alien creatures might make their lair within one? That’s for you to decide, as you dazzle your players with these three maps, all animated, featuring an external and internal view of a massive humanoid carcass floating in a sea of stars. A giant, a god, or maybe just a regular-sized corpse visited by really tiny PCs?! A Fantastic Voyage into Innerspace awaits!
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honourablejester · 12 days ago
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I'm in love with your TTRPG god posts! Do you know about Phlegyas from 2e Pathfinder? She's the ex-mortal psychopomp god of artistic legacy, reincarnation, *and atheists*, I just found out about her the other evening, and I'm obsessed.
I had not heard of her, no! I haven’t gotten the Divine Mysteries sourcebook yet.
Small sidenote, mind you. I’m reading this via Archives of Nethys, so I’m not sure if it’s just being filtered second-hand, but the version of her lore in that book, the 2e version, reads a little oddly?
Before she was a psychopomp usher, Phlegyas was mortal. The most brilliant artist of her age, she was also vain and prideful, and when her arrogance led to blasphemy she was cast out from Shelyn’s church. In her excommunication, the clergy sought to strike her name from history, but they failed. Phlegyas’s legacy did more than merely survive; the artist’s name and achievements went on to last forever.
When Phlegyas came before Pharasma for judgment, the Lady of Graves saw a mortal who would defy death, the gods, or even the multiverse itself should it dare stand in her way; who challenged and redefined her gender in life and then her fate in death; who would not compromise on showing the world the truest version of herself, forever. Pharasma saw in Phlegyas a yearning to be known fundamentally to all mortals, and so elevated her into an usher of her court.
Phlegyas became the patron of art that outlasts its creator, of the defiance of mortality, and of new parents, especially those who die in childbirth. She is the Consoler of Atheists, caring for the souls of mortal atheists and preserving long-forgotten artworks in the Anonymous Loggia, her realm within the Boneyard. While Shelyn holds domain over beauty, Phlegyas represents all that transpires between the art and the viewer, and the works she inspires mortals to create are often painful and horrifying.
--- Lost Omens: Divine Mysteries (2025) (via Archives of Nethys)
The second paragraph mentioning that she ‘challenged and redefined her gender in life’ comes a bit out of nowhere? There’s no context for it. And the first paragraph is somewhat unclear on the mechanism of her legacy surviving. And (sorry, I don’t mean to rag on it) but there’s no real logic offered for why she’s the patron of new parents?
So I went back to the 1e source, Concordance of Rivals, just to see if it clarified anything:
In life, Phlegyas was an arrogant but gifted man. He was cast out from Shelyn’s church for his blasphemy and pride, but the clergy’s attempt to wipe away Phlegyas’s legacy was undone, as the mortal’s name survived among admirers and detractors alike. Pharasma saw this form of immortality as fundamental to mortal experience and raised Phlegyas up to be a patron both of art outlasting its creator and of those who spurned the gods. As a symbol of creations outliving their creators, she is also the usher of new parents, especially those who die in childbirth. Unlike Shelyn’s domain of beauty, the Consoler of Atheists embodies resonance, and the works Phlegyas inspires are as often painful or horrifying as they are beautiful.
Time and perspective cooled Phlegyas’s resentment of the divine, and now she and her servants offer respite to atheists who arrive at the Boneyard. Those godless souls who show potential she reserves to train as psychopomps.
Phlegyas is the most human of the ushers: a tall, broad-shouldered woman wearing a simple, plaster domino mask and carrying an oar she uses to ferry those who spurn the call of their gods. Her realm is the Anonymous Loggia, a museum of works by long-forgotten creators that still remain linchpins in mortal cultures.
--- Concordance of Rivals (2019)
And yes, that reads a little better. No offense to the new book, but I think that entry could have maybe done with another pass through an editor? They brought all the bullet point information across, but I think lost a little bit of the interlinkages and context while rewording.
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aliquistis · 2 years ago
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On Mystra and Gale
Okay I gotta say it.
tl;dr: Gale is too old to have been groomed by Mystra (unless you headcanon him as 30 or younger), bc she was dead until 1479 (game year is 1492). I am not defending Mystra. Mystra is a mess. Her (FR) writing is a mess. But for this at least, the timeline doesn't add up.
Disclaimer: there is absolutely nothing wrong with people disregarding/tweaking lore for fan works/fanfic. God knows I do it all the time when I GM. That's your story now and you can do whatever you want with it, including exploring problematic relationships like what if Gale was groomed by Mystra? This is just a post for general information. Write what you want. Explore those dark recesses of the human heart. Fly free, you beautiful butterfly.
Too long but still gonna read explanation under the cut.
Let me preface this again: This is not a post in defense of Mystra. I have, in fact, been very loudly complaining about Mystra since long before Baldur's Gate 3 was even hinted. This is simply pointing out timeline discrepancies that it seems many newcomers to Forgotten Realms aren't aware of (totally understandable! You should not need to ingest 30 years of lore to enjoy a game and I'm not saying you do.) Additionally, FR literally kills Mystra every new edition and it gets dumber every time.
Anyways. It is highly unlikely that Gale was groomed by Mystra. This is not a statement of morality, it's a statement of timeline. Mystra died in 1385. She was in pieces (like bits of her magic were still in artifacts/her Chosen, such as Elminster in lore that I absolutely despise) and that, as far as I can tell, is how magic subsisted until 1479, when she was reconstituted by Elminster (in lore that I absolutely despise) This is a gross oversimplification of an event called the Spellplague. I am open to correction on how magic worked here because I moved to Pathfinder during the 4e era and you could not make me read those Elminster books if you put a gun to my head.
Regardless, from 1385-1479, Mystra was dead/missing/asleep. BG3 takes place in 1492. If Gale is 40 years old, he was born in 1452. This means, if Gale is 40, the youngest he could have been was 27 when Mystra contacted him. This lowers, obviously, if you think Gale is 35 or even 30. If he's 30 then Mystra could have contacted him at 17. Yes, a 17 year-old is a child and this could have led to grooming, but Mystra wasn't at full strength when she first returned and she most likely wasn't seeking new Chosen until the next year, 1480. Regardless, this is the reason I put grooming as Highly Unlikely instead of Impossible. I personally believe Gale is older than 30 (I say this as a person in their 30s), I believe he was written with the intention of being a man older than 30, and I cannot see him being in his 20s. (more power to you if that's your headcanon, he's an archmage, he could be 600 for all we know, fly free, etc)
OKAY THAT SAID. Would she have groomed him? Fucking probably! Mystra is a mess. I have been playing in Forgotten Realms in tabletop and video game settings for going on 25 years now and let me tell you. Mystra is a mess. I could make a whole long ass other post on all the many problems I've had with her writing over the years. Even without the "Mystra banged a minor" angle here, there is a serious power imbalance and very obvious manipulation on her part. And I'm here to tell you Gale isn't even the first wizard she has done this to! She's done much worse! Mystra has a ton of flaws (I could write a BOOK on Mystra's flaws) but it remains highly unlikely that grooming Gale in particular is one of them.
If you'd like more FR lore this person has some amazing lore write-ups that I really enjoyed reading during EA. And here is Mystra's forgotten realms wiki page, already linked to her death and return.
(my friend told me to post this after I kept bitching to them about Lore on discord and They Know Who They Are)
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dailycharacteroption · 4 months ago
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Deity Drop 8: Easivra
Long ago in the Mwangi Expanse, there lived a civilization of bat-people known as the sabosan. They worshipped a duality of two deities, one being the demon lord Vyriavaxus, and the other being today’s subject, the eagle god Easivra.
These two divine powers ruled over their people in a dichotomy that sadly we understand little of, for long ago, the sabosan people encountered a great disaster (which may have been the conquering expansion of the demon lord Angazhan’s brood). No matter the exact nature of the disaster, the sabosan were forced to abandon their capitol of Jaytirian, and with it, their culture.
Now, Vyriavaxus is dead (killed by Nocticula!), and Easivra is nearly forgotten. Without them, the sabosan have become a cruel and monstrous people searching for something to give them meaning as they struggle to survive in a world that assumes they are horrible creatures of the night.
However, though no longer worshipped, Easivra still persists, and might make a return if the sabosan or some other people discover his worship.
In his heyday, Easivra was a god of the sun and of flight, and the joy of taking to the air and surveying the land below in the light of day. Due to his lawful good nature, it can probably be assumed that he was a fair and just deity as well.
Little is known about Easivra’s appearance, but it can be assumed that they manifest with the features of birds of prey, possibly as a giant eagle with feathers that shine like the sun.
We also know nothing about his personal realm other than it being located in Heaven somewhere. My best guess is that it is somewhere mountainous.
We know that Easivra was once worshipped by the sabosan, which is interesting given their nocturnal appearance. My best guess is that Easivra ruled over the civilized aspects of their culture, while Vyriavaxus ruled over their need to bring forth brutality to fight against their foes, I would assume. Nowadays, Easivra has no known worshippers.
Not much is known about Easivra’s relationships, but it can be assumed he got along well with most other goodly gods. His relationship with Vyriavaxus was likely very complex, being both enemies, but willing to put aside their differences for a truce between them as part of their guidance of the sabosan, as evidenced by the divine artifacts Morrowfall and Totemrix, two linked artifacts which suppress the other when combined, but capable of terrible power when separated, representing the need for peace.
It can be assumed that The Dawn Eagle was served by archons and angels, particularly those with themes of light.
We know that Easivra’s domains are Animal, Good, Law, and Sun, with the Archon (by way of Good and Law), Day, Feather, and Light subdomains, all reflecting his association with the sun and winged beasts.
Though he was mentioned in 2e, no domains have been given for him in that system.
As a forgotten god, he also has no listed obedience, and indeed might be too weak to grant such boons anymore.
Similarly, we have no knowledge of the Dawn Eagle in the far future of Starfinder. It really all depends on the fate of the sabosan. Did they vanish with Lost Golarion, or do they linger somewhere, and perhaps remember their once-forgotten god? It really all depends on the uncharted millennia between Pathfinder and Starfinder, and possibly The Gap itself, making the question unanswerable.
That will do for today, but it was interesting examining a forgotten deity. Next time, we’ll be tackling something a bit more well-known and dangerous to the heroes, though.
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thetownsendsw · 9 days ago
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Fantasy Western
So for a minute now I've been pondering a concept for a fantasy setting, suitable for a Pathfinder (or other system, or, sure, D&D) game, building out of the thought experiment:
"Could I construct a Fantasy Western Setting that ISN'T colonialist?"
Probably didn't *succeed* but still a fun setting.
Basic premise to that end is this: "The land isn't stolen, it's just on loan to fund the War Effort."
Background is similar to a lot of such settings, like Golarion: Couple thousand years ago, a grand cataclysm wiped out the grandiose arcane civilizations of old. Stars fell, fiends ravaged the earth, 9 in 10 gods died, the whole nine yards. And it was *thought* this one entire continent was outright obliterated, there's open sea there now. In time, society rebuilds, though never to the lofty heights of that fallen golden age. New technology, new magic etc.
Fast forward to Renaissance level culture when suddenly a massive tsunami hits the coasts of an entire ocean, half the coasts in the world decimated. When they ship out to find out what happened, it turns out that lost continent wasn't destroyed, it was just hiding for a while.
Back when that cataclysm was approaching, a handful of city-states in the center of that continent caught some portent of the doom to come, and sought to save what they could. They enacted a mass human sacrifice of willing volunteers to their sun god, that he might whisk away the entire continent to another plane of existence, and become an Unwavering Sun to sustain the land. But this wasn't sustainable, more sacrifices were needed to maintain the light. Thus was born the tirade of the Four Chamber Empire, raging across the length and width of the continent in search of blood.
For the Millennia of the Isolation, the Empire chipped away at the other proud and mighty civilizations of the continent. Submit, lose a few citizens. Fight back, lose your soldiers and a few citizens. Fight back well enough to actually drive them off, lose your daylight privileges for a few years. Kingdoms either were devastated, receded in on themselves, or became collaborators. Until--by error, or fault of worship, or building tolerance--the sun god's thirst could at last not be slaked.
The continent crashed back to Earth, and everybody realized this all could have stopped a long time ago.
The Empire, because it was the entire basis of their society at that point, declared that more sacrifices were needed to thank the sun god!
And everybody else said How bout f**k you!
They could at last unify without threat of losing the sun, but they lacked the heights of magic the Empire maintained.
But along came the folk of the World that Stayed.
"You've got arms, and soldiers, and strategy that isn't built out of millennia of attrition, can we borrow some of that?"
"What've you got to trade?"
"Nothing? Some land? Some of it has gold we haven't had the wherewithal to mine on account of the looming threat of human sacrifice."
"Deal! Here's a gun!"
"Did you not hear…? Never mind, thanks!"
And so were born the Accords, a grand bargain between an alliance of native nations and outsiders. Farm, mine, treasure hunt, whatever in exchange for military aid, on the understanding that whatever infrastructure the outsiders build up reverts to native control once the war ends.
Now it's decades later, the war still rages, and there are still forgotten cities lost under rubble and desert, still horrors and wonders wandering the land, and all manner of people come to find them.
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mobilesuitmushroom · 4 months ago
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your ocs sound so cool... you should talk about them more!!!!!
I will definitely have to!!! Most of my OC'S are dnd/pathfinder/ttrpg characters that I've been playing for years XD. I'll have to post about Rickon (Sad wife guy, who it also turns out became a God a little bit after coming back to the present, after more sad events happened) , Ellisot (Rickon's second son who wasn't there before Rickon altered the past like 300 years prior, but he's a demigod who has daddy issues and an alcohol problem), and Remoh (forgotten immortal who is in toxic pining/yearning over Rickon, and won't move on despite it being like 400ish years at the point where my world's story is at)
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thelorehold · 8 months ago
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In a realm where the very air hums with ancient magic and the land itself breathes with untold mysteries, heroes and heroines stride through the pages of legend. Their strength is matched only by their grace, their mastery in battle as precise as the strokes of a master painter. These are the protectors, whose shields are the bulwark against the encroaching darkness, their valor as unshakable as the mountains they defend. And the pathfinders, those silent sentinels who navigate the labyrinthine wilds, their arrows finding their mark in the hearts of those who would shroud the world in shadow.
Beneath the watchful gaze of forgotten gods and amidst the ruins of civilizations long past, these legendary figures carve their names into the very fabric of destiny. They face fearsome monsters, twisted by dark magic, and confront villains whose ambitions threaten to unravel the delicate balance of the world. Yet, with every clash of swords and every whispered spell, they drive back the tide of chaos, their courage a beacon in the encroaching gloom.
These fearless adventurers, adorned in armor that gleams like the rising sun, venture into the unknown with fiery determination. Their resolve is as enduring as the ancient stones beneath their feet, their every deed a tale to be sung by bards for generations. In this land of endless adventure, where the boundaries between the known and the unknown blur, they are the living legends, the shining symbols of all that is heroic and noble. Their stories, woven with threads of bravery and sacrifice, will echo through the halls of time, inspiring awe and admiration in all who hear them.
[ko-fi.com/lorehold]
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dragonologist-writings · 6 months ago
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Title: A Beauty Calm and Clear Fandom: Pathfinder: Wrath of the Righteous Rating: G Status: One-Shot Main Characters: Knight-Commander Piper Chanterelle, Arueshalae Ships: Piper/Arueshalae Additional Notes: Azata Mythic Path, Pining Word Count: 1k Summary: Arueshalae and Piper share a moment as they reflect on the nature of the Azata.
read below or here on ao3
Not too terribly long ago, Arueshalae had believed there was no greater power than that of the demons. She’d prided herself on her dark beauty, had reveled in her twisted impressions of freedom. That was before her brush with Desna, of course; now, those accomplishments which once brought such insidious joy are soaked with guilt, and she wants nothing to do with that kind of power.
But the power of the Azata?
That is something to behold.
Arueshalae watches in wonder as this new magic takes hold of the barren, desolate crack in the world, breathing life into the cursed land with blossoms and butterflies and bright, shining rays of sun. Darkness gives way to light and color; disease withers in the face of such miracles. Such a beautiful image is only enhanced by the woman standing in the center of it all: the Knight-Commander.
Piper. Her head is tilted upwards towards the rainbow she created, her expression one of serenity as she lifts her voice in song. The light is golden across her rosy face, and her long silver hair shifts softly in some unseen wind.
Arueshalae watches Piper often, as she does all the citizens of Drezen. As the Commander, Piper is constantly in motion, weaving and shifting around the people who surround her, wearing a smile through it all. And yet, Arueshalae has never seen her look as peaceful as she does when singing the Song of Elysium.
Music fills the air, growing and flowing and finally fading away as the spell ends. The aura of magic goes with it, lessening little by little in time with the song’s volume. But the willow tree summoned by Piper remains, a small trace of Elysium that will continue to bless this land long after the party has moved on. It will not fix everything; this is just a small extension of the Worldwound, a forgotten patch of land near a village that most people will never see. But it is proof that healing is possible, and by the time the song has fully ended, Arueshalae is breathless from the beauty of it all.
Piper, her performance now done, simply stares at the tree, blinking in surprise as if she hadn’t even noticed the miracle around her.
“Did…did I do this?” she asks hesitantly, running her hand over the bark.
Seelah murmurs something about a blessing from the gods, while Ember cheerily proclaims that the ground is much happier this way. Aivu takes it all in her typical unaffected stride, bounding off to chase after a butterfly. Meanwhile, Piper still looks as if she can scarcely believe it, and a laugh bubbles to her lips. “I didn’t know I could do that.”
“It’s your gift,” Arueshalae says quietly. “You bring hope to where it’s most needed.”
Piper laughs again, an incredulous sound, and she turns to Arueshalae with a smile- not one of the coy grins she hands out so easily when charming her allies, but one that is proud and radiant and real.
And how easy it could be, for Arueshalae to claim that smile, those lips, for her own. To slide her hands along that graceful body and pin her against the tree, right under the light of Elysium-
Arueshalae bites her lip and forcefully severs herself from those thoughts, all too aware of the heat in her stomach and the racing of her heart in her chest. After all this time…how is it that she is still tempted so?
She takes a step back from Piper-a feat which requires quite a bit of effort when all she wants to do is pull her close- and though she can sense Piper’s concern she can’t bring herself to look the other woman in the eye. Piper should be enjoying this moment, this brief space of peace. Arueshalae’s struggles are her own burden to bear.
Piper does not approach, although Arueshalae can sense the woman’s gaze continue to linger on her. Her cheeks burn, and she knows that Piper must suspect, and she wonders if she should apologize or if it would be best to let the matter drop-
“Thank you, by the way.”
Piper’s voice pulls Arueshalae from her thoughts, just enough for Arueshalae to realize her words make no sense. “What?”
Piper shrugs, turning her face upwards to the light once more, butterflies gathering around her in a strange, fluttering halo. “It occurs to me that I wouldn’t have connected to the Azata like this if not for Ilkes and his friends. And I would never have had reason to find them if not for the visions you sent. So…thank you, for your part in this.”
Arueshalae just shakes her head.  “I fear you’re being far too generous. I cannot even dream. This is lovely…but it is not me.”
Piper’s smile turns mischievous, and when she speaks again her tone is hushed as if sharing a secret. “This isn’t really me, either, you know. I haven't the faintest clue what any of it means, or how it happened. But if the past few months have taught me anything, it’s that anything can change.”
Arueshalae spends the rest of the evening considering Piper's words. The party sets up camp near the new willow tree, enjoying the scenery as night falls and the butterflies give way to fireflies. At one point, one of the bright little bugs flits near Arueshalae, and she lifts her hand on impulse. She regrets the action almost instantly, half-expecting the Elysium-touched creature to turn to dust as it lands upon her finger.
But it doesn’t; it simply flutters and blinks its tiny light, bright against Arueshalae’s pale skin. After a moment of rest it once again takes to the sky, it’s wings soft as a kiss against her hand.
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thewingedbaron · 6 months ago
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Owlcatober Day Five: Forgiveness
A bit of a different take on this one (like I've been sticking the script at all). There's a certain character throughout Act 1 and 2 that I've always had mixed feelings about. How far can heroes fall when their people no longer want them?
Heroes and Traitors (764 words)
Fandom: Pathfinder Wrath of the Righteous
Warnings: Mentions of death
Ship: Arueshalae/KC (Allix)
Read here under the cut on Ao3 :)
The graveyard was all but abandoned at night. It had been long months since the soldiers had moved their not-so-secret gambling ring to the warmth of the Half Measure Tavern. Without them, very few had any reason to dwell amongst the headstones. The names of crusaders, heroes, cowards, opportunists, equally revered and forgotten there in the mist. A shame, Allix thought as he carefully stepped through the wrought iron gate. A gods damned shame. 
He picked his way between the graves at a snail’s pace, stopping every so often to read the names and whisper a prayer to Iomidae, or Erastil. He did not need to go far to reach his destination. 
The headstone stood alone on its own patch of dried grass. It was nondescript, nothing to mark it as special other than the heavy name carved into its face, and the lack of any kind of symbol to denote any kind of faith. The crusaders had not known under what god’s eye to bury the traitor Stanton Vane. An unmarked grave seemed to be a statement all its own. It stood alone because no comrade, nor family wanted to bury their dead close to the headstone, out of fear that the marks upon his soul might seep from his coffin and infect the souls of those interred nearby. It was hard not to be superstitious when your enemy was the horrors spat out by the worst place imaginable. 
Allix sat down before the headstone, legs crossed, gazing sadly at the name carved there. He had ended hundreds of lives. Cultists, demons, Gods. Yet it was here where his soul felt the quietest. The Knight Commander silently brushed the fallen leaves off the top of the stone, wondering where the dwarf’s soul might have gone. 
“Who were they?” A quiet voice asked. 
“A hero.” Allix replied, shifting to make room before the grave. A moment later, he was joined by the winged form of Arueshalae settling in beside him. “And a traitor.” He continued softly. 
“Stanton Vane.” Arueshalae read off the grave. “I’ve heard his name whispered amongst the crusaders. I’ve heard him called many things, but never a hero.” 
Allix nodded. “I can’t imagine you have.” 
For a long moment, they sat in silence. Arushalae’s head on his shoulder, their tails intertwined. Touch had become easy for them since their return from the abyss, and Arueshalae’s ascension. It had been slow at first, but now even the most mundane of contact felt natural. As natural as breathing. Small touches of support. 
“Why do you call him a hero?” Arueshalae asked. 
For a long moment, Allix did not reply. “We wouldn’t be here without him.” He said slowly. “He helped take this fortress. Fought back the tide of demons for years in the first crusades.” 
“But that’s not why you call him a hero.” Arueshalae said. 
“No.” He agreed. “I believe he’s a hero for what came after. He lost Drezen, seduced by a demon to charge out in a blaze of glory. In one fell swoop, he lost our greatest fortress, and our greatest defense in the Sword of Valor. Hundreds of heroes died in the battles that followed. And yet…” 
Allix’s voice trailed off, a half formed thought on his lips. Arueshalae shifted closer, her weight a comfort on his side. 
“He fought on. For so many years he fought on as his allies and friends turned on him. The crusaders spat on him, outcast him, and yet he still fought, all the way to the Gray Garrison.” Allix whispered. “And I killed him.” 
“He betrayed you.” 
“He did.” 
“And you feel guilty about his death?” Arueshalae asked. 
“Yes.” Allix nodded, his eyes far away. “He betrayed us because we gave him no other option. For all the people these crusades have protected. For all the people we’ve saved… we hurt people. The crusades have allied themselves with anyone willing to supply the bodies and swords to throw in front of the world wound, no matter how young or old, willing or unwilling. I sometimes wonder just how many cultists we’ve created over the years.” 
“It can’t be all bad.” Arushalae argued. “The crusades are the only reason the demons don’t rule Glarion.” 
Allix nodded again. “You’re right. It's just… sometimes I have a hard time forgiving the harm that we cause in the name of good.” 
They were silent for a moment more. “Have you forgiven Stanton Vane?” Arueshalae asked. 
“Some day. I hope that I can.” Allix replied. “If I can forgive him. Maybe there’s hope for us all.”
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ritunn · 2 years ago
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Pathfinder's Forgotten Gods: Walks With Golden Stars, the Starlit Wanderer
Well with that mouthful of a name out of the way, this week we're covering the draconal empyreal lord, Walks With Golden Stars! Compared to Lady Taramyth and Uskyeria, Walks was an interesting case. We know one thing about them: they're a draconal. That's it. However, we did have a name and sometimes that's all you need. So, why don't we go over what I did to make Walks a full fledged empyreal lord?
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Draconal from Pathfinder 2e by Paizo
Looking at the name, the first thing that came to mind is space travel, starlight, astronauts... Starfinder? Yes, Starfinder. Starfinder already has its own deity of space travel in the form of Weydan and Pathfinder has uh... the Black Butterfly? Brigh and Cassandalee? Not exactly their thing, but Golarion is just a generic fantasy setting without funny things like sci-fi... is what I would say if Numeria, the Saoc Brethren, and so much more didn't exist. Spaceships exist in Pathfinder. Space travel exists in Pathfinder. Is it easy? No. So, that means it's the perfect place for a deity to show up to help inspire the few folks interested in it.
Walks With Golden Stars thus took inspiration from outer dragons, solar dragons specifically and became the empyreal lord of space travel and starlight. On sunlit wings, they travel the stars, observing the beauty of space with their own eyes, while reminding others of it with the light of stars faint and far away. There's a tragic bent to this however, Walks is lonely. One legend said they used to be joined by a solar dragon, but when they discovered the origin of the Starstone meteorite in the vast darkness within the Dark Tapestry, that their essences fused together to make a new being. So, now they wait and silently beckon others to join them, hoping one day they'll have a companion once again.
If you happen to meet Walks With Golden Stars, you may see them as a draconal with fiery wings of sunlight wearing a tapestry of stars, scales golden like their namesake. A being as beautiful as the stars they wander and as ephemeral as them too.
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Walks With Golden Stars makes a great deity choice for Inventors, Starlit Span Magi, Cosmos Oracles, Dragon Barbarians, Sorcerers, and Summoners with a connection to outer dragons, and anyone interested in crafting starships. Their Clerics and Champions are often astronomers or engineers, focused on crafting vehicles that can reach the stars themselves. Said followers often adorn themselves with golden threaded cloaks or purple vestments with gold specks placed around the clothes in the form of constellations in honor of Walks With Golden Stars. Worshipers typically pick archetypes that better facilitate a connection to the stars or help them to build and manage marvelous vehicles to ascend past the firmament such as the Inventor multiclass, Oatia Skysage, or Vehicle Mechanic. Though some Dragon Disciples seek to become outer dragons so they can travel the stars, this proves difficult however with the extreme rarity of such bloodlines. But, it may be more common when they actually get added to Pathfinder 2e beyond the Battlezoo Bestiary Dragon Ancestry.
Next week, come join me as I cover Sixlife, the Violet Fury. A silvanshee empyreal lord! This cat is going to have some bite however.
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mountainashfae · 10 days ago
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3, 6, and 17 for Aurien?
3. What was the first thing you decided on, the character's name, appearance, personality or their role in the story?
The first thing I remember deciding on for Aurien was the idea of them being a fake cleric. Back before I realized what class they would need to be to make it work how I wanted in Pathfinder. After that was the surname "Florence."
6. What was the thought process behind their appearance? Did you go mostly for the aesthetic or are there other reasons they look the way they do?
God. Okay so. Here's where I have to tap into the fact that Aurien was a derivative concept from the character I had just finished playing, Seville. When I was designing Aurien's face and hair, I was specifically taking Seville's design from memory and flipping it! The rest of their outfit was taken from some MahoYaku outfits that inspired me, since that was a major thing I was doing at the time for design ideas.
17. Are there any motifs or symbols associated with the character? How are they represented, in their design, personality or in some other way?
Almost none of their motifs actually end up represented in their design. Death, masks, ice, and recently I've been thinking moths are a fun new association. The mask idea is the biggest one to actually be apparent, in how they rarely show their 'true' face. In some ways they've almost forgotten how to since they're trying so hard to bury it in exchange for something else. A lot of the others are so subtle I'm not sure if I can put to words how they're represented.
[ Character Asks ]
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angela-maps · 6 months ago
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Dead God
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Where do gods go when they die? A complex question with deep philosophical and theological implications, but in your setting of choice, perhaps one with a very simple answer. It could be a place, out of time and space, where decaying deific forms wither and rot, forgotten by all and no longer sustained by the power of belief. What manner of treasure, knowledge, or power might be found within such a long dead husk, and what bizarre and alien creatures might make their lair within one? That’s for you to decide, as you dazzle your players with these three maps, all animated, featuring an external and internal view of a massive humanoid carcass floating in a sea of stars. A giant, a god, or maybe just a regular-sized corpse visited by really tiny PCs?! A Fantastic Voyage into Innerspace awaits!
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murthingsblog · 27 days ago
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Okay Tumblr, time to talk about Pathfinder divine kinship headcanons
I'm a kid who grew up on Egyptian, Greek, and Norse myths. And I miss those familial relationships of the PF gods, so. You know. I make them up myself.
Erastil sees almost all the deities younger than him as children and grandchildren. He is the patriarch of an ancient small community. Or your beloved but old-fashioned grandfather. He loves you, he cares for you, even if he does not always agree with your choices and does not always understand you. He tries, he really does.
Iomedae and Cayden see each other as brother and sister. They disagree on many things, have different outlooks on life, but they share the same mortal roots, and hell, try to hurt one and you'll have to deal with the other. Iomedae is always willing to watch Cayden's back (even if she later tells him what she thinks about his recklessness), and Cayden is there to support her. And he's damn good at heart-to-heart talks.
Aroden and Iomedae... It's more complicated. Iomedae might have seen Aroden as an uncle. You know, the slightly eccentric relative who has no family of his own but loves you. That's the uncle type. Aroden saw Iomedae as a daughter. He didn't have a family because, you know, family distracts you from important work, but as you get older, you get sentimental. And someone who learns from you, grows before your eyes, improves and is bound to be better than you were, feels like family. Iomedae was Aroden's morality pet, I'm just going a little further.
Sarenrae is something of a niece to Asmodeus. The Pale Orphan - that is, the Dawnflower - was a creation of Ihys and was close to him. Unfortunately, we know what happened to Ihys.
Eiseth is the daughter of Dispater and his first forgotten wife. And yes, the older half-sister of Ragathiel. This is my way of playing with the mysterious relation she might have to Ragathiel. Her quest to become an Empyreal Lord of vengeance and duty and her fall from grace is one of the reasons why the Heavens have distrusted Ragathiel for so long. Dispater is glad that his daughter has joined him and turns a blind eye to her defiance. Ragathiel... is not glad of her for so many reasons.
Lastly, Kazutal cares for Arazni in a motherly way. Simply because she is the elder goddess, and Arazni is the daughter of Arcadia and a worthy daughter of the community that Kazutal cares for so much. And Arazni needs this care, love and support that no one else can give her.
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thecreaturecodex · 2 years ago
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Anaxim
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Image © Wizards of the Coast, by Wayne Reynolds
[Commissioned by @justicegundam82​​. The anaxim was one of the abominations in the D&D 3.0 Epic Level Handbook, and even in its initial appearance seemed like a strange fit. It doesn’t have an epic level CR, at CR 20, and it is the only non-evil abomination. 4e tried to reinvent them by moving them to the Forgotten Realms, and conflating them with a 2e monster family from Dragon Magazine, the sheen. Like most decisions involving the Realms in the 4e era, I hate this and am ignoring it.
My inspiration for the flavor text is as much from conversations with my followers as from any official source. Their first canon backstory is that they are the abandoned creations of a forge god who tried and failed to make an ultimate weapon. The commissioner suggested, in light of this and to give the anaxim something to do other than fight, that they be interested in “fixing” themselves. A conversation with @strawberry-crocodile​​ about one of her upcoming commissions got me thinking about how Pathfinder RPG treats Law vs. Chaos as the big reality-defining conflict as opposed to Good vs. Evil (more traditional fantasy settings) or Evil vs. Evil (the Blood War). And, because of where I am in my life, there’s definitely an element of queer symbolism in this entry as well. Feel free to play that up, or play that down, depending on how you want to use the anaxim in your game.]
Anaxim CR 17 N Outsider (extraplanar) This mechanical thing is approximately human shaped, but nearly twice as broad. Its body seems to be made entirely of weapons—it has spinning blades mounted on its back, multiple hooks and cleavers growing along its arms, and a face like a knight’s helmet.
In the war between the inevitables and proteans, there are casualties. Most of these are outright fatalities, but in some cases, an inevitable becomes irreversibly changed by the forces of chaos. When this happens, the inevitable transforms into an anaxim. No two anaxim look identical, but all resemble loosely humanoid metal figures covered in weapons. The primary goal of most anaxim is perfection: making themselves whole and complete in a way that is unique to each individual. Many anaxim would also like to figure out a way to reliably replicate, one that didn’t rely on freak chance and outside intervention. A few anaxim are instead filled with self-loathing and seek to lash out at the forces that made them—these are the most dangerous.
A single anaxim is the equivalent of an entire mortal army, and they are able to go toe-to-toe with all but the most powerful proteans or inevitables alike. As anaxims value their own lives very highly, they usually start a combat cautiously, from a distance or with hit and run attacks. The spinning blades that grow between their shoulders are, when spun fast enough, able to act as a wing, granting the creature remarkable maneuverability for its weight. In addition to their impressive physical weaponry, an anaxim can use a number of spells for defense, and a powerful blast of sonic energy for offense.
Anaxims are insane by the standards of the inevitables, which means that they are capable of respecting and understanding multiple viewpoints. Some maintain a balanced approach to achieving their goals, while others veer wildly between chaotic and lawful behavior. On some occasions anaxim will gather together into groups if their views of perfection overlap. If they do not, such groups rapidly fall apart due to infighting, with anaxim attempting to take control of their peers or simply blast them to pieces with their sonic cones.
Anaxim       CR 17 XP 104,200 N Medium outsider (chaotic, extraplanar, lawful) Init +7; Senses darkvision 60 ft., Perception +26, true seeing Defense AC 33, touch 18, flat-footed 25 (+7 Dex, +1 dodge, +15 natural) hp 270 (20d10+140 plus 20); fast healing 10 Fort +13, Ref +19, Will +17 DR 15/(adamantine and lawful) or (adamantine and chaotic); Immune construct traits; Resist cold 20, electricity 20, fire 20; SR 28 (35 vs. divinations) Defensive Abilities constructed Offense Speed 30 ft., fly 100 ft. (perfect) Melee 2 blade arms +31 (2d6+11/19-20), spinning blades +31 (4d6+11/19-20x3) Ranged 6 spikes +27 (1d8+11) Special Attacks control construct, rend (2 blade arms, 2d6+16), sonic cone Spell-like Abilities CL 20th, concentration +25 Constant—nondetection (self only), true seeing At will— chain lightning (DC 21), displacement, greater dispel magic 3/day—ethereal jaunt, quickened greater dispel magic, improved invisibility 1/day—summon (1 iron golem, 100%, 9th level) Statistics Str 33, Dex 25, Con 25, Int 20, Wis 20, Cha 20 Base Atk +20; CMB +31 (+35 sunder); CMD 49 (51 vs. sunder) Feats Cleave, Craft Construct (B), Deadly Aim, Dodge, Flyby Attack, Great Cleave, Greater Sunder, Improved Critical (spinning blades), Improved Sunder, Power Attack, Quicken SLA (greater dispel magic) Skills Acrobatics +28, Craft (clockwork) +24, Fly +24, Knowledge (arcana, dungeoneering) +21, Knowledge (engineering, planes) +24, Perception +26, Sense Motive +26, Stealth +28, Spellcraft +21 (+25 crafting constructs), Survival +26, Use Magic Device +26; Racial Modifiers +4 Spellcraft when crafting constructs Languages Celestial, Common, Modron, Protean, Utopian SQ armament, construct maker Ecology Environment any land or underground (Axis) Organization solitary, binary pair or squad (3-6 plus 0-12 miscellaneous constructs) Treasure standard Special Abilities Armament (Ex) An anaxim’s natural weapons overcome damage reduction as lawful, chaotic and magic weapons. Its blade arms are primary natural weapons that deal slashing and piercing damage, and threaten a critical hit on a roll of 19-20. Its spinning blades are a primary natural weapon that deals slashing damage, and deals x3 damage on a successful critical hit. Control Construct (Su) Three times per day as a standard action, an anaxim can attempt to take over a construct within 60 feet. The construct can attempt a DC 25 Will save; if it fails, it is totally under the control of the anaxim for 24 hours. Creatures with the constructed defensive ability, such as inevitables, modrons and other anaxim, are susceptible to this effect as well. The save DC is Charisma based. Constructed (Ex) Although anaxim are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), anaxim count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Anaxim are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size. Anaxim do not need to breathe. Construct Maker (Ex) An anaxim has Craft Construct as a bonus feat. It gains a +4 racial bonus on all Spellcraft checks used in the manufacture of a construct. Sonic Cone (Su) Once every 1d4 rounds as a standard action, an anaxim can create a 60 foot cone of deadly sonic energy. All creatures in the area take 20d6 points of sonic damage and are staggered for 1 round. A successful DC 25 Reflex save halves the damage and negates the staggered condition. The save DC is Charisma based. Spikes (Ex) As a standard action, an anaxim can fire up to six spikes. Each spike is treated as a ranged weapon with a range increment of 100 feet. Each spike deals 1d8 damage plus the anaxim’s Strength modifier. An anaxim never runs out of spikes.
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