Legacy of the First World

Hello, hello! Welcome! Today we’re going to take a look at one of my favourite soft cover releases of the past year: Pathfinder Player Companion: Legacy of the First World! If you’ve been reading the blog for a while, you’ll know that my daughter is already using some of the awesome character options found inside this little gem, with her Pathfinder Society character, Lady Naysha. Admittedly, I’m super jealous.

Legacy of the First World is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find any great secrets of the First World hidden inside, or details on the plane itself. For that kind of information you’ll have to pick up Pathfinder Campaign Setting: The First World, Realm of the Fey, or the soon to be released Pathfinder Roleplaying Game: Planar Adventures. Legacy of the First World features amazing cover art by Kiki Moch Rizky, which showcases the iconic druid, Lini, and the iconic hunter Adowyn, engaged in battle against a grodair!

The front inside cover features brief information on all nine of the Eldest: gods of the First World who are often worshipped by fey and fey-blooded or fey-touched humanoids. Each entry includes their name, title, holy symbol, alignment, domains, favoured weapons, and the pages where related information and character options can be found. Curious who the Eldest are? Fear not! We’ll get into that later!

PZO9480After this we’ve got the table of contents, the rules index, and the introduction. Here we find five new regional traits, each themed around places on the material plane where fey  are common. Curious which locations? The Darkmoon Wood, Grungir Forest, Irrisen, Uringen, and a caravan known as the Witchmarket. ‘Fey Mediator (Grungir Forest)’ is a solid trait, but I think that ‘Voices of Solid Things (Witchmarket)’ turned out to be my favourite! This allows you to select either Appraise, Craft, Disable Device, or Spellcraft. In addition to making that a class skill, you can apply your Charisma modifier on those checks instead of Intelligence/Dexterity. Neat!

Moving on from the introduction we come to a pair of pages entitled ‘Fey Origins’ that deal with characters who have a touch of the fey in their bloodlines. Each of the core races has ideas for how fey-touched members of that race might look or act, and an alternate racial trait. After this there are three story feats which can be taken by any race. Although the human, half-orc, and half-elf alternate racial traits are very cool, its the one for elves that turned out to be my favourite. ‘Fey-sighted’ grants your elf detect magic as a constant ability, and replaces ‘elven magic.’ So cool! As for story feats? Check out ‘Fascinated by the Mundane’ for a really fun character concept!

Wait! That can’t be all that gnomes get in this book? Is it? Just a trait? Nope! It’s not. The next few pages focus on two races intrinsically tied to the First World: gnomes and gathlain. Up first? Gnomes! First up, rules for playing a bleaching, followed by two feats that can be taken by bleachlings. Finally! Past that we come to a quirky alchemist archetype called the ‘First World Innovator’ which lets you mix a bit of primal reagents into your alchemical creations (bombs, extracts, potions or mutagens) which will alter them in a random way. I highly recommend giving this one a read, because I loved it. Following the archetype itself are a trio of discoveries that let you create a fey-themed mutagen, which are pretty nifty. After that we come to two new alchemical creations: the chroma grenade, which dazzles enemies and makes them susceptible to illusions, and the vine tube, which spouts fast growing vines. These vinescan either grow along the ground to make difficult terrain, or can be molding by a skilled craftsman into basic tools and furniture which last for ten minutes. An interesting alternative to carrying around a bunch of heavy tools! The final little treat on the section on gnomes? It contains my favourite artwork in the book! A blue and orange haired little alchemist surrounded by very natural-looking components, crafting up some kind of glowing brew. I’m feeling it.

Leaving the gnomes behind we get into a pair of pages about gathlain. This section doesn’t contain any race-specific archetypes (for those you’ll need to check out Pathfinder RPG: Ultimate Wilderness), instead it features five alternate race traits, eight new favoured class options, and four new feats. For race traits be sure to check out ‘bower born’ and ‘sticky tendrils,’ and for feats take a peek at the very quirky ‘strange yield,’ which lets you pull a single fruit off of your wings a day that acts as a random potion.

After the various racial options in this book, we move on to the ways in which the First World has affected the material plane. The first two pages include the fey-touched template, a new oracle curse and mystery, and a bard archetype called the First World Minstrel. Although the First World Minstrel’s ability to pass on the ill luck of a pugwampi to your enemies is absolutely delightful, if I recommend only one thing from this book it would be the new oracle mystery: whimsy. It’s just… awesome. Flavourful, fun, and useful. I’d use it in a heartbeat. Unfortunately for me, (and very fortunate for my daughter), right before I could make a character with it, my daughter did. She beat me to it! And she did it so… perfectly. I just can’t compete. And so, for the forseeable future, I’ll refrain from making one of my own… At least until I can think of a concept completely different than my six-year old daughter’s…. For those of you who don’t have that issue, be sure to check out our favourite revelation: ‘whimsical prank!’ Other gems include ‘assumed form,’ ‘flicker,’ ‘whimsical step,’ and ‘woodland caprice.’

So good.

Seriously. Check it out.

But with a flip of the page we leave the whimsy behind to delve into two pages of character options which revolve around the harm fey can cause. First up are four alternate racial traits which focus around locations tainted by evil fey: Darkblight, Tanglebriar, and the Upper Korir River. I’d recommend giving the human trait, ‘imposter-wary‘ a read. Although it forces you to put your bonus skill point into sense motive at every level, it also grants you a bonus on saves against illusions. A great trade if you want to make a suspicious character. After this we get to a new hunter archetype that focuses on killing fey, the cleverly named ‘Feykiller.’ This archetype swaps out a few of the animal focus options for different ones, allows your animal companions attacks to bypass DR/cold iron, grants you a bonus against illusions and enchantments or, if they were cast by fey, makes you immune to such effects. Very cool! Lastly, this section gives us three new spells, my favourite of which is ‘iron spine.’ And yes, it does exactly what it sounds like it does. Ouch…

Every page after this point in Legacy of the First World is dedicated to one of the Eldest. First, it gives us a paragraph or two on the Eldest themselves, followed by new archetypes, class options, spells and gear which are related to that god or their teachings. Interesting, right?

First up: Count Ranalc, the Traitor. Eldest of betrayal, exile and shadows. This shifty fellow provides us with my husband’s very favourite part of the book: an archetype for slayers called ‘Ankou’s Shadow.‘ This awesome archetype gives you the ability to make shadow duplicates of yourself which function as mirror image and last until destroyed. As you level up you can command your duplicates to perform other actions, and you gain access to more duplicates. Oh, and you can see invisibility as a swift action for a minute per level per day. Sweet! He’d better get around to making one soon, or I will.  Haha! After this is another interesting archetype, the ‘Shadow Scion‘ for rogues.

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For more information on the First World, check out Pathfinder Campaign Setting: The First World, Realm of the Fey

The Green Mother, also called the Feasting Flower, is the Eldest of carnivorous plants, intrigue, and seduction. Yikes! The pages focusing on her give us the ‘Grasping Vine‘ archetype for shamans, which shuffles up some spell options, allows you to speak with plants, gives you the ability to use plant shape, and even turns your familiar into a creature made of leaves and thorny vines. I think you could make a really cool shaman with this archetype. It’s very thematic, but also very… accessible. By that I mean: lots of different character concepts ranging throughout Golarion can make use of this archetype. Not just followers of the Green Mother, or characters from the First World. It’s easy to use. The second archetype up for offer here is much more of a niche, and focuses on The Green Mother’s seduction aspect. It’s the ‘Seducer’ archetype for witch! Their last ability, ‘Garden of Delight,’ just… Wow. I’m… a little surprised that saw print. I’m not sure why it surprised me so much. It shouldn’t. But, I’m certainly not letting my kids play this archetype! No way! That complaint aside, the archetype’s still not really my cup tea. Still, if you want to be a charming enchanter/enchantress style character, this is a really good option. Past the archetypes there are two new witch hexes up for offer and one new shaman hex. My favourite is the shaman hex ‘silkstring snare.’ Lastly, there’s three new spells. My favourite is ‘thirsting entanglement,‘ which is like a soul draining entangle spell, but the others are solid debuffs which should see use in play.

Up next is Imbrex, the Twins, Eldest of endings, statues and — you guessed it — twins. His two pages are almost entirely dedicated to summoners. It features an archetype, a new eidolon subtype, and three evolutions. After that there’s four teamwork feats. Usually, this would be a bit of bummer for me. I don’t often play summoners, even though I enjoy them, and dedicating so much space to only one class is a little unfortunate. But… it’s such an awesome archetype! SO COOL! The ‘Twinned Summoner’ has an eidolon that looks just like him (excluding any nifty evolutions). They also learn teamwork feats, which their eidolon can also automatically use. Think of the possibilities! It’s just… awesome! The moment my husband read it he looked at me and said. “Oh, this is interesting. You would be good with this archetype.” “But not you?” I asked. “No. Too much work. I’d get confused.” We laughed. Later I read through it, and you know what? I agreed. I could rock this archetype! Hahaha. The evolutions are brief, but useful — particularly ‘shared evolution‘ and ‘extra feat.‘ For teamwork feat be sure to check out ‘improved precise strike‘ and ‘spell synergy.’

Taking centre stage next is the Lantern King, also known as the Laughing Lie. He’s the Eldest of laughter, mischief, and transformation. Chances are when you think ‘fey’ you think of the attributes this guy has. He’s a prankster, and a shapeshifter. An agent of chaos with infinite forms. The character options include one archetype, the ‘Fey Prankster’ for bards, and two bloodlines that are both entitled ‘shapechanger.’ One is for bloodragers and the other for sorcerers. Both were really cool, but my favourite turned out to the the bloodrager bloodline. I’m not sure why I liked it so much, as the sorcerer bloodline was really solid, but hey! That’s how it goes sometimes.

Up next is an Eldest who is about as far from a jolly prankster as you can get: The Lost Prince. Also known as the Melancholy Lord, he’s the Eldest of forgotten things, sadness and solitude. This dour, brooding fellow has provided us with the ‘hermit‘ archetype for oracles, which is closely tied to the ‘reclusive‘ oracle curse. There’s also a ‘sorrow‘ themed psychic discipline, and a new type of feats which give you an advantage when no allies are nearby. I highly suggest giving the ‘hermit’ a thorough read, because their abilities are very, very cool. Particularly their base revelation, ‘Recluse’s Stride.’ For feats, be sure to check out ‘Centered Spell,’ which is a new metamagic feat which allows you to exclude yourself and your familiar from your instantaneous spells without increasing the spell level. Who doesn’t want to put themselves in the middle of a fireball once in a while? Right?

The next featured Eldest is Magdh, The Three, Eldest of complexity, fate, and triplets. Let me admit, up front, that I am a huge fan of this goddess. She’s my favourite in the book, by far! Unfortunately, none of the character options in her section wowed me. Now, maybe it’s just me. The three spells are interesting and useful. The monk archetype, ‘Nornkith‘, allows your monk to run off of Charisma instead of Wisdom, which is awesome, but… I wasn’t thrilled by anything. There are also three new items up for offer, my favourite of which was ‘charm of the thriceborn.’ I’d be very interested to hear what others thought about the options in Magdh’s section, so if you’ve given the book a read be sure to let me know in the comments below.

Next up is Ng, the Hooded, Eldest of the seasons, secrets, and wanderers. Under his section you’ll find a new cavalier archetype, the ‘Hooded Knight,’ who has a fey-touched mount, gains benefits when traveling on roads, and at higher levels can use dimension door or teleport. There’s also a new cavalier order, the ‘Order of the Blossom,’ which sounds… interesting. Although it’s got some cool abilities, including gaining sneak attack and some minor enchantments, one of the edicts forces you to always accept a fey’s request for aid — which could be very troublesome for obvious reasons. Thankfully, blighted or corrupted fey are excluded from this, and he must instead destroy them. Still… It could be rough! Best ensure you have an understanding GM before selecting it! The final options in Ng’s section are three new items which involve secrecy. Be sure to check out the ‘whispering gloves,’ and the ‘clandestine horseshoes’! The ‘hood of privacy‘ is awesome, but very expensive. Definitely an investment.

Following Ng’s secrecy is an interesting Eldest who cares nothing for subtlety: Ragadahn, The Water Lord, Eldest of linnorms, oceans, and spirals. He’s a brutish creature who counts all the oceans of the First World as his territory. He expects fealty, and respect, but little else. There’s two new archetypes in his section, The ‘Deepwater Rager‘ for barbarians, and the ‘Serpent Herald’ for skalds. Despite the name, the ‘Deepwater Rager’ isn’t actually an underwater combatant. I highly recommend giving it a read, because their abilities ‘Spiraling Charge’ and ‘Disorienting Grapple‘ and both very cool! There’s also three new rage powers in this section of the book (check out ‘Master of the Deep,’ which lets you command aquatic creatures), and two bardic masterpieces, both of which are cool. ‘Ragadahn’s raqs beledi’ is a dance that allows you and your companions to squeeze into tight spaces without trouble, while ‘Ragadahn’s spiral ascent’ allows you to make a whirlwind which can whisk your companions to higher ground. Intriguing!

Finally, we come to the last Eldest in the book — which is also the last page of the book —Shyka, The Many, Eldest of entropy, reincarnation, and time. Now, time related concepts are both very cool, and very difficult to work with in a d20 system. So, although I went into these pages with high hopes — hopes made higher by the awesome wizard artwork in this section — I was wary I might be let down. This section contains a single archetype, and four new spells. The archetype is called the ‘Chronomancer,’ and is for wizards. They gives up the arcane bond class feature, as well as most of their bonus feats, to gain a reservoir of energy they can use to alter time. At low levels they can use it to improve an ally’s initiative, or saving throws, and to immediately re-prepare failed spells (either due to a failed concentration check, a passed save on behalf of your enemies, spell resistance or other immunities, and so on) as if they had not been cast. Cool, right? At higher levels they can use it to cast haste on their allies or trigger contingencies. At level twenty they can even summon a version of himself from an parallel timeline at the moment of his death. The alternate you only lasts for a minute, but it’s one heck of a final gambit! He even comes with your gear! I was SO pleasantly surprised with this archetype! If you’re even remotely interested you should give it a gander. As for the spells? Very cool! Particularly ‘temporal divergence!’ Definitely read it!

And that’s it! We’ve reached the back cover, and Legacy of the First World has come to an end. I hope seeing a bit of what’s inside has helped you decide whether this is a book you want to invest in. And if you’ve read through it already, be sure to let us know what your favourite options were in the comments! Still want more fey-inspired goodness? Be sure to pick up the newest Wayfinder fanzine, Wayfinder 18: Fey and the First World, which is a free download on Paizo’s website.

Enjoy!

Jessica

 

By feather, fur, and scale!

My kids are Earth Rangers. No idea what I’m talking about? The Earth Rangers are a kids conservation organization which empowers Canadian children to embark on missions to save local ecosystems, endangered animals, and do their part to reduce pollution, waste, and climate change. It’s free to join, and in addition to missions, videos and games there’s also an educational blog my kids enjoy reading. Both of my children are members, but, because of my son’s dedication to saving the planet, he set out at the start of this school year to accomplish two things:

One: start a litter collecting club to beautify the school yard and neighbourhood parks.
Two: get the Earth Rangers to come to his school.

It should be noted that he’s seven years old.

While his litter club is still in the works (he had to wait until he snow melted before his teacher would help him get it started), just this afternoon the Earth Rangers came by his school to put on a presentation. Now, this isn’t super strange–they do school assemblies across the country–but it’s never happened at my son’s school before, nor any of those nearby. He’s been trying his best to get this to happen all year long, so you can imagine how excited he was that they came. And man, did they put on a show! In addition to an energetic, fun assembly, they also brought along a quartet of awesome Animal Ambassadors to show off. My favourite? The barn owl that they sent soaring through the gym right over the crowd! My son’s? The three-banded armadillo which we got to see scurry around, roll up, and nibble on some mealworms. My son got mentioned during the opening, and at the end both of my children and I got to go behind the scenes to meet all the animals personally, and chat with the presenters.  Surprisingly, once my daughter got up close it was the ball python that stole her heart.

They honestly made my kids day month year.

Which brings us to the topic of todays blog: animals!

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Rules for familiars and animal companions can be found in the Pathfinder Roleplaying Game: Core Rulebook, or Core Rulebook: Pocket Edition.

I have yet to meet a player of d20 games who has NEVER made a character that has a pet. Perhaps it’s a familiar, an animal companion, or a mount. Whatever the case, animals are a huge part of most d20 games–as both companions and enemies. I find that among children, they’re an even bigger draw. My daughter’s first character had so many pets I took to calling the entire party the ‘Animal Crew.’

Everyone’s got a favourite animal. Chances are everyone’s got a favourite choice for familiars and animal companions, as well.

My daughter? Easy! Rabbits are her favourite familiar by far, and that’s not even taking into account that they grant their masters +4 initiative! She’s also a huge fan of the arctic hare. And animal companions? Parasaurolophus, of course! Particularly if you let them ‘sing.’

My son prefers pigs as his familiar of choice–mostly because he thinks they’re adorable. They also grant their masters +3 diplomacy, which is handy for those of you who want to make friends. For animal companions, he favours the boar, although he’s also pretty partial to owls and eagles on occasion.

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Rabbits were originally introduced in the Pathfinder Player Companion: Animal Archive,alongside a ton of other animals and archetypes.

My husband’s top choice for familiars is the raven, which can speak any one language. Awesome! And his favourite animal companion, hands down, is the wolf. Love those free trip attacks!

And me? The fox is my favourite animal by far, so choosing my favourite familiar is a simple decision. Fox, fox, and fox again. Maybe toss in an arctic fox for a bit of variance… Haha. Those lovely little fennecs grant a +2 on reflex saves.

But animal companions? Wow, tough choice! I’ve always been a big fan of the grizzly bear. But then there’s the crocodile… Who doesn’t want a badass beast who can go on land OR water? But, when it comes down to it, I’m a big sucker for the ankylosaurus. SO COOL! Unfortunately, every time I’ve made one it’s master died a horrible death within a session or two. Haha. I’m cursed!

But, in my opinion, it’s not what animal you choose that makes your pet important, but how you choose to play them. Big or small, they can be living breathing characters and allies–not just a pet you give a scratch here and there.

My daughter has a druid with a pet parasaurolophus who loves to sing and dance. She dresses her in bows and fluffy tutus, and always gives her hugs. She spends time comforting her pet, and always plays that little dinosaur as a young, skittish, easily scared little (big) thing. When battle starts, she doesn’t just tell good old Paras to attack, she tells her to strike up a battle tune, which sets her dear tooting, and bellowing, and shaking her tail. That’s not to say that Paras never enters the fray–she does. She whips that tail around with a vengeance whenever her master’s hurt. But, it is to say, that Paras is a character, more than just an extra attack form.

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Familiars of all kinds–as well as some nifty archetypes–can be found in the Pathfinder Player Companion: Familiar Folio.

I have a meek, shy wizard who fell in love with a vicious, man-eating dog during a session, and ended up taking it home with her. Barely able to control her big, snarling brute, clearly it’s Prickles the dog who’s the alpha in that relationship. Unfortunately, that same wizard hates killing things and, knowing she won’t be able to stop her dear dog from devouring something once he gets a taste of blood, she never orders him into the fight. That said, Prickles is a territorial pup. With the awesome bodyguard archetype, from Ultimate Wilderness and the Animal Archive, if there’s one thing he won’t abide is someone harming ‘his pet’ (my wizard). I have a ton of fun roleplaying these two and their weird, unbalanced dynamic.

My husband’s most memorable pet is a rat familiar named Rothmhar, who is a direct conduit to the foul god Mhar. Rothmhar and his master, Haji both devour rocks during their communion, which causes Rothmhar to froth at the mouth and engulf itself in a transformative, rocky, cocoon. Upon hatching he not only grants Haji magical powers, but he also has his ugly flesh pierced by sharp rocks. Also? He hates Haji’s girlfriend. You can read more about Rothmhar in my Iron Gods blog posts: Iron Gods: Character Focus: Haji and NixIron Gods: Part One: Into the Weeping PondIron Gods: Part Two: Bring Out Your Dead!Iron Gods: Part Three: GremlinsIron Gods: Part Four: The Dead Desert and Iron Gods: Part Five: High Times in Torch.

In another campaign, when we played the Second Darkness Adventure Path (which starts with Part One: Shadow In The Sky), my husband’s character befriended a sleazy scumbag named Bojask, and made him his cohort. Later, Bojask got a horribly stupid and overly friendly swamp barracuda, named Gulper, for his animal companion. This dopy thing was hilarious and a total blast to have in the party, especially as he licked and tried to ‘hug’ his grumpy, cussing owner. Half-way through the campaign, poor Gulper died. So heartbroken was the party we used resources to have the goof reincarnated, only to have him come back as a ram. As lovable as he was before, Gulper was even funnier trapped in the body of a completely different animal. He kept trying to bite when he should headbutt and swim when he couldn’t. But the best part? The first time the poor thing found himself in water and had no idea he couldn’t breathe water. HILARIOUS. In time, he died again, and this time was brought back as a spider. Admittedly, that didn’t last long. The poor thing kept trying to lick people with a non-existent tongue, and only ended up poisoning them with his mandibles. In the end, we paid a ton of money to have him returned to his proper form, only to have poor Gulper–who had finally gotten used to being a spider–adjust all over again! You haven’t laughed until you’ve seen a swamp barracuda try to figure out why he can’t shoot webs and climb up walls. Priceless!

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Pathfinder Roleplaying Game: Ultimate Wilderness alsoreleases some great new familiar and animal companions, as well as archetypes for both!

But my favourite pet of all time? It belongs to my seven-year old son. In a previous blog post we talked about the creation of a character of his, Fuzzzy. Fuzzzy is paladin of Iomedae who died battling demons in the Worldwound alongside his brother. Luckily, Iomedae rewarded them for their service, seeing them brought back to life in new bodies. Unfortunately, Fuzzzy found himself in the body of an old man, with no memories of his past life. Or any memories, really. He barely recalls what happened two minutes ago. Now a wizard, Fuzzzy is accompanied by an intelligent little owl, who keeps him on track and safe. This little owl, Bobby, ranks as my favourite pet by far! Seriously! They have such a wonderful relationship. Take a peek at any of his play-by-post adventures and you’ll see what I mean.

Now, I know all of you have beloved familiars and animal companions! You’ve got funny stories and heartfelt ones. And plenty more of you have preferences. So let us know YOUR opinion in the comments! Share your picks for favourite animals companions and familiars! Tell us about the most memorable ones you’ve created or played. Did you ever see someone else with a pet you wish you’d thought of? By all means, let us know!

Whether they’re feathered, furred or scaled, we want to hear from you!

Until next time,

Jessica

 

Unleash the Wilds!

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Pathfinder Roleplaying Game: Ultimate Wilderness

There’s been exciting changes to the Pathfinder Society Organized Play this past week. On Wednesday, Pathfinder Roleplaying Game: Ultimate Wilderness became legal for play. So crack out your books, and calculating statistics, it’s time to make some Shifters! In addition to the Shifter class, there’s a ton of wilderness themed archetypes that became usable. Around 80 archetypes from the book are now considered legal, and nine of them are not (blighted defiler, blighted myrmidon, fiendflesh shifter, flood walker, rageshaper, raging cannibal, verdant grappler, wildborn and wild soul). Happily, all three of my favourites, the oozemorph, the season sage and the viking, made it into PFS. Nearly all of the familiar and animal companion options were made legal, as were all of the animal tricks (excluding mark territory). All but three of the spells were added to the additional resources document (with forest’s sense, grasping vine, and vine strike being the spells left out of play), making around fifty new spells up for grabs. Feats had nearly as good luck, with around a hundred feats sanctioned for play and only ten being left out (Cultivate Magic Plants, Expert Cartographer, Expert Explorer, Expert Salvager, Hide Worker, Mutated Shape, Natural Poison Antitoxin, Sproutling, Wild Growth Hex, and Wood Crafter are still not allowed). Nearly all of the miscellaneous character rules like discoveries and rage powers were made legal. All in all it’s an exciting, vast collection of new player options for us to tinker with. For full details on what’s become legal from Ultimate Wilderness for PFS Organized Play, check out the Additional Resources document on Paizo’s website and scroll down to the bottom.

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The sigil of the Scarab Sages, a faction of the Pathfinder Society whose relevance is coming to an end.

On a related note, another major announcement was made last week. The storyline of the Scarab Sages Faction has officially come to an end, although characters are still allowed to keep their Pathfinder Society Characters in the faction and continue earning their season goals. In it’s place we get a new faction, Concordance. As the only ‘nature’ or ‘wilderness’ themed faction, this group was a long time coming. The two main members of the group we’ve been introduced to so far were met quite a long time ago, with the janni Jamila being introduced back in the third PFS scenario ever published, #03: Murder on the Silken Caravan, and the gnome Falbis being introduced in scenario #3-05: Tide of Twilight. The actual leader of the group, Ashasar, was introduced in scenarios #8-12: Caught in the Eclipse, and #8-24: Raid on the Cloudborne Keep. The Concordance was first utilized in the Tyranny of Winds Trilogy, which includes scenarios #8-08: The Sandstorm Prophecy, #8-10: Secrets of the Endless Sky, and #8-12: Caught in the Eclipse.

 

Now, I mentioned that The Concordance is a ‘nature’ themed Faction, but this isn’t strictly true. They’re not some ring of tree-hugging druids, or animal-loving rangers. They’re concerned with keeping the elements, and the elemental planes, in balance. Although they’re typically involved in affairs on the elemental planes themselves, a group of the Concordance has recently established itself on the material plane, upon realizing that its home to many extra-planar rifts, wild magic, elemental surges and the like. More properly known as the Concordance of Elements, this group is ancient and diverse. Honestly, I think they sound awesome.

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The sigil of The Concordance of Elements, a new Faction joining the Pathfinder Society.

The Concordance wasn’t released on it’s own. It was also released with a society scenario which features the organization, and offers Pathfinders who play in it the chance to join the faction after playing it through to its completion (without cost or penalty). That’s pretty neat! Very rarely do you get the chance to test out a faction in this way, without committing.

 

The scenario itself, #9-14: Down the Verdant Path, was a lot of fun. I won’t get into the plot line too much, but know that it involves a bleached gnome, the First World of the Fey, and unnatural weather. Down the Verdant Path makes spectacular use of NPCs, both allies and enemies, and in addition to starring new characters it also features all three of the above-mentioned members of the Concordance Faction (Jamila, Falbis and Ashashar). They did a splendid job of bringing these characters to life in an engaging, fun way. Down the Verdant Path is a splendid tier 1-5 scenario, which I can’t wait to play in.

With who?

A member of the Concordance, of course! As to WHAT I’ll make her, I’m not quite sure. I’m contemplating an elf druid of some kind. I never make elves. Haha.

What are you waiting for? Unleash the WILD!

Thanks for joining us on d20 Diaries.

Jessica

 

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