Monthly Archives: April 2019

Five Years at Paizo

I have now been a full-time employee of Paizo for five years.

It both seems like it’s been much, much longer than that, and like it can’t possible have been that long.

I was hired to be a developer for the Pathfinder Modules line, and that lasted for all of a single module (Plunder & Peril), which was outlined and ordered before I showed up, written by awesome authors, and which both Paizo Editor-in-Chief at the time Wes Schneider and the entire Paizo editorial staff had to do a lot of hand-holding to get me through it. Then I moved over to help with the Player Companion line, which I eventually took over. The first book I was able to propose, outline, assign, develop, and shepherd through the whole process was Dirty Tactics Toolbox, and it remains something I am proud of. I developed or helped develop 24 titles in that line, covering a little more than two years. Again, it both feels like it was longer than that, and like I couldn’t possible have been doing that for two years.

During that time I was also the host for Paizo’s RPG Superstar contest, was the Freeport Developer for Green Ronin (and yes, that got complicated, and I appreciate more than I can ever express the trust both companies placed in me), a blogger, the publisher for Rogue Genius Games, a developer and then producer for Rite publishing, a freelance writers developer and consultant, the person who handled most of the development blogs for the Emerald Spire (leading to my “Into the Emerald Spire ongoing multi-year Con game, which will be played at the 6th PaizoCon in  row come next month), a seminar attendee, and as much as possible an advocate for the causes and people I thought needed allies.

(And as a ridiculously long parenthetical aside, I wish I had written something like this for my five-year anniversary with Green Ronin, who have been a loving and supportive family in ways I never would have predicted, and for Rogue Genius Games, which is still my baby. But those milestones hit at times when I didn’t have the words. I don’t want to take away from my main point, but nothing in the past five years has been simple, and I need some folks to know I love and appreciate them at a special level. Thanks Ronins. Thanks Stan! I would not have survived the past 60 months without you all.)

For five years, Paizo has been the focus of my social, professional, and financial life. I met new people. I made, and in a few cases lost to tragedy, close friends. I even had a “five year plan.” I thought I was on a specific path, and thought I knew where that would take me.

Then, Starfinder.

Which I never saw coming.

First the pre-game work, then the core rulebook, and now the work as Starfinder Design Lead. I’ve followed, collaborated, tried to lead, grown, and I hope helped others to grow. I am grateful for how amazing and talented all the people who work on Starfinder in all capacities are, and I am truly proud of a universe I have helped to begin. I look forward to seeing it evolve, especially watching the amazing things other people are doing to make it so much better than I imagined.

On the journey to be here, this arbitrary benchmark which has me writing passionately at 3:30am (and not at all for the first time), one moment sticks out in my mind.

In early 2014, on a phone call with Erik Mona about whether I would seriously give up the life of being a full-time freelancer in the extremely cheap and well-known environments of Oklahoma to take a full-time job for Paizo, he asked me why I wanted the job.

“I want to grow. I want to be around people who do work I admire. I want to meet new people, learn new skills, and do new things. I love Pathfinder, and I love Paizo. I want to help both of those things be better, and I can’t imagine a better place for me to be around successful people who can help me be better.”

It was, Erik said at the time, a great answer.

And, it has proven to be a great success in terms of making me a better person.

The past five years has certainly not been without its challenges, frustrations, pains, fights, and failures. But especially on the my year anniversary, I want to take special care to thank EVERYONE I have ever worked with since I joined Paizo, from managers and publishers and the warehouse crew and art department, editors, designers, developers, and owners, to freelancers and the community and Superstar contestants, for being so helpful, and welcoming, and awesome.

I look forward to the next five years, and all the challenges and opportunities they will bring.

Owen K.C. Stephens,

Starfinder Design Lead, Paizo, Inc.

The Public Enemies: Inverted Jenny

Superheroes and pulp adventurers need nemeses who are just as colorful, interesting, and talented as the protagonists they oppose. Batman’s Rogue’s Gallery, the Flash’s Rogues, Spider-Man’s Sinister Six, Superman’s legions of foes, the Green Lantern’s Yellow Lanterns and so on, define those heroes as much as their powers and backstories do. So when running a supers RPG, GMs often want to create memorable foes to serve similar roles.

One way to do that is to do pastiche versions of classic villains. Another is to create new villains that draw on similar tropes, but aren’t 1-for-1 homages.

Since villains are often coolest if they have some collective noun (which doesn’t have to mean they work together… though sometimes they might), I have begun pondering a group of colorful foes ready to be the nemeses of nearly any hero.

I call them, the “Public Enemies.”

Inverted Jenny
The  master criminal known as Inverted Jenny is well-known to actually be Dr. Jennifer January, an expert in computational complexity theory who funded many philanthropic pursuits by working as a freelance postal and insurance investigator uncovering fraud. After she exposed a profitable money-laundering scheme being used by the Wolf’s Head, she was kidnapped and questioned by the villain Toxin under enhanced interrogation to see how much information she had turned over to the government. This treatment resulted in her developing dissociative identity disorder, apparently as an intentional side-effect of the psychotropic treatment she underwent.

The second identity that developed thought of herself as the opposite of everything Dr. Jennifer January believed in, and thus dubbed herself “Inverted Jenny.” Inverted Jenny is a genius planner obsessed with things that are the reverse of the norm, and stamps and stamp collecting. Though she has no superhuman powers, her ability to carefully plan, prepare for nearly any eventuality, adjust on the fly, and adapt to changing situations in clever and unexpected ways makes her a famously successful and dangerous foe. She is often very well funded, able to gather vast wealth in short periods of time through various forms of fraud, and happily spends that money to commit crimes that bring in much less value, but matches her personal aesthetic.

As Inverted Jenny she wears a domino mask (despite knowing her identity is public knowledge), and a high-quality pinstripe suit with a label pin of the famous Inverted Jenny stamp. She normally carries a handgun (often with specialty ammunition designed to deal with specific problems she has foreseen running into), a utility knife (generally concealed), a big ring (with the biplane from the famous stamp on it), and sometimes a cane (which has about a 50/50 change of having some special function, such as being a sword-cane, or a one-shot shotgun, or a cattle prod).

Inverted Jenny often works with a small club of all-women mercenary criminal specialists known as the Philatelists. These include Basel Dove (nonlethal munitions), Red Mercury (explosives), One-Cent Magenta (naval and underwater ops), Penny Black (disguise and infiltration), and Scinde Dawk (hand-to-hand combat). The Philatelists aren’t insane, and aren’t obsessed with stamps or inverted items. They were first assembled by Inverted jenny in an early, spectacularly successful, caper. While they were captured after they went their separate ways, their reputations were such that they were often freed and recruited by governments, master criminals, and of course Inverted Jenny herself. As a result, they use their stamp-based codenames, even when working independently or with groups with different motifs.

Two other Philatelists have sometimes been acknowledged, Penny Blue being a bodyguard often hired by Inverted Jenny, and Penny Red being a trainee of Penny Black (and possibly a younger relation) who operates independently as a bounty hunter and repossession expert on the gray side of the law.

Since Inverted Jenny is truly and genuinely insane, when captured she is generally confined and treated at the Segefield Sanatorium for the Criminally Insane. Of course, sometimes Dr. January’s personality is dominant, and at such times Inverted Jenny effectively does not exist. On numerous occasions, Dr. January has seemed to successfully and permanently suppress the Inverted Jenny personality, and managed to receive clearance to live in public, though always with regular monitoring and check-ins. Sadly, some treatments turned out to be only temporary, others couldn’t prevent a resurgence of Inverted Jenny if Dr. January was in extreme pain or danger, and in at least two cases what was a permanent fix was undone by some other villain who felt the need to recreate Inverted Jenny to access her planning expertise.

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Top Ten Geeky TV Series Pitches

A lot of shows got cancelled recently. That’s fine. Good, even. It’s part of the Entertainment Cycle of Life.

So, here are my top ten pitches for new Geeky TV series. Note that in many cases while I am pitching it, I’d be the WRONG person to write, direct, or produce these.

10. Nebula’s

It’s a single-room comedy… in space! Think of it as Cheers, but set at Quarks.

9. UnCivil

The US Civil War was about slavery. In a world where the heroes of the ancient world were real, and super-science and magic are just beginning to develop, this is the story of early mystery men (and women) operating during the civil war.

8. Lower Decks

The U.E.S. Topeka is the jewel of the United Earth fleet. On its upper decks negotiations decide the fate of systems, bluffs end wars, and strange creatures on contacted for the first time.

On its lower decks the sanitation systems have to be maintained, the quantum torpedoes polished, and the missing synthetics crate from storage 141 has to be found before the new official review. What goes on above deck 50 doesn’t make much difference down here.

Unless there’s a hull breach. Or a Krangin prisoner escapes. Or a visiting alien turns out to be accompanied by a vampiric slime that got into the air ducts.

Again.

7. Vigilance

A therapy group on loss decides they are tired of just mourning their dead. They have MMA fighters, engineers, paramedics, even a cop. No one of them could be a hero, but as a group? As a group they can forge one new figure to make a difference.

They can be Vigilance.

Foresee a fight? Then have one of the fighters wear the suit. Need to interrogate someone? Send the psychologist. Someone in the Vigilance suit gets hurt? Patch them up in secret at a member’s house, and send out someone else the next night.

No one has all the skills to be Vigilance. But between the twenty of them, they have this covered.

6. Lost City

Under Seattle is the famous and well known Seattle Underground.

Beneath that are the Tunnels and Cellars.

Beneath that is the Lost City. Things that have been lost, forgotten, or abandoned often end up in the Lost City. Atlantis may never have existed, but there are a few Atlanteans here. the Rat emperor is always lurking at the edges. And this is where the Sasquatch went when they were driven out of their native homes.

Debbie Darbaski’s little brother disappeared when they were children. Now a young adult she gets a letter from him, asking for help. In the Lost City.

5. Perri Hotter and the Arcane Adult Education Class

Look, not everyone in the Magic World can make it at the ivy-wand-league schools, like Warthogs, or Bullbrakes. Sometimes when you AREN’T the chosen one, your life takes an unexpected turn, and you best bet is Arcane Adult Education Class.

Of course that means if some villain DOES manage to encase all the major magic schools in dream ice, you and your evenings-and-online-classmates may the the only hope the Magic World has. And as the best-of-the-worst, everyone is looking to Perri Hotter, who was once mistaken for the Chosen One, to save the day!

Which doesn’t mean she can skip her day job, either. Saving the world doesn’t pay the bills.

4. Asmara

The year is 2100. Asmara is the major, mobile solar-system traveling space station controlled by the African Union. With unlimited solar power and self-sufficient hydroponics, it is beholden to no one, and on it cultures suppressed for millennia are having a Renaissance.

3. The Game Masters

As the world gets weirder, the governments of the world often need experts who can tell the difference between real satanic rituals, and circles taken from the Paladin Roleplaying Game. Combining esoteric knowledge, game theory, and a host of friends with weird hobbies. Han Kite, Robin Kaos, and Mike Selinker (as himself!) tackle the weird cases the more traditional agencies have thrown up their hands and given up on.

2. Ashmen

A group of US firefighters go to help with an out-of-control blaze in Europe, but are cut off and surrounded by flame. they take refuge in a root-encrusted cave, pass out, and when they wake up and come out, it’s the 9th century.

And the locals mistake them for “ashmen,” Dane raiders famous for their ash-wood ships.

They have what was on them at the time, and their collection of modern knowledge. Can they make a new life in the dim past? Can they even learn the language? And, once they befriend a local village, can they protect it from the REAL ashmen, who are coming to raid?

1. The Morrigan

Erin Gabanna always loved her grandmother, but is still shocked when she inherits everything upon her grandmother’s death. In a letter, her gran warns her that this includes the title of The Morrigan–Erin is now the harbinger of death, lady of crows and wolves, and a member of the unseelie court.

Erin will be drawn to death and war for the rest of her life, and will be hunted by the one-eyed Cuchulainn as her geas.

Erin’s grandmother hid her connection to death, but Erin is going to fight it. Or, at least, seek to bring justice to those deaths she is drawn to. In this she leans on her friends of college, which include a paramedic, a lawyer, and her best friend, a celebrity bodyguard.

The Morrigan is a murder-of-the week procedural, as Erin is supernaturally drawn to death but decides to solve these crimes on her own accord, with a running B-plot of supernatural politics with Maeb, Dagda, and other entities trying to draw Erin in as a young, inexperienced member of the court with a lot of enemies, and few allies.

Entertained by just the IDEA of these shows? Feel free to support me on Patreon!

(Want to pay me to actually work on these, or create more ideas for you? Leave me a note in the comments, or shoot me a line at owen.stephens@gmail.com!)

Alcoholism, Therapy, & Gaming

My father was an alcoholic. He went to rehab, once, in the 1990s and toward the end of that process we had ‘family week,’ where the whole family came in for group therapy and counseling. So the other members of my family and I went, and spent a week there. It was a bit like summer camp, but the activities were figuring out how badly screwed up you were and crying instead of archery and canoeing.

While there for family week, I met a young woman who had been badly abused. I did not get, and if I am honest did not at the time want, any details of what she had been through. She was there for her own addiction. I either never knew what she was addicted to, or I have long since forgotten. She wasn’t in any of the group or therapy sessions I was in with my father and family.

She saw some of my RPG books I had brought with me, and was fascinated by them. She understood the concept immediately but, faced with multiple books of hundreds of pages each for just a few games (I know I had Rolemaster with me, I may have also had some D&D and Champions), she claimed that she “wasn’t smart enough” to play RPGs.

I assured her she was. I promised I could show her how the concept worked and we could play a game, with just a few of sentences of explanation, and three sentences of rules. She agreed.

“Tell me about your character.”

She loved rabbits. She wanted to know if she could be a rabbit, I told her she could be anything she wanted. She decided she was an anthropomorphic rabbit scavenger in a post-apocalyptic world who hunted (and killed) carnivores, and defended herbivores.

I gave her a 3×5 index card.

“Write down one thing you are good at.”

She wrote down she was good at creeping.

“Write down one thing you’re bad at.”

She wrote she was bad at keeping calm.

“Write down one important thing you have.”

I had meant one object she possessed. She wrote she had ‘limitless determination.’ This game was for her. I was not about to tell her she’d done it wrong. Limitless determination it was.

“Write down one thing you want to accomplish.”

She wanted to find a safe place to bring orphan bunnies.

I gave her a penny.

“I’ll describe situations, and you tell me what you want your character to do. For anything you try you flip a coin – your action succeeds on heads and fails on tails. If you try something you are good at or have an important thing for you get to flip twice and succeed if either is heads, while if it’s the thing you are bad at you have to flip twice and get heads for both to succeed. That’s it.”

She asked if, since she was a rabbit, she could succeed on tails, and fail on heads. That seemed super-obvious, and I agreed.

And so the “Hares & Holocausts” game was born. Getting to flip twice and winning if either was tails was a bonus. Having to flip twice and winning only if both were tails was a trial.

We played 3-4 times over that week, mostly at lunch and once one morning after breakfast. I borrowed heavily from Gamma World, Rock & Rule, Watership Down, and Seven Samurai. Her character never got a name, and she didn’t seem to care. I thought of her as “The Rabbit Without a Name,” who wore a poncho, and assumed the setting used an Ennio Morricone soundtrack.

Each scene was clearly defined as casual or dangerous. Casual scenes had no consequences. In a dangerous scene, there were normally 3 chances for her to take an action. Actions weren’t blow-by blow things like “I stab a scorpion bandit,” but more like “I attack the bandits, trying to drive them back out of the mine shaft.” One successful action out of the three was a draw–she ended up neither better off nor worse at the end of the scene. Two successes was a win. Three was a BIG win, and she got some kind of permanent improvement.

Zero successes was a failure.

If she failed at a scene, she took a wound which meant she had to either give up one of her bonuses until she healed, or write down a new trial (which she got to pick) as a scar she kept until she succeeded at a task using that trial. I remember she choose a scar at least once,  getting a cut through her left eye so she got the trial “Bad at seeing things to my left.”

She picked up a katana, with a BIG win, which she got as a bonus she could use once per combat, because I wanted to introduce the idea of equipment. She also gained a psychic mind-stare with a BIG win, which let her try to take out a foe before a scene began, with no penalty if she failed.

She crossed The Waste, and found a mine shaft, which had evil scorpion bandits in it. Driving them away, the mine shaft lead her to a valley with a ruined town which had some bunny orphans in it. She saved them from a spider sweat-shop owner (who forced the bunny orphans to weave designer webs for uptown spiders), then went to find them a safe home. That took her to an old observatory on top of a nearby mountain, where she had to convince the ancient security AI (that controlled a robotic sphinx guard) to allow the orphan bunnies to live there. She hunted down and imprisoned a skunk airship pirate who made clouds the observatory couldn’t see through, and promised she’d talk the orphan bunnies into becoming astronomers, and the AI agreed to let them stay and to protect them.

Then she took the stench-airship, and flew off. She wanted to find, and defeat, the Uptown Spiders who received the designer webs. End of campaign.

I did not realize for weeks that she never killed anyone. Drove off, defeated, jailed, convinced to change sides, yes. Never death.

She really seemed into it, and told me she would introduce that game to friends of hers. She still didn’t think she could play a “real” RPG. I tried to convince her there were lots of games, like there were lots of books and lots of movies, and all she needed was one that was a good fit for her. I was not convinced “Hares & Holocausts” could be played seriously, thought I didn’t tell her that.

I’m skipping over a lot of the weird, awkward, difficult parts of this experience. I was making it up as I went along, and it was not as polished as this short write-up makes it sound, especially for the first game or two. There were moments I was uncomfortable. There was at least one time she burst into tears. I used some Rolemaster critical hit tables for narrative inspiration once, and that was a big mistake on numerous levels. The councilors insisted all games take place in one of the public areas, and only between 7am and 6pm. No one else played with us.

At the end of my week, I gave her my contact info. She was going to be there for at least a few weeks longer. I did not ask for, and she did not offer, her contact information. I never heard from her.

I think that’s (as of time of writing) the only complete, totally original RPG I have ever designed by myself.

My father stayed sober for 90 days, because one of the councilors at rehab told him he couldn’t — that it would be impossible. Through sheer iron will, my father took not a single sip of alcohol for three months. They were a good time to know him. Then, convinced this meant he wasn’t an alcoholic, he drank himself to death over the next few years.

I have a Patreon. It allows me to take the time to make posts that are freely available, like this one. Your support is welcome and appreciated.

Ungol

Ungol is the Accursed City, the Land of Maddened Death, and the location of the Skulmance.

It is a kingdom, a ruin, a demiplane, a demigod, and an artifact.

Ghouls live in Ungol, as do wererats, rakshasa, jackalweres, and hags.

It can be reached only through rituals, though some rituals once performed open a path on a regular, though often infrequent, basis. It opposed, and is opposed by, Valorgard.

Only pain and wickedness comes from Ungol, and to even know of it can give it power. Even its dust has power. So we do not speak of it.

But anything written of Ungol morphs and changes, until the writing spreads dangerous lies that benefit only Ungol. Only writing inked with the blood of an unwilling sapient creature, and scribed on pages made from another unwilling sapients skin, can hold unchanging words of Ungol.

So we also do not write of it.

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The Icosantheon. No. 19 – Garuuhl

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

19. Garuuhl

Garuuhl is also known as the First Lich, the Bringer of Bottled Sorrow, and (especially where his veneration is allowed in major cities) the Preserver and the Fermented One. He is always depicted as a roughly 4-foot tall, lean, humanoid, desiccated corpse with a long, slender, pointed nose, bright white points of light for eyes, and durable clothing of resin-impregnated leather. His gauntlets are light gray leather and fingerless, with twisted mithral and adamantine thread at every seam and cuff. Though his throat, chest, and abdomen are normally covered with a leather work-coat, when opened it is revealed that fungus and mushrooms grow in his flesh at these places.

It is believed that this depiction of Garuuhl is so clear and consistent because, unlike most deities, he still visits his temples and shrines from time to time. All these places remain working distilleries, dairies, apothecaries, canneries, and herbalist shops, and the Preserver has been known to come to have some new discovery or process explained to him, or to loan out his gauntlets to a worthy student, or to set a cask or vat to ferment in a cave beneath a dread monastery for a few centuries, or to pluck a fungus from his flesh, and set it to grow in a corpse laying in the yard, and command it be left to grow. None of these events are frequent, but every few decades Garuuhl appears at some place that reveres him.

The First Lich is just that, the first mortal to achieve lichhood. What his species was prior to this is unknown, and it has been suggested he is anything from a shrunken human or elf or a thin dwarf, to a gnome, goblin, or halfling. When asked, the god himself just notes he is a lich, and it’s hard to argue with that. During his original life Garuuhl invented beer, ale, yogurt, wine, spirits, jam, and cheese, all while seeking a way to preserve his body forever (which eventually lead to his creation of the lichification process).

It has been suggested that in his mad dash to exist forever, Garuuhl invented the things needed for civilization entirely by accident. He created uses for the caves beneath the earth, the things that grow in it, fire for cooking and tanning and fermenting, cold for freezing and drying. He is a god of dread and terrible knowledge, but also the wonders it can create.

There is no question that Garuuhl is evil. He cares only for his own researches and discoveries (and safety), and happily sacrifices anyone and anything that slows his desires. But there is also no question that his temples and monasteries are sources of great teaching, knowledge, and, and medicine. While most other gods oppose him (though Karrackar continues to simply try to convince the Fermented One to stop being a deific ass, and Tazoteot doesn’t much care what Garuuhl does as long as the First Lich keeps Tazoteot and their worshipers well-supplied with narcotics as desired), they also accept that his contributions are more beneficial than harmful. But Garuuhl also demands he be credited as the primary source of any discovery made by him or his followers, and rains horrors down on those who don’t acknowledge him.

From great evil can come knowledge that can be used for good. This neither changes that it was created through evil, nor that it’s main uses may be benevolent.

Even in lands where it is illegal to openly worship Garuuhl, as he is an evil deity, it is sometimes allowed to cautiously venerate him. His monasteries and temples sometimes operate openly even where his worship is forbidden, staffed not by “priests” but by “cantors” and “curates.” And, in truth, as long as they do his bidding, Garuuhl does not care if those he empowers and protects worship him, or not, though mostly to gain his divine power one must be willing to sacrifice all other entities at his command, which requires at least a non-good alignment.

*Garuuhl is Neutral Evil. He accepts the devotion of entities of any alignment, but only non-good creatures can truly worship him. Some alchemists and wizards do study and venerate him as the source of much knowledge, while at the same time opposing his and his followers’ excessive experiments.
*Garuuhl’s colors are red, black, and white.
*His favorite weapon is alchemist’s fire.
*His favored animal is the bee.
*His servitors are alchemical inevitables and fiendish undead.
*His holy symbol is a knot of red fire, black ice, and white hide.
*His areas of concern are preservation, invention, discover, experimentation, and self-important.

Pathfinder 1st Edition Rules:
*His domains are Death (undead), Earth (caves), Fire (smoke), Magic (alchemy), Plant (decay), and Water (ice)
.

His priests can take the “bombs” section of the alchemy feature of alchemists in place of channel energy, and gain appropriate bomb-related discoveries as feats. Spellcasters and alchemists who venerate, but do not worship him, can learn formulas to duplicate any spell from his granted domains as spells or extracts, but must never destroy or suppress knowledge of his church’s work, regardless of whether they try to stop it.

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The Icosantheon. No 2 — Karrackar

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

2. Karrackar

Also known as the Loremaster, Shade Dragon, and Kobold King, Karrackar is generally depicted as a plump, cheerful dragon of rainbow colors so bright that all other hues look dim and shaded in his presence, or a Large kobold of similar coloration and girth. When depicted with a hoard, it is normally of books, scrolls, and fine food.

While Karrackar is clearly a kobold deity, most kobolds speak his name in hushed whispers. They fear the mighty god not because he might harm them, but because Karrackar finds kobolds adorable and if one draws his attention, the Shade Dragon will appear to hug, pet, and shower praise on the kobold endlessly. Kobolds so treated generally become great champions of knowledge and fairness… much to the annoyance of their clan-mates.

Karrackar is also the patron deity of those who have been abused, especially the young and weak. He can be called on to defend anyone bullied or systemically harmed, and in his Rainbow Sanctum is surrounded by children and others of all races he felt could only be protected by being taken from the mortal realm entirely. These he teaches, heals, and supports until and unless they are ready to return to the world.

Karrackar is the god of love of learning, speech, fair play, protecting the abused and downtrodden, and ancient things. Though many other pantheons have attempted to dismiss him as “merely” a minor dragon god, Karracker’s combination of vast good cheer, deep knowledge, and wicked wit generally force civilizations to accept him as a patron of the arts and lore, whether they want to or not.

While Karrackar is normally well-disposed toward all sapient beings, his rage can be aroused by those who abuse others, cruelty, and systemic injustice. Those kobold clans who have fully embraced him have generally done so after being driven from their hereditary lands without cause, and have learned the Kobold King can use his wisdom and knowledge to wreck terrible havoc on those who harm his charges. Once a people have angered Karrackar, the best way to appease him is to both cease lashing out at others, and build and fund sanctums where any creature can claim sanctuary as long as it does no harm to others. These sanctums are often homes for the oppressed and dispossessed, as well as great libraries and schools which do good works for the poor and injured.

All members of the Icosantheon respect Karrackar, even those who oppose him, and once every century he hosts a great convocation in his Rainbow Sanctum where all gods are welcome to come under truce, revel, and discuss their differences.

*Karrackar is Neutral Good, and accepts worships of all non-evil alignments. He also accepts all kobolds and all those who have suffered abuse, regardless of their alignments. However, evil worshipers are constantly visited by dreams of care, love, and gentle teaching, until their alignments change or they reject Karrackar… though even then they are accepted back if they seek to change their ways.
*Karrackar’s colors are the rainbow, though his worshipers are free to select any color or colors they love and wear it in his honor.
*His favorite weapon is an enormous quill that can become a spear, longspear, or javelin.
*His favored animal is the bear.
*His servitors are the divine dragon-bears, and the celestial warpriests who are the abused he took to his Rainbow Sanctum, and who decided to return to the world to smite the hateful.
*His holy symbol is a twisting scroll that takes the shape of a dragon.
*His areas of concern are knowledge, fairness, community, acceptance, and fierce protection.

Pathfinder 1st Edition Rules:
*His domains are Good (friendship), Knowledge (education), Protection (defense), Rune (language), Scaleykind (dragon), Sun (revelation), and War (tactics).

Many witches select Karrackar as their patron. These can replace one hex with gaining access to the next level of cleric spells (learning them in order, from cantrips, to 1st-level spells, 2nd level spells, and so on) as spells known and available to prepare as a cleric of the same level as their witch level. Any calculations from such spells that normally use Wisdom or Charisma, the witch may instead use Intelligence.

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Icosantheon Index

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

This page is updated as new members of this divine collection are added.

2. Karrackar, Loremaster, Shade Dragon, and Kobold King. NG.

5. Eirsival, Knight of the Final Thunder, the Coming Storm. LG.

7. Ovinnec, the Wild Visitor. CG.

13. Tazoteot, the Demon God/Devil Goddess. N

19. Garuuhl, the First Lich, the Fermented One. NE

20. Aor, the Beacon Tower, N

Icosantheon by Domain

Air (cloud, lightning, wind) – Eirsival

Animal (fur) – Tazoteot

Artifice (industry, toil) – Aor

Chaos (whimsy) – Ovinnec

Charm (lust) – Tazoteot

Community (family) – Tazoteot

Community(cooperation, education) – Aor

Darkness (night)Good (friendship) – Karrackar

Death (undead) – Garuuhl

Destruction (torture) – Tazoteot

Earth (caves) – Garuuhl

Evil-subdomains only (Daemon, Demodand, Demon, Devil, Kyton) – Tazoteot

Fire (smoke) – Garuuhl

Glory (chivalry, heroism, and honor) – Eirsival

Good (friendship) – Eirsival

Healing (medicine) – Tazoteot

Knowledge (education) – Karrackar

Law (loyalty)- Eirsival

Liberation (self-realization) – Tazoteot

Magic (alchemy) – Garuuhl

Plant (decay) – Garuuhl

Protection (defense) – Karrackar

Protection (defense, fortification, and solitude) – Eirsival

Repose (souls) – Ovinnec

Rune (language) – Karrackar

Rune (wards) – Aor

Scaleykind (dragon) – Karrackar

Strength (ferocity) – Ovinnec

Sun (light) – Aor

Sun (revelation) – Karrackar

Travel (exploration) – Ovinnec

Travel (trade) – Aor

Trickery (ambush and deception) – Ovinnec

Water (ice) – Garuuhl

Water (oceans) – Aor

War (tactics) – Karrackar

Weather (storms) – Eirsival

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