Follow TV Tropes

Following

History Fridge / PathfinderWrathOfTheRighteous

Go To

OR

Is there an issue? Send a MessageReason:
None


** If the player handles the crusade management as optimal as possible, Galfrey will still try to strip you of the position as Commander. However, if playing one of the more good aligned mythic paths, it is possible to protest her demand and keep your position. This makes sense if one considers that, as a paladin of Iomedae, Galfrey must act within the edicts and expectations of what Iomedae believes in, which include honor and justice. A good aligned Commander doing things optimally being told to step down is an abuse of power on Galfrey's side, which is reflected by accepting her demand being a Lawful option, as the Commander is accepting her authority as a ruler. If they protest though, it becomes clear Galfrey is abusing her position as queen to strip the Commander of their title, which she has no way to defend if pointed out, and is risking violating Iomedae's tenants. At that point, she has to relent of else has shown she is unable to follow her oaths. By contrast, on the more neutral or evil options, or if the player struggles or runs the crusade poorly, Galfrey has a legitimate reason to think you are not as capable or trustworthy to lead the crusade.

to:

** If the player handles the crusade management as optimal as possible, Galfrey will still try to strip you of the position as Commander. However, if playing one of the more good aligned mythic paths, it is possible to protest her demand and keep your position. This makes sense if one considers that, as a paladin of Iomedae, Galfrey must act within the edicts and expectations of what Iomedae believes in, which include honor and justice. A good aligned Commander doing things optimally being told to step down is an abuse of power on Galfrey's side, which is reflected by accepting her demand being a Lawful option, as the Commander is accepting her authority as a ruler. If they protest though, it becomes clear Galfrey is abusing her position as queen to strip the Commander of their title, which she has no way to defend if pointed out, and is risking violating Iomedae's tenants. At that point, she has to relent of or else has shown she is unable to follow violating her oaths. oaths as a paladin. By contrast, on the more neutral or evil options, or if the player struggles or runs the crusade poorly, Galfrey has a legitimate reason to think you are not as capable or trustworthy to lead the crusade.crusade, and her stripping you of the title is unavoidable.
Is there an issue? Send a MessageReason:
None


** In addition, as a paladin of Iomedae, Galfrey must act within the edicts and expectations of what Iomedae believes in, which include honor and justice. If the Commander is Good aligned mythic path wise, and played as optimally as possible, Galfrey has barely anything that could be argued to be a valid reason to strip you of your position, unlike with the Neutral or Evil mythic paths, and expects you to simply accept her demands, which is why accepting right away is tagged as Lawful. This is also why the Angel mythic path can easily keep their title: call Galfrey on her choice instead of accepting it, and you put her in a spot where it becomes clear she's abusing her position to force you out, which would go against what Iomedae stands for.

to:

** In addition, If the player handles the crusade management as optimal as possible, Galfrey will still try to strip you of the position as Commander. However, if playing one of the more good aligned mythic paths, it is possible to protest her demand and keep your position. This makes sense if one considers that, as a paladin of Iomedae, Galfrey must act within the edicts and expectations of what Iomedae believes in, which include honor and justice. If A good aligned Commander doing things optimally being told to step down is an abuse of power on Galfrey's side, which is reflected by accepting her demand being a Lawful option, as the Commander is Good aligned mythic path wise, and played as optimally as possible, Galfrey has barely anything that could be argued to be a valid reason to strip you of your position, unlike with the Neutral or Evil mythic paths, and expects you to simply accept her demands, which is why accepting right away is tagged as Lawful. This is also why the Angel mythic path can easily keep their title: call Galfrey on her choice instead of accepting it, and you put her in authority as a spot where ruler. If they protest though, it becomes clear she's Galfrey is abusing her position as queen to force you out, strip the Commander of their title, which would go against what Iomedae stands for.she has no way to defend if pointed out, and is risking violating Iomedae's tenants. At that point, she has to relent of else has shown she is unable to follow her oaths. By contrast, on the more neutral or evil options, or if the player struggles or runs the crusade poorly, Galfrey has a legitimate reason to think you are not as capable or trustworthy to lead the crusade.

Added: 1105

Changed: 84

Is there an issue? Send a MessageReason:
Galfrey only becomes Iomedae's herald in 2E, which post-dates Wot R. Iomedae's herald is currently the Hand of the Inheritor


* Normally, the dialogue option to attack Hulrun in the Market Square is a Chaotic one, because you are killing him to liberate the city. However, if you have Ember in your party and she talks to Hulrun about how he had her and her father burnt at the stake, he will admit he likely did it and that [[TautologicalTemplar she's probably guilty of something if he had her ordered to be put to the torch.]] Immediately after this, the decision to attack him will become a non-aligned one because he pretty much outright admits he killed a man and attempted to kill a child for no reason. He has confessed to murder and abuse of power, albeit unintentionally, and now slaying him is an act of justice suitable for any alignment.

to:

* Normally, the dialogue option to attack Hulrun in the Market Square is a Chaotic one, because as you are killing effectively murdering him to liberate the city.regardless of motives. However, if you have Ember in your party and she talks to Hulrun about how he had her and her father burnt at the stake, he will admit he likely did it and that [[TautologicalTemplar she's probably guilty of something if he had her ordered to be put to the torch.]] Immediately after this, the decision to attack him will become a non-aligned one because he pretty much outright admits he killed a man and attempted to kill a child for no reason. He has confessed to murder and abuse of power, albeit unintentionally, and now slaying him is an act of justice suitable for any alignment.



** Ironically you're also given several hints that killing Hulrun is a bad idea (And indeed his survival pays off in Act 5). First of all Ember doesn't want him dead. Ramien, whom Hulrun is similarly trying to kill, mentions that killing Hulrun is probably a bad idea, and will note that Hulrun is a celebrated demon slayer and this is why Kenabres puts up with him.

to:

** Ironically you're also given several hints that killing Hulrun is a bad idea (And (and indeed his survival pays off in Act 5). First of all Ember doesn't want him dead. Ramien, whom Hulrun is similarly trying to kill, mentions that killing Hulrun is probably a bad idea, and will note that Hulrun is a celebrated demon slayer and this is why Kenabres puts up with him.



** In addition, as the herald of Iomedae, Galfrey must act within the edicts and expectations of what Iomedae believes in, which include honor and justice. If the Commander is Good aligned mythic path wise, and played as optimally as possible, Galfrey has barely anything that could be argued to be a valid reason to strip you of your position, unlike with the Neutral or Evil mythic paths, and expects you to simply accept her demands, which is why accepting right away is tagged as Lawful. This is also why the Angel mythic path can easily keep their title; call Galfrey on her choice instead of accepting it, and you put her in a spot where it becomes clear she's abusing her position to force you out, which would go against what Iomedae stands for.

to:

** In addition, as the herald a paladin of Iomedae, Galfrey must act within the edicts and expectations of what Iomedae believes in, which include honor and justice. If the Commander is Good aligned mythic path wise, and played as optimally as possible, Galfrey has barely anything that could be argued to be a valid reason to strip you of your position, unlike with the Neutral or Evil mythic paths, and expects you to simply accept her demands, which is why accepting right away is tagged as Lawful. This is also why the Angel mythic path can easily keep their title; title: call Galfrey on her choice instead of accepting it, and you put her in a spot where it becomes clear she's abusing her position to force you out, which would go against what Iomedae stands for.



* Minagho tends to go down easily after the first fight with her, despite supposedly being extremely powerful as a Lilitu. Lilitu demons are typically better manipulators and strategists than outright fighters however, which is displayed by how she tricked Staunton in the past. The Commander waltzing up to her with Mythic Powers is something she not only had no way of preparing for, but each time she tries to counter or plan something to stop the Commander, the party has become so strong that they just charge through and stop it. Not only does this justify fighting such a powerful demon early on, but it makes her being punished for losing make more sense, because she keeps retreating and failing at her job.

to:

* Minagho tends to go down easily after the first fight with her, despite supposedly being extremely powerful as a Lilitu. Lilitu demons are typically better manipulators and strategists than outright fighters however, which is displayed by how she tricked Staunton in the past. The Commander waltzing up to her with Mythic Powers is something she not only had no way of preparing for, but each time she tries to counter or plan something to stop the Commander, the party has become so strong that they just charge through and stop it. Not only does this justify fighting such a powerful demon early on, but it makes her being punished for losing make more sense, because she keeps retreating and failing at her job.job.
* In Act II, it seems like the Hellknights are one of the only forces with their cohesion together, as the Crusaders who do (primarily the Kenabres veterans) are not given special attention outside of a brief line by Seelah. This is not Hellknight superiority, but rather a reflection of what the war is to both groups: to Mendev and the Crusaders, it is an existential war where they have to use everything they have to hold back the tide, even if it is unprepared. For the Hellknights? They are sending small expeditionary forces, giving them the luxury of sending only the troops they are confident will be able to withstand the horrors of the Worldwound.
** In regards to the gargoyle attack on Regill's forces at the Reliable Redoubt, the Sunrise Sword knights were completely ambushed and had no time to prepare a defense. By contrast, the Hellknights were warned by the Sunrise Sword and thus were able to prepare to defend themselves, allowing them to offer more resistance but still ultimately failing unless the Knight-Commander rescues them with what the dialogue implies to be most of the army.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* The CanonForeigner party members you can get in Act 1 tend to have a connection to a character from the original AP the game is based on. While Nenio and Ulbrig don't, the rest of the characters do; Camellia is Horgus' daughter, Daeran is a distant cousin to Galfrey, Ember has a brief connection with Hulrun, and Woljif has a connection with Baphomet. From a meta angle, these makes them seem like they more naturally fit into the setting, akin to how a player might have looked at areas in the setting and use it for inspiration for their character on the tabletop. The characters you get after Act 1 by contrast are less defined in that sense, since they either are completely new, or already existing characters.

to:

* The CanonForeigner party members you can get in Act 1 tend to have a connection to a character from the original AP the game is based on. While Nenio and Ulbrig don't, the rest of the characters do; Camellia is Horgus' daughter, Daeran is a distant cousin to Galfrey, Ember has a brief connection with Hulrun, and Woljif has a connection with Baphomet. From a meta angle, these makes them seem like they more naturally fit into the setting, akin to how a player might have looked at areas in the setting and use it for inspiration for their character on the tabletop. The characters you get after Act 1 by contrast are less defined in that sense, since they either are completely new, or already existing characters.characters.
* Minagho tends to go down easily after the first fight with her, despite supposedly being extremely powerful as a Lilitu. Lilitu demons are typically better manipulators and strategists than outright fighters however, which is displayed by how she tricked Staunton in the past. The Commander waltzing up to her with Mythic Powers is something she not only had no way of preparing for, but each time she tries to counter or plan something to stop the Commander, the party has become so strong that they just charge through and stop it. Not only does this justify fighting such a powerful demon early on, but it makes her being punished for losing make more sense, because she keeps retreating and failing at her job.
Is there an issue? Send a MessageReason:
None


** It also acts as a Fridge EstablishingCharacterMoment for the Aeons and how absolutely they maintain their judgments: they do not care about the extenuating circumstances or intentions. It does not matter that Heaven's plan with the Wardstones was to contain the Worldwound until it could be closed and then disassemble them after the job was done. The Wardstones are just as much an affront to the order of the planes as the Worldwound and demonic invaders are, and the Angels within are to be purged from the material plane for this violation. [[{{Foreshadowing}} And the same applies to an Aeon that violates the laws of the universe, even done to end or prevent another violation.]]

to:

** It also acts as a Fridge EstablishingCharacterMoment for the Aeons and how absolutely they maintain their judgments: they do not care about the extenuating circumstances or intentions. It does not matter that Heaven's plan with the Wardstones was to contain the Worldwound until it could be closed and then disassemble them after the job was done. The Wardstones are just as much an affront to the order of the planes as the Worldwound and demonic invaders are, and the Angels within are to be purged from the material plane for this violation. [[{{Foreshadowing}} And the same applies to an Aeon that violates the laws of the universe, even done to end or prevent another violation.]]]]
* The CanonForeigner party members you can get in Act 1 tend to have a connection to a character from the original AP the game is based on. While Nenio and Ulbrig don't, the rest of the characters do; Camellia is Horgus' daughter, Daeran is a distant cousin to Galfrey, Ember has a brief connection with Hulrun, and Woljif has a connection with Baphomet. From a meta angle, these makes them seem like they more naturally fit into the setting, akin to how a player might have looked at areas in the setting and use it for inspiration for their character on the tabletop. The characters you get after Act 1 by contrast are less defined in that sense, since they either are completely new, or already existing characters.
Is there an issue? Send a MessageReason:
Added fridge from reading the text of why the Aeon loses its mind when you refuse to purge the Wardstones and the 'ideal future' it presents.


* When you're confronted with the Wardstone at the end of Act 1, if you chose to not follow the Aeon choice, you forever lose access to the Aeon mythic path. It doesn't become apparent why until you actually follow up on the Aeon route: [[StableTimeLoop You were the Aeon that Deskari killed, attempting to travel back in time to stop him in the first place.]] By rejecting the Aeon choice to purge the Wardstone, you're actually cutting off the timeline that would have led to you traveling back in time to let yourself acquire the stone knife and become an Aeon, thus forever preventing you from having the option to become one in the future.

to:

* When you're confronted with the Wardstone at the end of Act 1, if you chose to not follow the Aeon choice, you forever lose access to the Aeon mythic path. It doesn't become apparent why until you actually follow up on the Aeon route: [[StableTimeLoop You were the Aeon that Deskari killed, attempting to travel back in time to stop him in the first place.]] By rejecting the Aeon choice to purge the Wardstone, you're actually cutting off the timeline that would have led to you traveling back in time to let yourself acquire the stone knife and become an Aeon, thus forever preventing you from having the option to become one in the future.future.
** It also acts as a Fridge EstablishingCharacterMoment for the Aeons and how absolutely they maintain their judgments: they do not care about the extenuating circumstances or intentions. It does not matter that Heaven's plan with the Wardstones was to contain the Worldwound until it could be closed and then disassemble them after the job was done. The Wardstones are just as much an affront to the order of the planes as the Worldwound and demonic invaders are, and the Angels within are to be purged from the material plane for this violation. [[{{Foreshadowing}} And the same applies to an Aeon that violates the laws of the universe, even done to end or prevent another violation.]]

Top