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If you were to pick up Malathéa off of the shelf of your local bookstore that carries ttrpgs and read the back of it, this is what you would find.

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Malathéa is a world where the divine might has nearly been extinguished, the gods thought dead or have abandoned their worshipers. While there are still those that wield the power of the divine, their effectiveness in wielding it is greatly diminished and due to this, those that wish to wield greater power are starting to turn to abstruse and obtuse teachings. Although those that do manage to learn the secrets of occult power need to be careful of their display of it, for it is feared and public use of it has given rise to hunters that seek to eliminate them in an effort to appease the divine for this new power is perceived as unclean and heretical...those that hunt these people down and slaughter them do so in an act of zealotry, hoping to appease the attention of the deities that may have turned their backs on the world and these hunters are hoping that the deities will return once the unpure have once and for all been eliminated from the world.

The world of Malathéa was once a verdant garden, there are still locations steeped in lushness that are either untouched by mortal encroachment or where people are living there in harmony with the elements and only taking the absolute minimum needed from the bounty of nature to keep the wilds of it thriving. There are also he civilized lands, where the metropoli of the humanoid races stretches from coast to coast, connected via land-bound vessels that spew toxic clouds of choking fumes into the skies above. There are those living among the civilized that are working to undermine the encroachment of civilization into the untamed wilderness, but progress still marches on and comes at too high a cost. The world itself is but an egg, and occasionally it hatches, spewing forth its children. These beings are neither humanoid nor elemental, but created to resemble humanoids; these beings are but the heralds of nature...born of a world screaming in agony over the march of so-called progress, its natural resources being depleted at an unsustainable rate. These creatures born of the world itself are avatars of nature, and seek to restore the balance and if possible to reclaim that which has been lost and teach others that it is possible to live with the world instead of living in the world.

Malathéa is a world on the cusp of dying; the light of its sun diminished, the deities of it either having abandoned it or worse have died leaving their worshipers as their last vestige of power. There are those fighting against the darkness and are doing what they can to keep the world from dying and seeking out ways to keep their sun from fizzling out any further. Will your characters pursue a path in finding a way to keep their world and sun from dying? Or will your characters perhaps help the march of progress blaze through all barriers to bring 'civilized society' to the furthest reaches of the world?

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Memory of 0815 6 August, 1945 (by Furuhashi335)
https://furuhashi335.deviantart.com/art/Memory-of-0815-6-August-1945-554078808

I am imagining that there are sections of the urban jungle that have collapsed for whatever reasons and perhaps have been swallowed up into the earth. I am thinking that some of these areas have been redeveloped and been built over on top of those swallowed ruins. These swallowed sections of civilization can provide some unique opportunities for role-playing, creating 'dungeons' from the debris that the world has ingested; some areas hazardous, but the materials available to those that reside below the surface, taking it and reusing to construct their own underground empires.
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It's been slow-going but I have been making progress on my Mercenary base class.

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In Malathéa combat is something that should be rare. In a world where guns are easily accessible, and the divine power of the deities is no longer able to bring the dead back to life, combat becomes far deadlier and death a bit more permanent. While there are medical practitioners that able to perform medical miracles to resuscitate those that have 'died' there are limits to this...this mechanic still needs to be ironed out.

There are occult rituals that can resurrect the dead, but such power comes with a very high cost.While death comes easy, staying dead is another matter entirely. While animating the dead is a crime punishable by being death and then having your corpse being burned to a cinder, it isn't that hard to hide your necromantic interests so long as they happen in your own private necrotheques and do not disturb the the public at large.

And while there are those born of auspicious circumstances, tainted by the touch of death from both living and unliving parents, they are hunted by those that deem them unclean and a blight upon the living. The law however, does recognize these creature as individuals and allow them carte blanche to live their lives so long as their pursuits aren't in violation of the law.
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Malathéa uses the guns everywhere option from Ultimate Combat.

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
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This is too entirely cool. Not something you'd find in Malathéa, but the world does have elements of Teslapunk. Fully functional jetpacks are a thing, but not easily accessible tech. Only those endorsed by the law are allowed to operate them; there is no such thing a licensed operator of one that isn't a government official. The civilized 'nation' of Malathéa is an unbroken empire that spans half a continent from shore to shore.
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Imagine a raven of size large. Now equip it with a saddle and bit/bridle. These beasts are domesticated and raised as winged mounts. Horses are common, but in a world where the pace of steam and steel out paces a horse, there's little need for them with few exceptions.

There is the need for transportation in its many forms, and while steam carriage is efficient and expedient and relatively affordable, it is not always the most desired means. Though it is rare trains can be derailed and even more rare is a train heist. When one needs to travel with almost absolute guarantee of safety of self and valuables, corvus corothronoides (based on the Australian raven) is the most prevalent aerial mount available. Be sure to invest skill ranks in the Ride skill.
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Malathéa is a world where divine power has taken a serious backseat. The deities either dead or turned their backs on mortals. The truth is far more sinister. Yig, from the Cthulhu mythos, has entrenched its coils through the Ethereal plane, cutting off access to the Deep Ethereal and to the Outer Planes. While there are still those that are patrons of and worship the deities and give their lives in service to them, they hold on to hope that someday their connection to their beloved godheads will be restored.

While Yig and the Great Old Ones are considered deities in the Pathfinder rules, it is encouraged to not let characters play clerics devoted to them, rather the Great Old Ones are barely giving of their divine blessings. Those that cling to their gods and invoke the power (casting of spells and using clerical class features) find themselves plagued with nightmares and visions of chaos and destruction. While it is possible to invoke the power of the Gods, it is a corrupted power, infused with bleakness and dread. The Great Old Ones are absentee divine beings, not openly known as having staged a coup and severing the ties from mortals to their divine patrons. It is the Great Old Ones that fuel clerical abilities, but since the Great Old Ones are so far away from Malathéa, there are limits as to how much of that power can be tapped into; divine spells higher than third level always fail, clerical powers above fifth level always fail. While a character can continue to gain levels in the cleric class past fifth level the only benefit they gain is being able to cast more lower level spells per day from their atrophied Spells Per Day. While Clerics do retain full caster level, any spell-like and supernatural divine abilities that are dependent on spells higher than third level are unusable.
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