Jürgen Hubert wants to read Unhallowed Metropolis by Jason Soles & Nicci Vega
Another #ttrpg which I once bought, put on my shelves, and then never got around to reading.
Has anyone here read it? Is it any good?
See tagged statuses in the local Bolhaverso community
Another #ttrpg which I once bought, put on my shelves, and then never got around to reading.
Has anyone here read it? Is it any good?
Keine Ahnung, wo ich das mal aufgegabelt habe. Aber noch so ein #ttrpg -Buch, das ich bei Gelegenheit lesen sollte...
The Shining Kingdoms supplement for the Pathfinder setting of Golarion details the southeastern reaches of the continent of Avistan.
First, let's get the bad news out of the way: This book has a writeup of Andoran. For those of you who are unfamiliar with the setting, Andoran is basically a fantasy counterpart of "The United States of America, as portrayed in propaganda about the War of Independence and World War II" - as opposed to how the USA actually were at the time. Complete with Eagle Knights spreading "FREEDOM AND DEMOCRACY(TM)" around the world. This was a bad concept when the setting was first published, and while the authors did their best, there is only so much you can do to improve such a premise. I suppose this makes for a fine setting for those who can look beyond the premise (especially with the conflict of Cheliax heating up), …
The Shining Kingdoms supplement for the Pathfinder setting of Golarion details the southeastern reaches of the continent of Avistan.
First, let's get the bad news out of the way: This book has a writeup of Andoran. For those of you who are unfamiliar with the setting, Andoran is basically a fantasy counterpart of "The United States of America, as portrayed in propaganda about the War of Independence and World War II" - as opposed to how the USA actually were at the time. Complete with Eagle Knights spreading "FREEDOM AND DEMOCRACY(TM)" around the world. This was a bad concept when the setting was first published, and while the authors did their best, there is only so much you can do to improve such a premise. I suppose this makes for a fine setting for those who can look beyond the premise (especially with the conflict of Cheliax heating up), but I am not among their number.
In contrast, my unexpected favorite was Druma. I knew little of this region going in, other than that it was some kind of merchant oligarchy, and did not have high expectations. But the philosophy/religion of the "Prophets of Kalistrade", their behavioral codex, their aesthetics, and their personalized afterlives make them rather fantastic than real world oligarchies. Don't get me wrong - the folks calling the shots here are still pretty selfish and evil people, but I appreciate their difference for the sake of fantasy escapism. And I could imagine an awesome campaign set in Druma where the PCs try to fight the rising influence of the Whispering Tyrant - and the Prophets are worse than useless, as they are either in denial about the threat, or have to face an enemy for the first time whom they cannot bribe.
The first of the two non-human realms in this book is the Five Kings Mountains, the heart of dwarven culture on Golarion. The realm is very dwarfish, with all that implies, but it also has enough fodder for a long-term campaign - with the return of an ancient dragon and his assorted minions, cultists of Droskar plotting in the shadows, and the usual dangers of the Darklands emerging from the depth, there is enough for adventurers to do even without venturing into the regional politics of the larger area. I haven't read the associated Highhelm sourcebook and the Sky King's Tomb Adventure Paths yet, but I am looking forward to what I find. I also like the inclusion of a gazeteer to Larrad, a dwarven city that functions as a pilgrimage site - dwarven spirituality is an interesting subject, and this site gives us some fascinating glimpses into it.
Galt has moved on from its eternal repeated "French Revolutions", and in my opinion this makes for a better setting. If everything you have done to build a better nation is simply swept away by the next revolution, then that's the point? Now the actions of the player characters actually have a chance to make the region better - but at the same time, this chapter emphasizes how fragile the new "post-revolutionary" order is. Adventuring parties active in this country will have plenty to do thanks to the numerous dirty secrets hidden away by the chaos of the past. At the same time, they need to hone their diplomatic skills so that their actions and revelations don't cause a return to the Bad Old Days.
Kyonin is the second non-human realm - the heart of elven culture on Golarion. It is just as elvish as the Five Kinds Mountains are dwarvish. But although the writeup emphasizes that the realm is opening up and is more welcoming to non-elven visitors, I judge it to be not as viable for a long-term campaign as the dwarven realm. The main threat within Kyonin are the demonic remnants in Tanglebriar, now that Treerazer is gone, and although this works well for a series of adventure, in my view that's not enough for an entire campaign. There are some intrigues among the elves, but these aren't likely to become violent unless something goes deeply wrong. This chapter is still useful, but I see this realm as more of a home base for elven adventurers or an interlude from adventures in other parts of the Shining Kingdoms than the whole setting for a game. Though if you need to have the equivalent of Elrond's Council against the Dark Lord (i.e. the Whispering Tyrant), this is the place for it.
Finally, Taldor is the local equivalent of Earth's Byzantine Empire - if it had survived its collapse as a much smaller and less influential nation. Overall, I found its portrayal to be a somewhat mixed bag. According to the timeline, Taldor is more than 6,000 years old, exceeding that of any realm on Earth, yet that massive age isn't as present in its geographic description as I would have preferred. You feel the weight of history in the capital Oppara, yet the regions don't feel substatially different from other fantasy nations a tenth their age. Much of the country should be littered with monuments of its past glories, when its armies and fleets plundered vast swathes of Avistan and beyond.
But despite my misgivings about some aspects of this book, it is still a worthy addition to my library of books about Golarion - and the Shining Kingdoms are worth a visit for your adventurers, too.
My main complaint about this book is that it is too short. But then again, how could it be otherwise?
This book covers Tian Xia, an entire continent for #Golarion , the "default" campaign setting for the #Pathfinder #TTRPG . Just like the default "Inner Sea" region is vaguely inspired by Europe and North Africa, so is Tian Xia inspired by Asia, and does its best to make it an interesting region to play in. But Tian Xia is several thousands of miles in diameter, and this book has a mere 302 - and thus, each region and country on this continent will only get the briefest of oversights. Which for a detail-oriented setting junkie like me is frustrating, to say the least.
The authors of the various regional writeups did try to make the most out of their word count. We get a decent idea of what the local …
My main complaint about this book is that it is too short. But then again, how could it be otherwise?
This book covers Tian Xia, an entire continent for #Golarion , the "default" campaign setting for the #Pathfinder #TTRPG . Just like the default "Inner Sea" region is vaguely inspired by Europe and North Africa, so is Tian Xia inspired by Asia, and does its best to make it an interesting region to play in. But Tian Xia is several thousands of miles in diameter, and this book has a mere 302 - and thus, each region and country on this continent will only get the briefest of oversights. Which for a detail-oriented setting junkie like me is frustrating, to say the least.
The authors of the various regional writeups did try to make the most out of their word count. We get a decent idea of what the local culture is like, and most regions have some good conflicts and other hooks for adventures and even entire campaigns around. However, there is a dearth of locations - each region is several hundreds of miles in diameter, but we only get three to four (briefly) described locations for each region. A GM who wants to run a campaign in one of these regions will have to do a lot of worldbuilding - which is not something I personally abhor, but if you plan to use this setting, then this is something you should keep in mind. I do hope that some of the authors of this work will publish more in-depth regional gazetteers using the Pathfinder Infinite Community Title program if Paizo doesn't support this setting further directly.
(Speaking of worldbuilding - is there a list somewhere of which real world culture inspired which region in Tian Xia? With some regions it was obvious even for me, but with others I would have to do some further research.)
Apart from the brevity, there were only a few parts of this book I wasn't fond of:
On the other hand, there were some real highlights:
To sum it up, I would strongly recommend this book to anyone who wants to run fantasy campaigns in an Asian-themed setting, and I hope this work will not be the end of the support for this region.
Review will follow, once I find the time. #Pathfinder #Golarion #ttrpg
I love finding travel books like this in a #LittleFreeLibrary . There's always a lot of good #ttrpg #worldbuilding material in them - if only I could find the time to read them...
One of many, many books I bought as #ttrpg research material, and then never got around to reading.
I've got mail!
One of many works relevant to #ttrpg research that I really need to get around to reading one of these days.
I really do appreciate that the authors were trying to explore settings with a different perspective than the pseudo-European/North American cultural base used for most #DnD settings.
But since this 224 page book is split up between 13 adventures and 15 cultures, the glimpses we get of each culture is so frustratingly brief. As someone who wants their settings to come with lots of details, this would make it difficult for me to bring the cultures in question truly come alive. In lieu of further detail, it might have helped if they had spelled out which culture each setting is based on - in some cases it was fairly easy for me to guess, but in others I was unsure.
I also have to admit, I prefer running campaigns where the PCs largely stay in one particular region rather than traveling around - and when they do travel around, there …
I really do appreciate that the authors were trying to explore settings with a different perspective than the pseudo-European/North American cultural base used for most #DnD settings.
But since this 224 page book is split up between 13 adventures and 15 cultures, the glimpses we get of each culture is so frustratingly brief. As someone who wants their settings to come with lots of details, this would make it difficult for me to bring the cultures in question truly come alive. In lieu of further detail, it might have helped if they had spelled out which culture each setting is based on - in some cases it was fairly easy for me to guess, but in others I was unsure.
I also have to admit, I prefer running campaigns where the PCs largely stay in one particular region rather than traveling around - and when they do travel around, there should be a good reason for why they are doing all this traveling. The 13 adventures in this book do not really have any real connection to each other than their presupposed home base (the Radiant Citadel) - the PCs just show up in some place for whatever reason the GM come up with, and solve some local problem.
Still, the brief glimpses I get of all these worlds are intriguing. And I am curious if any of the original authors have developed their miniature settings further on the Dungeon Master's Guild - I would certainly take a closer look! #ttrpg