Perhaps
one of the most important things when starting a new campaign is
establishing where the player characters are from. Sometimes, they’ll
all come from the same place; other times, they’ll be from various
different locations. These places may be major cities, smaller towns
or villages, or possibly even just a country or general area of
origin. Whatever the case, characters’ homes form an important part
of their background. Campaigns will often start in the PCs’ home
town. While many campaigns will see the characters move around and
visit other locations, the characters will generally find themselves
returning to their home towns or cities at some point or other. Some
campaigns may never (or rarely) even leave the home town, instead
keeping all of the action and intrigue centralized to one location.
A
few years ago, Paizo published Cities of Golarion, a book which
looked in detail at six of the major cities of the Inner Sea Region.
This was a great resource for campaigns that were either set in one
of these cities or simply passing through. Each city received a
wealth of detail on its history, people, and sites. But while
information on cities is important and useful, many campaigns spend
more time in smaller towns and villages. Indeed, towns and villages
often are the homes of the PCs and thus the starting points for
campaigns. So last month saw the release of Towns of the Inner Sea, a book
very similar in style to Cities of Golarion,
except focusing on six towns from across the Inner Sea Region.
Several
of the towns in Towns of the Inner Sea
have featured as the settings of Pathfinder Modules
and thus have seen some detail on them before. The others have simply
been prominent places on the map with only a brief write-up in the
Inner Sea World Guide.
In all cases, however, these towns are brought to life to a much
greater extent than they have seen before, and all six locations
would make fascinating home bases and/or starting points for full
campaigns. Also, much more so than with the cities in Cities
of Golarion, it would be very
easy for GMs to relocate these towns to other parts of the world.
Simply change a few names, and—violà!—a
whole new town (although I’d advise GMs not to do this too
frequently or players might start to recognize that several of the
towns they pass through are strangely similar).
Towns
of the Inner Sea opens with a
brief two-page chapter listing some of the other prominent towns in
Avistan and Garund, as well as a few less-well-known locations that
GMs might want to develop. After this, it moves into the towns that
are its subject matter. The first town is Diobel, located a short
distance from Absalom and known as the “Doorway to Absalom”. Then
comes Falcon’s Hollow, which was the setting for several of the
earliest Pathfinder modules (for 3.5, back when they were still
called Gamemastery Modules),
including Crown of the Kobold King
and Hungry are the Dead.
The next town is Ilsurian in Varisia. Ilsurian is the setting of
Murder’s Mark.
Next is Pezzack, a Chelish town in open rebellion against the House
of Thrune. Then there’s Solku in Katapesh. Finally, Towns
of the Inner Sea looks at
Trunau, the independent city of humans and demihumans located inside
the orc-run country of Belkzen.
Each
of the six towns receives the same basic treatment: 10 pages
containing a picture of the town (seen from a short distance), a map,
several pictures of prominent NPCs, descriptions of the town’s
history and what life is like there, and a gazetteer of prominent
sites. Each town’s chapter ends with the complete stats and
background for one of the town’s major NPCs. There are also
sidebars in each chapter covering rumours and adventure suggestions.
I
find that one of the best signs of a good setting book is if, while
reading it, I start to get ideas for adventures and campaigns located
there. If I can imagine things happening in the location, then the
book has definitely done its job. This was very much the case for me
while reading Towns of the Inner Sea.
All six towns filled me with ideas for future games—sometimes to
the point of distracting me from the reading! In fact, before reading
Towns, I had a pretty
good idea what my next campaign would be after my current one wraps
up. Now that I’ve read the book, I’m back to considering several
different options. I consider this high praise indeed!
There
is a lot of rich detail on the characters and plots in the town, plus
lots of wiggle room for GMs to expand the details into their own
story and adventure ideas. Not surprisingly, the towns that have
featured in previous adventures get considerably more detail here
than they do in those adventures, but for the most part, this added
detail does not contradict or invalidate any of the previous
information. The chapter on Ilsurian, for example, is heavily
informed by Murder’s Mark,
and expands on the details in that adventure. As is standard with
Pathfinder products, Towns of the Inner Sea
does not assume that any of the adventures set in these towns have
happened. However, the town descriptions (particularly that of
Ilsurian) do contain hints at the seeds to these adventures in the
plots and actions of their inhabitants.
That
said, the description of Falcon’s Hollow does seem to have changed
a few small details
from before.
I will admit, it’s a long time since I read those early adventures
(and the Guide to Darkmoon Vale,
which also contains a write-up on Falcon’s Hollow) and so my memory
is a bit hazy, but it looks like some of the events of the town’s
history have been moved forward. However, these are events that set
up the adventures and since those adventures are assumed not to have
happened yet, it makes a bit of sense to do so. However, it could
lead to some confusion if future products keep moving events forward
in time so that the adventures can happen soon, but not quite yet.
As
much as I like Towns of the Inner Sea,
I do have a couple criticisms and they come down to criticisms I tend
to have for all regional sourcebooks in the Pathfinder
Campaign Setting line. I would
really like to see a bit more description on what it’s like for the
average person living there. While each town does receive a short
description of life in the town, I’d really like to see
more—everything from typical daily routines to local cuisine and
art styles to popular games and festivals. Some of these kinds of
things come across in the descriptions of local sites, but I’d
happily give up some of site locations or the characters stats to
have a more in-depth section on the culture.
I
also wish there was a bit more physical description of what the towns
look like, from the landscape to architectural styles. Indeed, if it
weren’t for the picture of Diobel at the start of that town’s
chapter, I would have no idea from the text just how high the cliffs
are and how sloped the city is. The map certainly does not make it
clear and the text contains only a couple brief mentions of cliffs
and that the Snout District “lies on a sloping ridge”, but there
is no mention of heights or the grade of the slope in the Snout
District. Some of the towns (such as Trunau) do fare better in this
regard, but even so, a bit more physical description would be
welcome—or perhaps more pictures of locations rather than just
pictures of the locals (or maybe pictures of the locals in
the locations instead of portraits).
Overall
though, Towns of the Inner Sea
is an excellent book, and it brings to life six very different, but
equally fascinating locations. All six can be the basis of entire
campaigns or just interesting places to pass through on the way to
someplace else. Whatever the case, these towns will provide GMs with
the means to create hours of fun for their campaigns.
No comments:
Post a Comment