In
northeast Garund lies a country that is one of the oldest
still-surviving in the world of Golarion. Based loosely on real-world
Egypt, Osirion is a desert land full of ancient tombs and pyramids
that hold artifacts and secrets dating back thousands of years into
Golarion’s past. Osirion was the setting of a couple of early
adventures published by Paizo (Entombed with the Pharaohs and its
sequel, The Pact Stone Pyramid)
and an early Player Companion
supplement, Osirion, Land of Pharaohs, all of which
came before the release of the Pathfinder Roleplaying Game and were
thus written for D&D 3.5. There has not been a lot done with the
location since then, but the upcoming adventure path Mummy’s Mask (starting next
month) is set in Osirion, making now a ripe time to revisit the
location. Osirion is one of the three countries looked at in
Pathfinder Player Companion: People of the Sands (which I
recently reviewed) and it also gets its own dedicated book in the
Pathfinder Campaign Setting
volume, Osirion, Legacy of Pharaohs.
This
is a very informative book. It both updates and expands on the
information in Osirion, Land of Pharaohs,
going into considerably more detail than the earlier book (which, to
be fair, is a much shorter book, so just doesn’t have the space
that this one has). One of the most important qualities on which I
judge a setting book is how many ideas it starts creating in my head.
Legacy has simply
flooded my head with ideas, enough to run three or four different
campaigns set there, and so passes this criterion with flying
colours. It’s densely packed with information on cities, adventure
sites, denizens, and more.
The
book is arranged similarly to most Pathfinder Campaign
Setting books that cover a
specific region. It opens with a general overview of Osirion along
with its history, and then looks in detail at the specific regions
within the country. Osirion is broken up into five regions and each
gets six pages of write-up. The capital city of Sothis, while
technically within the region called the Sphinx Basin (the River
Sphinx being Golarion’s equivalent of the real-world Nile), also
gets its own separate six-page write-up. Each region’s write-up
begins with an overview of that region, followed by a gazetteer of
specific locations within the region. Various sidebars throughout
these write-ups provide information on groups like the Pahmet dwarves
and the Risen Guard (the Pharaoh’s elite guard, membership in which
is restricted to warriors who have died in the service of the Pharaoh
and then been resurrected).
The
regional write-ups are followed by a chapter on “Plots and Perils”.
This section looks at hazards such as mirages and khamsin storms
(very nasty sandstorms) and then looks at a number of specific
adventure sites. All these sites are mentioned briefly in the earlier
regional write-ups, but they receive more detail here. The final
chapter of the book is a short Bestiary. As well as some new monsters
native to Osirion, the Bestiary also contains several generic NPCs
such as an Osirionologist and a Risen Guard.
I
often wish that, as well as information on specific locations,
Pathfinder Campaign Setting books
would have sections dedicated to lifestyle and culture, from
religious observations to general day-to-day activities to diet and
more. However, when they’re written well, you can often pick up on
these kinds of details within the regional gazetteers. They’re
scattered about somewhat, but they’re there. Osirion,
Legacy of Pharaohs is pretty
good in this regard. In particular, it does a very good job of
bringing across the tensions between the Garundi and Keleshite
peoples. The Garundi are native to Osirion, but the Keleshites ruled
over them for several thousand years after the fall of the Ancient
Osirion Empire. Now the two groups exist in something of an uneasy
peace.
Legacy
also does a good job of conveying a sense of just how ancient Osirion
is and how that history permeates modern life. The history section of
the book has to cover over 8000 years of history in just a couple
pages, but further historical details can be found throughout the
rest of the book, as all throughout the country, from the cities to
the deserts, there are examples of that history. From the giant shell
of the slain Spawn of Rovagug, Ulunat, that Sothis was built around
to ancient temples and pyramids, every aspect of Osirion is informed
in some way by its ancient history and this is reflected in the text.
One
area where Legacy
doesn’t do so well is with religion. There are many references
throughout to gods such as Pharasma or Irori, but other than the fact
that followers of Irori tend to go off and found monasteries in the
desert, there’s very little to indicate how religion affects the
lives of living people. There is the impression that religion is
important in Osirion, but few specifics to show in what way.
Some
readers may also be disappointed that there is no information on the
old gods of Osirion. Past products have provided hints here and there
that Ancient Osirions worshipped a different pantheon of gods from
modern Osirions (and some are still worshipped to an extent today, as
seen by the “River Cleric” in the Bestiary, who is a follower of
Wadjet). Given the number of ancient tombs that PCs might adventure
in across the land—tombs that were built in times when people
worshipped those gods—it certainly would be useful for GMs to have
information on the old gods in order to make a more compelling
adventuring environment. Empty Graves, the second part
of Mummy’s Mask is
set to have an article on these gods; however, it does seem a bit
unfair that GMs should have to buy a second book just to get this
information, particularly if they’re not interested in running the
adventure path. Granted, detailed god articles have been the purview
of Pathfinder Adventure Path
volumes, but a detailed look at each god isn’t really what’s
needed in Legacy of Pharaohs.
An overview of these gods would suffice here.
On
the whole, though, I really like Osirion, Legacy of
Pharaohs. It greatly expands on
previous information about the country and lays the seeds for
countless adventure and campaign ideas. It’s also a very
entertaining read. The book is definitely an important part of the
expanding library of Golarion material.
No comments:
Post a Comment