As
much as I like the Pathfinder Campaign Setting of Golarion, I’ve
often felt that one area of weakness is in conveying what typical
inhabitants’ lives are like. The products do a great job of setting
a general tone for various areas of the setting and filling in
geographical details and history. We learn a lot about the places you
can visit, but a lot less about what you can do there, from the
festivals and pastimes of the locals, to styles of dress, to art
styles and cuisine, and to personal beliefs. I’ve mentioned more
than a few times in my reviews my frustration at the lack of
explanation of just what a
cavalier order is—how
it fits into the setting, how it interacts with governments and other
organizations. The Prophets of Kalistrade are mentioned in numerous
supplements as having strict dietary and sexual prohibitions, but
those products never—not once!—actually say what those
prohibitions are. These might seem like minor points not worth
mentioning, especially since the focus of the game is on adventurers
having adventures, not adventurers having normal, everyday lives.
However, it’s often the little details that add the most flavour.
They may be background elements, but they help to make the setting
seem more real and alive.
Occult Mysteries is a product
that takes a step towards addressing some of these issues. It doesn’t
answer the questions about cavalier orders and the Prophets of
Kalistrade, and it doesn’t give information about day-to-day life
in any particular part of the world. However, it does offer
incredible insight into the beliefs of the people of Golarion, and
into their thought processes. The book looks at a number of
“mysteries” from across the world—the strange things that
people haven’t quite been able to explain, but have many hypotheses
about. These include creation stories, the exodus of the gnomes, and
the missing Volume 5 of the Pathfinder Chronicles.
The book also looks at traditions like astrology and numerology,
secret societies, and infamous texts of great power.
Occult
Mysteries opens with an
in-character letter from the Curator of Apocrypha at the Forae Logos
in Absalom to the Curator of Impossible Texts at the same facility.
The letter discusses the dangerous texts in their collection. This
isn’t the first time a Pathfinder Campaign Setting
book has opened with an in-character work, but it has been quite some
time since the last one did—not counting the brief in-character
quotations that frequently appear at the beginning of chapters. I
rather wish they did this more often, as these little stories provide
a useful illustration of the world itself. They help to show
us the world rather than just tell
us about it. Sure, we get a biased view of the world, as it’s from
the point of view of just one person (and in this particular case, a
rather arrogant individual), but even biases give us an insight into
the world, as it gives us an idea of the kinds of biases present.
The
first main chapter of the book covers “Mysteries of Golarion”.
These include the aforementioned creation stories, gnomes’ exodus,
and Pathfinder Chronicles Volume
5, as well as the Aucturn Enigma and Veiled Masters. There is also a
brief discussion of the death of Aroden in the opening of the
chapter. With each of the main topics covered, the book provides a
discussion of the known facts along with various theories people have
come up with to fill in the missing blanks. I will admit that I
sometimes wish Golarion books would provide the absolute truth to
gamemasters. In general, they only provide the full truth in
adventure modules or adventure paths when that truth is integral to
the story. Otherwise, they leave the blanks to be filled in by the
GM. Nonetheless, while I may sometimes wish for those blanks to be
filled in, on the whole, I think the approach they take to be the
better one, and it certainly works best for this book. It allows
every GM’s campaign to be unique, and it avoids the hazards of
players reading up on the material and using their meta-knowledge in
the game. Also, by looking at the in-world beliefs and not the
absolute truth, it creates a greater understanding of the people of
the world, because we, as readers and players, can react to the
mysteries in much the same way the people of the world do. We can
better understand the thought processes that lead them to the beliefs
they have, even if those beliefs ultimately turn out to be false. In
this particular case, the various opposed theories about the
“Mysteries of Golarion” provide an insight into the paranoia
regarding the Veiled Masters, the superstitions that provide the
basis for creation myths, or the more reasoned, logical approaches to
the disappearance of Pathfinder Chronicles
Volume 5.
The
second chapter covers “Secret Societies”, looking at eight
different groups in total. These range from the Church of Razmir, to
the Esoteric Order of the Palatine Eye, to the Harbingers of Fate and
others. Each group receives an overview of who they are and what they
do, along with game stats and membership benefits using the standard
system for factions and organizations used throughout Campaign
Setting products. There are also
suggested uses for each society. This chapter provides more direct
truth for GMs than the previous chapter and should probably not be
viewed by players unless their characters belong to these societies.
There is quite of lot of useful information and many secrets to be
found here.
The
third chapter, “Esoteric Traditions”, looks at the occult
practices of the people of Golarion. Of course, given that Golarion
is a fantasy world with real magic, these practices are generally
more than just superstition. They have real powers associated with
them, and each section in this chapter provides ways to use these
traditions in the game, along with the basic background information
on the beliefs that form the bases of these traditions. Included are
extensive overviews of astrology, the Harrow, mortification,
numerology and spiritualism. What I like about this chapter is that
each section isn’t locked into a specific format (which is often
the case in Campaign Setting
and Player Companion
products). Each section is four pages long, but otherwise the type of
material in each varies considerably. The section on astrology
contains a couple tables, one detailing the Cosmic Caravan,
Golarion’s version of the Zodiac, and the other a list of
astrological events and their game effects. The mortification section
contains the feat Agonizing Obedience and several “agonies” that
go along with it. These agonies provide various game benefits in
return for rituals performed. As a warning, some of them are really
quite gruesome. There is also the pain taster prestige class for
followers of Zon-Kuthon.
One
of the more intriguing sections is the one on numerology, which
includes two basic forms: arithmancy and sacred geometry. Arithmancy
believes that each linguistic unit has inherent power. Every word can
be broken down into a numerical value. Sacred geometry believes that
certain shapes have inherent power. The section includes a feat for
each form of numerology. Each feat can be used to enhance
spellcasting in some way. A third feat, Calculating Mind, further
enhances the Sacred Geometry feat. These feats can add a lot of
interesting variation to spellcasting, but they also involve quite a
bit of math, which has the potential to slow the game down somewhat.
I would recommend that only players who are comfortable with making
quick calculations take these feats.
I
should point out that, given the recent (and excellent) book, The Harrow Handbook, one
might wonder how much overlap, if any there is between that book and
the section on the harrow in this book. There is actually very little
overlap. This section focuses primarily on introducing a system for
using a harrow deck as an alternative set of Plot Twist Cards. GMs can use
in-character harrow readings to help determine actual events in the
game. A mechanical benefit and plot seed is included for each harrow
card.
The
fourth and final chapter of the book is “Occult Writings”. It
looks at six specific texts, providing chapter breakdowns, along with
specific spells, abilities, and other powers contained with each
book. The Aleh Almaktoum
(also called the Book of the Dead)
is an Osirian treatise on necromancy. The Book of 1,000
Whispers is the source of the
belief system of the Harbingers of Fate. It contains prophecies for
the years 4606 until an undisclosed time believed to be 4714. The
first few years of prophecies (before Aroden’s death) are accurate,
but then become more and more nonsensical. Also included are The
Inward Facing Circle (a treatise
on diabolism), the Lost Gospels of Tabris
(hidden for centuries by the Esoteric Order of the Palatine Eye),
Secrets of the Dreaming Dark
(an anonymous work investigating the Dark Tapestry), and Uniting
the Flesh (a book of anatomical
diagrams).
Perhaps
one of the nicest things about Occult Mysteries,
though, is that it continues the trend (seen in books like The
Harrow Handbook and Inner Sea Combat) of presenting
game mechanics options that are flavourful and enhance the setting.
In the sea of mechanical options available for Pathfinder, this helps
them to stand out and be memorable. Overall, Occult
Mysteries is a very good book
that expands the setting in a new way and provides a great insight
into the people who live there.
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