I’ve
always been a fan of mixing science fiction and fantasy. I’m well
aware, however, that it can be a bit of a controversial topic amongst
science fiction and fantasy fans, many of whom, while enjoying both,
prefer that each be kept separate. The way I look at it, though, is
most science fiction contains quite a few things that are
fantastical—often outright impossible—but merely presented under
the guise of science instead of magic, yet accomplishing pretty much
the same thing magic does. Mixing science and magic allows you to
explore both in new and different ways.
Despite
my love of mixing genres, I’ve surprisingly never paid much
attention to Numeria, the area of the Pathfinder Campaign Setting
where, long ago, a spaceship from another world crashed, and people
have been trying to uncover its secrets ever since. Perhaps it’s
because the books published so far have paid little attention to the
area as well, and other, more-developed areas of Golarion have simply
grabbed and held onto my attention. Whatever the case, the
publication of Numeria, Land of Fallen Stars
reminded me of this land’s existence and I eagerly dug into the
book to learn more about it.
Numeria
is a land where the high-technology of robots and lasers clashes with
the very low-technology of barbarian tribes. There’s actually quite
a lot of material to squeeze into Numeria, Land of Fallen
Stars, as the various Kellid
tribes that inhabit the region are not a unified people, and on top
of that, there is the Technic League (a group that wants, and mostly
has, a monopoly on the control and distribution of technology
recovered from the crashed ship) and the crashed ship itself to
describe, along with the various alien creatures, mutant beasts, and
robots. Overall, Numeria, Land of Fallen Stars
does a very good job of getting all this information in there and
providing GMs with a compelling setting and hooks for many amazing
and outlandish adventures.
The
book is laid out similarly to most regional sourcebooks in the
Pathfinder Campaign Setting
line. It opens with a brief history of Numeria, followed by
gazetteers of its four principal regions. Each region gets four pages
of background, including a map of one of the major settlements of
that region. Somewhat surprisingly, there is no map of Starfall, the
capital of Numeria and centre of Technic League control. Instead, the
section on Sovereign’s Reach (the region that Starfall is part of)
receives a map of Lackthroat, a much smaller town in the region.
Starfall does receive half a page of text description, along with a
note to see Pathfinder Adventure Path #89: Palace of Fallen Stars
for more information (and presumably a map). Palace of
Fallen Stars is part of the
upcoming Iron Gods
Adventure Path, which takes place in Numeria. It won’t see
publication until later this year. While it’s nice to have maps and
descriptions of smaller locations along with the larger ones, it
seems a bit of a glaring omission to leave such a major location out
of this book—and leave it for a completely different book,
especially as there are bound to be game masters out there who would
like to run a campaign in Numeria without
running Iron Gods.
Obviously, they can’t go into a lot of detail in this book as that
wouldn’t leave room for other things, but a small map in this book,
with a more-detailed one (along with more detailed description) in
the Adventure Path
volume would make more sense to me.
The
second section of the book looks at “Plots and Perils”, beginning
with a look at new kinds of afflictions and environmental hazards
that one can encounter in Numeria. These include things like
electromagnetic fields, radiation, and areas of unusual gravity (low
gravity, high gravity, or even inverted gravity). The section then
goes on to look at several of the most prominent Kellid tribes in the
region. However, as there are only two pages total devoted to them,
it does mean that the tribes only get one or two paragraphs of
information each. There are then two pages of information on the
Technic League, including its history, organization, and membership.
The
second section concludes with detailed looks at specific adventure
sites across Numeria. It is here that this book really comes alive,
presenting some original and captivating adventure ideas ranging from
the political intrigue of Castle Urion to the psychological
manipulations of Hollow Garden. In Crowhollow, one can find the
cyborg-lich Alling Third, while the Chapel of Rent Flesh serves up
body-altering horrors. Each of the various sites gets between half a
page and a full page of description, giving GMs just enough
information to let their imaginations run wild. One of the things I
like best about this section is the variety of different types of
adventure sites, showcasing the breadth of possibilities available to
adventuring in Numeria.
The
final section of the book is a Bestiary of people and creatures
common or unique to Numeria. Some of these are generic stats for
locals that adventurers might encounter, such as the Machine Slayer
(a Kellid ranger dedicated to fighting and destroying machines) or
the Wayward Crusader (someone who was passing through Numeria to
fight in the Crusades in Mendev, but ended up staying to fight
Numeria’s horrors instead). The bulk of the Bestiary, however, is
made up of the unusual monsters and robots that haunt Numeria, from
capacitor oozes to android imposters to mutants, and of course, to
all kinds of robots. I particularly like the robot golem. This is a
broken-down robot that has been reanimated by magic (since the wizard
doing the animating is unable to understand the technology well
enough to repair it). Similar to how a bone golem might be mistaken
for an undead creature, a robot golem could easily be mistaken for a
robot, thus leading to some interesting roleplaying opportunities.
If
there’s one significant flaw to Numeria, Land of Fallen
Stars, it’s the flaw that’s
common to most Golarion books that describe countries or regions—a
lack of information about lifestyle and culture. After reading the
book, I know a great deal about adventuring in Numeria and next to
nothing about living
there. Naturally, the focus should be on adventuring, since that’s
what the Pathfinder game is all about. It’s not a game about daily
life. However, small background details about things like a festival
in the town the PCs are passing through or a brief mention of the
kind of food they’re served at the inn can add an incredible layer
of reality to game play. They don’t need to be dwelt on. Brief
mentions are all that is needed to enhance the game, yet these kinds
of details tend to be almost entirely absent from Golarion books, and
unfortunately, it’s more of a problem in a place like Numeria,
which is so different from other lands. In many areas, it’s easy to
extrapolate these kinds of details as they are based on standard
fantasy archetypes and/or real-world societies. Osirion, for example,
is loosely based on real-world Egypt and so GMs can extrapolate
societal details from what they know of Egypt. With Numeria, however,
there is nowhere else to take such inspiration from. So GMs are left
to ponder how the presence (though not proliferation) of technology
has affected the traditions and cultures here. How do people
entertain themselves, and what kind of celebrations do they have? How
do they dress and what do they eat? What about superstitions and
religious beliefs, both things that are bound to be heavily affected
by the imprecise understanding of technology in the land? All these
things cry out for answers in Numeria far more than they do in other
areas of Golarion.
This
aside, I do consider Numeria, Land of Fallen Stars
a successful and useful book for the fact that it passes one of my
most important criteria for evaluating these kinds of books: it has
stoked my imagination and provided me with lots of ideas for new
adventures and campaigns. Numeria is a fascinating and exciting place
to set games. However, before I can do so, I am going to have to sit
back and design the answers to all those above questions and more,
and time can be a limited resource. Of course, no book can do
everything for me, and this book does do a lot on the adventure side
of things, so for that, it deserves accolades.
I have long wanted to partake in such a mash of genres, but never had the courage to make that leap!
ReplyDeleteOn another note,
I can't help but notice similarities in name and setting with another game that has recently been released...
Oh, which setting is that?
DeleteNumenera, I presume. I always forget which one is the country in Golarion.
DeleteJoana
Ah, I hadn't heard of Numenera, but I've just looked it up. It certainly does have a very similar name. I can certainly understand how people might get them mixed up.
DeleteAs I understand it, Numenera is so far into the future that technology is considered magic by the people. Haven't played it yet, though. I think I'd prefer trying Numeria, actually.
ReplyDeleteAs random anon replying months later, I just want to say that Numenera is awesome game :P
DeleteNice blogg post
ReplyDelete