One
of the key things about the occult in Occult Adventures is that it is
mysterious
and different from everything else in Pathfinder campaigns. This is
not easy to achieve
when there are already scores of different kinds of creatures,
abilities, and magic in the game. Yet Occult Adventures
pulls it off pretty well. Since publication of that book, other books
have also dealt with the occult, including Occult Origins and Occult Bestiary. Plus, Occult Mysteries, from awhile
back, ties into it all as well. With
each new book published, there is a danger of it losing that sense of
difference.
Occult Realms is the latest book
published to tie in with Occult Adventures,
and thankfully, it manages to maintain that sense of mystery and the
unknown. While Occult
Origins and Occult
Bestiary are tied to the world
of Golarion, they are primarily books of mechanics. Occult
Realms does have some new
mechanics in it as well, but its focus is much more on descriptive
detail that brings the occult fully into the campaign setting. And
the mechanics it does have exist entirely to support the flavour and
feel of the setting.
I
have to say that I hugely enjoyed reading Occult Realms.
It offers wonderful glimpses and insights into areas of Golarion that
have only received a small amount of attention previously, even a
place or two where you might not expect the occult, such as Razmiran.
Some of the places are quite small, sometimes just a single building,
but the small areas mean that the details can actually be more
specific. There is
a better sense of a lived-in world from this book than from some
other Pathfinder Campaign Setting books,
which tend to focus more on providing a list of locations than on
what it's like to live there. The approach here is still on listing
locations, but there is more room for detail about those locations.
The
book is divided into four main chapters plus a brief in-world
introduction. Entitled “Fragments of a Truth”, the introduction
is a collection of surviving fragments from the journal of a
investigator uncovering secrets in Razmiran just before her
disappearance. This story does a great job of setting the feel for
the remainder of the book—one of uncertainty and even fear. I
really like how this book as a whole presents a rather sinister tone
to the occult. There really isn't anything about the material in
Occult Adventures or
this book that makes it inherently evil or sinister. It can certainly
be employed by good-aligned characters. Yet it's that sense of the
unknown that adds the sinister feel to it and Occult Realms
does a great job of developing this.
The
first chapter, “Occult Power”, is the more crunch-heavy portion
of the book, although even here, it is still brimming with campaign
flavour. The chapter looks at six new sets
of options, one for each of the six occult classes in Occult
Adventures, each
two pages long. First
up is the Collection Esoterica from
the Blakros Museum in Absalom. This contains magical items that can
be used as implements by occultists. Four example items, each with a
detailed history, are presented. I love seeing magic items with
histories and a place in the world. They are far more interesting
than a generic +1 longsword.
For
kineticists, the book presents elemental saturations,
places where high concentrations of elemental energy have seeped into
the area. Kinteticists can attune themselves to and gain access
to new abilities from them.
A
sample saturation for each element is
included. Each contains the
method of attunement and the abilities
(in the case of these
samples, they are all additional wild talents) that
can be gained.
While the saturations are very flavourful, it's
a bit unclear whether kineticists immediately learn the new abilities
upon completing attunement or whether they need to have an open
talent slot available. Most of the abilities say something along the
lines of “She can then learn the … wild talent.” However, the
Crystal Womb earth saturation states, “At the end of the ninth day,
she then emerges reborn, with the earth child wild talent in place of
one of her 3rd-level or lower utility talents” (p. 8). The
implication seems to be that kineticists need an open slot to gain
these new abilities with the Crystal Womb saturation being an
exception (since it replaces another ability). However, I think the
text could be clearer on this.
Additionally,
I have concerns about either interpretation. On the one hand,
automatically gaining a new
ability upon attunement provides a tangible reward, but threatens
game balance by putting the character ahead of other characters
(unless the GM were to tie the new ability into wealth by level, but
no such method is included in this book). On the other hand, needing
an open slot or replacing an existing ability maintains game balance,
but makes one wonder whether it's really worth it. Some
of the attunements are quite intense. Why go through them when there
are standard abilities of equivalent power available in Ocullt
Adventures that don't require
attunement? For example, the Eye of Abendego is the example air
saturation. To attune to it,
an aerokineticists must “fly around the entire perimeter of the Eye
of Abendego without stopping, while succeeding at a series of 12
consecutive DC 40 Fly checks” (p. 8). There
are also penalties (such as 50d6 points of damage) for failing the
checks. Based on the map in
the Inner Sea Poster Map Folio,
the Eye of Abendego has a diameter of approximately 450 miles. This
would make its circumference over 1400 miles (450 ×
3.14). With the wings of air talent (which grants a fly speed of 60
ft), this would take the aerokineticist well over a week non-stop to
complete (extrapolated from the speeds of travel for an
8-hour day given in the Core Rulebook). While there
are certainly magical means to
deal with the lack of sleep and fatigue incurred to accomplish this,
I'm not sure it's worth it.
The aerokineticist gains
access to a powerful ninth-level talent, but I'm not convinced it's
any more powerful than other ninth-level talents (and indeed, there's
the question of whether it should be from a game-balance stance). I
love the flavour of the saturations, and the idea of atttunement
creates wonderful story images of people completing grand quests to
gain new abilities. Unfortunately, the flavour and the game mechanics
just don't mesh particularly
well.
For
mediums, the book introduces legendary spirits. These are the spirits
of historic Golarion NPCs that mediums can call upon. They include
such people as Abrogail Thrune I, who struck the bargain between
Cheliax and Hell, and Arnisant, the general who sacrificed himself in
the battle against Tar-Baphon so that his allies
could achieve victory. Each legendary spirit modifies one of the
standard spirits in Occult Adventures
similarly to an archetype (Arnisant is a guardian spirit, for
example). This does a great
job of imbuing medium spirits with more world flavour, making
them less generic
and more unique. However, I am concerned by the inconsistency between
this book and the recent Occult Origins. That book
introduces a legendary spirit for Nex, but requires mediums to take
the Nexian channeller archetype in order to channel Nex. Occult
Realms allows any medium to
channel any legendary spirit as long as they complete a particular
task first (generally a
fairly minor task that is easily accomplished with a single ability
check). It's a minor concern,
I suppose, but I could wish for greater consistency.
Psi-tech
allows gamemasters and players to blend psychic magic and
technology—making a great
addition to areas like Numeria
and campaigns like Iron Gods.
Psi-tech discoveries work similarly to a
wizard's arcane discoveries
introduced in Ultimate Magic.
A psychic can learn a psi-tech discovery in place of a phrenic
amplification or a feat. Psi-tech discoveries include things like the
ability to create force fields of laser blasts. There is also a new
psychic discipline in this section of the book, the mindtech, which
allows psychics to communicate with technological objects and
machinery.
Next,
the book introduces Thassilonian phantoms for spiritualists to
summon. These phantoms represent the seven sins of Thassilonian lore.
Envy phantoms work as jealousy phantoms and wrath phantoms as anger
phantoms. The book then provides details for greed, lust, and pride
phantoms. Gluttony phantoms are said to “blur the lines between
spirits and corporeal undead in ways that confound most modern-day
spiritualists,” and sloth phantoms are exceedingly rare. Full
details on neither are
included in the book. This is presumably due to space reasons, but
it's a bit of a shame. That one line about gluttony phantoms makes me
really want to know more about them!
Finally,
the first chapter looks at umbral mesmerism, a technique practised by
mesmerists in Nidal. It includes some new bold stares and mesmerist
tricks, as well as the umbral mesmerist archetype. There are two new
spells as well.
While
I've spent a lot of space writing about the first chapter, it
actually comprises a fairly small portion of Occult Realms.
The bulk of the book is taken up by the second chapter, which looks
in detail at
six specific locations around Golarion, each
one having some tie to the occult. Each is quite different from the
others, showcasing the breadth of options available to the occult in
Pathfinder. Each realm gets four pages of detail, which generally
include a history of the area, a gazetteer, and “occult secrets”.
The latter are adventure and campaign hooks that GMs can use to
entice their PCs into visiting the realm.
The
Centre for Psychogenic Advancement is a university on Hermea, a
country that has had only minimal development so far. Denebrum is
located in Orv (part of the Darklands). In it, the neothelids,
servants of the Great Old Ones and Outer Gods, plot to conquer the
entire planet. The Grand Sarret in Jalmeray is an espionage training
centre. It also contains a great library of occult secrets. The
Temple of the Sunken Sign is an ancient temple complex in the Sodden
Lands, originally constructed by the cyclopes of Ghol-Gan. It was
later taken over by a group from Lirgen called the Eight Stars,
and today is controlled by a mixture of cultists and monsters. The
Vergan Forest in Razmiran
is a hot spot for pyschic power and is mostly inhabited by Razmiri
dissidents, who use the forest to hide from the authorities. Zi Ha is
a nation of samsarans who reside on the mountaintops of the mountain
range of the same name in Tian Xia. Each of the six locations is full
of a flavour, and they would all make great places to set adventures
or campaigns in.
The
third chapter continues to look at locations, but moves beyond
Golarion to other planets and planes, showcasing again just how many
different ways there are to use the occult in the Pathfinder Campaign
Setting. There are six locations again, but this time, each one only
gets a single page of detail. Although it's not a lot, there is still
a great deal of flavour in each location, and each one gives enough
information to provide GMs with something to build further upon.
The
final chapter looks at occult rituals and idols. Rituals were first
introduced in Occult Adventures
as a form of spellcasting that anyone, regardless of character class,
can potentially learn. Rituals are not without their dangers,
however. This chapter presents several new rituals specific to
Golarion. Each of the rituals is connected in some way with something
from Golarion's history, such
as aiudara activation,
which does pretty much what it says (the aiudara
are the “elf gates” that elves used to travel across the solar
system). The rituals here are all fairly powerful ones (the lowest
being 4th level), including the 9th-level eternal
apotheosis, which presents one
method of becoming a lich (devised by Socorro, the Butcher of Carrion
Hill), and waking the drowned god
(also 9th-level),
which calls up Tychilarius, a powerful being from beyond the stars
(and whose stats are in
Occult Bestiary).
Idols
are perhaps one of the most interesting new things to be added to
Pathfinder, and I can't wait to use one in a
game sometime. Idols are objects that have gained sentience and a
great deal of power. They are similar to intelligent magic items, but
they are not intentionally created. Instead, they awaken due to
intense prayers or sacrifices made to them (or more specifically, to
something they represent). Idols require worshippers to maintain
their sentience and to gain more power. The number of active
worshippers they have and how much those worshippers have sacrificed
to them determine how powerful they are and what kind of abilities
they can possess. This means
that idols can also become less powerful if they lose followers. The
book contains the rules for using idols in the game and two sample
idols, the Earthbound Reliquary
and the Effigy of the Raven-Mother.
Overall,
I am very impressed with Occult Realms.
It contains a wealth of new material for GMs to add to their games.
It fills in details on some of the areas of Golarion that there has
been little information for, while
simultaneously maintaining the sense of mystery and the unknown that
is the basis for the occult in the game. I highly recommend it to
anyone who uses both Occult Adventures
and the Pathfinder Campaign Setting.
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