The
Pathfinder Campaign Setting is focused primarily on the Inner Sea
Region. This includes the continent of Avistan and northern portion
of the continent of Garund. The majority of lands that have been
detailed to date lie in this region. However, this amounts to a
relatively small portion of the entire world of Golarion. Avistan is
one of the smaller continents and while Garund is a much larger
continent, only a small portion of it lies in the Inner Sea Region.
There are several other continents as well. One of these, Tian Xia,
has received an overview treatment in Dragon Empires Primer and Dragon Empires Gazetteer.
There
have been some brief forays into other lands. The Hungry Storm, the third part of Jade Regent, for
example, contains information on the Crown of the World, Golarion’s
north polar region, which connects Avistan to Tian Xia, and the Inner Sea World Guide has brief overviews of all the continents
on Golarion. Distant Shores, one
of the most recent books to look beyond the Inner Sea Region,
examines six very different cities from various different parts of
the globe, and offers tantalising hints about the lands that they are
part of.
Paizo
has always strived for diversity in its campaign setting, which is a
great thing. Numerous different real-world cultures, races, and
ethnicities have analogues on Golarion. However, the fact remains
that most of the cultures of the Inner Sea Region have their roots in
white European cultures. Moving beyond the Inner Sea provides the
opportunity to tip the balance slightly away from that, and this is
exactly what Distant Shores does.
One
of the things I like the most about Distant Shores is that, as
well as providing enough detail to set adventures and even campaigns
in any of these cities, it also provides glimpses of the countries,
lands, and cultures that these cities are a part of. Sometimes this
amounts to a sidebar with two or three paragraphs of information, and
sometimes it is little more than a name mentioned while describing
something else. Either way, it paints a wonderful picture of a large
and vibrant world that we’ve barely begun to explore, and it makes
me eager to learn more about that world.
Each
of the six cities in the book receives ten pages of detail. These
pages are split up in similar manners, beginning with an overview,
then continuing with sections on appearance, history, society,
relations, districts, and sites of interest. Although their lengths
vary, these sections remain a constant part of each city’s
description. However, each city’s description also ends with a
couple pages about something particularly unique to that location.
Often this includes things like descriptions of local gods, or game
mechanics information on new races. Peppered throughout each chapter,
there are also sidebars containing game stats for each city, as well
as assorted other information. And, of course, every city also gets a
full-page map.
First
up is Aelyosos, a port in the archipelago of Iblydos, which lies just
southeast of the Inner Sea Region map. Of all the cities in the book,
this is one of the closest to the Inner Sea (the cities are ordered
alphabetically, not geographically, so this is likely coincidence
more than anything else). The people of Aelyosos live amongst cyclops
prophets and hero-gods, powerful mythic characters worshipped by the
people. As well as the material present in all chapters, this chapter
contains some new mythic abilities that can be selected by hero-gods
and PCs who gain mythic tiers.
Anuli
is the northernmost city of Holomog, a Garundi nation south of Geb.
Its rulers, queens called omwa, rule by the divine providence
of the Empyreal Lords. Anuli is a city still rebuilding itself from a
disaster called the Paroxsys, which levelled much of the city a
century ago—a disaster the people of Anuli believe was caused by
Geb. Anuli makes for a great area of political tension, as it finds
itself at odds between a rising desire to go to war with Geb and the
more peaceful ways of its parent country.
Dhucharg
is the only non-human city described in Distant Shores. It is
a hobgoblin city in the nation of Kaoling in Tian Xia. Dhucharg’s
culture is similar in many ways to that of Minkai (Golarion’s Japan
analogue), though highly militaristic and regimented, with all
citizens having some form of rank in the society. Despite the large
amount of information about the goblins of Golarion (including the
book, Goblins of Golarion), there
has been very little information about their hobgoblin cousins, so
it’s nice to see a more in-depth look at one group of them here.
This chapter also includes a new samurai order: the Order of the
Eclipse. I’ve been critical in the past about cavalier/samurai
orders not having a clear place in the world, and I’m happy to say
that this is an exception.
Located
in the heart of the Impossible Kingdoms of Vudra, Radripal is a city
of great division, both physically (due to a gorge and river
splitting it in two halves) and economically. Unfortunately, despite
being the same length as all the other chapters in Distant Shores,
this chapter manages to provide the least information about its
subject city. Instead, there is a surprising amount of repetition.
The text feels the need to tell readers multiple times that the
northern half of the city is called High Bluff and the southern is
called Silver Shore, or that High Bluff is rich and Silver Shore is
poor, each time as if it’s the first. Indeed, each section of the
chapter (overview, appearance, history, etc.) feels as if it was
written independently of the others. Each seems to assume that
readers haven’t read any of the others that came before it—thus
the need to reintroduce previous information. It is thus the most
disappointing chapter of the book. That said, it’s not all bad, and
Radripal is still an interesting place to set a campaign. The chapter
also contains details on three of Vudra’s many, many gods.
Far
across the Arcadian Ocean, on the eastern shores of the continent
from which the ocean gets its name lies the city of Segada. Nestled
high in the only mountain pass that allows entry to the continent
proper from the Grinding Coast, this city protects the nations of
Arcadia from intrusion by Avistani colonists. Arcadia is, of course,
Golarion’s analogue for the Americas, and any delving into cultures
here brings with it the necessity of deciding how to handle the
sticky real-world issue of colonialism. For Golarion, the developers
have gone with the idea that colonisation has been attempted by the
nations of Avistan, but rebuffed. Four nations of Arcadia came up
with the Segada Protocol, which heavily limits Avistani movements
into Arcadia. The Protocol allows for three colonies on the Grinding
Coast and no more. One of those colonies has since collapsed, leaving
only two, one Chelish and one Andoren.
On
the first two pages of every chapter in Distant Shores is a
landscape picture (occupying the upper half of each page) of the
city, and I’m particularly glad of it in the case of Segada. The
city exists at several elevations, making its geography somewhat
difficult to envision, and this picture helps to alleviate this,
particularly since the map of the city does a rather poor job of it.
The map does contain contour lines, but they are very faint and hard
to see, making the city look flat when it is anything but. This is
exacerbated by how the map presents one of the city’s major
landmarks, the Kankadanda Bridge. This bridge passes over the central
district of the city, and joins two of the higher elevation
districts. On the map, the bridge looks little different from a road,
apart from a very faint grey border, and the points where it passes
over other streets are depicted as intersections!
Apart
from this topographical confusion, however, Segada is one of my
favourites cities in the book. I also like the chapter’s inclusion
of three new ritual spells (a type of magic first introduced in
Occult Adventures). It’s great
to see subsystems introduced in other books get reused elsewhere.
The
final city in Distant Shores is Ular Kel, located in the vast
steppes of Casmaron. The city is a crossroads between Vudra to the
south, the Padishah Empire of Kelesh to the west, and the Castrovin
Sea to the north. Originally settled at a watering hole by one of the
Karazh horse tribes, it eventually grew into a large city where Water
Lords control the supply of water to the people. Of particular note
in this chapter is more detailed information on the Iridian Fold, a
mysterious organization first introduced in City of Strangers. Ular Kel is the Iridian Fold’s birthplace
and headquarters. Included with this information are several new
teamwork feats of particular use to bonded pair members of the
Iridian Fold.
I
always love seeing far-off lands of campaign settings described in
greater detail. Not only does it give other real-world peoples some
much-needed representation, it provides a welcome change of pace from
the standard European-based cultures that make up the bulk of so many
fantasy worlds. Distant Shores provides a tantalising look at
the vast diversity that exists in Golarion. While I know that time
and resources make it difficult to fully describe everywhere in the
world, I hope that Distant Shores is only the first of several
books that will one day explore numerous other regions of Golarion.
Huh, I don't have this one but it sounds like one I'd enjoy.
ReplyDeleteIt came out a little over a year ago (October 2015, I think), but doesn't seem to have gotten a whole lot of attention, which is a shame, I think.
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