Since
the earliest days of Dungeons and Dragons,
there have been magic items with powers well beyond what most magic
items have. Known as artifacts, these items have often become focal
points of entire campaigns. Player characters have taken on grand
quests to acquire or destroy one or more of them. Many are now
considered an iconic part of the game and hold a special place in the
memories and hearts of gamers everywhere. Nonetheless, the Pathfinder
Roleplaying Game has not done a lot with artifacts so far. The Core
Rulebook contains stats for many
of the most famous (open content) ones, and some Golarion sourcebooks
have introduced a few Golarion-specific artifacts (some with more
information than others), but with Artifacts & Legends,
the Pathfinder RPG takes its first concerted look at these
world-changing and game-changing items.
At
first glance, one might wonder about the “& Legends” part of
the title as, apart from a brief introduction on “Artifacts in Your
Game”, the book is packed front-to-back with descriptions of
artifacts. There’s no section of the book on legends. However, on
closer examination, it becomes clearer that the legends are the
artifacts themselves. After all, these are items that spawn tales
about them all across the game world, and so the full title of
Artifacts and Legends
is most apt for this book.
The
opening section on “Artifacts in Your Game” contains rules for
researching artifacts, ways that PCs can learn the powers and
abilities of artifacts, their histories, and possibly even their
methods of destruction. Also included in this section is a short list
of “metagame artifacts” and their powers. I must admit, I got a
good laugh out of this section. While metagame artifacts are not
things I am ever likely to use in my own games, I can think of a few
past games I was a player in where I would have really liked to have
seen one or more of these items show up. Metamagic artifacts are
items that provide an in-game explanation for the strange things that
happen due to real-world events. One example is when players are
absent from a session. In my own games, if a player is absent, I will
generally control that player’s character as an NPC. My players
generally trust me to play their characters appropriately and not
have them behave out-of-character (they’ve all seen me play someone
else’s character at some point or other and so have seen that I can
do this competently). For many GMs though, having to control a PC as
well as all the game’s regular NPCs and monsters can be too much
extra work. Many of these GMs will allow another player to control
the missing player’s character. However, another common tactic is
simply to ignore the character of the missing player. That character,
to all intents and purposes, simply vanishes, only to reappear next
session when the player is back. I’ve played in more than a few
campaigns that have done this, and it has always bugged me no end.
When I question what happens to the character during the player’s
absence, the response is usually along the lines of “Who cares?
It’s not important.” Alas, to me, it is important as it ruins my
immersion in the game world, and I would have given anything for the
metagame artifact called the scar of destiny.
The bearer of a scar of destiny
occasionally fades out of existence for varying periods of time (not
coincidentally coinciding with a player’s absence). Make no
mistake, it’s a patch that only covers up the problem rather than
solves it, but it does provide an in-game explanation for this
annoying situation. Other metagame artifacts help explain missing
familiars and animal companions (because the players forgot about
them), characters whose abilities suddenly change (because the player
or GM didn’t like the original build so have redesigned the
character), and the mysterious abilities of PCs to know what’s
going on with other PCs even when they’re not present (because the
players are all sitting in the same room and overhearing it all). As
these are all somewhat tongue-in-cheek items, they are separate from
the main list of artifacts in the book. No attempt is made to connect
them to Golarion and give them histories in the world, which is a
good thing. These are items that don’t really have an effect on the
game world. They simply exist to help the players’ feelings of
verisimilitude a little.
The
next two sections cover “Legendary Artifacts” and “Lesser
Artifacts” respectively. The first of these is, by far, the largest
section in the book, containing descriptions of nearly 30 artifacts
(and that’s counting group entries, such as the Seven
Swords of Sin, as one item).
Found amongst these are many that have been part of the game since
its earliest days (such as the Orbs of Dragonkind
and the Axe of the Dwarvish Lords),
updated to Pathfinder rules and given histories that place them
within the Golarion campaign setting. There are also many artifacts
that have been mentioned in previous Golarion sourcebooks, and a
bunch more that are brand new for this book. Every artifact
description contains not just its mechanical statistics, but also a
section on its history as well as a section on “Ramifications”,
which discusses the possible effects the artifact can have on the
game world and on game play as a whole. This is a brilliant addition,
as sometimes GMs can add artifacts to the game without thinking
carefully about what might result. The “Ramifications” section
gives GMs an idea right out of the gate and allows them to carefully
consider whether adding any particular item to their games is a good
idea.
The
artifact histories are rich with detail and help to add flavourful
lore to the world. Even if none of these artifacts ever show up in a
game, the GM can still use their histories to spin out stories of
them, helping to make the world feel more alive and changing. All the
artifacts also have lavish illustrations, which help immerse players
in the world.
The
descriptions in the “Lesser Artifacts” section are (not
surprisingly) shorter and less fleshed-out. They lack the
“Ramification” section, but as these items are not as powerful,
the section isn’t as necessary. They also lack a “History”
section and are mostly written up as generic magic items (although
the general descriptions of some of them contain snippets of
history). This is unfortunate as it takes away from the flavour of
the items a great deal. I realize this is due to space issues. If the
lesser artifacts were as detailed as the legendary ones, there
wouldn’t be room for as many of them. However, I personally would
have preferred to have a couple more legendary artifacts with full
write-ups and no lesser artifacts at all, rather than the way it is.
This is a very minor complaint, however. There are loads of legendary
artifacts to keep me satisfied for a long time.
Artifacts
& Legends is not the kind of
book all GMs will have a use for. After all, some GMs prefer
low-powered campaigns and do not wish to deal with the implications
of having artifacts in the hands of player characters. However, those
who do want to include artifacts in their games or simply wish to
include stories of
artifacts will find a lot of use for it. It will provide them with
the tools to create epic storylines that their players will talk
about for many years to come.
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