One
of the most dangerous places on Golarion is the region known as the
Worldwound. A little over a century ago, at the time of the god
Aroden’s death, demons tore open a rift from the Abyss into
northeastern Avistan, then swarmed out and destroyed the nation of
Sarkoris. Forces led by the followers of Iomedae fought hard to hold
the demons back, launching a series of crusades, none of which have
been fully successful. However, they have succeeded in keeping the
demonic taint from spreading across all of Golarion.
This
desolate land is the subject of Pathfinder Campaign Setting: The Worldwound.
I’ve often said that my favourite supplements are generally the
ones detailing specific lands and countries. But the Worldwound is a
very different sort of area from most. It’s not the kind of land
that player characters call home. Instead, it’s the kind of land
that they travel to once they’ve gained a few levels, and hope to
survive long enough to make some sort of difference. However, they
would have to be high-level Mythic heroes to have any hope of ending
the demonic invasion entirely (something they may get the opportunity
for in the new Wrath of the Righteous
adventure path, the first part of which I will be reviewing in the
not-too-distant future).
The
Worldwound is really quite an
impressive book. The desolation and despair of the setting come
across remarkably well, while at the same time, the little glimmers
of hope that dot the region (a few hold-outs for the forces of good)
keep the book from becoming too depressing in its subject matter. In
many ways, travelling to the Worldwound is like travelling to the
Abyss without leaving Golarion, so it presents a very, very different
setting to what is just next door. Even the sky and the weather
behave in different ways. It’s not an area of the world I’ve paid
a lot of attention to in my gaming up to now, but after reading this
book, I just may pay it a little more in the future.
The
first chapter of the book opens with an overview of the history of
the Worldwound region and that of the four crusades (and a sidebar
with a brief mention of the fifth crusade of Wrath of the
Righteous). It then looks at
each of the five distinct areas of the Worldwound (Frostmire,
Riftshadow, the Sarkorian Steppes, the Stonewilds, and the Wounded
Lands), with each one getting a four-page write-up. What’s most
impressive throughout these write-ups (and this holds true in the
second chapter as well) is how much one learns about Sarkoris. Even
though this nation is long gone, there are remnants and relics of it
that still exist, usually in warped and tainted ways. From the undead
siabrae (what the druids of the Forest of Stones have become) to the
last surviving defenders of Pulura’s Fall, the tragedy of Sarkoris
is palpable throughout. Yet as tragic as Sarkoris’s fall was, it is
also clear that Sarkoris was not a perfect land, its persecution of
wizards and other arcane spellcasters being one of its major
failings. For a book that is mainly about what the Worldwound is now,
readers also learn a respectable amount of what is once was, and this
gives an overall sense of history and tragedy to the setting.
I
actually found myself wishing the write-ups on each area were a
little longer—maybe six pages instead of four. This isn’t because
I felt they were lacking anything, but rather because I was so
engrossed, I didn’t want them to end (although there are further
details of specific areas in Chapter Two). Of course, adding extra
pages here would have meant removing pages elsewhere, but I wouldn’t
have been bothered by a shorter monsters section—although the
lengthy monsters chapter makes a lot of sense for this particular
book.
The
second chapter looks at adventuring in the Worldwound. It begins with
some information on hazards in the region, including hazardous flora
and fauna. There is very little (other than demons and the demons’
servants and slaves) living in the Worldwound, but what little there
is has generally been tainted by the demonic influence. It makes
surviving in this land very difficult. Indeed, even things as
commonplace as Survival skill checks to find food are much harder
here (Chapter One contains adjusted DCs for each region) and that
food can expose travellers to demonplague and other terrible things.
One
of the things, though,
that makes the Worldwound so instantly alien is the sky. It’s
usually overcast, but when it isn’t, the sky usually looks wrong.
Dawn comes later and night fall earlier than in the surrounding
lands. On some days, the sun rises in the west and sets in the east.
At night, there are either too many or too few stars, and they always
appear in patterns alien to Golarion. The weather in the Worldwound
can be very unpredictable and sometimes, the truly bizarre can
happen. There can be sudden heat waves, or supernatural storms with
hail composed of jagged crystals, arrowheads, or even teeth. These
are all little hints of the Abyss seeping through into Golarion and
they’re a great opportunity for gamemasters to play up the
creepiness and terror of the land.
The
second chapter also looks at a number of specific adventure sites.
While these places are also briefly mentioned in Chapter One, they
are fleshed out more fully here, and through them, the book also
reveals a great deal more of the history and society of the land—or,
more accurately, the society that once existed before the Worldwound
opened. Although these are adventure sites, there are no maps or
stats to go with them. These are fluff write-ups of the locations.
GMs wishing to send their characters to these sites will have to do
the additional work themselves. But honestly, I think the book comes
out much better because of this. It allows the book to look at all
the key areas of the Worldwound and provide inspiration for many,
many hours of game play.
It’s
pretty normal for Campaign Setting books
that detail a specific region to contain a Bestiary of creatures
native or unique to that region. Due to the nature of the Worldwound,
it’s not surprising that The Worldwound
contains a much larger bestiary than normal—and most of the
creatures contained therein are new demons. The demons range from
low-powered (CR 3) abrikandilus (who delight in destroying beauty) to
high-powered (CR 19) gallus (demons of war). Eyeless lilitus (CR 17)
exist to tempt mortals into all manner of sinful acts. But there are
more than just demons here as well. Grimslakes are giant, maggot-like
creatures, while riftcreepers are protoplasmic oozes that dissolve
and consume their prey. Siabrae are the undead remnants of the druids
of Sarkoris—who are still capable of using their druidic powers
despite the fact that undeath is anathema to the Green Faith. GMs
looking for new and unusual creatures to throw at their PCs while
they travel through the Worldwound have plenty to choose from here.
Overall,
The Worldwound
presents a dangerous and bleak area of Golarion where PCs can fight
for the forces of good against the ultimate evils. It’s not the
kind of place to begin a campaign with low-level characters, but it
makes an ideal goal for crusaders from neighbouring Mendev to
eventually reach. The book is a captivating read, and the setting is
both terrifying and desolate, but with just enough sliver of hope to
it to provide a rewarding gaming experience.
I have not read this book but I am definitely interested in it now. I found the first part of Wrath of the Righteous excellent - Pathfinder turned up to 11. I'm looking forward to this adventure path though its unlikely we'll be playing it for a while since we just started Way of the Wicked.
ReplyDeleteI was surprised by how much I liked this book. It's not an area that's previously grabbed my attention, but it certainly has now!
DeleteI'm three months late in saying so, but thanks so much for the lengthy review! I'm always incredibly eager to hear what folks have to say about any project that I've contributed to (I wrote most of chapter 2). :D
ReplyDeleteYou're very welcome!
Deletegreat review ! thanks a lot ..
ReplyDelete