Mythic Adventures introduced the
base mythic rules to the Pathfinder Roleplaying Game. However, these
rules are setting-neutral, usable in any game regardless of what
world the gamemaster uses. Of course, individual worlds are likely to
have their own particular takes on the mythic rules. Mythic Realms and Mythic Origins take on the task
of introducing mythic rules to the Golarion setting. Mythic
Realms deals with the setting
itself, describing founts where mythic characters can gain their
power, places where their new abilities may prove useful, and NPCs
for them to interact with and fight. Mythic Origins
provides information for the PCs, providing various new options for
players to use with their characters.
Despite
its name, Mythic Origins
doesn’t really deal much with the origins of mythic characters,
apart from adding a category of mythic character known as a godling.
Indeed, most of the book is simply new mechanical options, primarily
new path abilities, but also a few new spells and magic items. Make
no mistake, this is a book of “crunch”. While this is typical of
Player Companion
books, Mythic Origins goes
beyond even many of them. There is next to no “fluff” at all,
apart from a couple of brief descriptive paragraphs or sidebars here
and there. To be honest, the amount of new options in here is a
little overwhelming. This isn’t because it’s a big book (just 32
pages like all Player Companions),
but it’s the fact that it comes so soon after Mythic
Adventures itself. I still
haven’t had a chance to use or get used to the breadth of options
introduced in that book, and suddenly there’s a whole pile more
here to remember and consider when making a mythic character. More
so, the new abilities in this book are actually rather generic.
There’s not a lot that makes them Golarion-specific, so they lack
that added touch of flavour to make them memorable. Even the godling
abilities, which are tied to specific Golarion gods, lack anything
that really makes them stand out as anything other than abilities
tied to generic gods.
I
would have much preferred a book that actually dealt with becoming a
mythic character in Golarion, as implied by its title. I certainly
don’t expect the book to have no crunch in it. Indeed, I would
expect quite a bit of crunch, but crunch that ties characters more
strongly to the setting, instead of generic abilities like
transformative familiar (which lets your familiar take on the shape
of a magic item) or mule’s strength (which lets you count your
Strength score as 5 higher for determining carrying capacity). All
that said, there are still some interesting options in Mythic
Origins, particularly the
information on mortal heralds (which actually does have the flavour
ties I wish the rest of the book had). People looking for more
options beyond those in Mythic Adventures
will find lots of new ideas here.
The
book opens with a brief discussion on the place of mythic characters
in the Inner Sea region. In this section it introduces “godlings”.
These are children of the gods—not necessarily literal children
(although they can be), but rather people who have been chosen by a
particular god to be that god’s metaphorical children. Godling is
not a new mythic path—characters of any mythic path can be a
godling—but rather a label that opens up an additional path ability
(determined by which god the character is a godling of) that
characters can select when choosing new path abilities. The next
three sections of the book look at each of the core 20 deities of
Golarion and describe the new path ability provided by each one. The
sections are separated based on good, neutral, and evil alignments.
Each section also contains a sidebar about godlings of other
divine-like forces, such as angels and demons. Each sidebar also
contains a single new path ability. All of the godling path abilities
are universal abilities and so can be selected by characters of any
mythic path.
As
I said above, though, the godling abilities are rather generic. Of
course, mechanics are almost by definition generic; it’s the
flavour text that makes them unique. However, the flavour text here
really doesn’t accomplish that. We learn that godlings of Shelyn
are often recognizable by their artistic ability or that godlings of
Zon-Kuthon relish in pain (not surprising for either really), but
nothing at all about how godlings actually fit into the world. Lots
of people have great artistic ability. How do godlings of Shelyn
stand out? Indeed, the text seems to treat godlings as nothing at all
special. “Torag’s godlings often start out as smiths and
artisans, with each blow of the hammer seemingly guided by the
Father’s hand” (pg 7). The use of plurals and adverbs like often
and usually makes it
seem like there are lots of goldings all over the place, rather than
presenting them as rare or unique beings. Mythic Adventures
goes to a lot of effort (admittedly, in my opinion, somewhat
unsuccessfully) to establish mythic characters as special and
standing out from the norm. Godlings could be a great way of
establishing the specialness and rareness of mythic characters in
Golarion; instead, they come across as something no more special than
just your average fighter or wizard.
Following
the sections on godlings, there are a few sections on spells and
magic items. This covers the mythic versions of spells from other
Golarion sources, such as The Inner Sea World Guide and Inner Sea Magic. There are also
a few brand new spells as well. I am a bit disappointed that the new
magic items don’t include any legendary items (mythic magic items
that increase in power as their wielders increase in power). However,
the book does introduce “transcendent artifacts”. These are
artifacts that grant mythic power to non-mythic creatures. This
mythic power only remains so long as the creature or character
possesses the artifact. The section includes one sample transcendent
artifact, the Bracers of the Immortal Hunt.
I really like the idea of transcendent artifacts and wish the book
did a little more with them.
The
second half of Mythic Origins
is taken up by new path abilities for each of the six mythic paths.
There aren’t really any abilities here that stood out to me—in
either a good or bad way. I can see uses for pretty much all of them,
and there’s a large variety, covering all the various character
classes from the simple fighter to the gunslinger and cavalier.
However, as I’ve said, the abilities are rather generic and could
easily be used with any campaign setting. There is a sidebar for each
mythic path that discusses how that path fits into Golarion, but
these sidebars are brief and can’t go into much detail. As a
result, much like the goldings, they make mythic characters seem
quite common.
There
is one section of Mythic Origins that
I really like, however: the centre two pages on “Mortal Heralds”.
Gods of Golarion have heralds, powerful beings who serve the deities
directly and are embodiments of their beliefs and will. Pathfinder
Adventure Path volumes
containing a write-up of a specific god generally include the stats
for the herald of the deity in that volume’s Bestiary. Mortal
heralds are similar to these extraplanar beings, essentially the
pinnacle that a mortal servant of a god can reach. They are the
mouthpieces of the gods, doing their will in the world. Mechanically,
this works as a universal path ability called Mortal Herald that
characters can select. However, a character must prove his or her
worth to a god by completing a “heraldic trial”, and then be
contacted by that god before selecting this ability. The section
includes suggested heraldic trials for each of the twenty core gods.
Unfortunately, due to the small amount of space available, the trials
are quite vague, but they do provide a starting point for GMs to work
from. Additionally, heralds are a very Golarion-specific concept, and
mortal heralds help build upon that idea and add a lot of flavour to
the world. Although there is far less space devoted to them, mortal
heralds work a lot better than godlings do in terms of their
integration into the setting.
Overall,
Mythic Origins is a
book that I’m sure people will be able to find interesting and
useful abilities for their mythic characters in. There are certainly
a wide range of new options available. However, the book adds very
little to Golarion itself. Apart from mortal heralds, it does a poor
job of integrating its options into the setting and actually
succeeds in making characters that ought to be rare and special seem
commonplace and ordinary. As I said in my review
of Mythic Adventures,
when everything is mythic, nothing is mythic. Mythic
Origins proves this point pretty
well.
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