It’s
been awhile since Pathfinder products turned to the southern
continent of Garund for further exploration. However, with the
upcoming Mummy’s Mask
Adventure Path being set in the Egyptian-themed country of Osirion,
the time is ripe to turn setting-based products towards that region
of the world. People of the Sands
takes a player-centric look at the three countries along the northern
coast of Garund: Rahadoum, Thuvia, and of course, Osirion. This is
not the first supplement to look at Osirion. One of the earliest
releases in the Pathfinder Companion
line (before the name changed to Pathfinder Player
Companion) was Osirion, Land of Pharaohs. While
People of the Sands
does have some overlap with that book, it does have quite a bit of
new material as well and the overlapping material has been updated to
the Pathfinder RPG rules (as Osirion, Land of Pharaohs
was written for 3.5).
I’m
sure I’ve mentioned before that region-based supplements tend to be
my favourite ones, and People of the Sands
certainly doesn’t disappoint. As part of the Player
Companion line of products, it
contains a lot of new mechanical options (as well as updates to
things like the living monolith prestige class). However, it also
contains a good balance of fluff, with background information on the
histories and peoples of the region it covers, making it a book that
is entertaining and informative to read, and useful for gameplay.
After
the usual “For Your Character” section, the book opens with a
quick overview of the region, along with a brief mention of other
areas of the world that have prominent deserts. It then continues
with a short section on the history of northern Garund. This history
is not very detailed (covering literally thousands of years in only a
page and a half), but this is appropriate for a player book in which
not every character will have ranks in Knowledge (history). The
History section also contains a new role, the Osirionologist. There
haven’t been a lot of roles introduced in recent Player
Companions, and for a little
while, I was actually wondering whether they’d been dropped
entirely. For those unfamiliar with them, roles are simply a
collection of suggested classes, archetypes, feats, traits, skills,
etc. that players can use to create a character of a specific
concept. They don’t actually provide new mechanical options.
Experienced players may not find them of much use, and they were
arguably overused in the earliest books to feature them; however,
roles are very good for players new to the game, helping them to wade
through a sea of options to find ones that will work for their
character ideas. The Osirionologist is quite a broad role and offers
suggestions for nine character classes and numerous archetypes to
create a character versed in the study of Osirion.
The
next part of the book looks at the dominant ethnicities that reside
in northern Garund, with two pages each on the Garundi, Keleshites,
and Pahmet dwarves. Along with background information on each group,
there is also a selection of new gaming material running the gamut of
new traits, feats, and spells. There is a sidebar with each ethnic
group containing typical sayings that help add local flavour. While
there has been a fair amount of information on the Garundi and
Keleshites previously, this is the first significant detail on the
Pahmet (which have only been mentioned briefly in a couple of other
supplements), so it’s nice to have more information on this unusual
group of dwarves.
People
of the Sands then goes on to
provide two pages each on the three nations of northern Garund,
starting with Osirion. Along with general information about Osirion,
there is also an oracle archetype, and some new traits and rogue
talents. Rahadoum offers a new cavalier order, and for once the order
is actually tied to the setting. One criticism I’ve had previously
about cavaliers in Golarion is that there has never been any
information on what role the orders play in the world. Even Knights of the Inner Sea, which
includes several new orders, doesn’t discuss how the orders fit
into the world or how they relate to countries and peoples. The Order
of the First Law, however, is very much tied to Rahadoum and its role
in the setting is clear from just a couple brief sentences. The
section on Rahadoum also includes a couple new traits and a new
spell. Thuvia’s section contains a new sorcerer bloodline, some
more new traits, and a new alchemist discovery.
Next
up are two prestige classes: the living monolith and the Thuvian
alchemist. The living monolith is an update to the class that first
appeared in Osirion, Land of Pharaohs,
while the Thuvian alchemist offers a Thuvian-flavoured twist to
alchemy and can be taken by any arcane class, not just alchemists.
Following the prestige classes is a selection of new equipment and
magic items. The final section of the book contains the campaign
traits for the upcoming Mummy’s Mask
Adventure Path.
Some
additional things in the book include brief details on “Ancient
Empires of the Sands” on the inside front cover. There is
information on Ancient Osirion, the Jistka Imperium, and the
Tekritanin League. The inside back cover contains information on
desert dangers like dehydration, mirages, and sandstorms. In the
centre of the book is a stunningly gorgeous map of Osirion. The map
is very much an “in-game” map, appearing much as one might
actually look like to characters in the world. It’s a little
disappointing there are not similar maps of Thuvia and Rahadoum.
However, space is at a premium, and a single map showing all three
countries would not have as much detail, so I can understand the
decision to go with just one of the countries. With Mummy’s
Mask set there, Osirion was the
logical choice. Purchasers of the pdf (or those who receive it free
with their subscriptions) also gain a separate pdf of just this map,
which nicely avoids the problem of page breaks splitting the map into
two halves in the book.
As
is often the case with Player Companion
books, I do wish there was just a little more “fluff” in People
of the Sands. I’d really like
to get a better feel for what day-to-day life is like in these
places—examples of kinds of dress, holiday traditions, types of
food, and so on. However, I do understand that these books have to
meet a demand for crunch as well. Players love new options for their
characters! People of the Sands
manages a good balance between the fluff and the crunch, and makes
for a very useful and entertaining book for both players and game
masters.
No comments:
Post a Comment