Bastards of Golarion is a bit of
an odd book because it’s not immediately apparent from the title
what the book is about. It appears to be in the style of the race
books, like Dwarves of Golarion
and Kobolds of Golarion,
but the race(s) covered is not entirely clear. A perusal of the back
cover leads one to believe it’s primarily about half-elves and
half-orcs. While a significant amount of space in the book is indeed
devoted to these two races, it’s not limited to them. The interior
of the book makes it clear that its intended focus is on outcasts of
all kinds from any race, not just half-blood races, but even there,
it wavers from this intent a little by spending some time discussing
half-elves and half-orcs who are not
outcasts. The intended focus, however, is a bit closer in meaning to
the word bastard than
a book strictly about half-elves and half-orcs would be, but it’s
still something of a misuse of the word, and can lead to confusion
amongst potential readers. It’s telling when a book needs to have a
sidebar on the first page explaining the way the word bastard
is used in the book. It leads me to think that book needs a better
title. To be fair, though, I’m at a loss for what that title would
be.
Title
confusion aside, Bastards of Golarion
is a rather better book than I was expecting, even if it does at
times seem unsure of its focus. It contains a lot of advice and
suggestions for creating characters who are either half-human
characters or outcasts from society in some way or another. As with
any Pathfinder Player Companion,
there are quite a few new mechanical options, but these are mostly
limited to new traits that help support the “fluff” of the book.
The emphasis of the book is very much on the background information,
and this pleased me a great deal.
The
book opens with a look at half-elves and discusses the typical
differences between a half-elf raised amongst humans and one raised
amongst elves. It then provides specific information on five
different half-elf heritages—half-elves born of the different
ethnic groups of elves, such as the drow, ekujae, and Mordant Spire
elves. It then follows this with a two-page description of the city
of Erages. Located in Kyonin, Erages began as a place where the
Kyonin elves sent unwanted half-breed children, but over the years,
it has become a refuge for half-elves from all over the world, a
place where they can live their own lives amongst kindred spirits.
There are several new traits in the section on half-elves and a new
magus archetype (the greensting slayer, which originates in Erages).
The
next section of the book does the same for half-orcs that the first
did for half-elves, including heritages and a look at the town of
Averaka in the Linnorm Kingdoms. This town was founded as a haven for
half-orcs. The section again contains several new traits and a new
bard archetype (the Averaka arbiter)
These
two sections take up the first half of the book. In the second half,
the focus moves away from half-orcs and half-elves to “bastards”
of various kinds and origins. It looks in detail at four different
“character themes” (two full pages on each theme) and briefly at
an additional two themes (just a couple of paragraphs on each). The
four themes include the celebrity, the illegitimate, the outcast, and
the unfortunate. As well as background information, each theme
contains two new traits and a random background table for use with
Ultimate Campaign’s
background system. Various sidebars also provide a smattering of new
feats, a new bard masterpiece performance, and two new drugs.
The
book concludes with some brief information on “Other Bastards”
(such as aasimars, dhampirs, geniekin, etc.) and “Distant
Heritages”, which includes a system to add a distant bloodline to
an otherwise human character. This doesn’t change the character’s
race from human, but rather just allows for some alterations to
physical appearance (and possibly, with GM approval, allows the
player to swap out a racial trait for something else).
Every
Player Companion book
since Varisia, Birthplace of Legends
has contained a two-page centre spread. This spread is usually
artwork-heavy, but has been of a variety of kinds of things, such as
regional maps or diagrams. Apart from the “For Your Character”
section on the first two pages of each Player Companion,
this centre spread is the only aspect of the current format that is
constant to every volume—and, as I’ve commented before,
this can sometimes be limiting when a particular book seems to be
lost for ideas as to what to put on those two pages. Bastards
of Golarion is one such volume.
The centre spread in this book contains a new feat specific to
changelings, dhampirs, fetchlings, and gillmen (the feat has separate
effects for each race, so might as well be four feats), along with a
large piece of art showing a representative of each of the four
races. The amount of text would cover less than a single column on a
standard page, and the art... Well, the art accomplishes nothing. It
just shows four people, each standing in a dramatic pose. The art
tells us nothing about the races it is portraying as most of them
just look like humans standing in dramatic poses. The art isn’t
even all that good. These two pages pretty much amount to wasted
space—particularly since these four races get virtually no other
mention in the rest of the book (only a paragraph plus a trait each
in the “Other Bastards” section). I really love these centre
spreads when they provide material and artwork that enhance games
(like the gorgeous map in People of the Sands), but if
they’re not going to provide anything useful, then I don’t see
why they should be there.
An
example of some useful artwork appears on the inside front cover,
which contains a map of the Inner Sea region, highlighting the areas
where various half-human races are most common. The map is a bit
confusing to read at first (simply because there are so many
half-human races), but once you’ve deciphered all the symbols and
overlapping areas, it’s very handy.
On
the whole, I like Bastards of Golarion.
It will be particularly useful for newer players (or anyone stuck for
ideas) trying to come up with interesting backgrounds for their
outcast characters—though I do take a bit of an exception to the
book’s claim that characters “with loving parents and a strong
support network...rarely make for compelling protagonists,” which I
think is rather short-sighted. Nonetheless, for players who do
want outcast characters, this will be a useful book.
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