The
gods and their followers make up an important part of any fantasy
campaign setting. They provide the myths and legends of the world,
and their religions help define the ways the people of the world go
about their lives from day to day, month to month, and year to year.
In Pathfinder and many other games, the gods also provide their most
favoured servants with power, often in the form of spells, but also
other unique abilities as well. Thus, having a well-defined pantheon
of gods is integral to creating a coherent setting.
The
gods of the Pathfinder Campaign Setting world of Golarion have been
developed over several years now, beginning as just a list of names
and domains in the original Rise of the Runelords Player’s Guide,
but were then gradually expanded upon with occasional articles
dedicated to individual deities appearing in Pathfinder Adventure Path volumes. It
wasn’t long before they got a book dedicated to them in Gods and Magic. But that book,
at 64 pages, could only hold so much. It’s an overview, really, and
as the campaign world has expanded and developed, that book has
become less and less useful. There is far more detailed information
available in the aforementioned Pathfinder Adventure Path
articles and books like Faiths of Purity, Faiths of Balance, Faiths of Corruption, and Faiths & Philosophies. But
one problem with all this information is that it is scattered across
more than twenty different books, which can make it difficult to find
when needed.
Inner Sea Gods, a massive
336-page hardcover tome, helps rectify that problem and introduces
lots of new material for both GMs and players. To be fair, some
people may see a lot of the material in this book as a retread. It
does compile the Pathfinder Adventure Path
articles on the 20 core gods of the Inner Sea Region into one place,
and that fills up the entire first half of the book. The information
on the other gods is also mostly compiled from other sources, leaving
about a third of the book to completely new material (mostly game
options like new feats, spells, traits, and prestige classes).
However, the book has done more than just compile the older
information. It has also revised that information to bring it in line
with the way the setting has developed and even changed since the
material was first published. Gone are paladins of Asmodeus (well,
actual lawful good paladins, that is; people claiming
to be paladins of Asmodeus are still very much present) and Erastil’s
misogyny, and numerous other small revisions can be found by those
who look closely enough.
Inner
Sea Gods is really quite a
remarkable book. The interior layout is absolutely gorgeous. More
important than that, the content is full of flavourful information
that will leave GMs with tons of material to create new NPCs and
plots with. And although there’s a huge amount of information to
absorb, it’s a fun and entertaining read from beginning to end.
The
first chapter covers the twenty core gods of the setting. These are
the same twenty gods that appear in the Pathfinder Core Rulebook as just a
single chart of sample gods for clerics, and the same gods that each
get a half-page description in the Inner Sea World Guide. Here,
each god gets eight pages of detailed information. The information
here mostly comes from those aforementioned Pathfinder
Adventure Path volumes, but as I
said before, that information has been revised and sometimes expanded
upon to bring it all in-line with the current outlook of the campaign
world and to make them a more unified whole. Some information comes
from other sources, too, such as the paladin and anti-paladin codes,
which come from the Faiths of...
series of books.
Each
god’s write-up begins with an overview of the game mechanics for
that god. This includes the god’s alignment, domains, favoured
weapon, and so on. It also includes the god’s “obedience”
requirements and “boons”. These refer to the Deific Obedience
feat described later in the book. This feat follows the style of
feats like Demonic Obedience (introduced in Lords of Chaos) and Celestial
Obedience (introduced in Chronicle of the Righteous), where a
character swears allegiance to a specific power and, by performing
daily actions (called obediences), acquires added powers (called
boons). Since celestials and fiends are capable of granting such
abilities, it makes sense that the gods should also be able to grant
such abilities to their most devoted followers. Indeed, the gods go
one step further by offering three categories of boons (as opposed to
just one offered by fiends and celestials), one for each of the three
different prestige classes introduced later in the book.
Each
god’s section then continues with an overview of that god and
his/her history, a look at the church (e.g. the god’s organized
mortal followers), typical temples and shrines, the roles of priests,
the kinds of adventurers that follow that god, clothing, holy text,
holidays, aphorisms, relations with other religions, the god’s
realm, and planar allies. Each section closes with a sidebar
containing a list of relevant game options for followers of that god
(such as archetypes, feats, and spells) along with the sourcebooks
and page numbers where those options can be found. The sidebar also
includes “Variant Spellcasting”, which provides minor adjustments
to the spell list for clerics of that god. Several of the gods have
other sidebars in their sections, covering other things, such as
paladin and anti-paladin codes, or other details specific to those
gods.
In
addition to having them all in one book, the best thing about
compiling all this information here is the way it makes them all seem
part of a cohesive whole. The earlier Adventure Path
articles, such as Desna’s (which was the very first), had to
include their relationships with other gods that were much less
well-defined at that point. As those other gods got their own
articles, they might sometimes make some of the earlier assumptions
not quite work any more. The way was open for inconsistencies to
creep in. This book helps remove inconsistencies. Unfortunately, it
doesn’t always do that perfectly. A notable example is with Gorum’s
age. Rovagug’s section refers to Gorum and Torag forging the Rough
Beast’s prison. Yet the section on Gorum implies that he is a much
younger god who came into being during first battles between humans
and orcs.
Also,
the paladin code for Abadar, although reworded slightly from its
appearance in Faiths of Balance,
still refers to Abadar as the only neutral god with paladins. Much
like the Faiths of..
books, there is no mention of paladins of Irori in this book, despite
the fact that other books have material for such paladins: a prestige
class for paladin/monks of Irori in Paths of Prestige and an
archetype for paladins of Irori in the new book Inner Sea Combat
(a book I’ll be reviewing in the near future). With
such material available, it seems a little odd that Inner
Sea Gods does not contain a
paladin code for Irori (and indeed, no book yet published contains
such a code). At the opposite side of the specturm, the anti-paladin
code for Gorum, which is in Faiths of Corruption,
is missing from Gorum’s section in this book.
But
while it’s unfortunate that a few inconsistencies have still crept
through, this massive opening chapter of Inner Sea Gods
does a brilliant job of resolving most problems that existed
before—such as the oddity of paladins of Asmodeus. I love that
these “paladins” are now simply people of other classes who just
call themselves paladins (with the full sanction of the church of
Asmodeus) and mimic the abilities of paladins through the use of
spells and magic items in order to trick the general populace into
being more comfortable with worshipping Asmodeus.
The
second chapter looks at the setting’s other gods. It starts with
providing half-page write-ups (in the style of the core gods’
write-ups in the Inner Sea World Guide)
for fourteen of the more well-known non-core gods. It then provides
quick overviews of various racial deities, demigods, outer gods,
forgotten gods, and dead gods. This is the shortest chapter in the
book, and unfortunately, it suffers from this fact. I rather wish
this book had about a hundred more pages so that all the gods
mentioned here could get a half-page on them like the first fourteen
do. A single paragraph (sometimes just a few sentences) isn’t
enough to do them justice, and while it’s nice to have them all in
compiled in one place, most of the information here doesn’t really
expand on what we’ve had before. (As a complete, but humorous,
aside, has anyone else noticed just how many of Golarion’s dead
gods have names that start with A? I wonder if Abadar and Asmodeus
should be concerned.)
The
third chapter concentrates on game options, and there are quite a lot
to choose from, starting with three new prestige classes for the most
devoted of the god’s followers: the evangelist, exalted, and
sentinel. Even though there are only three separate classes, the use
of the Deific Obedience feat and the boons that are specific to each
god means that these classes are a great way to customize the
followers of every god. The evangelist can be taken up by members of
virtually any class (although each god has classes that are more
common than others), and it’s the only one of the three classes that
I have any concerns about. It’s designed to allow progression in
one of the character’s original classes simultaneously with
progression in this class. Evangelists choose an “aligned class”
and starting at 2nd level, they gain all the special abilities of
their aligned class in addition to the evangelist’s special
abilities every time they go up a level. In many ways, it’s similar
to a mystic theurge or eldritch knight, except it doesn’t just
advance spellcasting; it also advances all other abilities (excepting
BAB, saving throws, and skill points, which all follow the evangelist
progression: medium BAB, good Reflex save, and 6 skill points per
level). Although evangelists do end up a level behind in their
aligned class (since they don’t get this benefit at 1st level), I
worry that this class could be open to abuse from those who know how
to game the system well. I haven’t seen it in play, though, so I
reserve final judgement until such time as I do.
The
other two prestige classes look as though they offer great
possibilities (although, in fairness, I should point out that I
haven’t seen them in play either). The exalted is a class for
divine spellcasters, and is essentially a means to further customize
clerics and druids, bringing their abilities closer to their
respective gods’ fields of interest. Sentinels are élite
warriors of the gods and, in many ways, offer the opportunity to
create “paladins” of any alignment.
Following
the prestige classes are the new feats. As well as Deific Obedience,
there is a large selection of feats, all with some kind of divine
relevance. Most of these feats require that your character worship a
specific god, although a few are open to followers of any god. After
the feats comes a very comprehensive selection of religion traits,
and then a selection of new subdomains.
Naturally,
there are also new spells in Inner Sea Gods.
Most of these spells are associated with a particular god, but unlike
the feats, characters don’t have to be followers of that god in
order to cast them. However, followers of other gods must research
the spells first before being able to use them. Some of these spells
are revisions of spells from earlier sources like Gods and
Magic, but others are completely
new. In a game that already has more spells than anyone could ever
keep track of (the same goes for feats), I really like that the
spells and feats in this book evoke the feel of the gods they are
associated with. They add colour in a way that generic spells and
feats don’t.
My
favourite spell in the book (if I’m allowed to channel my evil GM
side for a bit) is spawn calling.
This 9th-level spell calls a spawn of Rovagug. The non-mythic version
of this spell calls a thunder behemoth (from Bestiary 3) with the advanced and
entropic simple templates. However, the mythic version allows the
caster to call one of the named Spawns of Rovagug, such as the
Tarrasque or Chemnosit, the Monarch Worm. This is the sort of spell
that should probably never actually be cast in a game. It’s pretty
much a “game over, bad guys win” spell. However, as the
culmination of a high-level (probably mythic) adventure or campaign,
it makes a great plot device. The spell has a casting time of one
week, so GMs could easily make a great adventure where the PCs have
only a short time to find the villain, get past all the guards and
defences, and stop the spell from being cast before it’s too late.
Of course, if they fail, then the villain finishes the spell and all
hell breaks loose. If the PCs are high enough level (and have enough
mythic tiers), they might still survive. Either way, it could be
quite an epic conclusion to a campaign.
After
the spells, there is a large selection of new magic items, starting
with magical altars. Each of the twenty core gods gets a magical
altar specific to that god’s faith. What I like here is that these
altars aren’t just standard table altars. They vary in appearance
in ways that fit their associated gods. The altar of
Erastil is a stone hearth, while
the altar of Gorum is
an iron platform for a suit of armour. The altar of Shelyn
is a display case for showing
art or musical instruments, and the altar of Sarenrae
is a six-foot-tall golden statue of the goddess. As well as the
altars, though, there is a large selection of other magic items from
magic armour and weapons to rings to wondrous items. Most of these
are also associated with a specific gods and followers of an item’s
particular god can often access additional or greater powers.
The
final chapter of the book covers the servitors of the gods. It goes
through the twenty core gods in alphabetical order again and provides
Bestiary-style entries
for the herald of each god and a servitor race for each god. Each
entry is a single page. The heralds have all seen print before in the
Adventure Path volumes
containing their respective god’s article, although with the
earlier ones obviously being updated to Pathfinder RPG stats as
opposed to 3.5 D&D. Further revisions have also been made. For
example, herald is now a creature subtype and has its own standard
abilities. All the heralds in the book are CR 15 (except Rovagug’s,
which isn’t strictly a herald) and all the servitor races are CR 4.
This is a good way to allow characters of all levels to have some
sort of interaction with godly servants.
Unfortunately,
with stat blocks taking up the amount of space they do, there’s not
a lot of room for descriptive information about the heralds. Luckily,
the heralds do get mentioned in the Planar Allies section of each god
in Chapter One. However, even there, they only get a paragraph or
two, so overall, you don’t learn a great deal about these beings.
But considering how much this book has managed to cram into it
already, this isn’t a major criticism. Oddly, the Prince in Chains
(Zon-Kuthon’s herald) does not have the herald subtype even though
he is referred to as the herald in Zon-Kuthon’s section in Chapter
One, and there is nothing in the text of the Prince’s entry in
Chapter Four to explain this, so I’m not sure if the Prince in
Chains is meant to be a different sort of herald (one that doesn’t
use the subtype) or if this is just an error. It’s one way in which
the lack of space is detrimental, I suppose.
As
Rovagug doesn’t have a true herald, but instead a bunch a Spawn,
the greatest of those spawn is presented in this chapter: the
Tarrasque. Of course, the Terrasque is also in the Bestiary,
so one might wonder why it needs to be here. The stats here present a
Golarion-specific version of the Tarrasque (the Bestiary
version is world-neutral) with slightly altered abilities and the
Spawn of Rovagug subtype.
Finishing
off the book is an appendix containing a chart of all the gods,
demigods, demon lords, empyreal lords and so on. This chart lists
name, alignment, title, areas of concern, domains, subdomains,
favoured weapon, symbol, sacred animals, and sacred colours for each
god. It’s the ultimate quick-reference tool for creating new
characters or needing information fast in the middle of a game
session.
One
of the most important criteria I use to judge a sourcebook like Inner
Sea Gods is how many ideas it
gives me while reading it. Even though I have read all the original
versions of the articles that fill up Chapter One, as I read through
these revised versions, I constantly found myself thinking of new
character and plot ideas. As I read through one god, I would come up
with an NPC to add to a future adventure and then, as I read the very
next god, I would think that maybe I should scrap the last NPC idea
and replace it with a follower of this god instead (this does mean
that Zon-Kuthon has an unfair advantage due to his name’s position
in the alphabet). In my mind, there can’t be much higher praise
than this. There are a lot of books available for Pathfinder and
Golarion now, so it’s natural that some books are not going to see
a lot of use. I know there are a lot of books sitting on my shelf
that have hardly been touched since I first read them (even ones I
like a lot), but I know that this book will see a lot
of use. Indeed, it’s exactly what my games need. That’s also high
praise. Sure, I can find some minor things to nit-pick, but overall,
Inner Sea Gods is a
great book.
Great review. I'm still on the fence about whether to pick this one up or not. Those prestige classes sound interesting though.
ReplyDeleteGood review. I seriously like the prestige classes centered around the Deific Obedience feat. I loved the Chronicle of the Righteous book as well and it's similar system of boons. I can understand why they didn't give the lesser known gods more detail on their boons but I really find myself wanting to write these up.
ReplyDeleteI like a number of the lesser known gods like Groetus, the Elven Pantheon and Milani.
This book adds crunch and substance to clerics, a class that can be fun to roleplay but a bit lackluster at times to play in combat.
Thank yoou for sharing
ReplyDelete