In
my recent Pathfinder reviews, I’ve commented quite a bit on the
sheer volume of options that are now available for the game, and how
many of those options tend to end up forgotten because they don’t
stand out and there’s just too much to remember. However, when I’ve
brought this up, it’s generally been to praise new material for
managing to stand out from the crowd. Several recent books in both
the Pathfinder Player Companion
and Pathfinder Campaign Setting
lines have achieved this. Books like the Alchemy Manual and The Harrow Handbook blend
together flavour and mechanics to create truly memorable and
interesting concepts. Unfortunately, the new Blood of the Elements fails to
continue that trend.
The
book looks at the geniekin races (ifrits, oreads, sulis, sylphs, and
undines), providing background and character options for each. It also
goes beyond this and looks at the four elemental planes, as well as
the famed City of Brass on the Plane of Fire—and this is part of
where the book goes wrong. There have been a number of Blood
of... books and the best ones
(Blood of Angels,
Blood of Fiends)
have had tight focuses, while the weaker ones (Blood of the Night) have tried
to do too much. Thirty-two pages really isn’t enough space to
adequately cover five races and include a gazetteer of the elemental
planes, making Blood of the Elements
one of the ones that tries to do too much.
But
unfortunately, doing too much isn’t its only problem. Many of the
new game options introduced just don’t stand out as particularly
interesting or as particularly fitting the theme they are meant to be
supporting, and the background information is bland and generic. The
book opens, like most Player Companion
books, with a general introduction to geniekin, along with
definitions of terminology and a discussion on the origins of
geniekin. This is one of the best parts of the book as it lays a
strong foundation and creates interest in what is to come. I will
admit to some surprise, however, that it states that the majority of
geniekin are conceived from the coupling of humans and genies. I
always previously thought they were more like tieflings and aasimars,
having genie and/or elemental blood somewhere in their ancestry but
not being a child of a direct coupling between human and elemental.
Indeed, taking a quick look through other sources, such as the
Advanced Race Guide
(a generic book and not actually a Golarion book, I realize) seems to
support my original thoughts. Indeed, Qadira, Gateway to the East even
contains a half-janni template as well as being the first book to
introduce sulis, the geniekin descended from jann—which Blood
of the Elements now claims are
usually the children of humans and jann. So where exactly does that
put that half-janni? What is the difference between half-jann and
sulis (other than mechanical differences) if both are the produced
the same way?
Following
the introduction, the book looks at each of the five geniekin races
individually, with two pages on each. Each section gives some
background about the race and then some new game options players can
choose for their characters. One difficulty that this book has to
deal with (and unfortunately, doesn’t do very successfully) is the
fact that the geniekin races don’t really have societies of their
own (undines do to a certain extent, but they’re the exception). In
general, they are born to human societies and grow up amongst them.
This makes it difficult to provide anything other than very generic
background information about them—but it’s not impossible.
Aasimars and tieflings also don’t have societies of their own, but
Blood of Angels and
Blood of Fiends both
do superb jobs of developing their respective races. After reading
the two-page sections on geniekin in Blood of the Elements,
people will come away not having learned much, if anything about
them. Even people who have never heard of, say, an ifrit before will
come away with no more knowledge than that they are related to
elemental fire (usually from the union of a human and efreeti) and
that they tend towards tempestuousness.
The
game options for the geniekin races also tend towards the uninspiring
and do little to expand these races. There are two race traits
provided for each, and these are generally the best part of these
sections, as they do provide some interesting new options. There is
also a regional trait for each race, but most of these have little to
do with the race and more to do with one particular region where the
race is a little more common. Nightstall Escapee, a Katapesh regional
trait in the ifrit section, could be equally useful to anyone from
Katapesh. It’s not that it’s a bad trait—and indeed, it could
be a really interesting trait in a book about Katapesh—it’s that
it doesn’t add anything to ifrits in particular.
Of
the various other options provided for the geniekin races, most of
them don’t particularly develop the race in any way either. There
is a new cavalier order, the Order of the Flame, in the ifrit
section. As is so often the case with cavalier orders, there is no
information on the role it actually plays in the setting other than a
mention that it’s popular with ifrits. It’s just a list of game
mechanics that blend into the background of all the other numerous
cavalier orders. Two new spells in the sylph section likewise have
little to do with sylphs other than a (for one, somewhat tenuous)
connection to air. Oreads and undines get new abilities that are
specific to their race and these are among the better and more
interesting options in the book. Oread gem magic is probably my
favourite ability in the book. It is an alternate racial ability that
lets oreads use gems to enhance certain spell effects.
The
second half of the book looks at each of the four elemental planes,
again spending two pages on each, and also provides two pages on the
City of Brass. Each section has a bit of background about the plane,
along with some new equipment and regional traits. While there are
some interesting things to be found in these pages, these sections
really don’t seem to fit in this book. Yes, there’s a thematic
link of sorts: geniekin have links to elemental forces and thus to
the elemental planes. However, unless a GM is running a campaign set
on the planes rather than Golarion, most geniekin are not from the
elemental planes and have probably never even been there. They were
born on the Prime Plane (on Golarion, presumably) and have lived
their entire lives there. The information in these sections would do
much better in a dedicated book about the elemental planes, allowing
Blood of the Elements
to focus on the five kinds of geniekin and actually develop them
somewhat. Instead, the book ends up trying to squeeze two different
books into one and it just doesn’t work.
The
final two sections of the book spend two pages each on “Elemental
Magic” and “Magic Items”. The “Elemental Magic” section is
made up almost entirely of a single new feat, Elemental Commixture.
This is a fairly interesting teamwork feat that allows two
spellcasters to blend together two elemental spells for heightened
effects.
The
best part of the book, by far, is the centrefold, which presents an
absolutely beautiful map of the elemental planes. Admittedly, this
map probably ought to be in that dedicated book about the planes that
I mentioned, rather than this one; however, there’s no denying how
gorgeous this map is. Of course, given that planes are huge and
essentially infinite, you can’t truly map them. Rather, much like
the map of the Abyss in the Wrath of the Righteous Poster Map Folio, this is more a
conceptual map, showing the relative positions of the elemental
planes and the River of Souls running through them.
But
a gorgeous map and a couple of somewhat interesting character options
aside, there is not much in Blood of the Elements
that is all that inspiring. Admittedly, perhaps with recent books
like The Harrow Handbook
utterly wowing me with flavourful content, I am expecting too much of
this book and judging it too harshly. However, one major criterion I
use when judging books like this is how many new ideas they give me
for new adventures and campaigns. Blood of the Elements
hasn’t inspired me with any new ideas at all. Everything within it
will likely fade away, drowned out by the plethora of other options
out there, rarely, if ever, to be used—and that’s rather
disappointing.
No comments:
Post a Comment