Of
all the countries in the Pathfinder Campaign Setting, Andoran has,
perhaps, the greatest reputation for being uninteresting. It is a
land that is seen as being somewhat idyllic, a country that has
worked out most of its problems. Rather unusually for a fantasy
setting, it is a democracy, where everyone is theoretically treated
equally and everyone has a chance to live the American dream (I use
that terminology deliberately, for Andoran's real-world influence is
quite obviously the United States of America; Andoran was formed by
people who rebelled against the oppressive power that formerly ruled
over them). While a country with few problems may be a great place to
live in, it is perhaps not the greatest place to adventure in. It
can seem dull, even boring.
But
that's just the surface of Andoran. The country certainly isn't
perfect, and there are many things going on under the surface in
this land that keep it from truly reaching its vaunted ideals. While
it may appear quiet
and dull, there
are opportunities for adventurers to make their mark—particularly
in politics. That said, it can still come across as somewhat
“standard” with little other than its democracy making it stand
out from other fantasy settings.
Andoran, Birthplace of Freedom is
not the first book published on this country. A few years ago, there
was Andoran, Spirit of Liberty,
part of the Pathfinder Player Companion
line (then just Pathfinder Companion).
Before that, there was Guide to Darkmoon Vale. That
book showed just how much opportunity for adventure there is within
that particular region of Andoran, and presented a setting that rose
beyond its somewhat standard surface appearance. Not
surprisingly, there is some
overlap between the three
books,
but not nearly as much as one might expect, particularly
between Birthplace of Freedom
and Spirit of Liberty,
which both nominally cover the entire country.
Birthplace is twice
the length of Spirit of Liberty
for a start, but even so, Birthplace
repeats very little from Spirit.
Indeed, the two books compliment each other in a way very few
Pathfinder Campaign Setting/Player Companion
books do, with the earlier Spirit of Liberty
offering many of the things I would otherwise criticise Birthplace
for not containing.
Andoran,
Birthplace of Freedom is laid
out similarly to most regional sourcebooks in the Campaign
Setting line from
the past few years. It opens
with a gazetteer that is, itself, split into further sections based
on the regions within Andoran. However, the first section offers an
overview of the history and government of Andoran, including a
timeline. This section is fairly brief (only a couple pages long) and
doesn't go into a lot of detail, but it's enough to introduce the
country to people unfamiliar with it.
The
regional sections of the gazetteer begin with Almas, Andoran's
capital city, and then cover the larger regions of Arthfell, the
Carpenden Plains, Darkmoon Vale, and the Verduran Forest. Each of
these sections opens with an overview of the region. With the
exception of the section on Almas, each section then looks at a key
city or settlement in the region and then looks briefly at other
settlements and sites of interest. The section on Almas looks at
sites of interest in each of the districts of the city.
Following
the gazetteer, the second chapter of the book focuses on the major
factions existing in Andoran—the organizations that vie for
influence and control in the country. The Eagle Knights are, of
course, the most significant of these, and so the Eagle Knights
receive the most coverage of the organizations in this chapter, with
extensive detail on all three of the main divisions (the Golden
Legion, Steel Falcons, and Twilight Talons), as well as the Gray
Corsairs, which are a sub-branch of the Steel Falcons. Three other
significant factions also receive coverage in this chapter (the
Lumber Consortium, Primordial Ones, and the Seven Houses), although
with only a single page devoted to each (as opposed to the five pages
on the Eagle Knights).
I
do wish the book provided a bit more detail on the last three
factions, as they are the factions most likely to be antagonists to
PCs (although the Lumber Consortium has received quite a bit of
detail in other sources, particularly, the Guide
to Darkmoon Vale,
so more detail on the
other two would probably be sufficient). They do successfully provide
a starting point for gamemasters to generate ideas from, but
nonetheless lack key information. Take the Seven Houses, for example.
This group's name is quite literal. It is an alliance of seven former
noble houses that wish to abolish Andoran's democracy and bring back
the old aristocracy. The text provides some information on how the
group operates as a whole, but none at all on the seven houses making
up the organization or what roles these houses used to play in
pre-democracy Andoran. We don't even learn their names (although the
names of three notable members possibly provide the names of three of
the houses).
The
third chapter covers adventure sites in Andoran. These locations are
mentioned briefly in the gazetteer, but are covered in more detail in
this chapter. In addition to
the adventure sites, however, this chapter also includes a how-to on
including political intrigue in games. Andoran is particularly
well-suited to political adventure, so I'm glad to see this topic
covered here. Indeed, it would have been nice if this chapter had
included a few political-based adventure ideas along with the
adventure sites. Along with expanded detail on the factions in the
previous chapter, it could provide an interesting focus for Andoren
adventures, giving Andoran something to make it stand out more and
seem a little less dull. As it is, while there is a fair bit
of variety among the adventure sites with opposition ranging from fey
to lycanthropes to undead, there's not really a lot that makes them
unique to Andoran, rather than monsters and sites that PCs might run
into anywhere else in the world.
The
final chapter of the book is a bestiary. As well as containing
several new creatures native to Andoran, the bestiary also contains
stats for typical NPCs that might be encountered in the country,
including Eagle Knights and corrupt politicians.
On
the whole, Andoran, Birthplace of Freedom
is a decent book, but much like the country it describes, there's not
a lot that really makes it stand out. There
is a lot going on in Andoran that can make it a great place to set
adventures, but the book doesn't do a particularly good
job drawing attention to them, partly because it needs to cover
everything about Andoran, which includes all the less interesting
stuff going on as well. Like
many of the more recent regional sourcebooks, Birthplace of
Freedom also doesn't do a very
good job conveying what it's like to live in the country, focusing
instead on being a guide to locations within the country. This is
less of a problem than it is for a book like Numeria, Land of Fallen Stars,
since Andoran is a country that players and GMs can more easily
relate their real-world experiences to. Birthplace
also has the added advantage I mentioned above of having a companion
volume in Andoran, Spirit of Liberty.
That book was published at a time when the Companion
books weren't as focused on character options as they are nowadays,
and as such contains a lot of details on lifestyle that are absent
from more recent books. Both
Birthplace and Spirit
can work together to make an excellent resource on the whole country.
By
itself, I think Birthplace of Freedom
will be a very useful tool for people who have already decided to set
an adventure or campaign in Andoran. However, I don't think it's
likely to attract new people to the setting. It lacks the “Cool!”
factor it needs to overcome the fact that, on the surface, Andoran
doesn't look all that different to countless other generic fantasy
settings out there. Guide to Darkmoon Vale
showed that such a factor exists for that region of Andoran, so
there's no reason one shouldn't exist for the rest of the country.
Political intrigue could
easily be that factor, but the book doesn't spend enough time on the
politics, focusing instead on generic adventure locations.
Birthplace is a
competent book, but it's not an exciting book, and Andoran really
needs something exciting.
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