The
Pathfinder Campaign Setting world of Golarion is a diverse world,
full of numerous different races, cultures, and ethnicities. This
goes beyond just the core races of humans, dwarves, elves, gnomes,
half-elves, half-orcs, and halflings. There are tieflings, aasimars,
goblins, ratfolk, and more. There are even androids and aliens from
other worlds. As the setting has expanded over various books, more
and more of these races have received expanded detail, from cultural
information to options to play them as player characters. But much of
that information is scattered across numerous different books, making
it sometimes hard to keep track of it all.
Inner Sea Races brings much of
this information into one spot. In doing so, it takes the opportunity
to revise and expand on that information, becoming the definitive
book on the varied peoples of the Inner Sea region of Golarion.
And it’s chock full of tons
of useful information that will help bring both PCs and NPCs alike to
life.
Inner
Sea Races is a 256-page
hardcover book. In layout,
it’s arranged similarly to the Advanced Race Guide, in that the
chapters are broken down based
on how common the races are.
However, the similarities mostly end there. Whereas Advanced
Race Guide is a book of
primarily game mechanics options with a bit of generic flavour text
for the races it covers,
Inner Sea Races
focuses almost entirely on flavour text, covering such things as
history, society, faith, and relations between races. In fact, there
is no mechanical information at all in the first three chapters. The
fourth chapter does introduce some new mechanical options, but this
is a relatively small portion of the book. People
looking for a vast array of new character
abilities may well be
disappointed with Inner Sea Races,
but people, like myself, looking for more flavour text will likely be
happier.
The
book opens with a 4-page introduction, which includes a brief
discussion on how the terms race and
ethnicity are used in
Pathfinder (as
opposed to their real-world use),
and the difference between
nationality and
culture. There is also
a fairly comprehensive list of the languages spoken in the Inner Sea
region. The list includes short, 1- to 2-sentence descriptions of
each language. High-Intelligence
characters in Pathfinder are often able to speak a lot of languages,
so this list will be handy for players trying to choose what
languages their characters know.
The
first chapter focuses on the
“Common Races”, which are
the seven races from the Pathfinder RPG Core Rulebook.
From a Golarion perspective,
these are the races that most people in the Inner Sea region will
encounter at some point in their lives, even if they live in more
isolated areas. A significant
amount of space in this
chapter is dedicated to
various human ethnicities, meaning humans receive more space than any
other individual race. However, given that humans make up the
majority of Golarion’s population, this is not really surprising.
It does mean, though, that
the different ethnicities of other races (such as the Ekujae or
Snowcaster elves) receive very limited attention, so people looking
for information on those groups won’t find much in this book.
The
chapter starts with humans, providing four pages of general
information about humans, and then four pages on each of twelve
ethnicities. The section on humans then wraps up with two pages
covering seven less common ethnicities (such as the Jadwiga and Varki
peoples). After this, each of
the other core races (in alphabetical order) receive eight pages of
detail. The information for every race and ethnicity in the chapter
is broken up into the same basic categories, such as history,
physiology, society, and so on.
Chapter
2 covers seven “Uncommon Races”. These are
races that are not likely to be encountered just anywhere and many
members of the common races may never meet one. They include
aasimars, drow, geniekin (which are actually made up of five races,
all of which are covered in the same section), goblins, kobolds,
orcs, and tieflings. Each race receives six pages of detail covering
the same categories as the common races in Chapter 1.
The
third chapter moves on to “Rare Races” and provides two pages of
details on each of ten more races. Also, several sections at the end
of the chapter give brief details on aliens, races from the Dragon Empires (Tian Xia),
and a few others. On top of that, the 2-page introduction at
the beginning of the chapter
lists another 40 races and provides one or two sentences about each.
On
the whole, I like these first three chapters a great deal, especially
the first two. There’s a wealth of information available in here,
and since the book doesn’t need to spend time detailing locations
and adventure sites, it can actually spend time on cultural and
societal details—something which is often lacking in other
Pathfinder Campaign Setting
books. While I can understand
that some people might find it too heavily focused on humans, this
doesn’t really bother me, since humans are the most frequently
encountered race anyway. Also, having a diverse array of human
ethnicities represented, each treated equally, is important. Too
often, fantasy settings focus on groups based on white Europeans,
with other peoples mentioned only in passing.
Some
of the information in these chapters has appeared in previous books.
It’s hard to say exactly how much without comparing it page by page
with every other book published, but it’s not an insignificant
amount. However, I think there’s a lot of benefit to bringing it
all together in one place instead of scattered across numerous books.
The information has also been updated and often
revised and expanded on. Elves are a notable example here. Elves of Golarion was one of
the earliest Pathfinder Companion
books published, and as the setting has grown and expanded since
then, some of the information from that book needed to be adapted to
account for all the other information now available. There is
entirely new information as well, so even people who own every single
Golarion book will still get something new out of it.
One
of my favourite sections is the one on half-orcs, which provides a
much more detailed look at the race and how they fit in the world
than other books on the topic (such as Bastards of Golarion). I
particularly like that half-orcs being born from violence is no
longer the default assumption for the race. Rather, most half-orcs
are the offspring of other half-orcs. This was first mentioned in
Bastards of Golarion
as something that was becoming more common, but Races of
Golarion makes it the standard.
After all, given that there have been half-orcs in the world for
thousands of years, it makes sense that at some point, they would
start breeding with one another.
Half-elves
also benefit from expanded information, as do the various human
ethnicities. This is particularly true of groups like the Vudrani,
who have not featured heavily in previous products. There is even one
ethnicity (in the short section on “Other Human Ethnicities”)
that I hadn’t heard of before: the Caldaru. It’s entirely
possible (even likely) that these people have been mentioned in other
products before and I’ve simply missed them or forgotten about
them, but their inclusion here was a neat surprise nonetheless!
Although
Inner Sea Races (as
its title suggests) is focused on the Inner Sea region,
there is a surprisingly large amount of information about other areas
of the world as well, such as Casmaron and Tian Xia. For example, the
section on Keleshites contains a lot of information about the Empire
of Kelesh in Casmaron. Given that many of the peoples in the Inner
Sea region
originated in other parts of the world, it
makes sense that details of
those parts of the world would come up in their histories and
cultures. Learning about these things was one of the things I found
particularly new and enjoyable when reading the book, as
these are areas of the world that have received only limited detail
in the past. It’s great to learn a bit about the wider world.
The
rare races in Chapter 3 also give a bit of a glimpse into the wider
world as many of these races originate in other parts of Golarion.
It’s also nice to get a glimpse into these various other races.
That said, it really is just a glimpse. Two pages is not a lot of
space to provide much detail. Nevertheless, each section does still
manage to briefly cover history, physiology, society, and relations
with other races. The chapter is also an entertaining read, even if
it does leave me wishing there were more space for more detail
(which, I suppose, is kind of
a good thing).
If
I have one criticism of the opening three chapters, it’s that
sometimes the text gets a bit repetitive, stating something that was
already said a page or two before. In all cases, it’s relevant
information to what is under discussion, but I wonder if a slight
rewording might have allowed space for some additional, different
information. For the most part, however, the text flows well and is
an easy and entertaining read.
The
final chapter of the book is “Racial Options” and it is the
portion of the book that offers new abilities for character. The
chapter is a bit of a mixed bag. There is some good and useful
material in it, but also a number of things that really aren’t that
interesting and suffer from the problem that afflicts many such
options: not standing out amidst the vast array of other options
already out there.
Amongst
the more useful things in the chapter is an expanded reincarnation
table that takes into account the large number of races on Golarion,
and makes it possible for these races to result from a reincarnate
spell. There is also an extensive selection of alternate racial
traits for each of the core races and at least one for each of the
other races in the book. The very end of the chapter compiles the
base racial traits for all races covered in the book.
There
is, of course, the requisite selection of new feats, spells, race
traits (not be confused with the racial traits),
and equipment. Most of the new feats require a specific race to
select them, which is not surprising, and even expected, in a book
about races. However, what is surprising is that the vast majority of
new feats (41 out of 50 to be exact) are teamwork feats. Teamwork
feats remain a category of feats that I rarely see players select
from. Of course, my experiences can’t speak for everyone’s, but I
do wonder how widely used they are. They can be very situational and
often don’t provide much of a benefit above what a non-teamwork
feat might provide. The ones in this book are also not all that
inspiring, although Burn It Down! (a feat for goblins) is an
exception, and is wonderfully evocative and in-character for goblins.
There
are a few interesting new spells (such as fable tapestry,
which summons quasi-real shadow versions of legendary characters from
Varisian folk tales) and new
magic items. Each new spell or magic item is tied to a specific race
(though not necessarily limited to that race), and the best ones
really fit the flavour and style of the particular race. Armour
of grim triumph, for example, is
made by orcs, and allows its wearer to mount trophies taken from
slain foes to its spikes. Each trophy grants a cumulative bonus to
Intimidate checks and Will saves against fear. Unfortunately, there
are also a number of items that are fairly generic and don’t seem
to have a whole lot to do with their linked race (such as the
spyglass of discovery
for humans).
Overall,
Inner Sea Races is a
very good and useful book. The first three chapters contain a wealth
of information about the various races inhabiting the Inner Sea
region, and although some of this information comes from previously
published books, much of it has been updated and expanded upon.
Importantly, it compiles all this information into one
easy-to-reference book. The fourth chapter is the weakest part of the
book, but there is still much in the chapter that is useful to people
creating characters for the setting. The
book is already a frequently referenced source for my own games and
is likely to be for many other people’s games as well.
This book is next on my list to grab.
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