Hej everybody!
It seems like yesterday to me when Lou asked me to write a review of "The Bloody Fix" and more or less gave me the initial impulse to start reviewing - and today, I'll present to you my 400th review on Paizo. Many people have offered kind words to me and I hope my modest recommendations (and warnings!) have enriched your games - thank you for reading!
In order to celebrate this review, I offer to you a review of a rather under-appreciated Campaign Setting that in my humble opinion is a prime example of the great options out there, Alluria Publishing's
Cerulean Seas Campaign Setting
This
massive full-color campaign is 290 pages long, 1 page front cover, 2 pages of
editorial, 1 page ToC, 4 pages of index, 1 page inside back cover and 1 page
back cover, leaving a staggering 279 pages of content for this campaign
setting, but what exactly are in for?
What if the
world saw an age of peace above the waves, an era of enlightenment overseen
by a powerful nation? What if said force
of goodness and equilibrium suddenly vanished and the surface-dwellers, in
their despair and ignorance initiated a cataclysm that sees most of the world
flooded, leaving only sparse patches of land unsubmerged? What if the surface-dwellers went extinct and
yet, the world would continue spinning? The action and eternal war between good
and evil would continue, but beneath the waves. These are the Cerulean Seas, a
world flooded and in the grip of tidal waves, where new races have claimed
dominance after vanquishing the dreaded sahuagin and this book follows an
ambitious goal - Not only do the people from Alluria Publishing try to offer
you an original setting, but also provide all the necessary rules for all
instances of underwater adventuring.
Let's see
whether they've succeeded in that endeavor, shall we? There's a lot to
consider, believe me. Seeing I converted the monstrous arcana Sahuagin-trilogy
from the 2nd edition days of old to 3.5 and ran the campaign, I do know that
even if you prepare a LOT of magical items/spells etc., there are a LOT of
additional concerns to address and this book is wasting no space and jumps in
to introduce us to some of the peculiarities of underwater adventuring:
From an
introduction to the different light zones, to mechanics to determine tides and
even very extensive terrain information, we get a lot of cool new rules, favorite
of which for me would be buoyancy -natural air bladders from races to items:
The rules presented for buoyancy should be standard - they are elegant and easy
to implement: Essentially buoyancy comes
in positive and negative values, either dragging you down or pushing you
upwards - including acceleration and drag. Str determines what you can carry
until you fight against buoyancy. Combine that with water pressure and currents
(which also get their easy and yet extensive rules) and we get a wholly unique experience:
Seeing that until I read this, underwater combat felt mostly like flying
underwater, this is just awesome - 3d exploration and combat that opens a whole
array of new tactics and combat options. Combat will never be the same under
the waves and even if you're only planning on having 1 or 2 adventures under
the waves, this chapter (especially when combined with OD's Sunken Empires), is
absolutely the best resource you can imagine. It also includes extensive information on underwater hazards
ranging from poisons, whirlpools etc. A new condition replaces prone
(disoriented) and thrown weapons are replaced with plunge weapons - be aware,
though, that not a simple name-substitution has been made: E.g. the splash
weapons work in some key-aspects different from their dryland-counterparts.
After this
chapter on terrain and the basics, we are introduced to the new playable races,
all of which come with their own natural buoyancy, information on their depth
tolerance as well as the information on attributes. I'd usually sum up the
racial modifiers etc., but in the interest of finishing this review this
century, I'll just go on to give you a general overview. Generally, the races
of the Cerulean Sea can be divided into three general categories: Anthromorphs (4
races), which include cool races like the crab-like Karkanaks and the
crocodile-humanoid Sebek-Ka, the Feykith (4 races), which contain Sea-elves,
Selkies and Viridian Naiads, the latter being plant-like in life-cycle and
mentality. The final category is the Merfolk, which includes the mysterious and
alien, deep-dwelling Nommo, the poison-spined Cindarians and the proud,
mount-like Kai-Lios. 11 merfolk-halfbreeds are also provided along tables for
age, height/length, buoyancy and depth-tolerance. I expected to get lame
aquatic variants of regular races and instead found a plethora of well-written,
balanced, cool races that ooze unique flavor and thus lend themselves to truly
ingenious plots.
Chapter 3
deals with classes and how they work under water and some interesting
components and rationalizations/modifications have been made to them:
Alchemists for example have invented aqua gravis, a substance to make bombs and
potions with and its discovery, manufacture and usage lends a whole new
dimension/other was the items work to the whole class. Wait, Alchemist? Yep,
Cerulean Seas comes with full-blown APG-support. While all classes get their
respective treatment, the two new domains for the cleric (Flora and Steam,
replacing Plant and Fire) as well as an one-page domains/deities-list deserve
special mention, as do the 18 aquatic animal companions and the new eidolon
evolutions. Conversion notes for e.g. Infernal bloodlines etc. are provided as
well.
The chapter
does not stop there, though: We get the new Kahuna-base-class, a druid-like
ally of the spirits of the sea with neat spirit aspect powers of 8 different
totems - mechanically one of the most interesting spirit shaman-like classes
I've seen. Speaking of interesting - the 20-lvl Mariner base-class, focusing on
supreme 3d-movement and agility makes for an interesting melee-choice and the
substitute for the bard, the siren-class, also makes for a neat design, though
the latter could have used more options to choose from with regards to her
songs. The base-PrCs are also covered along
3 new PrCs - The Beach Comber, a ranger-like elite, the Glimmerkeeper,
legendary rogues and possibly mutants fighting for the downtrodden and the Sea
Witch, who is a rather evil and dark PrC for the siren - think Ursula from Ariel
in mature and you'll get these nice fellows.
The next
chapter deals with skills and feats - jumping from the waves, diving perception
beneath the waves and coverage of existing feats help adapting them to the
world beneath the waves. The chapter does not stop there, though: 45 new feats
expand upon racial qualities (enhancing Cindarian spines and Karanak-claws for
example) as well as dealing with the new
environment, improving e.g. Air Bladder class. Surprisingly, I did not find a
single feat that felt overpowered or useless - quite a feat! (Pardon the pun!)
The next
chapter deals with underwater currency:
Seeing that copper and silver tend to rust, the currency of the seas is based
on shell, gold and pearls. Tarde and new goods like the aforementioned aqua
gravis as well as alloys for weapons are covered. The new weapons cover both
weaponized harnesses for awakened animals and a vast array of thrusting weapons
- the tables alone cover 2 whole pages, ensuring that you don't have to arm all
your characters/NPCs with piercing weapons. The aquatic armors are also
interesting, including for example jellyfish armors as well as clamshell
plates. 11 new ships are introduced for traveling on the waves (which seems to
be a bit more secure than under the waves) and a huge array of conversions are
provided for all the regular items and obsolete ones are mentioned as well.
Kelp ropes e.g. replacing regular ones. Extensive lists including buoyancy
information for these items have been provided for your convenience as well, as
have buoyancy-control items that help you combat updraft. Have I mentioned the
phosphorescent jelly-fish lanterns? This chapter, with all the small details
and miniscule meticulously pieced together components makes underwater
adventuring and societies that much more believable - excellent!
Chapter 6
deals with new magic as well as old one: After introducing some exceptions, we
are introduced to a huge list of aquatic spell components, replacing drylander
components - I love this list. While it seems to be a small and unnecessary
component, I really consider going this extra-mile in detail and depth of
coverage makes the approach stand out. APG-fans can rejoice, by the way:
Undersea spell lists are provided for all the core and APG-classes and
modifications to the spells have also been included in the lists. Over 100
spells are either entirely new or have been heavily modified to work beneath
the waves and the two new casting base classes Kahuna and Siren also get their
respective spell-lists. Surprisingly, the spells ranging from acidic red algae
to black maelstroms are surprisingly well-crafted and none felt like
overpowered or a story/game-breaker to me - indeed, some do expand the tactical
options provided by 3d-fighting and currents - awesome! The new magic
item-section comes with 2 armor and 4 weapon qualities as well as 1 new
specific armor as well as 8 specific items, all of which (with one exception) come with their own high-quality artworks.
The 7th
chapter deals with the Cerulean Seas campaign setting and can be considered a
primer/gazetteer of the setting: This section contains racial histories, short
NPC-write ups of famous NPCs as well as detailed information on the respective
languages spoken beneath the waves. Religion is covered as well, but in a
different way from what you'd expect: The council of nine, 9 deities seeking to
absorb all other faiths, make for the mainstream religions and uphold the
verdicts of "There shall be only 9" - but where there's persecution,
there will also be cults, ranging from variations of the 9 teachings to more
heretical positions. Two sanctioned cults per deity are included in the
respective write-ups, lending further diversity to the pantheon. A vast array
of short city-write-ups as well as a page chronicling current events provide
ample hooks for the DM to craft adventures around.
Chapter 8
offers advice for Dming adventures under the sea and does a great job -
extensive tbales to help you convert both items and creatures to the Cerulean
Seas are provided along guidelines for buoyancy and then there's the
battlemat-problem: If you've been stacking dice, this pdf has a page of
depth-cubes you can print-out and use instead, providing more stability -quick
and doesn't take too much time. If you're going for the recommended solution
(after discussing some alternatives), we get actually some cool
DIY-information: Tracker trees! Templates for the trees are provided both in
full-color and B/w at the end of the pdf and the assembly instructions are
comprehensive and easy and most importantly: Affordable, relatively easy to
contruct and also a nice alternative if you're shooting for a solution for
aerial combat as well.
No
environment-focused book would be complete without a bestiary and thus, Alluria
Publishing provides us with a smattering of new creatures in chapter 9: From
Algoids (underwater shambling mounds) to degenerate merfolk, coral shephards
(treant-like guardians of coral reefs) to a vast array of fishes, dinosaurs to
9 new kinds of deep-sea song dragons, we get a lot of cool critters. Have I
mentioned the sound and steam elementals as well as 12 new familiar animals,
creatures like dire lampreys to seacats and several species of sea-titans (e.g.
with kraken-tentacles as lower parts of the torso) to original creatures like
the mind-controlling, arcane static-producing mysterious slug-humanoids Slurgs
and the awakened animal species of animals, the so-called trueforms? The
creatures herein add a lot to a given campaign, even if it only skirts the
water's surface. 4 simple templates also help you adjusting other creatures to
the Cerulean Seas.
We also get
appendices: Creatures by CR, a pronunciation guide, an index of tables, an
art-index, 2 pages of char-sheet, 4
pages of card-stock minis,2 tracker tree templates, 1 page of depth cubes and 1
page-map of the Cerulean Seas. Finally, as I've mentioned in the beginning of
this review, we get an index.
Conclusion:
Editing is
very good - I noticed only about 10 glitches over 290 pages and all of them
were minor hyphen- or punctuation errors. Formatting is top-notch and layout
adheres to the two-column standard. The layout. Oh my god, it's beautiful. The
slightly blue-tinged full-color pages are accentuated with gold and offer for a
cool, unified look. The pdf comes with more than extensive bookmarks, greatly
facilitating usage of the book and it should be noted, that size and art
notwithstanding, the setting only takes up about 18 mbs, making it still a
viable candidate for e-readers. Let me talk about the art: The artwork herein
is GORGEOUS. I mean Paizo-level GORGEOUS. In fact, the interior artwork is
probably at a level of quality I've rarely, if ever, seen before in a 3pp-book.
In spite of having a lot of different artists creating these pieces, the book
nevertheless maintains an unified look that is beyond what one would expect
from most publications. Have I mentioned that a lot of weapons, ships etc. also
get their artworks?
Let's get
to the content: The attention to even the most miniscule detail and peculiarity
is STAGGERING. Just about everything has
been taken into consideration and lists like the spell-components and their
underwater equivalents, the item conversions, the idea of aqua gravis etc.
ensure that this pdf does not only provide a blue-tinged dryland equivalent of
a setting, but rather an astonishing world that feels distinctively different.
Underwater economics, travel etc. - all the aspects of underwater adventuring
that had been handwaved at best until now have been covered in a consistent,
intelligent and concise manner. Have I mentioned that the amount of letters f
the respective alphabets are mentioned in the language write-ups? The sheer
amount of fluffy details complementing the crunch is awesome. The new content
is almost universally killer, ranging from the new races and their more unique
representatives to the new classes. I didn't have a balance-concern with a
single spell or feat. An then there's the setting-primer, which provides for a nice
political landscape to spring upon your players. Proving that they know how to
go above and beyond, the folks over at Alluria have also covered the 3d-combat
an its representation with tracker trees to an extent that I did not expect to
see. Conversion hellp for the GM ensures that this book will not be limited to
single uses or just the material herein, but make it easy to expand the setting
with more content. The buoyancy, deep
pressure etc.-rules are plain awesome and the bestiary-section alone, with the
resplendent artworks and huge variety enables you to genuinely portray an
underwater world. Even if you choose to utterly ignore all setting-specific
information, you'll still be left with over 200 pages of top-quality content
that makes this book the ultimate resource on underwater adventuring - be it
for an extensive period or just a couple of adventures. If you combine this
book with e.g. OD's Sunken Empires, you'll be in for a fresh gaming environment
that by its rules and premises alone evokes non-conventional tactics,
environments and twists of tried and true tropes as well as opening whole new
revenues for adventurers. I am rarely blown out of the water (bad pun, I know),
but this epic tome managed not only to surprise me with all-around stellar quality,
but also with its imaginative potential, its attention to details and the fresh
approach to the world beneath the waves. If your campaign world has even one
ocean, you need to have this. in fact, I maintain that this book belongs to the
rare pdf that should grace just about any shelf of PFRPG-material, as it easily
surpasses e.g. D&D 3.5's Sandstorm and Frostburn - it's that good.
I really
hope for Alluria Publishing's production hiatus to stop soon, as this pdf is of
an almost unprecedented quality and, from production values to content, simply
awesome and professional. If all books were like this, I could stop reviewing
right now. If I could give this pdf 6 Rudii, I would. Seriously. The 20 bucks
they charge for the pdf are a steal and while the pdf will extort a brutal
drain on your printer, the downright beautiful end-result will be worth it as
this is one of the instances where craft and art of deigning RPG-products go
hand in hand. Seeing that I can't give this pdf 6 Rudii, I'll settle for my
highest possible verdict of 5 Rudii and the Endzeitgeist seal of approval -
this belongs to your shelf and I guarantee that you won't regret your purchase.
As always, thank you for reading my ramblings,
Endzeitgeist out.
No comments:
Post a Comment