This
massive campaign setting-style book clocks in at 302 pages, 1 page front cover,
2 pages of editorial, 4 pages of ToC, 2 pages of KS-backer thanks, 1 page SRD,
1 page advertisement, 1 page back cover, leaving us with a massive 290 pages of
raw content, so let's take a look!
I was a
(hesitant) backer for this book's KS, but otherwise unaffiliated with the
production of this massive tome. My book is mainly based on the print version,
though the electronic version was consulted for the purpose of determining
electronic functionality of e.g. bookmarks and the like.
What do I
mean by "hesitant"? Okay, before we dive into this book's subject
matter, a brief history lesson: I consider myself a pretty faithful fan of
Kobold Press, ever since it was Open Design
-I own literally every supplement and even have, back when I actually
wasn't dirt poor, acted as a high-level-patron to get my very own special,
unique module. I *really* like Midgard and the evocative potential Kobold press
brings to the table. Alas, Deep Magic, the previous big book, was a
heartbreaking exercise for me (see my review of that book) and it took,
frankly, quite some prodding to dive in. I had a minor windfall and invested
that, back in the day, in this book, as a kind of "make it or break
it"-test. Did it pay off? Let's see!
The Midgard
campaign setting's allure, so far, did lie primarily in its dark fantasy
Germanic/Slavic flair, somewhat expanded upon by the Argonaut-style adventuring
in the Journeys-books, but yeah - the focus was arguably euro-centric and thus,
I was very much interested to see how the respective mythologies and
power-dynamics would interact with the massive Southlands. The first thing
you'll notice, though, is that the structure and organization of this book eclipses
that of Deep Magic by leaps and bounds: We begin this book with a deatiled
history of the Southlands - and it is a glorious read.
No, really
- I mean that - the history as presented already takes you right into this
book's world; it's prose is evocative and makes you remember immediately what
you wanted, what you craved in fantastical settings. Still, this is the general
history, the time-line. The book also is suffused by small sideboxes, where an
in-character narrator provides quotes as a guide and adventure
hooks/bucket-lists for adventurers for the respective regions can be found. The
book also provides 5 general, new races that can be found throughout the
Southlands: Gnolls, Trollkin, Tosculi (see the advanced races-installment for
more on the wasp-people), Nkosi (feline shape-changer humanoids) and Kijani
(plant humanoids that seek to become mammalian). The races themselves are
pretty powerful (plant-immunities, for example), but not excessively so - they
should work within the context of most fantasy games, though, if your gunning
for gritty gameplay, you may want to take a close look at them. An innovation
used here for the first time (for the tosculi exclusively) and later expanded
in the Advanced Races Compendium is advice on racial scaling - so yes, you can
scale down the tosculi by a bit, though imho the race does not require this in
all but the grittiest of games. On a nitpicky side, some races are
"lopsided" with attribute bonuses allocated to physical attributes,
so if you're like me and prefer your races with a strong suit in both physical
and mental attributes, that may be something to be aware of.
It should
be noted that ethnicities of regular races as well as age, height and weight
tables are part of the deal here. Now the interesting component here,
ultimately, does not lie in the crunch (though it is significantly more solid -
kudos to the authors! The intriguing component, however, would be the seamless
and smart integration of literally thousands of years of history within the mythology
of Midgard as a whole - whether it's the origin of Boreas, the frigid northern
wind and the tie to the survivors of sunken Ankheshel or Umbuso, the ancient
empire of titans, fleeing from the domains of Wotan - the most intriguing
aspect here is that this massive continent of pure historicity manages to weave
its meta-narrative seamlessly into the overall context of Midgardian mythology,
extending the diversity and organic feeling of the world by leaps and bounds.
An interesting component is also how mythic rules are handled - as a basic
tenet, they are considered to be the effects of remnants of divinity sparks,
left behind by fallen pantheons and titans, which provides a nice in-game
rationale for the existence of powers like that.
Now, it is
after this that we focus on the first overall region, which would be Nuria
Natal, the eternal realm - Nuria Natal, at first glance, seems very much like
the pseudo-Egyptian realm, but it is distinct from e.g. Osirion and Khemit or
similar realms in several key aspects, the first of which is the focus on the
river that defines it - springing from a planar rift of the world-tree
Yggdrasil, it blends the mythologies of the Nile and Midgardian theology in a
truly distinct and unique vision. Similarly, the trope of undying godkings has
a twist that goes far beyond what you'd expect - the legendary rulers of the
land, semi-divinities and halfgods, have achieved a sense of immortality and
may return from the grave to vanquish the foes of Nuria Natal, thus also
explaining why the powerful, draconic sultanate Mharoti has failed to conquer
this powerful nation. Similarly, the gods, while utilizing the themes of real
world mythologies, never feel like simple carbon adaptations of real-world
mythology, instead acting as a properly woven-in essential component of the
vista portrayed.
Nowhere
does this become more apparent than in Per-Bastet, the city of the everlasting
cat, home of the deity...and basically a modern metropolis seen through the lens
of the fantastic: A distinct patriotism unifies the quarters and their diverse
residents, which contains gnolls and catfolk in abundance alongside werelions;
from planar alleyways to a churning river of elemental-inhabited sand making
its way through the chaotic jumble of the metropolis, the influence of Bastet,
her church, the god-queen and her agents or the vampiric masterminds in the
shadows, the vision of a true melting pot of fantastic ethnicities resonates
with a character one usually only ascribes to real world cities. The writing
here is impeccable and, much like the entries on a certain city and its
necropolis, the staggering panorama extends in its quality throughout the whole
chapter - from sandships as a vehicle-modification to a well-written ecology of
the mummy (with ample variants and death curses), this chapter is abask in
inspired writing and makes the places jump forth from the pages - whether they
be the aforementioned places or the Ghatazi salt pits or the dreaded city of
Per-Anu, devoted to ending lives in all manner of ways. The church of Aten and
its diverse teachings, variant mummies, a city of undead and 4 archetypes
(including archetypes for Theurge and White Necromancer) as well as a
10-level-PrC complement this chapter. While not universally awesome and sporting
some minor deviations in rules-language, the content herein still is rather
solid and well-ingrained within the context of the world. The book also sports
multiple nice traits for further customization. The book also sports a HUGE
number of hieroglyphs - these work akin to how rune magic or ankeshellian glyph
magic work - and, while powerful, their limitations per associated cult do
offer a rather easy way for the GM to control their availability - want that
trick only followers of Anu-Akma have? Well, you better buckle up and join that
organization!
The second,
massive chapter details the nation under the auspice of the remaining wind
lords, the same entities that sent Boreas packing with his aspirations of
genocide - but that does not mean these eternal lords of the lands are kind -
far from it. Their description very much makes clear that these elemental
spirits do not adhere to the same morality as mortals. It is also in this
domain that the twin lands of the gnolls (with a delightfully nasty gnoll-tactics
sidebar) can be found. What do I mean by these? Well, here's an entry:
"Three words: leucrotta sorceror chieftain." If you're like me, this
made you grin from ear to ear. The pages chronicling these harsh regions also
tell of a depressed sphinx and her honor guard watching over the verdant ruins
of a fallen empire and of the fate of Roshgazi, minotaur-nation and
Catharge-equivalent - the nation has been razed to the ground by Mharot's
might, but in the ruins of this place, the sentient maze still draws visitors
inside, hoping for salvation...before its other personality comes to the
surface - and the "Broken" does not take kindly to intruders...
Goblin-occupied
Mardas Vula with its black pyramid still exerts a lure on others and, wandering
the sands, a colossal dire camel prophet sports howdah-like gnoll-encampments.
The jinnborn race hearkens back to the genasi or planetouched and can be
pictured as the elemental-themed mortals and the race sports quite a diverse
and well-crafted array of options, including limited protection versus one's
element, endure elements and
elemental blasts that can be upgraded via feats. That being said, this is very
much a strong race, stronger than the "core"-races of the book, so
take care when using them. At the same time, I thoroughly enjoyed their unique
psychology and culture...but still. At their pretty high power-level, I wished more
abilities were alternate racial traits instead of jamming all those abilities
into the base frame of the race. The archetypes here are interesting - an
elemental-themed paladin, gnoll caravan raiders and janni-calling summoners can
be found and a PrC depicting the elite guard of aforementioned sphinx priestess
is part of the deal. The chapter, like those before and after, also sports several
unique spells and magic items - the latter of which deserve special mention,
after all, we get an enchanted bed of nails and several unique carpets. One
belt should be eyed very carefully, as it lets you pilot willing outsiders,
fusing your body with them, which is exceedingly powerful when not handled with
care.
Beyond the
dominion of the wind lords, the book finds its full-blown stride with the high
jungles, where access to the fabled well of urd can be found, as powerful
aeromancers guard the Black Lotus Mesa as intelligent white apes afflicted with
arcane wasting prowl the jungles. More unique and perhaps one of the most
awesome and disturbing components of the whole book would be the fact that an
Old One, verdant and all-consuming, ever-growing, extends its tendril'd reach
beyond the confines, ever seeking to mutate and grow - it should then come as
no surprise that the nation of Kush has, in efforts to stem the tide, turned to
all manners of magicks most dark - but it may not be enough, as the corrupted
Kijani that couldn't escape its influence spread spore pods far and wide,
creating horrid tendril slaves. The chapter also is a JOY to read due to an
actually neat aeromancer archetype and, more than that, due to the vast array
of hazards and the 8 lotus-types, which act as addictive, yes...but they also
serve as powerful power components. This chapter is twisted, inspired and
absolutely glorious.
The
kingdoms of salt and steel, bustling and defined by commerce - here, the land
of serpent-scholars beckons, while in the land of ancients, the living
reliquaries roam. This section is not only brilliant for its take on themes
usually not represented - a royal mythic naga lich rules over Ankhrimari, while
the Narumbeki legions with their battle tactics and unique combat options
represent a powerful militaristic force - the themes evoked here are seldom
seen, borrowing heavily from Africa's mythologies, with magical masks and
awesome incantations sweetening the deal, while powerful combat divinations
make for a unique and compelling magical tradition.
On the
Corsair Coast, the holy city Shuruppak beckons, while the city of Sar-Shaba
contains horrific demonic legions, warded and sealed await intrepid
adventurers. The fabulously wealthy island nation of Shibai and wicked corsairs
can be found...but there is also the happiest land, Kesara, realm of the
saffron rajah, where everyone smiles - a smile of desperation and fear, for the
tyrannic rajah of the land is capricious and nasty indeed - a realm devoted to
the decadence of the horrible rakshasa master that sits bloated on its throne.
Fiercely meritocratic lion kingdoms of Omphaya, led by a returned titan and his
rakshasa vizier may not be a nice place to visit either. - but it sure should
prove interesting.
The
heartlands of the Southlands, the abandoned lands contain vast stretches of
desert - it is here that the massive, black towers of the disturbing
hive-cities of the tosculi can be found. Why disturbing? Well, there is one
that consists of the resin-hardened corpses of the fallen. Yes. Awesome and so
perfectly evocative. Someone has also probably read China Miéville's excellent
"The Scar", for there is a floating city in the style of Armada to be
found. Mechanically, these lands are brutal, as the web of ley lines is
damaged, which makes primal magic rather powerful...and excessively dangerous.
The long-limbed Ramad are a balanced race sported here and significant ley line
magic expansions and delightfully disturbing living tosculi items complement
this evocative, harsh land as we turn our gaze southwards, to the fringe of the
southlands, where dinosaurs roam and the minotaur nation of Sudvall stands
guard. The xorn sultanate of Zanskar can also be found here...and should you
hesitate to set a whole campaign in the southlands...did you know that one
particular bottle contains a whole city of assassins? Yeah...if you don't come
to the Southlands, they may well come to you.
The pdf's
last chapter is devoted to the pantheons and gods of the Southlands - and their
depictions are inspired, utilizing concepts and names from real-world
mythology, but putting a thoroughly unique spin on them. The book concludes
with an equipment table as well as a feat-index. My copy also sports a truly
superb, glossy poster-map of the gorgeous cartography.
Conclusion:
Editing and
formatting are top-notch for a book of this size - while I did notice an
instance where the page-reference was still the layout-stage's "$$",
the crew of Kobold Press has done a vastly superior job when compared to Deep
Magic; the formal editing is more than solid and while I consider not all
crunchy bits to be perfectly balanced, the rules-language is significantly more
precise than in Deep Magic. Layout adheres to a 2-column standard in full color
and is absolutely stunning; much like the lavish amount of original full-color
art, the aesthetic components render this book frankly one of the most
beautiful RPG-supplements I own. The pdf comes fully bookmarked. The hardcover
uses high-quality, thick, matte paper and glossy, high-quality paper for the
huge map. The cartography of the book is superb for the most part, though some
of the more ruined cities look "only" very good - still, overall,
this is one of the most beautiful books you'll ever see.
Wolfgang
Baur, Eric Cagle, David "Zeb" Cook, Adam Daigle, Dan Dillon, Amanda
Hamon Kunz, Steven T. Helt, Steve Kenson, Ben McFarland, Richard Pett, Marc
Radle, Stephen Radney-MacFarland, Ted Reed, Stephen Rowe, Adam Roy, Owen K.C.
Stephens, C.A. Suleiman, Brian Suskind, Henry Wong - ladies and gentlemen,
congratulations are in order.
You see,
Golarion and similar setting have often drawn upon the tropes of Arabian nights
and pharaonic Egypt - but never this way. The creative approach to this book
could be summed up as follows: The book took the classic real-world mythologies
that resonate with us and put a spin on it - so far, so common. However, the
true excellence of Southlands lies not within this; no. The massive achievement
of this book lies in the concise manner in which it brings the truly fantastic
to the table and treats it seriously; the Southlands feel alive and concise,
because it takes a very much logical, concise approach to world-building -
whether as stand-alone or as part of the Midgard campaign setting, the
Southlands excel. The blending of mythologies and use of more obscure themes
collides with pure imaginative potential in a true, creative firework. I
wouldn't have expected this book to be that great a read - as a huge fan of
Catherynne M. Valente's "Orphan's Tales", my bar for myth-weaving is
ridiculously high...but here's the thing: I loved reading this book. Much like
the best of mythpunk novels, much like the most inspiring of fantastic novels,
this tome is a true page-turner and contains more imaginative potential than
just about every setting I could list. This is not Al-Qadim v. 2.0. - it
surpasses this excellent classic and mops the floor with it.
Now
granted, I am not sold on all design-decisions herein, not perfectly convinced
regarding the balance of some components - but all of that ultimately pales
before a book that is true excellence. I haven't enjoyed reading a campaign
setting this much since the original Midgard Campaign Setting and honestly,
enjoyed this book even more - because it takes less familiar concepts, because
it brims with the spark of genius and more evocative locations than multiple
settings combined. There is not a single campaign setting book that is
comparable in scope and ambition and, better yet, while not all the crunch
reaches the constant, almost frightening level of genius of the prose, there
are ample instances where I simply fist-pumped - the lotus-magic is pure
awesomeness and similarly, quite a few of the magic items just feel magical,
unique, awesome...and the hazards...oh boy, do I love me some hazards!
Here's the
most important component, though: Beyond simply being a superb read and
surprisingly, in spite of heavily quoting real world mythologies, Southlands is
a book of jamais-vus, of the novel and still familiar, an accumulation of
brilliant ideas that practically DEMAND that you run modules, campaigns, whole
APs in this wondrous, exceedingly captivating setting. My only true gripes
while reading this tome pertained to the organization of player-material -
out-sourcing that to a Player's Guide would have probably been a prudent move -
but I'm ultimately just nitpicking. If anything, just about every nation herein
made me crave more; each chapter made me want a whole AP set in it so bad...
Southlands is a furious return to form for Kobold Press. This book very much
shows how and why Kobold Press became as popular as it now is - even if you're
not actively gaming, this is well worth buying: Flip open those pages, start
reading and dream a dream of harsh jungles, enchanted deserts and gorgeous cities,
both bustling and ruined, of a savage land of splendor and glories untold. Go
to the Southlands. Get this book. Dream. There are very few books of this size
that manage to maintain a sense of narrative consistency, much less at the
thoroughly impressive level of quality the ideas in this tome have.
This may
well be the best sourcebook Kobold Press has released (I'm a fanboy of some
adventures...), perhaps this is even one of the best sourcebooks I've ever
read. If anything, I do hope that Northlands at one point get a similarly
detailed second edition. Southlands is excellence - if you even remotely are
interested in the subject matter, do yourself a favor and get this glorious
tome - it contains enough ideas and adventure for a lifetime and I am not engaging
in hyperbole here. My final verdict will clock in at 5 stars + seal of approval
and I'll also nominate this as a candidate for my Top Ten of 2015. (Scheduled
for release soon!)
You can get this superb campaign setting here on OBS!
Endzeitgeist
out.