This
colossal tome of a campaign setting clocks in at a HUGE 583 pages, 1 page front
cover, 1 page inside of front cover, 3 pages KS-backer thanks, 2 pages of
introduction, 3 pages of ToC, 3 pages of SRD, 1 page table/sidebar-index, 1
page back cover, leaving us with 568 pages of content.
568 pages.
Yeah, I won’t be able to dive into the details and nit and grit of every
component of this colossal book, at least not without bloating this pdf beyond
any form of usefulness. Got that? All right, so, first things first: This book
is BEAUTIFUL. I mean it. You’ll flip open the book and see a layout, crafted by
Robert Brookes, Liz Courts and Loren Sieg, and see borders that evoke at once
science-fiction and art deco aesthetics, providing a rather unique visual
identity for the book.
The next
thing you’ll note after the introduction, is that the chapters actually sport
thematically-fitting comic-strips as lead-ins – 1 -2 pages each. Now, unlike
many a campaign setting, Aethera spans obviously multiple worlds, and as such,
comments on variant races and can carry pretty much an infinite amount of
supplemental races. That being said, the book contains a total of 4
fully-depicted racial write-ups for new races, all of which come with age,
height and weight-tables. It is in these write-ups that your jaw will likely
hit the floor, as the artworks throughout this book are absolute premium-level
quality. Absolutely gorgeous. The first of the races depicted herein are
Erahthi, who hail from ancient forests. Born from massive fruit, they are
creatures that blend the aesthetics of plants and elemental powers, and before
you ask, they do have a skeletal structure. Indeed, the pdf presents relatively
detailed notes for the respective societies and relations of the respective races
presented. Erahthi get +2 to Con and +2 to one other ability score of their
choice, are native outsiders, Medium, have darkvision and camouflage in forest
terrain as well as +1 natural armor. They are treated as both plants and native
outsiders for purposes of bane et al., get +4 to saves vs. mind-affecting
effects, paralysis, poison and stun effects and they are immune to sleep.
Non-magical undergrowth does not affect the erahthi and since they breathe
through their skin, they have some cool tricks: One hand above water can keep
them from drowning! However, this also imposes a -2 penalty to saves versus
inhaled fumes, poisons, smoke and the like. Erahthi with Cha 11+ also get 1/day
speak with plants. We get balanced
FCOs for the druid, monk, shaman and slayer classes. Unique, flavorful,
balanced – and before you ask, the bonus types are concisely presented
throughout all races.
Now, it
should be noted that humans get a really nice, fully detailed write-up,
obviously sans stats, but yeah – nice! The next new race would be the infused,
basically an attempt to create a super-soldier Übermensch via the infusion of
aether, these beings had suffered horrid losses in both numbers and previous
identities, with the transition being often rather traumatic, with infertility
and a shortened lifespan being most notable. The project that gave life to them
has seen its day, and thus, to a degree, these are the twilight years for this
race. Favored class option-wise, we get notes for brawler, fighter, cavalier,
sorcerer, psychic and kineticist. The infused get +2 Dex and Cha, -2 Con, are
humanoids with aether and human subtypes. While in zero gravity or affected by levitate, the infused gain a fly speed
equal to ½ their land speed. Minor complaint: No maneuverability is given. I
assume average as a default. Infused with a Charisma greater than 11 gain
at-will mage hand and open/close
as well as 1/day shield as SPs. They
also begin play with Arcane Strike as a bonus feat and immunity to aetheric
radiation. They can create a psychic bond with another creature with the aether
subtype, which requires skin contact for 1 minute. Unwilling targets can
attempt a Will-save to avoid the bond, with the DC scaling with the infused’s
HD and Cha-mod. After a successful bond, both creatures get a +4 racial bonus
to Sense each other’s Motives and to Bluff checks to pass secret messages.
1/day, an infused may share thoughts with one or more bonded creatures as per mindlink and an infused may maintain a
psychic bond with up to 3 + Cha-mod creatures. Okay, one question: Can the
infused end such a bond willingly? The lack of duration makes me think that
it’s permanent and an inability to end such a bond by ways other than death
would mean a rather large difference in how the race behaves.
The third
new race herein would be the animal-look-alike race of the Okanta, who look
basically like anthropomorphized animals with massive horns – the artworks
depict a bear- and a lion-based okanta, both of which manage to look actually
badass. Their favored class options cover fighter, cavalier, paladin, shaman
and spiritualist, as befitting of their culture. Racial traits wise, they may
freely choose to assign +2 to one of the ability scores other than Strength:
The +2 bonus to Strength is ficed. They are Medium humanoids with the okanta
subtype and low-light vision as well as a +2 bonus to saves versus fear
effects. Their horns grant them a 1d6 gore attack (would have been convenient
to have the natural attack type classified here – as provided, you need to
resort to the default). 1/day, an okanta can observe a creature that has a
skill the okanta doesn’t have. After the 1 hour studying period, the okanta
treats the skill as a class skill with ranks equal to the okanta’s level, but
does not qualify the okanta for skill unlocks. Still, cool one! They also get
powerful build, but suffer from light sensitivity.
The Century
War that gave rise to the creation of the infused also influenced the creation
of the phalanx: Unearthed and reverse-engineered bio-mechanical constructs that
actually gained sentience and soul. Suffice to say, many are war veterans
today, and while gender-neutral, some phalanx have chosen to adopt gendered
identities. The race comes with favored class options for monk, ranger,
sorcerer, wizard and rogue. Phalanx gain +2 Con and Cha, -2 Wis, and are
constructs with the phalanx subtye. They have a Con-score and don’t get bonus
HP depending on size. They are Medium, with darkvision and Improved Unarmed
Strike as a bonus feat. They get +4 to Diplomacy to gather information and +1
natural armor. They can also tap into the lingering memories of their souls:
1/day as a move action, they may grant themselves a feat for which they meet
the prerequisites. A phalanx’ body is powered by aetherite: They must consume
at least 1 au per day to avoid starvation. A phalanx remains functional for 3 +
Con-mod days sans aetherite – after that, they fall unconscious and remain so
indefinitely, until fed aetherite. Notice something? Yeah, robot-detectives.
The artworks btw. enhance this angle and the somewhat noiresque sleuthing.
Aethera predates it, but in light of Altered Carbon et al., that made me smile.
As an aside: The massive construct immunities make these fellows pretty strong
– but *usually* when a construct race gets its immunities, those are explicitly
noted once more in the racial presentation. Their absence here means that you
can kinda have your cake and eat it, too: Conservative GMs can make them behave
less like constructs and ignore immunities, while those who enjoy more potent
playstyles can run with them. Not ideal, mind you, but yeah. On another side,
the setting assumes a level of discrimination aginst both infused and phalanx,
so that should help even things out.
The racial
chapter, as a whole, provides a rather interesting array of options. Much to my
joy, the races feel fresh and interesting and, more importantly, refrain from
the annoying “XYZ….IN SPAAAACE”-pitfall, instead opting for unique tricks. I
also like the notes for classic PFRPG-races, acknowledging what’s here without
just rehashing everything.
All right,
the massive racial chapter done, we now move on to the discussion on classes in
the campaign setting, which begins with a new base class, the cantor. Cantors
get d8 HD, 6 + Int skills per level, ¾ BAB-progression as well as good
Will-saves. They are proficient with light and medium armor as well as shields,
excluding tower shields. The cantor is basically a divine bard and as such gets
divine spellcasting of up to 6th level, with Wisdom as governing
spellcasting attribute and the instrument as a spellcasting focus – which may
mean that a cantor’s body can qualify as such. Contrary to paradigm, the cantor
is a spontaneous caster and draws his spells from his own unique spell-list, which
is provided with full hyperlinks for your convenience. The bardic performance
equivalent, divine performance, follows the design paradigm of the bard’s
performance, but does not qualify as such for the purposes of bardic
masterpieces. 4 + Wisdom modifier rounds are provided at first level, with each
subsequent level yielding another +2 rounds. Starting a divine performance is a
standard action, until 7th level, where it may be started as a move
action instead. Unlike bardic performance, the divine performance is more
limited, with base uses covering countersong and fascinate, and the third use
providing a reroll for an attack or save before results are made known, though
this potent option has a 1 hour-cool-down. 7th level extends that
ability to allies and 13th level to nearby foes, with the
interactions with the cooldown noted precisely, though both such upgraded uses
are immediate actions, something that changes at 19th level, where
it becomes a free action, though one that can still only be taken 1/round.
Now, you
can probably glean from this reduced flexibility that this is not where the
class ends. Instead, the cantor chooses a hymn at 1st level – these
behave very much like e.g. bloodlines. The respective hymns are associated with
planets and planes and they bestow a class skill as well as bonus skills and
spells. Each of the hymns nets a new divine performance and at 3rd
level, we get a so-called hymn verse, with 8th and 14th
level providing the greater and superior verse for the hymn instead.
Now, there
is an interconnection between the hymn chosen and the verse class feature: At 2nd
level and 6th level as well as at 8th, 12th,
14th, 18th and 20th level, the character gains
an additional verse, which may be used even when maintaining a performance.
Using a verse is a standard action and Wisdom governs the save DC, if any. 7
verses are provided, which, as a whole, made me wish we’d get a few more. They
are per se interesting and solid. Then again, there is an important reason for
the relative lack of choice here: At 3rd level, the cantor may
replace the hymn verse with another verse when regaining spell slots, which
also grants the selected hymn’s divine performance. At 9th level, 2
such repertoire hymns may be chosen. At 4th level, the class gains
the basic verse granted by each hymn currently chosen as a repertoire hymn,
with 10th and 16th level adding the greater and superior
hymns of the respective repertoire hymns. Starting at 5th level, the
cantor can cast a spell from a rehearsed hymn by spending a spell slot of the
proper level 1/day; at 8th level and every 3 levels thereafter, the
class feature may be used an additional time per day.
8th
level unlocks 5 general greater verses and 14th level yields 4
different superior verses, which are not assigned to a hymn. The 11th
level ability allows the cantor to start a second divine performance while
maintaining one, at the cost of twice the rounds for the second performance,
for a total of 3 rounds cost. This cost is reduced to only one round of cost
per performance at 17th level. 15th level allows the
character to 1/day change a repertoire hymn with 10 minutes of meditation. The
capstone provides divine performance maintenance without round expenditure,
delimiting the performance. It should be
noted that a total of 11 hymns are provided for your convenience. So yeah, the
class provides player agenda and choices and its variable hymn-engine is
interesting. All in all, one of the better hybrid-y classes out there and I’d
probably be singing higher praises here, were it not for my love of Jason
Linker’s Ultimate Composition class of the same name. We get favored class
options for the new aethera races as well as the human race. Archetype-wise,
the cantor gets 4 modifications: Divine dancers represent basically an engine
tweak; orthodoxists get clouded vision, but also fate-themed abilities. The
song councilor is a healer-specialist, capable of transferring damage. The song
seeker, finally, is the repertoire specialist. All in all, decent archetypes
and tweaks, but not exactly super exciting. Still, as a whole – the cantor
presented herein ranks as one of the more compelling classes I’ve seen within
the context of a campaign setting.
From there,
we move on to the class option array, which contains a vast plethora of
different class options: Bioengineer alchemists are specialists of summoning
animals with the aetherwarped template, with higher level providing detonating
critters. The combat medic alchemist is a pretty cool idea, using stims to
mitigate negative conditions while boosting allies. Cool one! The Wastelander
is a pretty typical scavenger etc. and is pretty bland; there are also two
discoveries – one for plasma bombs and one for negative energy bombs. Arcanists
may elect to become rift breakers, who generate elemental rifts and further
modify these, with surges and upgrades etc.
– the archetype is pretty complex and unique, spanning multiple pages,
but as a whole, I felt like it would have been better represented as an
alternate class. Bards may elect to become aether weavers, who get to create
eidolons, with the Perform skill used to create them infusing their stats.
Warsingers are bard/kineticist crossovers and vox riders are the political
firebrands and demagogues. Theme-wise, I loved the last of these most, as it is
the most unique one. The blue-shifted bloodrager has aetherite-infused
bloodlines and as such gets some telekinetic skills, including the simple
blast. The colossus brawler is focused on forming an aetherite shield, while
the titan archetype gets a grit-based engine.
We also
have a new cavalier option based on a bonded aethership, which I very much
liked, in spite of my well-documented disdain for the linearity of the base
class. The aether-touched druid has aether-warped summons, shapes and a bonus
spell array. The erahthi cultivator once more represents an aethership
specialist. The okanta occult druid gets a unique summoning list and the
symbiont master gets one of 3 different symbiont companions. The aether soldier fighter specializes on
aether bonds and Arcane Strikes, while the gravitic is about using inertia and
movement, disappointingly represented as pretty boring numerical boosts. The
resonant guard can help boost performances. The artillerist gunslinger is good
with automatic guns and aethership artillery. Jump troopers are cool – they get
integrated jump thrusters, which later can be weaponized. Siege walkers are
heavy infantry with stabilized weaponry and thornslingers are erahthi with
symbiotic firearms, which is all kinds of cool. The tech-bonded hunter gets a
construct companion. The correspondent investigator gets a few performances and
the mindspy casts psychic magic and gains limited mesmerist tricks. Mystic
detectives get Disruptive and a slightly modified inspiration, and the
prehistorian is a kind of specialist for old lore. Stellar prospectors are
space pioneers. The investigator options represent, for the most part, basic
engine tweaks – the cool concepts imho deserved more detailed and unique forms
of execution. The aetheric scion kineticist is, bingo, an aether specialist who
can accept burn to power aether-tech, which makes for an interesting synergy of
engines. I am not a fan of all components of the significant amount of unique
options for the archetype, but as a whole, I consider it to be interesting.
Mediums can
become deathless guides, specializing on mitigating the issues of time: etheric
dreamers are in tune with the astral plane and focus on incorporeal
interactions – not a fan. Modded mediums are interested, though: The phalanx
medium can mod itself to act as better conduits for spirits. Okanta speakers of
the ancestors share a bond with allies
and shadow visionaries are, binfo shadow specialists. War memorists get two
unique spirits with thematic connections to the Century War - cool. The
aromachologist mesmerist is an erahthi who develops a hypnotic scent, which is
really cool. Hypnotherapists can fortify allies against mental assaults. Monks
may become gravitic masters, who can reposition targets and is particularly
adept at zero-G acrobatics. Oracles get the new song mystery, the brief (and
not exactly interesting) listener archetype and two new curses –
aether-corrupted and choir-voiced. I loved both curses. Paladins that become
aetheric knights with an okay attack roll-based parade. As you all know, I consider
these parades to be a bad idea due to their swingyness, but yeah – if you don’t
mind that, then you’ll probably like this fellow. Psychic thoughtdrinkers
actually get some occultist-engine crossover, which is pretty cool in my book.
Exostentialist rangers have easily one of the coolest names for an archetype,
ever, with aberrant companions etc. also a nice take on the concept hinted at
by the name. Salvagers are rogues with a pool-based and they can jury-rigged
devices. Liked this one. We get a new aether shaman spirit. The firstnew skald
archetype focuses on hampering aethertech, while space pirate skalds represent
an engine tweak (raging song enhances Dex and Con), with a bit of space-themed abilities added.
The slayer
bullet dancer is basically a gunslinging slayer. Sorcerers get the aetheric
bloodline, while summoners can become aetehric callers, adding an aetherite
dependency to the eidolon and summoning interaction, which can actually make
the summoner work in a slightly more balanced manner. Kudos. Star corsair
swashbuckler, finally, gain a ton of different deeds.
Okay,
notice something? Yes. There is a curious absence here, right? In a daring move
that should probably be made by much more settings, Aethera gets rid of both
cleric and warpriest. While the book mentions ways in which they could be used,
per default, they don’t exist – courtesy of there being no deities. This
changes dramatically the vibe of the setting, and for the better. But I’m
getting ahead of myself. Regarding the massive class option chapter, I found
quite a few of the options herein interesting and flavorful, but honestly, I
found myself think that less had been more. There are quite a few cool concepts
only represented by pretty bland basic engine-tweaks, unbefitting of the cool
roles they represent. There are a couple of cool ones herein, but, as a whole,
the chapter feels surprisingly conservative and “safe” in its designs – when
the archetypes stand it, it’s mostly due to how they interact with the unique
concepts of the setting in a rewarding manner. In short: Don’t expect classes
and options of the complexity of e.g. Thunderscape. To get slightly ahead of
myself: The chapter, to me, represents the weakest part of the book, following
the inverse paradigm as the racial chapter: Where, race-wise, we emphasize
quality over quantity, the archetype and class option chapter feels like the
opposite: Less would have been more here, with the real estate better devoted
to truly unique game-changers. The chapter is not bad, mind you – I’d probably
consider it to be in the 4-star-range vicinity, but contrasted to the
impressive race chapter, it feels like it falls short of what it could have
been.
Lets skip
ahead for a second into the skills and feats chapter, which provided a good
kind of surprise for me: While there are a ton of different feats to enhance
class features, tie in with symbionts and aetherships, it was the skill chapter
with its unlocks and serious array of new skill uses that made me rather
excited: Heal is more relevant, for example, and the advanced medicine skill
unlock further increases that tendency. This is a component I am going to use
in pretty much all of my games, as the prevalence of exclusively
wand-based/divine healing has always irked me, particularly in grittier games.
There are options to muffle firearms with feats, occult skill unlocks noted,
etc. This chapter, while not 100% perfect (there are a couple of feats I’d
consider to be a bit limited), here we once ore have a return to form as far as
design-prowess is concerned. I am particularly happy to note that the chapter does
not contribute to lame numerical escalation bloat, instead focusing on setting
peculiarities and subsystems.
Now, the
third chapter deals with the cosmology of the aethera system, which consists of
two suns and 4 worlds, each of which shares an intrinsic tie to one of the
inner planes. The cosmology and campaign setting per se have so far been not
really explained by yours truly, and indeed, there is a reason for that – you
see, on a superficial glance, Aethera sports a couple of the classic narrative
tropes: There is a mysterious progenitor race, there is the big war – classic
tropes of scifi. It is in the details and in the rather impressive deep
structure embedded in Aethera that the setting begins to really stand out. The
seeds of these tendencies are sown as early as in the racial chapter: You see,
to a degree, the races all pose intriguing questions to develop: How to deal
with non-binary gender identities, the politics of otherness both within ones
social groups and beyond that; the treatment of veterans and societal changes
after wars, the book generates a unique identity by the combination of its
themes. With a technology reminiscent of Dieselpunk-ish aesthetics with a
science-fiction leaning, the races and concepts of the setting touches the issues
of colonialism and its consequences, imperialist claims and the effects of
cultural hegemony, the conflicts of nature vs. civilization and, of course, the
eternal struggle of authoritarianism vs. individualism. If you enjoy space-noir
à la the detective sub-story in The Expanse, you can do that with this setting,
but similarly, you can go full-blown space opera.
Which
brings me to a crucial component of this CAMPAIGN SETTING. I have, at this
point, read quite a few scifi toolkits for d20-based games, most recently, of
course, Starfinder. Aethera does not compete with them. You see, the majority
of these books attempt, in varying degrees of success, to present a rules-based
toolkit to represent the totality of the fantasy-gaming based rules of PFRPG in
a scifi/space opera context, and while rules, due to what they allow and what
they don’t, generate implicit setting assumptions, the focus, usually, lies
upon exactly this component. Aethera is a proper campaign setting, in that the
rules act as subservient components to the needs of the setting. It should be
noted that we not only get a compelling reading experience with the detailed
history, but we also get detailed write-ups for the planets and beyond,
sporting a vast amount of hooks that make it nigh impossible to not be inspired
by the captivating prose and world-building. Interestingly, the concise and
intelligent writing actually manages to create a squaring of the circle of
sorts. In spite of being widely, if not universally, permissive regarding
PFRPG’s vast amount of options, Aethera excels because the setting it creates
feels distinctly like a science-fiction game, in spite of the existence of
magic, which usually catapults most games firmly towards the space opera genre.
Now, you can play Star Wars-y games in Aethera, but the system stands out to
me, as a world-building success, due to its embracing of the relevant themes of
science fiction.
What do I
mean by this? As a whole, science-fiction and space opera, as genres, as often
used interchangeably, or are associated with different timeframes and cultures
or creation aesthetics, much to my chagrin; if distinctions are made, they
often are based exclusively on time frames and aesthetics, while missing the,
in my opinion, central point. Whether you like hard scifi like Primer or soft
scifi doesn’t matter – there always is a component of possible negotiation of
very serious topics intrinsic in the genre. While it is very much possible to
read, for example, “Martian Time Quake” or “The Three Stigmata of Eldritch
Palmer” for the reading pleasure alone, it is very much nigh impossible to just
consume them without taking something of them; same goes with e.g. the
Foundation trilogy…and the list goes on. Space opera’s popularity, as
exemplified most famously by Star Wars, would probably lie in the fact that it
represents a form of entertainment with the trappings of scifi, but none of its
thought-provoking components. Again, Star Wars, with its, to me, nonsensical,
hyper-conservative, sexless good/evil ideologies and dichotomies presents an
easy way to process comfortable escapist fiction routed in nostalgia, one that
does not challenge our societal norms or exert our mental faculties. Think
about the backlash regarding the senate scenes. They were per se not bad, but
they interrupted the fiction of what was expected. Now, while my hatred for the
Star Wars franchise is pretty well-documented, I am not judging the vast amount
of fans the universe has – there is value and skill in the world-building,
aesthetics, etc.. Similarly, we all have different tastes and, indeed, our
tastes change to one degree or another, on a daily basis. I am no exception.
While Star Wars never did anything for me, I am very much a huge fan of the
space opera genre (just not its most prominent example) – I also like to put my
brain off to one degree or another and just consume a great space-fiction. It
is somewhat puzzling for me to see how ardent fans of space opera and scifi
franchises, books and other forms of media can heap so much disdain upon one
another, just for not adhering to the “right” form of make belief in a
hypothetical future.
And this is
where the tangent comes full circle and returns to the world-building of
Aethera. You see, the campaign setting provides the tools to tell stories that
must be construed to be deeply embedded in the canon and problems that we
associate with the scifi genre; at the same time, Aethera manages to allow for
space opera style playing experiences and campaign as well – the book is not
prohibitive, but inclusive in how it tackles the impactful concepts it touches
upon – it can gravitate to anything from “Guardians of the Galaxy”-style
gameplay to experiences that are more deeply routed in aesthetics à la
Traveller. This is in so far remarkable, as the setting has the burden of
having to accommodate magic to the degree of the prominence in which it is
featured in PFRPG, which ties in with the final aspect pertaining the
player-facing rules, namely the equipment and gear section.
We get
notes on restrictions of items by legal status, a brief and painless currency
conversion guideline and mundane items like lifelines, instrument weapons, and
a ton of different, mechanically relevant and interesting drugs. From radiation
suits to trooper armors, we also get new armor. Interesting here: The ballistic quality nets DR versus
physical projectiles firing firearms. Now, the firearm rules are based heavily
on PFRPG’s firearms everywhere baseline, with optional rules for recoil, firing
modes etc. all covered. Now, personally, I think it would have made more sense
to make the firearms behave like regular ranged weapons here, mainly due to the
fact that the default firearm rules don’t really play well with higher level
math. On the plus-side, the chapter provides something I adored, namely a ton
of customization options via e.g. different types of ammunition. The ammunition
array on its own is really cool (and yes, clips etc. matter), and represents a
component I’d love to see expanded.
Now,
aethertech is the catch-all term for the truly advanced tech, which may sport
hybrid magic properties – the interaction and rules provided here are concise.
These items are powered by aetheric energy, though, which makes them behave
more in line with technology items. The transparency of this super tech also
means that a GM who envisions a magic-less world can easily restrict item
options to aethertech-based items without compromising the vast amount of
options available for PFRPG. Cybertech is, somewhat unfortunately in my book, called
“Automata” in the setting, but once more is featured. Power armor and
associated accessories and crafting stations complement this sections in a good
way. The engines presented can easily carry a whole book and while there is a
ton of customizing possible, I found myself wishing we got more here.
Now, as far
as the aetherships noted are concerned: The system presumes crew roles: Pilot,
Copilot, engineer, tactical and weapons. The system presented for aethership
combat is concise and better than the default vehicle combat, but I found that
e.g. the copilot and tactical roles provide less fun for PCs and are better
suited for NPCs – RAW, they don’t have much to do but grant meaningful, but
ultimately bland tactical bonuses. From lowly speedsters to full-blown
dreadnoughts, we get a nice array of sample ships from CR 3 to 20. A big plus
as far as customization is concerned would be the fact that the creation
process of ships is pretty painless and based on modular structures. Why would
you care? Can’t you just teleport?
No…but I’ll leave the discovery of that complex to you. We also have special
materials here, which, while solid and thematically fitting, didn’t exactly
blow me away. The sub-chapter on symbionts was one I celebrated, though, and an
aspect of the book I’d love to see expanded. The really high importance of
music for the aesthetics of the settinga re amazing and we also get a variety
of solid spells and artifacts.
The final
chapter of the book is devoted to the bestiary, noting suitable, suggested
creature, providing the aforementioned, pretty dominant aetherwarped creature
template as well as colossal plant-serpents, various types of azaka, corrupted
elementals and NPCs, codex style. My favorite entries, easily, were the kickass
kytons introduces herein – they are absolutely amazing and add more than just a
bit of Hellraiser-aesthetics to the darker recesses of the Aethera system. I
also loved the symbiont write-ups here. Gorgeous and cool, alien and fun.
Conclusion:
Editing and
formatting are top-notch on a rules-language and formal level: Considering the
huge size of this tome, the fact that it is a freshman offering, as well as the
huge density of the book, it is even more interesting: There are a few hiccups
here and there, but they mostly are minor: A mention of plasma damage sans the
explanatory half fire/half electricity here, a typo there – but these are few
and far in between. Now, I already mentioned aesthetics: This book is FRICKIN’
GORGEOUS. As in: This could be a Paizo/WotC-book levels of beautiful. The
layout in two-column full-color is absolutely phenomenal. The book is
CHOCK-FULL with absolutely visionary artworks that breathe life into
everything, from races to classes to everything else, this book is absolutely
phenomenal in the visual department. Cartography is similarly amazing. The pdf
comes fully bookmarked for your convenience, with detailed, nested bookmarks.
Unfortunately, I do not own the physical book, so I can’t comment on binding
quality or lack thereof or on
whether the book’s vibrant colors come out on paper.
Lead designer Robert Brookes, with additional design
by Jesse Brenner, John Bennett, Duan Byrd, Jeff Dahl, Andrew Fields, Kaelyn
Harding, Thurston “Goddamn” Hillman, Nicholas Hite, Sarah Hood, Andrew Marlowe,
Monica Marlowe, Daniel Hunt, Andre James, Patrick N.R. Julius, Mike Kimmel,
Isabelle Lee, Jessica Powell, Joshua Rivera, David N. Ross, Todd Stewart,
Jeffrey Swank, Jacob Thomas, Chris Wasko, and Scott Young, has created perhaps
the single most impressive freshman offering I have ever seen. This is the
first book by Encounter Table Publishing. It’s almost ridiculous, once you
think about it. Sure, it made its ambitious KS-goal, but I did not, not for a
second, expect the setting to be this damn compelling, this cool.
As noted before, aethera really allows you to play
Pathfinder in space, but that goal is fulfilled by other toolkits and settings
as well; where the book excels is the ability to cater to both scifi and space
opera, as well as science-fantasy aesthetics, all without compromising the
setting’s aesthetics and themes.
Now, on a rules-level, the book is a bit too
conservative for its own good and I wished it focused a bit more on some of its
aspects, but we can potentially hope for expansions for these aspects; as a
crunch-only book, I’d rate this somewhere in the vicinity of 4 or 4.5 stars.
However, this would be an utter disservice to the
entirety of this ginormous book. The value of this book lies in its
surprisingly holistic, concise and sensible world-building, in its phenomenal
concepts – whether as a campaign setting or as a grab-bag of ideas, Aethera is
a truly remarkable achievement that makes for a surprisingly captivating
reading experience, that has a very strong identity in spite of its inclusive
stance. In short: It achieves its goal as a campaign setting in a fantastic
manner, with panache aplomb. My final verdict will clock in at 5 stars + seal
of approval, as well as status as a candidate for my Top Ten of 2017.
You can get this amazing tome here on OBS!
Endzeitgeist out.