Pathfinder Campaign Setting: Rule of Fear (PFRPG) (based on
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ratings)
Paizo Publishing, LLC
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A Cursed Land
For thousands of years, the Immortal Principality of Ustalav has labored beneath the legacy of its dark past. Within the shelter of its mist-shrouded hills and decaying, decadent cities, things that have no right to live stalk the night, and superstitious residents lock their doors tight against the howls and scratchings that summon them forth. Vampires, werewolves, undead monstrosities, and stranger things make their homes here, and even those fools who ignore such threats tremble at the thought of the Whispering Tyrant, the nation’s former conqueror, who even now shifts restlessly beneath his prison-tower of Gallowspire. Though most of Ustalav’s citizens are ordinary men and women, canny urban merchants, or fallen nobles coasting on their last shreds of wealth and reputation, no one here dares peer too far into the shadows, for fear of what might be looking back.
Rule of Fear provides a comprehensive overview of the nation of Ustalav, a realm of urban intrigue and gothic horror, and the setting of Pathfinder Adventure Path’s Carrion Crown Adventure Path.
Inside this 64-page book, you’ll find:
A complete overview of 13 adventure-packed counties, from the ghost-haunted wastelands of Virlych to the bustling ports of Caliphas, including detailed descriptions of significant locations, notable personages, and the rulers of each region
In-depth gazetteers of seven major cities, including key locations, city stat blocks, and local rumors to draw your players into the action
Six conspiracies and secret societies, and how they fit into Ustalav’s baroque government
Eleven terrifying adventure locations, plus details on their masters, inhabitants, and supernatural hauntings
Information on local superstitions, secrets about notable families (and the unspeakable curses they bear), tips for running classic horror-themed campaigns, and more!
Rule of Fear is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy game setting.
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1.- the map is awesome great detail with it
2.- narrative is some kind of tedious but do it well
3.- theres not stat for the rulers, and not advice if u can role it, and some stories are good and other just dont... (bad thing i guess)
4.- no character sheet or something, no cultural issues at all.
5.- the adventures ideas are good enough to keepingme reading it
6.- the maps for the cities and description are very good at all
in advice to buyers... this is not the same as varisian and korvosa reviews there was good enough that just happen once in this books.
in page 30 it refeers to explain a carrion hill altar and... there is not a carrion hill at all in any way to mention it... where is carrion hil???
is a lazy setting... maybe with it issues...
or i missing something? maybe my copy comes with bugs
I love the Carrion crown AP, and I'm a sucker for creepy stuff and horror. Therefore I had high expectations for this book. Unfortunately, it didn't deliver for me. The ideas for building atmosphere were nice, but not as compelling/great as GM ideas presented in the Gamemaster's guide.The history section was nice. For the cities and settlements I would have liked some more details on inhabitants, e.g. a in a few lines fleshed out inn/innkeeper/captain of the guard who captures the location. The note in introduction is something that really captured my attention, and I was hoping for more of that.
First off, I bought this to get pure fluff, and that is what I got. Way to go campaign setting book!
History (Poor)
Not a big fan of timelines done this way - tries to jam a lot of info into short entries, and ends up being not very interesting at all.
Counties (OK)
The actual county texts ends up being bland, over the top flavorfull and at times edited so it is both at the same time. The npcs are way better handled (often with fantastic portraits), making up for the counties.
Cities and Settlements (Very Good)
Better editing and better writing, plus good maps and fantastic sites makes me want to use nearly everything in this chapter. Karcau is possibly my favorite location in Pathfinder now...
Legends and Hauntings (Very Good)
Has tonnes of interesting things, finding the Bloodlines part the most usefull. Makes me wish there was some kind of Inner Sea Bloodlines book...
This is a hard book to read through. I have an entire laundry list of complaints, but I have narrowed it down to 3 of the bigger (least whiny sounding) ones:
1) The introduction is 100% flavor text, 0% introduction.
2) The History is entirely unsatisfying. It is a timeline of esoteric events that seem largely unrelated. Too much info in not enough space.
3) I agree with some of the other reviews here that suggest a reorganization of the content into a different format.
There is definitely a ton of good information in this book, but I'm hoping that I will be able to find a wiki somewhere that presents it a little better