Player's Guide to the Seven Cities (PFRPG) PDF

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Fall In, Soldier! Plunder and Glory Await!

In Midgard's Seven Cities, war is embraced and celebrated as nowhere else. The armies of its republics march every spring, looking for conquest, plunder, and glory. Warriors come to the cities to take their coin as mercenaries, and many have seized a lord's title. The oracle who keeps a god in chains, the merchant-assassins of Capleon and the minotaurs and centaurs of Valera—the people of the Seven Cities don't dream small!

Will you rise in the ranks from foot soldier to legend? Or do you seek something even greater than the dreams of a broken empire?

This 33-page collection of materials provides players with a regional overview of the Seven Cities and its border states, plus a wide range of new powers and options for any Pathfinder Roelplaying Game campaign, including:

  • New archetypes for fighters, druids, and wizards
  • New spells and magic items, including ballista of force, librarian's robe, and trident of Nethus
  • New sorcerous bloodlines for hag-blooded and minotaur
  • 50 new traits and 16 new feats, including Blood of the Sea, Dark Dreamer, and Swordborn
  • An overview of the region, with its world-famous libraries, corsair fleets, and scheming rulers

Pick up the Player's Guide to the Seven Cities today, and get ready to go campaigning!

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An Endzeitgeist.com review

5/5

The fourth in the series of Player's Guides for the Midgard Campaign Setting is 33 pages long, 1 page front cover, 1 page editorial, 1 page SRD (though the page also contains one final magical weapon), 1 page advertisement, leaving us with 29 pages of content, so let's take a look!

As is the tradition by now with these Midgard Player Guides, we kick off this one by getting not only a beautiful full-color map of the area in question, but also by essentially short gazetteer-style write-ups of the respective regions - and here I'd love to interject something these guides thankfully do right: The short pieces of information beyond the basic write-ups of the regions, whether they be on characters or places, detail commonly known perceptions of the respective people/places, not the rumors one could glean from listening to the right people or spoiling any surprises on the side of the DM, which is EXACTLY what player's guides should do - so kudos for that. While this is called the "Player's Guide to the 7 Cities", actually more is covered than the territory of the Septime - the minotaur island-nation of Kyprion and the duchies of Illyria and Verrayne are part of the write-ups as well. Beyond these immaculately-written write-ups, we also, of course, get new crunch to customize characters and represent them better with regards to the region.

A total of 47 new traits await your character and are rather detailed in their geographic peculiarity - while there are traits that can be taken by everyone from the 7 Cities-region, there also are numerous traits that are exclusive to one of the cities or surrounding realms, adding further distinction and depth to the respective regions - thankfully without drifting into the overpowered or irrelevant-sections to which traits are prone to glide. Nice, though you probably won't find any mind-boggling concepts in this section - the traits offer customization and fluff, no less, no more.

Among the new feats herein, we get a slew of so-called heritage-feats, which represent a particular upbringing. As such, they may only be taken at first level and design-wise are interesting, since they may grant you access to supernatural and spell-like abilities. Whether it's a bonuses' dependency on moon phases, a link to master who may scry on you, limited underwater breathing, the aftereffects of being addicted to requiem (detecting undead 1/day) and the resulting potentially prophetic nightmares, increased darkvision or seeing the invisible - the feats do interesting things and offer options that tie in well with their design-goal, setting characters distinctly apart and offering even further means of customization upon character creation. Beyond these 10 heritage feats, we also get 6 new generally available feats, though these can't hold a torch to the former: Two feats provide relatively bland +2 bonuses, one increases caster level for a school you have a spell focus for and one feat halves your siege equipment reload and makes you more proficient with it. Two of the feats unfortunately, are imho rather overpowered: Shake it off lets you get rid of the dazed, nauseated, sickened and staggered conditions if you manage to save versus 20 (why not the DC of the attack that originally prompted it?) -not once but each turn! The second feat, Swordborn, not only grants you proficiency in a sword of your choosing, it also increases said sword's threat range by +1. Whether that stacks with improved critical or not is not specified by the feat, but the lack of any prerequisites it has means that it is vastly superior to any regular sword-based exotic weapon proficiency, which is imho broken - this needs either an exotic weapon caveat or some other kind of modification.

The next chapter provides us with new character options for septime character, starting with two archetypes for the druid base-class, the Bloodred Druid and the Nethusian Mer-Druid - both rather uncommon and interesting ideologies: The Bloodred Druids serve the Blood Hag, seeking to prevent another arcane escalation à la the Wasted West - at any costs and the Nethusian druids mixing aquatic powers with the ideological obligation to free the chained god - though that one solely based on fluff. The two archetypes are rock solid, as the Clockwork Warrior that is exclusively available to Gearforged characters. Speaking of exclusive archetypes - minotaurs may now elect to become horned lords, master of charging, bull rushing etc. and using gore attacks to destroy the pinker races. It should come as no surprise that the Septime Duelist, this book's take on a duelist-style archetype and then there is also the Triolian Corsair - yet another corsair-style fighter archetype, which, while solid, fails to seize the opportunity of providing naval combat bonuses - I don't get why all those pirate classes fails to make use/add new options to naval combat. The final archetype is the Battle Wizard, who may gain access to the new Battle School, which includes the power to make spell grenades - i.e. stones charged into grenade-like weapons by magic, as well as electrical storms that hurt especially those wielding metal armor or foolish enough to attack the Battle Wizard with a metal weapon. Creating gearforged siege engines that require no crew as well as mastery of siege weapons are two new arcane discoveries included in here.

Sorcerors are not forgotten either, coming with the Hagblooded, Merian and Minotaur bloodlines, all of which I'd consider both flavorful and valid additions to one's game. Cavaliers may chose from two new orders, the first one being Illyria's Order of the Flying Lancers, light cavalry-type, inspiring cavaliers that may, at the DM's approval, gain flying mounts. The Order of the Septime Lancers, founded by a former Mharoti general, is a particularly agile combatant who may use swap places and light steps as well as dismounting check-less as free actions, making them rather maneuverable in the heat of combat.

In the magic section, we get 12 new spells that include the option to conjure up a selection of unseen servant/torchbearers, spread contagion via tiny animal agents, blast foes to smithereens with a ballista made of force, enchant a weapon with the bane quality, level structures that could withstand earthquakes, detect draconic creatures, bolster yourself versus frightful presence, protect your mind versus mind reading (GOLD!), raise an undead army or invoke the swiftness of the Illyrian Ram. Water-based scrying and invisible passages through plaster and wood walls are also part of the new tricks.

The pdf closes with 11 new, universally rather cool magical items, including dimensional nets, linked tablets to secretly exchange information (à la the typewriter in Fringe) or the Aurochs bracers and Great Axes of said elite minotaurs.

Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches in the guide. Layout adheres to a 2-column full color standard with gorgeous artworks in full color complementing an all out beautiful presentation that is further enhanced by the stellar piece of cartography. The pdf comes fully bookmarked with nested bookmarks for your convenience.

Nice - author Adam W. Roy has definitely learned from the second Player's Guide's initial issues and overall, this offering in the line feels much more balanced and cleaner in design. the content is balanced, the writing superb, no SPOILERS to be found and spells and items that beg to have adventures crafted around them. So all well? Not exactly. Whereas the Heritage feats are awesome, the 6 regular ones universally fell flat. As did, at least for me, the corsair and duelist archetypes - these concepts have been done to death in a myriad of iterations and neither of the two are particularly inspiring to me - dex-based combatants are probably better served by using Dreadfox Games' Swordmaster. That being said, the rest of the archetypes is great and overall, my gripes remain minor issues in an otherwise well-crafted Player's Guide that deserves my final rating of 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.


War!

5/5

The Player's Guide to the Seven Cities is packed full of information.

The first part gives a player friendly overview of the Septimes, as well as border areas.

Moving on you get to traits. As usual, you get a good sense of the region's feel through those. From a White Mountaineer from Illyria, to a Backroom Brawler.

Some of the archetypes include a couple of druid ones.. and racial archetypes for Minotaurs and Gearforged. Can't forget the new sorcerer bloodlines, and cavalier orders.

This continues the high quality of player's guides for Midgard.


Webstore Gninja Minion

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The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thanks, Liz! I think this one is going to be fairly popular, what with the Fighter archetype and the Battle Mage both under one set of covers.


Just looked it over. Fantastic - traits, feats, archetypes, bloodlines, orders, spells, and magical items... All with Septime flavor.

A big shout out to the artist of the halfling/gnome and armored centaur picture on page 13. Easily the best centaur pic I have ever seen.

Great work again Adam Roy, associated helpers and Kobold Press... are there more of these down the line???


Glad you like it, OSW, you are one of our most insightful reviewers. Please feel free to post a formal review ASAP...and yes, the art is once again even more awesome than I imagined. Wolfgang certainly has the ability to find the best artists for the job. Makes my writing look even better than it is.... ;-)

And yes, it looks like there will be at least one more Midgard PG, we have the Rothenian Plains PG in the pipeline (just sent out the art brief), but it will probably be a couple of months, at least, before it comes out. So keep telling your friends and get them to buy the current PDFs, so that I can talk Wolfgang into letting me pitch some more (Northlands or Southlands PG anyone?) !!!

In the meanwhile, make sure to go over to the Kobold Press website and enter in the Lost Magic contest, and get your spell published by Kobold Press (and win cool stuff!).

Enjoy!

Adam


It's really a great book, full of flavor, which captures nicely the spirit of the Seven Cities (and Illyria).

And it's one book you can give to your players as the GM, for them to learn about the area, and still be surprised afterwards, when they'll adventure in it. Which is really what a player's guide is all about, imho.

The traits and feats are nice, and flavorful, and the sorcerer bloodlines and class archetypes really shine. I particularly like the septime dueller fighter archetype: finally a duellist-type fighter which doesn't suck ! But the archetype which evokes the most vivid imagery for me is the triolan corsair fighter. Eroll Flynn would be proud ;-). It looks quite powerful to me too (though I'll freely admit I'm nowhere near a rules and system expert).

I really like the Midgard Player's Guide line of books - they're not expensive, they're not too long to read and they're to the point: showing how great the Midgard world is for players who want to have a good time, original characters and great and meaningful stories to live.

Congratulations to M. Roy (and his able aides) for having written a so thoroughly enjoyable supplement !

I'm glad to hear about the upcoming Rothenian Plains player's guide. Kazacks rule !

Ho, and about future supplements: A Dorn Player's Guide would be really great (but I could settle for a Southlands PG) :-) !


Great book!


Does anyone know if a review is forthcoming?

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

There's several people who might have a review cooking, but I haven't heard a definite word that one is happening just yet.


Well, bated breath and all that!


Mead Gregorisson wrote:
Great book!

Thanks, Mead. Please write a formal review on the other tab if you think so...! This product is strangely lacking reviews, for all the direct, positive feedback we have been getting...thanks!


Quiche Lisp wrote:

It's really a great book, full of flavor, which captures nicely the spirit of the Seven Cities (and Illyria).

And it's one book you can give to your players as the GM, for them to learn about the area, and still be surprised afterwards, when they'll adventure in it. Which is really what a player's guide is all about, imho.
Congratulations to A. Roy (and his able aides) for having written a so thoroughly enjoyable supplement !
Ho, and about future supplements: A Dorn Player's Guide would be really great (but I could settle for a Southlands PG) :-) !

Thanks Quiche. Like Mead, I would ask you to share your love with a formal review on the other tab (even if it is simple as a cut and paste from your great comments here....). This product is strangely lacking in official reviews (good bad or indifferent) compared to the other PGs....thanks again!


Adam W. Roy wrote:
Mead Gregorisson wrote:
Great book!
Thanks, Mead. Please write a formal review on the other tab if you think so...! This product is strangely lacking reviews, for all the direct, positive feedback we have been getting...thanks!

I'll give her an actual review after my job interview tomorrow. :)


Still #1 on the download list - thanks to everyone for supporting these books.


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on OBS. The Wasted West PG might still take a bit of time, gotta do my backlog of complimentary copies first. Cheers and congrats on a job well done!

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thank you for the review, Endzeitgeist!


Thanks for the review, EZT...Insightful and to the point, as always!


You're welcome! It's been a pleasure reading this one!


Another glimpse into the crazy world of Midgard. Nice.

What next? An updated Northlands book? A more indepth look at the Cantons? The Kingdoms of Gold and Salt?


TheDisgaean wrote:
Another glimpse into the crazy world of Midgard. Nice. What next? An updated Northlands book? A more indepth look at the Cantons? The Kingdoms of Gold and Salt?

I am talking to Wolfgang about the possibility of a Northlands and/or Southlands Player's Guide(s) - keep buying the current PDFs, tell your friends about them, blog about them, corner Wolfgang at PaizoCon this weekend and tell him you want more Midgard goodies...the more likely he is to let me take a run at writing additional Guides.... ;-)


I will be sure to spread the word, I`m really excited for the guide to the Rothenian plain.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

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The Rothenian Plain has gone through development and editing, and is heading into layout--there's a LOT of great stuff in there, including centaur, gypsy, and other options, spells, mounts, etc.

Should be out before Gen Con!


Rothenian Guide is out, and so is Dark Fey...you can check them out here in the Paizo store - and please post reviews!

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