Pathfinder Chronicles: Guide to Absalom (OGL) (based on
7
reviews)
Paizo Publishing, LLC
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Founded 4,700 years ago and designed by the god Aroden himself, Absalom
is a hub of mercantile and spiritual activity. Traders come from all over the
globe to sell their wares in the City at the Center of the World, while those
hoping to become gods work up their courage to attempt the Test of the Starstone.
Many armies have tried to conquer Absalom, but the city has never fallen. Thrown
into chaos since the death of Aroden, the island city fights to maintain its
independence and prestige as a shining beacon of civilization.
The largest and most important metropolis in the Pathfinder
Chronicles campaign setting comes alive in this
comprehensive sourcebook! Pathfinder Chronicles: Guide to
Absalom includes:
Neighborhood-by-neighborhood summaries
loaded with adventure hooks, from the flooded
slums of the Puddles to the temples of failed gods
in the Ascendant Court.
Key movers and shakers in the city, and their
eternal shadow war for ultimate control.
Detailed information on organizations both good
and evil, from the Smoke Knights to the Gillmen.
Absalom's war-torn history.
Descriptions of daily life in the city, including
cost-of-living information by district.
Information on the ruined siege castles of the
Cairnlands and the Absalom's other holdings.
Except for a short chapter on Absalom's secrets, all of the
information contained in this book is safe for players in
any Absalom-based campaign, and is compatible with any
edition of the world's most popular roleplaying game!
O livro é bom e informativo, porem como livro de uma cidade genérica para ser utilizada como palco de uma campanha, é inferior ao Guide to Korvosa. O livro é um livro de referencia do cenário e apenas isso, dando menos subsídios para se criar uma campanha do que na outra obra citada. Para fãs do cenário de Golarion e que acompanham as grande metatramas do cenário o livro é importante, mas mesmo assim poderia ser melhor escrito para gerar mais empolgação na leitura.
Overall, I do not regret purchasing this companion. It briefly touches on many subjects allowing you to build the city from this framework. I did expect more substance considering this is the most coveted city in the Inner Sea Region. Case in point, the harbor is protected by hippocampus cavalry (Wave Riders). No stats on the hippocampus and it is not in the bestiary. Better map of Kortos?
Of all of the Pathfinder Chronicles volumes I have (which is most of them), I found the Guide to Absalom to be the most uneven in quality. There are plenty of good ideas in there for running a campaign in the city, but I found that parts of the product didn't live up to other parts.
The cartography, in particular, falls short. The city-wide map offers little to support some of the features of the city - flooding in the Puddles, the Beast in the Docks, Misery Row. The city map, while it has little buildings dotting all over it, fails to include much in the way of major landmarks, either identified or implied.
This book really, really made me want to run a campaign in Absalom. Lots of really interesting, internally consistent tid bits about Absalom.
A book this size can't be super detailed, but there is a whole lot more to this book than we have seen about the city before, including enough information to pretty much run an entire campaign just on the Isle of Kortos.
This is another high quality product from Paizo. I would rate it 4.5 out of 5 but will round up this time.
The background of the city as well as the current state of play is surperb. It makes me want to jump in there straight away and play. Have not participated in the PFS yet, this book makes me what to get involved in the politics and excitement. I should also mention that there is a small amount of artwork but what is present is up to scratch.
There are no player options in this book and I would recommend it to any DM. Saying that, there is plenty for a player to get out of the book for character background and knowledge to enhance RP.
The literary genius of Paizo is once again brought to the forefront via this epic masterpiece. A triumph of the written word! My only regret is that it wasn't long enough.
If there's one thing Paizo excels at, it's making products that feel familiar and classic, while at the same time being new and original. Guide to Absalom is no different.
The massive realm stacks up quite well to the great fantasy cities of past days, such as Waterdeep, Sharn, and Greyhawk City, yet it manages to have its own unique flavor. A melting pot in the truest sense, Absalom's citizens come from all parts of the world, and the place is by no means a classical, European-style setting. In fact, it feels quite a bit more like ancient Greece or Rome, with a native population of harpies, minotaurs, and centaurs, gads of political intrigue (et tu Hugen?), and even a legendary labyrinth that (may) exist beneath it.
The Guide covers a gamut of locations, from mighty cathedrals and fortresses, to kite shops and clockwork centipede-ship-classrooms. We even get an old fashioned Running of the Bulls... except with less bulls and more gorgons. And while there must be a hundred interesting places to every one detailed, we still have plenty of info to get a feel for the metropolis.
My only problem with GtA is that none of the NPCs are given stats or alignments. I suppose this gives a DM more flexibility when it comes to customizing the city as his/her own, but I personally like having an idea of a given character's morality and power level. That small complaint aside, for being a 64-page sourcebook, GtA is an excellent tool for any DM.